Hello everyone! I am currently new to Sc2mapster and I just want to raise an awareness about the Missile Turret and Siege Tank combo. During my games, I play Zerg and I find it extremely hard to bypass this combo. Even with broodlord, I find it hard to even do any damage to the combo, as I have to take my time to build broodlord and because of this time gap, Terran is allowed to build vikings to obliterate my broodlords. I have tried the overlord drop to have the splash damage kill the tanks but the missile turrets kill the overlords in 5 seconds literally. So lets put it this way:
- Overlords can't do anything
- Zerglings can't do anything
- Roaches can't do anything (burrowing is utterly useless)
- Banelings can't do anything
- Hydralisk is a no no
- Mutalisks fails badly
- Corrupters can't do anything except turn to broodlords
- Broodlords takes too long to build
- Infestors die with a scan
By the looks of it, Zerg has no way to counter this combo. What else is there to do? Even Protoss is affected by this combo with nothing to stop it, (Mass Immortals? Mass Rines. What should happen is for Blizzard to remove the missile turrets detector ability and add the detector ability to the sensor turret instead.
Can't ya flank the contain with Muta and go for the Terran Mineral Line or Production buildings? You have to remind at that point the Terran Army is very static so you can use the mobility of your forces. Else you might have to split your forces... Baneling/Muta spread might do. Else you have to keep constant map controll and see what the Terran is doing so you can counter the contain before it is ther.
Lol yeh but it should take him a lot of time to get to that stage. Just preventing him to get to that stage like what you have to do to protoss b4 they get their Protoss Death Ball. Cut off income and production usually with Muta play or Zergling runbies. The Terran has to waste a lot of resources to get that many turrets up so you should have enought time to Harrass.
heavy turtling never works. Broodlords are something that terran has incredibly hard time countering. You can get them with 3-4 bases (you dont nececarily need minerals just gas!.)
And then just scout and use burrowed lings to prevent him from expanding.
What folks have said. Like a wise man once said, if you've got problems beating a certain tactic and feel like you can't do anything against it, you have probably already lost. Check your replays - possibly you're giving the Terran player way too much leeway and don't harass enough early on, or you're not expanding enough. If he's got 20 tanks and 50 missile turrets there's no way he's going to be attacking you with anything more than a random medivac drop every now and then.
If you keep ending up in a situation where the Terran player has a bunch of turrets and tanks before you can get Broodlords, then you need to change something in your tactic to prevent him from reaching that situation.
No. I'm a terrible melee player, I'm just good on the strategic front.
I suggest you watch some Day9 episodes. Look for the newbie tuesdays that involve harassing, forcing your way back into the game, and recognizing when a game is lost. Specifically that last theme is featured in one specific episode (270ish, iirc), and it should give you some insight into your problem and give you ideas on how to fix it.
I met once a heavy turtling terran (playing zerg). So heavy he started with a PF first instead of CC on his natural. Thats the best thing that can happen to you. Just take 3 more bases and tech up to brood lords. BL + infestor hardcounters everything terran can throw at you when microed properly.
Just fungal the hell out of his vikings/bio and you win, Brood Lords do the cleaning
I met once a heavy turtling terran (playing zerg). So heavy he started with a PF first instead of CC on his natural. Thats the best thing that can happen to you. Just take 3 more bases and tech up to brood lords. BL + infestor hardcounters everything terran can throw at you when microed properly. Just fungal the hell out of his vikings/bio and you win, Brood Lords do the cleaning
Exactly.
What you are saying is that you want Zerg's offensive power to be so strong that they can still overrun an entrenched Terran (cost-efficiently). Terran is the turtle race, and a turtle terran is not going to be easy to break.
But as long as he is turtling the only thing he can do to you is hellion harassment or medivac drops. If he spends so much money on turrets/tanks/defense you can just pump out more bases and win.
And that's not just theory. I'm a master-league terran (ok, I was before I stopped actively playing :P). And I've even played against a bunch of real pros.
I know that, if I turtle up, every Zerg is just laughing at my face. The key to winning against Zerg on a diamond+ level is to be aggressive and rely on timing pushes and drops so the Zerg can't just macro up like a fiend.
If you can force a Terran into a defensive stance and know how to exploit it you have almost won. If he turtles it makes it even easier.
