Since the last question was more about Void Rays I concentrated on more diverse Protoss Anti-Air
Gateway
Since Protoss strategies usually revolve around heavy gateway units, Stalkers are more or less a must in anti air confrontations. The most important rule of Stalkers is: unless you are chasing, never blink into battle. This is key, because as a tool, blink is far more effective as running away or chasing than it is as an opener. Stalkers are a very fast unit, so the only time you should ever feel the need to blink into an enemy is when they're running away.
Blinking away has two important aspects to it:
- Mass Retreat
- Moving the Front line back
While retreating is often times a necessary thing, it's the latter, that makes blink such an effective tool. When you find yourself against engaged in a battle, you'll usually notice that your vanguard (front units) take the brunt of the damage. If you blink them away as they take damage, the damage will spread more evenly over your whole force and your Stalkers will continue to do damage from longer periods of time.
Protoss Air
If your build is designed around Air units there are two important things to remember:
- Phoenix can shoot while they move
- Void Rays can shoot while they move
Most people don't know the second one. The key to any Protoss air confrontation is to make it a mobile one. This is why the speed upgrade for Void Rays is so crucial. Now Phoenix and Void Ray have different use cases, Phoenix are effective against light, and Void Rays against armored. Based on what your opponent is going you have to adapt. If you're seeing Muta heavy, go Phoenix. If you're seeing Viking/Corruptor go VR. In a PvP its usually whoever has better macro or more upgrades who triumph... you know, unless you get High Templar
High Templar
Usually built out of an early 4 gate strategy, HT are one of the most powerful units in the game. Psionic Storm needs no introduction, but don't forget about Feedback. Feedback has the unit property of being amazing against unexpected units. Allow me to list a few:
- Ghosts (no surprise)
- Infestors (no surprise)
- Dropships (wait what? healing uses energy?)
- Phoenix (how do you think they lift)
- Ravens (as well as point defense drones)
- Battle Cruisers (Oh yeah!)
- Corruptors
- Even Mothership
I have definitely had games where I won with just HT/Zealot just because of how versatile this unit it. What's more they can easily be transformed into damage soaks (Archons) to break Siege Tank of Void Ray lines.
Having trouble against Mass Void Ray? Strangely enough Psionic Storm is surprisingly effective against Void Rays. Because of the charging nature of their attack, many players won't immediately move their Void Ray out of danger.
Conclusion
As always, the key to beating a PvP army often lies in doing something unexpected while your opponent is doing the expected. Use Observers to try and retain the advantage in the game of information warfare.
Do you want to know how someone can lose or how he did lose?
Bly lost because he played very poorly: he did not build enough drones.
Take a moment to let that sink in, because its a very very big mistake and its the difference between a good Zerg player (like Fruit Seller) and a bad Zerg player (like Bly).
Instead of backing off after taking the Terran Natural, he continued to press in. He sends wave after wave of a consistently sized army. He does this because he's not building more drones so he cannot afford a larger army. By comparison Tarson's army gets larger and larger after every wave. He's able to continue to accumulate units because he has a fairly healthy economy. This is due in part to MULEs, but largely because Tarson built enough SCVs. Even after losing his Expo he still has as many workers as Bly does. Think about that for a second. He lose an entire base and all his workers in it and he still has more workers than his opponent.
This game could have easily been one that was featured on Day 9's Newbie Tuesday
I could point out a dozen mistakes that Bly made, but none of them matter nearly as much as his poor drone usage. Because of his lack of drones, his assault becomes almost an all in. So in response to your question How is it possible Zerg with biggest advantage can still loose to Terran?
Bly didn't have a big advantage. He sacrificed his economy on a gamble and it didn't pay off.
But let's imagine another universe, where Tarson wasn't playing Bly but was playing against a better Zerg like IdrA; and let's assume IdrA made the same early push.
Now IdrA is sitting on 2 bases to Tarson's 1, but they have equal workers. So instead of continually pressing his advantage, IdrA decides to play like he always does: Macro. He sits back and takes a third base and powers drones. Tarson retakes his natural and now he's down 2 to 3 bases. Not a big advantage for IdrA, but remember a Zerg can make drones faster than a Terran, so it takes Tarson longer to saturate that 1 base than it does for IdrA to saturate his 3. Now IdrA has a huge economy and he goes Roach/Hydra (or these days he's favoring Muta/ling, but pretend).
Imagine that battle for a second... or don't, because it actually happened. IdrA knocked out Tarson in IEM, exactly like I described.
The smartest thing you can do in Starcraft if you are ahead is to get more ahead. Anyone who played seriously in Broodwars knows this because if you pressed like Bly did, you got destroyed 100% of the time. Now Starcraft 2 is still new so a lot of people feel like they can do crazy 2 base play, but if you look at the high end GSL matches you see less of that and more of people trying to get more ahead.
