Quote (Fej @ May 24 2013 09:44am)
1 base all in with shs into broodlord play vs 1-2 base tank, interesting, very interesting
thx!
yes, basicly you stop Barracks /firebat production, couse swarmhost, at 8 min mark
forcing the terran to attack you main whit his rack-units, and to start tank+air production
a simple wall-in (overlord creep near ramp/evolution+spire+spore) and well used swarmhost will stop hat ezz
50+% of the time, he keep his useless-reck-units in base, mebe he think i build random muta!
importent now is the following:
have plenty of swarmhost to stop ground units in time, since you need scan-kite,
have a back-up spire crawler nest at a nearbye proxy hatchery(2e base) to keep enemy bussy, when locust need respam-time, be sure you swarmhost can kite arround this base, and not get scanned+cornored
have plenty of swarmhost/air-vision to keep doing damage even if 2-4 tanks are coming, to even snipe some tanks, to keep map-control/tec-control
to have air-force up, corruptors to kill overlord-sniping-vikings
to have bloodlords up, 1min after tank-control have been made, and swarmhost not do damage when attacking enemy ramp
so the terran just have foccus all arround protecting his buildings from damage vs swarmhost, and he is trying to get air-defence ontop of that, be sure you are 1 min ahead of him!
muta better for sniping-tanks? yes ffrom 8-9min, not after that! couse muta dies pretty ezz, needs to be verry cloose to snipe a tank (marine+missle turrot>muta, for protecting tanks), terran can only protect tank from bloodlord, if he have air-dominance, muta not give air-domince, corruptor gives, muta only works if economie is like 1.4times stronger, this is not a economie larve-inject build, this is tec-build! this tarran is on 2bases when i am on 1.5bases!
e/ muta not adds to swarmhost, swarmhost only lockes enemy units into defensive position, allow your muta to snipe some buildings more ezz
i not wana make muta stronk, i want my air to allow my swarmhost to get stronger
muta kill some crap-random-tarran-stuf, and kite for anti-air, this anti-air should be protecting tanks, so the chances to tank-snipe getting lower, when time passes
so 2-3muta is kinda the most you want, only to force random marine production and missle turrets, (posible snipe 1-urly-tank) and somekinda sheap-terran-responce, but you can even skip it completly
and be sure this viking-air-dominace never comes up, and you be intime for 2bloodlords to kill tanks
This post was edited by Tommyvv on May 24 2013 05:41am