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| Titolo: analisi delle strategie terran-bio Sab Gen 14, 2012 4:56 pm | |
| presentazione della bio. - Citazione :
A bio, or biological, style is one that focuses on Barracks units that are inexpensive and quick to replace, accompanied with Medivacs. Bio builds are often characterized by periods of extreme aggression and army trading, combined with multi-pronged attacks and highly mobile harass. Bio units are most effective in small groups, hereby referred to as a squad. Combined with fast upgrades from the Tech Lab and Engineering Bay to carry these lower tier units into the later stages of the game as high health and/or high damage units become more common. altra info generale - Citazione :
Against Zerg, squad based play is typically less effective, but can be viable in a different way. Zerg armies are less likely to be caught out of position because of their mobility. Mutalisks combined with the vision of Creep spread are more able to spot Medivac drops; but tend to fall harder from the harsh army trading due to not being able to handle economy and army size as effectively (and unit spawns taking a little bit longer to produce) as Terran until far a head in the base count.
Protoss units like Sentries and Zealots, High Templar and Colossi are most effective when fighting alongside each other, known as the Protoss Death-ball. There is a powerful-synergy between the range and splash of Colossus, the damage tanking of Zealots (with Charge and Guardian Shield to amplify this), and the Force Fields of Sentries to split enemy armies in to smaller sections. Together, this unit composition is quite effective against a large Bio ball. It is important for Terran players to recognize that engaging Protoss units head on with Bio units only is micro-intensive and favorable to Protoss, but in squad based play that forces Protoss to split their army to defend different locations; Protoss loses its synergy and to the more mobile armies. On larger maps, squad based play is effective even without drops, but on smaller maps, Medivacs may be required to get past the opponent's army.
This strategy is weak for army-trading battles against the massing power of Zerg and Protoss and needs to have Factory units for more ground control and increasing the number of multi-pronged attacks that Terran is capable of later on when 3 or more bases are taken by the opposing player, either to punish moving away from defensive positions with hellions and medivac-harassment or siege tanks for deal splash damage to the clump up armies that is just how the game moves groups of units. ruoli delle unita - Citazione :
- * Marine - The main part of any bio army, the Marine has excellent damage per second, made even higher with Stimpack upgrade, and can attack both aerial and ground units. They unfortunately only have 45 HP (or 55 HP with Combat Shields), and thus fall very quickly to splash damage and area of effect spells.
* Marauder - The Marauder is often used to support Marines by tanking damage with their formidable 125 HP, as well as dealing significant damage to armored units. In smaller engagements, the Concussive Shells upgrade can prevent opponents from successfully retreating from a losing battle.
* Ghost - Anti-spellcasting (and anti-shield versus Protoss) unit with EMP Round or high damage output against biologically-attributed units with Snipe. Can be upgraded to use cloak as well for Tactical Nuke and harassing an opposing army that is lacking detection.
* Medivac - Medivacs are an extremely powerful complement to any biological army, as they provide both a highly mobile transport for harass and the capability to heal damage, either from battle or use of Stimpacks, greatly increasing the cost-effectiveness and survivability of the army. o Raven - In early harassment stages of barracks-heavy play, PDDs are the only way to defend retreating Medivacs and in army fights as well.
* Viking - Vikings are used to prevent barracks units being kiting by air units and Colossus, but need anti-air support from marines or turrets if not able to kite themselves; also very expensive units and should not be thrown away needlessly.
Supplementary Roles:
* Hellion - For harassing the opposing player before the Starport is complete and for attacking targets that are easy to access by ground later on. But once Medivac production is in full swing it is recommended to switch to siege tank production as hellions are no longer needed specifically.
* Siege Tank - For holding ground, whether defensively or pushing the opposing army; there is simply no substitute. But for more mobile fire support: o Banshee or Battlecruiser - For cost both units have high damage output and survivability, banshees need cloak researched though; but long building times. Either unit can be used instead of tanks to move with the main army or split the Banshees off to flank and put Battlecruisers at the front to take the brunt opposing firepower, but if the opposing player chooses to go for air control then viking and raven support is recommended. + Use Banshees in the same fashion as Vikings. e' solo una guida generale, presto arriveranno anche le analisi per bio-mech, mech, air terran e marauder/hellion (anche se le prime 2 sono decisamente le piu comuni) p.s. se serve posso fare un riassuntino in italiano ^^ | |
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