[Zerg] Help against Stalkers & Colossi?

LurkerAspect

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Hi there :D

I'm new to sc2 but not to the franchise, but I've been having problems playing as zerg when faced with an opponent who decides to camp, block off his ramp and go stalkers and colossi. In a recent game, the tables were turned and I was the one who ended up blocked in my own base. As soon as the opponent gets colossi, that's it for me and nothing I try works. And this isn't just once or twice, it's everytime I play a toss who uses this strategy.

Any help or advice?
 

Monsterous

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i'd suggest Corruptors, which deal bonus to Massive units, and Collosi can be hit by Air units due to its size.
For the stalkers, zerglings or roach perhaps? Im not a zerg player much, but anything that counters stalkers really, maybe even hydralisks.

But aye, defintely Corruptors for Collosi.
 

Oninuva

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Corrupters would be good, since you can deal 25% more damage and hit colossi, also, maybe a replay?
 

BANANAMAN

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Mutalisks,Banelings and Zerglings would work better IMO. Have you seen a mutalisk mass pwn the crap out a Stalker Colossi force? Unless the Stalkers outnumber the mutalisks their not doing any significant damage to your mutas..If they do then i'm pretty sure he's going to have less colossi to deal with your Zergling/Banelings which also eat stalkers for breakfast. ;)
 

Oninuva

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A stalker costs less than a muta..

Muta = 300
Stalker = 225

So for every 2 muta, theres around 3 stalkers if you had the same money.

Mass muta is an option but not a very effective one, the most effective counter would be ultralisks/speedling but ultras are real late game tech. Another way would by hydra & corrupter which being corrupter the hard counter to colossi and hydras tear up stalkers but it really depends on positioning and avoiding the AoE, try to spread the units as much and hope you win. Other than that, the best way to do it is ultralisk / speedling as they will tear up stalker/colossi.
 

Oninuva

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Oh, don't forget to Contaminate on the colossi. GL =]
 

BANANAMAN

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True that while the Stalkers cost less than Mutalisks bear in mind that you can't use the same minerals/gas you used to make the stalker for making a colossi. It's all about how each unit complements each other in the combination.One advantage of Zerg players is that once they have a good control of the map it would be difficult to swing the battle back to the enemy's favor as long as the Zerg player never stops attacking and harassing along with maintaining his economic advantage from any raids the protoss might attempt.

Sure he has a lot of Stalkers for anti mutalisk but the few Colossi he could field won't stop a veritable Zergling/Baneling carpet from wiping the Stalkers from existence Since stalkers aren't designed for dealing with that amount of zerglings.Or to up the DPS make it Hydra/Baneling/Muta since Hydras have a higher DPS than ever before.Sentries may make things difficult but you have the advantage of speed over this protoss unit combo.

Remember Colossi move slow and may be left behind when that army pushes forward. With Zerglings/Banelings and Mutalisks you have the map control as long as you posses a sizable amount of mutalisks,Zerglings and Banelings along with speed upgrades for both Zerglings and Banelings.

Also try following the 1 queen per hatch/base rule it would greatly speed up your production and creep spreading.
 

LurkerAspect

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Thanks for all the input :D after watching the replay of the game, I can see how I messed up and he was able to completely outproduce me. Basically I thought he had blocked off his ramp and so I didn't put any pressure on him, which being zerg was actually a huge mistake. The protoss was able to keep me in my base, gain map control, and outproduce me with stalkers and colossi.

Basically last night I was in a bad mental state and screwed up epically :p I've learnt now how to predict what strategy my protoss opponent is going for, and that if I get in that situtation again, I know it's a result of my laziness! Now I put more priority on making zerglings in my early BO to counter early zealots.

But a quick afterthought, in my situation I had two infestors with full energy, but no neural parasite. If I'd parasited the colossi, would that have been effective at all?
 

Oninuva

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Yes it will be effective... just make sure because it's only 15 seconds..
 