You also mentioned a quote talking about Marauders vs Banelings. Now I don't think that the relationship between these two units had anything to do with this loss, but let's talk about them for a second.
Banelings are a highly specialized unit. Their role is to act as Zerg splash damage on light units. By comparison the Marauder is a more generalized unit, designed to act as a Meat shield (much the way the Roach acts for the Zerg). So it makes sense that a Baneling doesn't function well against Marauders (as that's not their role), and it also makes sense that Marauders do a good job of preventing Banelings from striking other units (as that's their role).
I would hesitate to say that a unit is broken because its functioning in its role and another unit isn't functioning in something outside its role. But let's say you want a way to deal with MMM balls. Instead of sending it waves of Banelings on their own. Consider mixing in more Zerglings (Bly actually does this to large effect). Now let's vary our composition based on their unit mix. More Marines? More Banelings. More Marauders? More Zerglings. Can't find a good place to engage? Burrow/Drops/Fungal Growth/Wait and Flank.
Here is the key thing, none of this is any assessment of Banelings against Terran, but rather an assessment of the tactics used.
Best Answer
Obviously Missile Turrets just aren't good enough, as they're designed to stop harass (3-4 Muta) and not larger pushes. A large number of people will tell you Thors are the answer, and with their bonus to light and aoe this seems reasonable.
Let's take a moment to consider this. Mutalisk vs Thor.
First I'm going to need to pull in some numbers from a spreadsheet. We can see that Mutalisks get 8.15 dps and Thors get 16 dps vs light air. So already Thors have an advantage. Additionally, with splash, the Thor hits more than one Muta at a time. So this reasonable assumption seems to hold up very well.
Let us pretend we are Jane Goodhall for a moment and observe this match up in the wild. I happen to have a good match: Sen vs Demuslim (you can fast forward to 10 minutes in).
Strangely the Marine/Thor combo seems to die out to a pure Muta approach. Now part of this can be attributed to Sen's excellent play, but Demuslim is a very good player so that can't be the reason (where as Sen could stomp me with any unit). So why are thors dying?
Well Sen will attack with Muta ratios of 4:1 or 5:1, well beyond the cost ratio. Demuslim never seems to be able to field enough Thors. This is largely a result of the Thor's long build time (compared to Muta coming out of Hatcheries), and slow speed. Demuslim tries to compliment this with dropships, but those are more cost with no real combat benefit. What's more Demuslim is forced into making slow pushes against a very mobile Zerg force. By comparison, its very easy for Sen to build a lot of expansions and just get gas out of them, allowing for a more gas heavy force (remember gas is our limiting fact for building).
I won't ruin the end of the match, but at the very least we can see that Thors seem to die out to Mutalisks outside of the 30 vs 90 scenario.
So what's a Terran to do?
Well you can compliment your Thors with SCVs, but what you really need is more damage. Luckily enough there is a very cheap way for Terran to get more damage. Marines! Stimmed Marines are very effective vs Mutalisks. What's more they have no additional gas cost. What's more those Medivacs that you're carrying Thors around in really boost the survivability of those Marines. The best part is, there is no Terran strategy which doesn't allow for easy production of Marines. I'd also add that building Turrets is a very cheap way to slow down a Mutalisk attack and give your Marine/Thor forces time to get into position.
Finally, its worth noting that the first 2 points of armor do double work against Mutalisks as they reduce bounce damage as well.
I wrote this answer before Idra vs Tarson in IEM when Idra debut the "Magic Box." The Magic Box is a technique that Zerg can use to keep Mutalisks spread out as the engage Thors to minimize splash.
To execute the "Magic Box" you do the following:
Note: that Thors will do a lot of damage to Muta without splash, however, this should significantly increase the Muta survivability.
Source Material
I originally wrote this post to debunk the idea that Thors hard counter Mutalisks. In my rush to do so I forgot to provide a very good counter: Ghosts.
Once again let me provide viewing materia: Jinro vs Blank.
Its worth noting that all Zerg units are biological and thus the Ghost ability "Snipe" is effective against all of them. However, Ghost dps is fairly low (6.67) and only really improves vs light (13.33) and are actually more cost effective vs Mutalisks than Thors (though at lower hp). However, what really makes them work is that "Snipe." Snipe is worth 45 hp (goes through armor) for 25 energy, which means a full Ghost can Snipe 3.6 Mutalisks worth of damage (at only 1.5 the cost). What's more Ghosts have a faster build time (40s vs the Thor's 60s); are built out of Baracks (so synergize nicely with MMM play); can be healed by Medivac; and even go invisible to get the jump. Finally, when compared to Marines, Ghosts are NOT light (they have no armor type) and have 100 hp (twice the hit points), so aren't as susceptible to banelings (though are very weak against Muta into Roach).