Hmm solutions lets see.
Both Terran and Protoss has a defensive tactical advantage. Lets say I setup a line of siege tanks, I can always fall back to that line if I need to. After I force you to stop the engagement, I can quickly heal up my forces with flying medivacs, harass you using drops and heal up my mech with scvs.
Protoss has a better solution, they can advance and have very mobile 9 ranged units hit your units, and if you take the advantage they can retreat and force field you to stop you from hitting their retreating units. They can also blink away, and not only that, they regen shields while away.
In fact, Protoss has it even better than Terran in the fact that they can offensively use force field to stop your mobility.
But for Zerg, you cannot do any of this. You cannot fall back to a safer defensive position because you do not have siege units. You cannot fall back and quickly repair your forces. Unless you micro the queen easily, a force that has retreated is easily still a very weak force. Tactically, you must use resources to spend more food and money to replenish those forces, but what you really want is that same force but with more health. Burrow roaches solve this problem a little bit but not much.
The problem with this thinking is that Zerg isn't a massable race. They don't have a single 1 food unit you can mass. In original Starcraft, this thinking was good (even then Lurker was there) where you don't really have a siege unit but you can easily remass your race back up since hydras were 1 food. Now your forces get obliterated, he a-moves and you'll want to pray to god that he doesn't kill your overlords because one dead overlord is 4 dead roaches.
Now add in the lurker. You can run in with lurker, put a few of them down, in a line or anything, attack with your regular forces, and retreat to your lurker line or at least pressure the toss so that a-moving into your base HAS some kind of risk associated to it (just like a-moving into a line of siege tanks) You can throw a few lurkers at your base to deter and further agression or at the same time, drop lurkers at their base forcing them to retreat.
Lurkers STOP harvesting, even if you don't kill that many probes he is forced to go back and kill that lurker. With a baneling drop, it's very slippery, as if it's successful you can kill a ton of probes, but in the long run doesn't create any tactical advantage other than resources (which usually a good protoss stockpiles)
At the moment, Banelings either win the battle or are completely useless, they don't hold ground. You're forced to retreat all the way back to your base because Zerg have absolutely no way to hold ground and with easy picking off creep, zerg is always on the defense.
Even still once you get brood lords, your blood lords only realistically help with offensive maneuvres, adding path blockers and DPS to your ground forces, however on the defense, they again are easily picked off since they have an abysmal speed and actually have DPS worse than that of a hydralisk. Blink Stalkers and Stim marines or Vikings (usually terran will easily switch to these) will make one shot deaths of broodlords.
In my opinion:
Lurkers should a ground holding AoE units, banelings should not be a hard counter to light but more of a force multiplier against armored and buildings. (this will make early game zvz much less mundane and boring)
Hydralisks need to be redesigned for a different role. Roach seems to be in a good position in my opinion. They're can do everything type ground unit.





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I'm still unconvinced that every playstyle/tactic/option/etc for zerg has been fully explored. Zerg should still get the lurker though. Although possibly zerg might get nerfed if lurkers prove too strong.
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Burrow move roach timing is common in ZvP i would think. How easily can a safe playing protoss defend zerg 2 base timing pushes??? Burrow move roaches. Speed roaches. Ling baneling. Hydra drop. Roach drop. And whatever else you can think of.
