Factory units deal AoE damage. That'll make up for the numbers in a big way.
Granted this is all theory, but it'd be interesting to check it out.
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Hmm,yeah,but i believe the burrowed movement of the roach OR the cheap roach itself will turn the tide in favor of the zerglings and hydras over the costly thor/tank and even hellion force...But that is of cource theory-A few good positioned sieged tanks with a missile turret for detection may indeed make the outcome of the battle different...although i still put my money on Zerg...
brood lords would do a pretty good job against the thors, i think.
I'm just curious, how many of you guys use nukes in your matches? I used them semi-often at the beginning of beta, but since then I haven't really touched them much.
Actually, I was wondering if anyone had some good ideas for dealing with the Baneling Bust strategy. I lost to it a few times today, and beyond just buildings a ton of supply depots in the way I'm not really sure how to deal with it.
Oh,yeah,Actually Ultralisks are one of my favourite units(hmm,probably THE most),i just used them in full potential and gotta say i doubt that there is a cooler unit and more usefull in it's roles than the ultras,Have you heard the attack sound? :D ,And also i noticed that they deal 100% splash damage in a large arc :)
In the early-midgame, a sufficient bulk of Hydra/Roach can power through Terran mech.
However, once you get to the mid or mid-late game, if the Terran is allowed to attain a certain mass of factory units, then an equivalent army of Hydra/Roach/Zergling will be unable to stop it.
This is just because the Zerg aren't terribly long-ranged. Roaches are assault units with a measly 3 range. Hydras have 6 range, but Thors have 7 ground range and Sieged Tanks have a whopping 13 range. The maps have a LOT of natural chokes, so it's quite difficult for most of the Zerg army to be able to even deal its damage, whereas more of the Terran mech ball will be able to dish out tons of AoE damage.
The trick is to go:
10 rax at choke
11 depot (not at choke)
11 Raf
and then orbital command when you can + you finish blocking the choke with either 2 rax, 2 fact or 1 rax + 1 fact. The trick is to have high HP building covering the choke instead of supply depot.
The problem is, this choke take a little while to do, can't be done well on certain maps and makes you extremely vulnerable to zergling rush.