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Advanced Tactics
Reaver Pop - When units come to counter attack your reavers, quickly put them back into the shuttle and retreat a little. Drop them out just so you can hit them and not get hit. Put them back into the shuttle and repeat the process. Keep doing this to annoy your enemy and your reavers will also last very long. Have the reavers rebuild their scarabs while they are in the dropship.
Effective Webbing - If you see a group of cannons next to each other, webbing one will most likely leave the others operational. You will waste energy webbing the others. Instead, aim the web in those little cracks between cannons. You will save a lot of energy doing so. This is especially important when webbing siege tanks. Since they can actually move unlike cannons and colonies, you will need to repeatedly web each tank.
Effective Storming - If the target is moving, aiming the storm directly at it means they will probably have ran away from it by the time it executes. Instead, aim the storm in front of the enemy. During the time it takes the storm to come out, they will fly directly into it. This will do a maximum damage to the units.
Recall - When you recall into an enemy, only bring one arbiter. Bring some cosairs to web defenses. When you use recall, that's when you retrieve the other arbiter you have. Then, use those to recall your other units. Bringing all your arbiter is very dangerous. They die easily and it's better to just lose one than lose them all. Make sure you recall observers and make sure you pack the units you recall tightly so you bring in the biggest amount possible.
Choking the Chokes - Stasis is wonderful in that the units still take up space after they are in stasis. If you have a horde of hydras trying to squeeze through a choke to attack you, aim stasis at the smallest point in the choke. The ground units there will take up space and make the choke even smaller. Units behind them will attempt to squeeze in one by one and it become very easy to kill them all. Use a web right at the tiny choke for an even better effect.
Carriers - Used properly, carriers are actually good. In fact, an unprepared enemy won't have enough time to counter it. Terran must use lockdown, protoss must use stasis or storm or dark archons, and zerg absolutely must have swarm or a decent fleet of mutas and devourers.
In this screen shot, a small fleet of just 4 carriers and about 12 cosairs (not all shown) have completely destroyed an army of hydras. A few still remain as you can find them under the web. Notice the attack is across the water. If the opponent is smart enough or have enough units for suicide, they will have to run their hydras all the way to the edge to attack the carriers. You can see that 4 webs can easily cover an large portion of the map. Units trying to attack basically have less range than they really do because they have to move closer to attack. 12 cosairs is more than enough to cover the whole edge with webs and take out any air units. Move the carriers back if you don't have enough web and let them attack from out of range.
Here, a fleet of 6 carriers and about 28 cosairs (not all shown) attack a base. The carriers have attacked through the main entrance and would naturally require more web to stop anti air units. Basically, web anything that moves and just halt your carriers. An observer is at the bottom.
Notice there are only 4 carriers. With the wonderful webs, that is all you need. Now, you can make goons, zealots and whatever else you are using.
Hiding Observers - If you want to leave an observer in someone's base, try to camouflage it to the background. The observer above is hard to see because it is camouflage with the cliff in the background. Don't let your opponent know you are watching them.
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