There seems to be a lot of area denial going on in HotS; in terms of 'direct' area denial, Terrans get the shredder and the more-mobile-than-thor warhound for light-air-denial while zerg gets the very significant blinding cloud as well as potentially moving baneling-bombs..
Protoss can use both of these through replication but they also arguably get improved defensive area-denial through arc-shield (that can deter light harassment and strengthen walls through temprorarily increasing their armor) as well as oracle's phace-shift that can make structures invulnerable (though useless) for 45 sec.. finally, defensive nexus-recall can be used as a tool to deny heavy harass or big counter-attacks.
So how will these various area denial tools be employed and how will such employments be approached by its opponents in various matchups? lets discuss it!
Ill start with my thoguhts on ZvT i see shredder an additional tool to conveniently shut down zerg counter-attacks and runby's, much as seen in the demonstration vid. Although a PF is enough to hold off almost any pure-zergling onslaght consievable, its very cumbersome to secure a semi-deistant PF from both air harass and baneling trading; even a tank and a bunker and some blocking depots wont guarantee that a big pack of banelings cant pick it off.
Shredders will make that easier, especially if they affect air and outrange mutas, but regardless, it needs to be deployed near a chokepoint to have a guaranteed effect, witch will make it more vulnerable to any assault-force that is less conveniently composed; mutas HP is probably too valuable to waste on picking it off, but roaches arnt, and are easily healed with burrow, while hydras can probably outrange it.
another ZvT application of shredder is in the field, to further augument the power of the marine/tank (+ warhound & battle-helion) ... it will certainly make the terran army that is properly dug-in even more difficult to bruteforce-engage head-on. especially as the key units mutalisks and banelings are so fragile to shredders even if all the marines are runnng away in panic.
However, having one more unit-type that needs to re-deploy and get into a new favorable position before being of used again, makes a terran army composed like that significantly harder to safely move forward than pure marine/tank. Zerg are being given ample tools to deal though:
to either through the swarm-host, force a terran that is not quite dug-in enough to either pull back, push forward or keep taking continuous free losses. and through the viper - to actually pull that tight terran formation apart, while the zerg swarm as a whole is more capable than ever to greatly punish missteps in terran timing and/or positioning, through the improved hydra, baneling and ultra;
missing detection at a segment of your formation? baneling/roach/inestor are able to wreak sudden havoc...
misplaced a shredder or two - too far from tank support with packs of marines standing around? say hello to mr. neural parasite and enjoy minced marines for dinner.
unable to cover or scout for flanks? tremble in despair as the swarm engages from a huge surface area at once and can cripple most of your formations at once, with fungal and/or blinding cloud, making any retreat impossible.
any such misstep can create other weaknesess; a strike of opportunity for the rest of the swarm to engage...
HotS seems to provide zergs in ZvT with much more opportunity for tactical micromanagmnet other than moving and flanking with basic units or excelling at timing and decision-making with infestors and/or mutalisks... on the terran side, they've always had great versatility, and although it will grow in HotS, they will need to make better use of every part of it to build a good game vs a good zerg.
Moving on, there's the matter of application for the new stuff in terran harassment; dropping shredders might be scary-good. especially if they end up working vs mutas as assumed above; unlike marine/tank, marine/shredder wont be particularly weak to mutalisks (if such a drop is allowed to land), while it also does well vs zerglings. However, i'd expect crawler+roaches+queens or a critical pack of banelings to deal well enough with a shredder. if its two at once it might get a bit scary though...
To take another look at zerg harassment: Mutalisk+viper will probably be quite fearsome. (unless blinding cloud doesnt work on buildings for some reason) ... we already see packs of mutas that are big enough to challenge even quite dense turret-formations, an only get deterred by huge marine packs... but if there are a couple of vipers wit energy around, those marines could get caught unable to fire, getting decimated and displaced... Terrans will need to make use not only of the warhound(witch i presume retains a air-range similar to thors) but also some turret upgrades and defensive raven play, to stay stable vs large scale muta+viper harassment.
Finally, I also think zerg harassment by ground might see greater variety in unit composition; lings should remian the buld of it as they are so expendable, but i can see some of tehm morphing into banelings and burrowing forward looking for rallied unit-packs and support by a few roach/hydra or even swarm hosts on hit&run missions to pick a hole in a terran wall or remote defense-outpost, to make any ling/muta harass able to hit harder...
... If i stay terran, ill be needing that super-thor... but taht thing will surely get NP'd sooner or later and go 3 shooting my PF's and whatnot. that will feel uncool... but man this game will rule!




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