"Ensnare templars, plague archons. Zerg magic at its finest" -WilliamWC3
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| #1 [e]ralessi[460] | | | Nice report. It was pretty good writing. Now, onto your strategy =). Well, try to pick terran or something in the chatroom, then, at the last second switch to zerg or something. I mean, if they can play terran and you pick zerg right off the bat, you are most likely dead. Now, hydra aren't the most cost effective unit against terran. They can be countered by anything... mines, M and M, and tanks. Also, it suprised me greatly that you didn't use lurkers at all! They are really good at stopping the terran infantry, also, when you get guards, lurkers/guards kill all infantry =). See ya around. | | #2 Flint79[464] | | | I saw that you were having trouble with the Gardian/Muta attacks. I find this to be a big pain in the ass too...because Gardians can't defend from the air...and you need to micromanage Mutas while attacking to defend your Gardians. It's a very trying process. This is what I do though. I hot key my Muta's and gardians into the respective 1 and 2 keys. I take the Mutas and click them to just follow the Gardians. Then you move around the Gardians to attack while the Mutas hang in the back watching for air attacks and such. As soon as something from the air attacks the defenceless gardians...press 2 to activate the Mutas and drive them off. Then return the Mutas to following the Gardians. Rinse and Repeat. Hope this helps. | | #3 HydraDropper[466] | | This was regular starcraft, not broodwar. Yes, I'm starting to see the problems of zerg versus terran. It seems that all the basic and mid level units have something in the terran that massively kills them (firebats, tanks, SCI VESSEL), only guardians, defilers, queens provide some relief... I can see now where it is a problematic matchup for zerg to survive through mid game against good playaz...
I haven't gotten broodwars (probably will eventually). I don't like all the emphasis on cloaked units now, I think it is an unnecessary element that detracts somewhat from the game (for me, anyway). Plus I'm so addicted to this game I'd probably spend a month or two straight playing it and not pay my bills and get evicted or something.
As far as Flint79's suggestions re: Guardian/muta, I'll have to give it a try. I think one of the big problems for me is hit and runs by fliers or infantry where my flier AI follows, into turret or cannnon fire. Hold position, as long as there is sufficient support (mutas or hydras with overlord) holding support in the same position, may be the thing for me. If I am not taking attention away to micro something at home base, I can micro attack better. But if I take away attention for a sec, those silly guardians/mutas are following units over a passel of marines or turrets... | | #4 PikachuXX4[478] | | | you are good! | | #5 Flint79[538] | | | But the sweet thing with my strat is that the mutas are in back of the Guard. Thus, they don't suicide into the defences because the gaurds are destroying em. If he sends in flyers to harass you....you gotta have a bigger anti harrass force. Eliminate the defences first and do hit as run as need be against the Gardian harrassing units. Crack the base first then engage him an air war....as he will attack your mutas and most likely lead them into the base where more cover support can be achieved. Turtles are a pain in the ass...yet so fun to crack. |
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