The Terran Late Game (vs Zerg)
This post will cover 3 phases of the modern Terran vs Zerg matchup, namely the mid-late game, late game, and endgame.Â
We will begin the discussion with remarks on the Zerg late-game unit composition, as well as the possible Terran unit compositions en riposte.
Zergâs ultimate goal is to reach Brood Lords, Ultralisks, (I almost said defiler), Infestors, a lot of Corruptors, and perhaps Vipers (maybe with ling/bane support, especially as a means to replace army after the big engagement). In other words - units that kill our shit really easily, because if weâve been going bio-mine all game, our units are quite volatile (glass cannon strats). If he maxes on his perfect composition...weâre going to have a hard time, guaranteed.Â
Before I talk about deterring the Zerg, letâs first figure out how to (if, at all possible) go head to head with this army, and brainstorm the ideal unit composition, or perhaps a few, and then Iâll talk about this more after I explore unit tester. Terrain will most likely be key.
The battlecruiser should be the centerpiece of our unit composition. Itâs beefy, has a lot of health, and deals a massive amount of damage. It has that epic teleport ability, and a skill that can pretty much one-hit any Zerg unit. Furthermore, Zerg has no strict anti-spellcaster (Terran has EMP, Protoss has feedback), so Yamatos will be just that much more powerful. Plus, the battlecruiser has the added bonus of being an air unit - and Ultras, Brood lords, and ling/bane cannot shoot up.
Iâm not too fond of marines in the late-late game, since 55 health isnât a lot, and if you consider the sheer amount of micro it takes to keep all of them going - it will detract from other things. Ultras shred through marines, fungals (especially since most maps donât have that many open spaces - and open spaces in some sense favor the Zerg), and Brood Lords ruin the effectiveness of marines by creating a âwallâ and reducing our maneuverability. Even though they have such effective DPS, Iâm a firm believer that once tier 3 is reached, Terran should start to move away from Marines, and maybe even marauders as well. We saw this in the Brood War meta - strategies began shifting from 9:00 pre-hive 2 base timings to a quick third and then a killing blow before the Zerg could get 4 operating bases to 4 barracks into mech switch .This was because once the Zerg got Guardians and ultralisks, Terrans simply could not hold them off, particularly if there were a decent amount of defilers out. Irradiates on ultralisks hurt the Terran more than the Zerg, and chitinous plating +5 armor was just too much. People cite DPS all the time as to why the Marine should remain a late-game unit for the Terran, but the BC/Banshee does much better for the amount of health. The DPS is useless if you canât keep the marines alive, and with the sheer amount of splash Zerg will have in the late game, itâs just not worth it.
Perhaps a few marauders for the ever-so-useful concussive shell?
The ghost was a very popular late game unit in Wings of Liberty, from what I saw. Iâm still catching up on how the HotS meta evolved, since I wasnât around, but the ghost was used quite effectively. Iâm not too fond of the new snipe ability, because of how long it takes to set up, but it does a ton of damage. It is, however, far too easy to kill the ghost unless there is something preventing the Zerg from getting to them (Iâll get to this later). If the Zerg makes a lot of infesors/vipers, I believe ghosts are important, but theyâre just a good unit in general. They do a fair amount of damage, and allow us to pressure Zergs with nukes. Brood lords are slow, and defensive nukes are very good for the zoning game weâll find ourselves playing.Â
The liberator is crucial - once sieged, the DPS is just INSANE, though it severely lacks mobility, and is very vulnerable to corruptors. The range upgrade, however, just makes the unit borderline unfair, particularly on maps with a lot of cliffs. Unsieged, the splash damage may be useful against corruptors, but Iâll have to try that out in unit tester. I think the liberator will be another crucial unit against the Zerg army, unless they decide to go full air as well.
The Viking is an essential support unit for battlecruiser - not much needs to be said here.
In the later game, Banshees once again become effective, since Zergs will now be moving their gas away from mutalisks and onto the later game units. Mutalisks sort of lose their utility in the later stages of the game, since they take up a lot of supply and make the Zerg endgame force that much weaker. The mobility they have is really, really good, but Terrans will make a shit ton of turrets, and leave a few mines/thors at home.Â
Ravens are good, but I donât know about making them en masse. A lot of people do that, and Iâve seen it utilized to great effect, and this is something Iâll have to play around with. HSM seems really good on Brood Lords/cramped corruptors and can force positions, and PDD is almost unfair in Viking vs Corruptor fights. This ties in nicely with the Banshees and the BCs, since it means weâll have tech labâd ports, and the DPS from autoturrets is pretty crazy as well. Autoturrets can also serve as protection for the Ghosts as well. The only caveat is the sheer amount of gas they cost.
Thors are very good because of the splash damage against corruptors - but thatâs about it really. Theyâre slow, clunky, and kind of just die really fast, particularly if theyâre not in range of anything. They are, however, a very good meatshield for the ghosts.
Widow mines lose their utility once Zerg gets a lot of ultralisks out, since ultralisks are quite large in size and the mines no longer do splash damage. They could potentially DESTROY Brood Lords and corruptors (especially with drilling claws), but if Broodlings occupy the space they need, I donât see them getting very far. When Zerg begins replenishing their army with ling/bane, however, I could see their effectiveness returning.
Siege tanks - almost useless once Brood lord/ultra is out.
Hellions - Actually, surprisingly useful in low numbers, a very small resource investment for potential HUGE economic damage, have great mobility and vision all over the map. Just donât make too many. A great response to mass ling/bane as well. Hellions can even kite ultras. The only problem I foresee is the potential infrastructure switch required.
