- Joined
- Jan 16, 2008
- Messages
- 156
#1 Hard and Soft Counters -
Against Zerg, a Terran of equal skill should never lose, unless they make a grave error. Why? Because Terran has hard counters to Zerg units, while Zerg has only soft counters to Terran units.
Take this scenario for instance: The Zerg player masses Roaches, who are armored, so the Terran masses Marauders (Marauders are a hard counter to Roaches, they eat them alive). So the Zerg player masses Hydras, a soft counter to Marauders, they don't do any extra damage to Marauders, but they don't take any additional, so they can be effective against Marauders, but they aren't as effective as Marauders are vs Roaches. The Terran player masses Hellions, a hard counter to Hydralisks. Niether Roaches or Hydralisks hard counter Hellions and Marauders, while Hellions and Marauders hard counter Hydras and Roaches. Zerg loses, and Zerglings won't do any good, also hard countered by Hellions, and Zerglings don't hard counter Marauders.
So the Zerg player turns to the air, and gets Mutalisks, a hard counter to Hellions and Marauders since they can't hit air units. So the Terran player grabs some Marines, a soft counter to Mutas, and a few Thors a very hard counter to Mutas, so much so as they eat them up unless you micro them hard. So the Mutas become ineffective.
At that point the Terran player can move at your base, before you can get enough Vespene to have an effective force of Infestors, Ultralisk or Broods to do anything. You might be saying "just skip the mutas dummy!" In that case you'll be dead too, because the Hellions and Marauders will run over your base (Marauders hard counter spine crawlers too...)
Honestly your best chance is to use Banelings well. But this is a risky proposition that sucks up Vespene and becomes pointless if they go Banshees/Vikings.
#2 - Hellion Harrass
Zerg is a race all about mobility. Hellions are incredibly mobile and rob the Zerg of this advantage, with their ability to tear through Zerglings, Hydralisks and most importantly, Drones. Early game a Zerg player has to get a few Spine Crawlers, further reducing their mobility and offensive power to hold off the Spine Crawlers, or depend on Roaches (easily counter by Marauders).
You can put the Zerg in a big hole with Hellions, and there isn't much the Zerg can do about it, unless they want to put themselves in a big hole by purchasing static defenses as a mobile race.
#3 - Surrounding Thors with SCV's
My favorite trick, and one that has never failed me, is to build some Thors and send them against the enemy surrounded by SCV's. Zerglings and Ultralisk don't auto attack the SCV's reparing the Thor, so they will run around like Chickens with their heads cut off while I massacre them (The SCV's physically block the melee units from hitting the Thors, and they can also repair each other if a Zerglings is microed to attack). The Hydras and Roaches will waste their firepower on the Thors since the SCV's repair so quick, and the whole Zerg force dies.
Now you might say "just target the SCV's!" And it would work (especially with an Infestor) except I cover up my Thors with a huge force of Vikings and Banshees... so you can't accurately select the SCV's. And even if you did take one down, you'd still have to continue the micro madness against my other Thors, who with the Vikings and Banshee would have picked off any Infestors or Banelings by that time.
This also works vs Zealots.
Match Point - Terran. Hopefully these issues will be address in a patch.
Against Zerg, a Terran of equal skill should never lose, unless they make a grave error. Why? Because Terran has hard counters to Zerg units, while Zerg has only soft counters to Terran units.
Take this scenario for instance: The Zerg player masses Roaches, who are armored, so the Terran masses Marauders (Marauders are a hard counter to Roaches, they eat them alive). So the Zerg player masses Hydras, a soft counter to Marauders, they don't do any extra damage to Marauders, but they don't take any additional, so they can be effective against Marauders, but they aren't as effective as Marauders are vs Roaches. The Terran player masses Hellions, a hard counter to Hydralisks. Niether Roaches or Hydralisks hard counter Hellions and Marauders, while Hellions and Marauders hard counter Hydras and Roaches. Zerg loses, and Zerglings won't do any good, also hard countered by Hellions, and Zerglings don't hard counter Marauders.
So the Zerg player turns to the air, and gets Mutalisks, a hard counter to Hellions and Marauders since they can't hit air units. So the Terran player grabs some Marines, a soft counter to Mutas, and a few Thors a very hard counter to Mutas, so much so as they eat them up unless you micro them hard. So the Mutas become ineffective.
At that point the Terran player can move at your base, before you can get enough Vespene to have an effective force of Infestors, Ultralisk or Broods to do anything. You might be saying "just skip the mutas dummy!" In that case you'll be dead too, because the Hellions and Marauders will run over your base (Marauders hard counter spine crawlers too...)
Honestly your best chance is to use Banelings well. But this is a risky proposition that sucks up Vespene and becomes pointless if they go Banshees/Vikings.
#2 - Hellion Harrass
Zerg is a race all about mobility. Hellions are incredibly mobile and rob the Zerg of this advantage, with their ability to tear through Zerglings, Hydralisks and most importantly, Drones. Early game a Zerg player has to get a few Spine Crawlers, further reducing their mobility and offensive power to hold off the Spine Crawlers, or depend on Roaches (easily counter by Marauders).
You can put the Zerg in a big hole with Hellions, and there isn't much the Zerg can do about it, unless they want to put themselves in a big hole by purchasing static defenses as a mobile race.
#3 - Surrounding Thors with SCV's
My favorite trick, and one that has never failed me, is to build some Thors and send them against the enemy surrounded by SCV's. Zerglings and Ultralisk don't auto attack the SCV's reparing the Thor, so they will run around like Chickens with their heads cut off while I massacre them (The SCV's physically block the melee units from hitting the Thors, and they can also repair each other if a Zerglings is microed to attack). The Hydras and Roaches will waste their firepower on the Thors since the SCV's repair so quick, and the whole Zerg force dies.
Now you might say "just target the SCV's!" And it would work (especially with an Infestor) except I cover up my Thors with a huge force of Vikings and Banshees... so you can't accurately select the SCV's. And even if you did take one down, you'd still have to continue the micro madness against my other Thors, who with the Vikings and Banshee would have picked off any Infestors or Banelings by that time.
This also works vs Zealots.
Match Point - Terran. Hopefully these issues will be address in a patch.