BANANAMAN

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Fungal growth also works wonders too. best damn offensive spell the zerg ever had since plague.
 

Bloodcount

Starcraft II Moderator
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Muthas and COrruptors. later the corruptors will be broodlords. Fast expand to have the extra larva and creep tumors (you will most likely need lings anyway). IF you feel like fucking with his economy either make (my style) nydus network + a few wormies(one outside his base, one inside and make a baneling massacre on his economy (note RISKY AS HELL) or make an overlord baneling drop. (not nearly as risky and even more effective. The second nydus worm will help you crap out your lings the second you have destroyed his barrier.


Basically, a lot of muthas can't be countered with stalkers. You need phoenixes (gosh I hope I spelled that correctly) and broodlords destroy everything that is on ground... with a delay in the movement speed.

so, once you have done that, make lings and use the nydus wurm (if you haven't covered the entire map in creep that is) to get your crack-heads (yes, you need both upgrades) to finish the job. The good thing about this strategy is that protoss, if are not prepearing for an air warfare, aren't too efective against it. The bad thing is that the phoenixes can hurth you in more then one ways if the protoss catches up to you and starts to mass them.


So, to sum it all up- if you see collosi, go AIR. If you see him changing, make lings, but use them after the last collosi is out of the game.

oh and Neural parasite is your friend :)
 

BANANAMAN

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IMO Phoenix sucks balls against mutas. It's like all their air except the Carrier can't deal with groups of mutalisks in large numbers.If he does go air heavy go Hydra/Muta with some corruptors for the Odd Carrier.

I can guarantee you that the Hydralisks and Mutalisks will shred any aerial opposition he would field.Throw in some Zerglings and Ultralisks and you've basically won the game vs Toss. ;)
 

Bloodcount

Starcraft II Moderator
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Easier said than done, but that is how you get immortal with zerg :d

EDIT: By more than one ways, I mean that they can lift your army and beat the shit out of it. Or have unprotected sex with your economy. Both are fatal if u are zerg... or any race for that matter.
 

BANANAMAN

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When you tell your Phoenix to graviton beam it renders it imobile and unable to attack.

Mutalisks are fast. As in They are FAST.They can match the hellion in terms of speed and can only be out run by Zerglings on creep. So yeah Mutalisks


Source:Liquipedia II


While not matching the air dominance of the Corsair from Brood War, the Phoenix can be useful in repelling enemy Mutalisks thanks to their attack bonus against Light units. If the Protoss player detects the Zerg's intention to build Mutalisks early enough, a handful of Phoenixes can be helpful in stopping the first couple of waves. Beyond this though, the Phoenix can be used to kill the Zerg Queen by using its Graviton Beam to lift the Queen into the air, and having its fellow Phoenixes snipe the Queen. This was seen in Blizzard's third battle report on the map Scrap Station.

The Phoenix is mildly viable against Zerg, but Void Rays tend to be preferred. Phoenixes can be used to emulate a Sair/DT type strategy, but due to decreased gas intake this is not very strong. Void Rays also boast considerable firepower and are able to take out Hatcheries whereas Phoenixes are only able to pick off Queens and Drones once there is a small fleet around. Generally, they are an inferior choice to Void Ray.

Basically if the Phoenixes are facing 9 mutalisks along with their numbers being [X => 9] is >Y

with X being the number of mutas and Y being the Number of Phoenixes present.

I rarely see Phoenixes in ZvP now because mutalisks when in huge numbers simply tear through void rays and Phoenixes and that's without Hydralisk support.

Also Zerglings are there because they don't trigger the immortal's hardened shields. :D

Basically if the Banelings,Mutalisks and the Zerglings reach the Stalker/Zealot/Sentry/Colossi ball and they are more of them than the units present in the protoss side they're dead.

The only real problem would be the sentry fields that he puts up which completely negates your advantage when fighting in a tight space.Which is why this Unit combo is best in maps with a lot of open spaces for maneuvering.
 
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