GOALS WITH OUR LATE GAME:
-Reach a solid endgame, particularly with our base-racing advantage
-Be able to kill the Infestor-Broodlord-Ultralisk-Corruptor (and maybe viper) force, even if the fight is terrain dependent
-Have sufficient infrastructure to support a rebuttal to the remax on lings/banelings
-Be able to defend our bases
So immediately, Ghost/Liberator/Viking/Eventual BCs/few Ravens is sounding particularly attractive - but with smaller ghost counts. The snipe function on the Ghost will shred through those Brood Lords (provided we kill the Overseers), but infestors are a large worry, considering that they can just fungal all of our air units in place repeatedly (unless we snipe them first), so keeping a good spread will be important. (None of those stacked Vikings!)
Iâve decided to ditch the thors for now, since HSM + PDD with liberator splash sounds really good. I need to unit test to see how liberators fare against mass corruptors/Brood lords (probably very poorly). Honestly...Battlecruisers fare pretty well against corruptors as well.
If they make a lot of ultralisks, weâll get a lot of liberators, but we need something on the ground to stop their progress. Ultras shred through thors pretty quickly, but so far that sounds like the only option I have. So if I see ultras, I may get a few thors...but then this will add to the amount of micro we have to perform, since weâll need the thors to target fire the air units.Â
It seems like no matter what, we are always at the APM disadvantage...
Raven/BC/Liberator with Ghost/Viking/Thor Support is starting to sound good, but we have no real means of spending our minerals. Perhaps hellions? They can kite the ultralisks, and amassing them early would be really, really good for potential ling counterattacks.Â
There is another style...where we go mainly MMMM with Liberator/Viking Support, but this style is much more APM intensive, and simple control mistakes could cost us the game. However, in terms of infrastructure, this is a significantly better style.
INFRASTRUCTURE CONSIDERATIONS
Let us suppose that we are going into Sky Terran.
So the biggest problem Terran has against Zerg in terms of switching to Starport tech is the problem of upgrades. Terran seeks to get 3/3 Bio in the midgame, simply due to the power of bio-mine (or other bio based compositions) in the midgame - there is so much DPS, mobility, and other things that makes them too good not to use. Only when Zerg really starts to get enough DPS that they can kill the bio units before they are able to become very effective do we need to make a transition.Â
Zerg is, however, researching +1 armor or +1 attack on air units via their Spire if they get a lot of mutas...(usually +1 armor, from what Iâve seen), so it will be of great benefit to us to research plating early on.
The second problem to look for is the mass amount of Barracks weâll have...if we open bio-mine, weâll find ourselves on 3 bases with like 8 Barracks, 1 factory, and 1 starport. Our Barracks will mostly be inactive if we suddenly switch to Starport tech, and weâll have to invest significantly more resources in infrastructure if we want to support our âideal compositions.â The only thing the barracks will really be useful is for producing Ghosts...and I mean I guess if we want to mass ghost thatâs really good, but the space-blocking features of the Broodlings are a little too much for them to be useful. Perhaps old Brood War style 4 rax into mech styles may be useful, but navigating a successful against a scary Zerg does seem quite difficult.Â
We could easily, however, transition into this style of late-game using Mech, so this will depend.
I think, for either style, what we should do is to get a large amount of Barracks (for MMMM), or a large amount of Factories (if going mech), and start adding Starports (aiming for 6 Starports or more) in the mid-game, with no addons at first. We are doomed to have a reactor on one of those Starports, just by the nature of our openings, but whatever it is, we should seek to get a large amount of Starports, and then slam down tech labs on all of them later. We could produce Battlecruisers 6 at a time!Â
We should definitely research Vehicle/Ship plating as either style, since it will protect our Liberators/Medivacs/Vikings, and be useful later on. A second armory I think will be key into the late game.Â
If Zerg chooses to remass on lings, we switch back to medivacs (and a few liberators), and MMMM once again if we went mass barracks, and mass hellions with a few mines if we were going mech.Â
I think pre-emptive Vikings are essential as either style, once we see corruptors being made, so that we can amass a decently large Viking count for the final engagement, and begin replacing marines with Ghosts, and keeping a moderately high Marauder count. Concussive shell marauders actually fare quite well against the ultralisks, and with superior control in Liberator zones, we just may come out on top (assuming our Vikings are decimating everything in the skies).Â
Zerg will have the infrastructure advantage in the sense that they are spending less resources on âproduction facilities,â but Terran has the significant advantage in the sense that we can sacrifice our workers to free up more supply, which will enable us to have a larger army during the big engagement.Â
So I have come up with a tl;dr:
If they try to Viper drag you, then just teleport back LOL
High corruptor count? Viking support. You will have more units than him because of the supply lead. If the corruptor count is absolutely ridiculous, try to bait them into a few thor shots. Liberators can help out, and so can PDD.
Infestors? The ghosts will chase them out, or you can Yamato them, or just spread your shit out and drop mules for repair
A lot of Brood lords? We barely have ground units - just run them away, or drop a defensive nuke
A lot of ultralisks? Liberators/Banshees. Just a few banshees - maybe crit mass liberators with Viking support can destroy corruptors (unit tester!). If mech, kite with hellions; if Bio, kite with conc shell through liberator fields and Ghost snipes. This is HARD. Alternatively, you can kind of just Yamato the ultralisks.