Hello everyone! I am currently new to Sc2mapster and I just want to raise an awareness about the Missile Turret and Siege Tank combo. During my games, I play Zerg and I find it extremely hard to bypass this combo. Even with broodlord, I find it hard to even do any damage to the combo, as I have to take my time to build broodlord and because of this time gap, Terran is allowed to build vikings to obliterate my broodlords. I have tried the overlord drop to have the splash damage kill the tanks but the missile turrets kill the overlords in 5 seconds literally. So lets put it this way:
- Overlords can't do anything
- Zerglings can't do anything
- Roaches can't do anything (burrowing is utterly useless)
- Banelings can't do anything
- Hydralisk is a no no
- Mutalisks fails badly
- Corrupters can't do anything except turn to broodlords
- Broodlords takes too long to build
- Infestors die with a scan
By the looks of it, Zerg has no way to counter this combo. What else is there to do? Even Protoss is affected by this combo with nothing to stop it, (Mass Immortals? Mass Rines. What should happen is for Blizzard to remove the missile turrets detector ability and add the detector ability to the sensor turret instead.
Just open the siege tank's weapon and right click->reset to default on it's area damage effect then use zerglings.
Can't ya flank the contain with Muta and go for the Terran Mineral Line or Production buildings? You have to remind at that point the Terran Army is very static so you can use the mobility of your forces. Else you might have to split your forces... Baneling/Muta spread might do. Else you have to keep constant map controll and see what the Terran is doing so you can counter the contain before it is ther.
@patrickwobben: Go
Yes, but what if the Terran managed to build 50 missile turrets around his base? And he had like 20 tanks?
Lol yeh but it should take him a lot of time to get to that stage. Just preventing him to get to that stage like what you have to do to protoss b4 they get their Protoss Death Ball. Cut off income and production usually with Muta play or Zergling runbies. The Terran has to waste a lot of resources to get that many turrets up so you should have enought time to Harrass.
heavy turtling never works. Broodlords are something that terran has incredibly hard time countering. You can get them with 3-4 bases (you dont nececarily need minerals just gas!.)
And then just scout and use burrowed lings to prevent him from expanding.
What folks have said. Like a wise man once said, if you've got problems beating a certain tactic and feel like you can't do anything against it, you have probably already lost. Check your replays - possibly you're giving the Terran player way too much leeway and don't harass enough early on, or you're not expanding enough. If he's got 20 tanks and 50 missile turrets there's no way he's going to be attacking you with anything more than a random medivac drop every now and then.
If you keep ending up in a situation where the Terran player has a bunch of turrets and tanks before you can get Broodlords, then you need to change something in your tactic to prevent him from reaching that situation.
@Mozared: Go
Can you guide me through those tactics?
No. I'm a terrible melee player, I'm just good on the strategic front.
I suggest you watch some Day9 episodes. Look for the newbie tuesdays that involve harassing, forcing your way back into the game, and recognizing when a game is lost. Specifically that last theme is featured in one specific episode (270ish, iirc), and it should give you some insight into your problem and give you ideas on how to fix it.
I met once a heavy turtling terran (playing zerg). So heavy he started with a PF first instead of CC on his natural. Thats the best thing that can happen to you. Just take 3 more bases and tech up to brood lords. BL + infestor hardcounters everything terran can throw at you when microed properly. Just fungal the hell out of his vikings/bio and you win, Brood Lords do the cleaning
Exactly. What you are saying is that you want Zerg's offensive power to be so strong that they can still overrun an entrenched Terran (cost-efficiently). Terran is the turtle race, and a turtle terran is not going to be easy to break. But as long as he is turtling the only thing he can do to you is hellion harassment or medivac drops. If he spends so much money on turrets/tanks/defense you can just pump out more bases and win.
And that's not just theory. I'm a master-league terran (ok, I was before I stopped actively playing :P). And I've even played against a bunch of real pros.
I know that, if I turtle up, every Zerg is just laughing at my face. The key to winning against Zerg on a diamond+ level is to be aggressive and rely on timing pushes and drops so the Zerg can't just macro up like a fiend.
If you can force a Terran into a defensive stance and know how to exploit it you have almost won. If he turtles it makes it even easier.