How should I prepare my army when attacking someone who has 12+ battlecruisers?
(Protoss/Zerg/Terran answers are more than appreciated)
Starcraft 2 – Best Counter Strategy Against Battlecruisers
starcraft-2
Related Solutions
There is no unit that will magically let you beat a Zerg air mix, even Thors fall to mass Muta with a little micro. Instead let's break down what there is and discuss possibilities:
One of the things you need to ask yourself is: Is he Corruptor heavy or Muta heavy? This question will influence the result. If he's Corruptor heavy you're going to want more of a ground response. If he's Muta heavy, you're going to want more of an air response. I'll break down units for you based on this decision.
Corruptor Heavy
This is usually an indication he's going Broodlords, so its not a bad idea to build some extra Thor/Phoenix/Corruptor
- Marines. Any Terran bio structure will have these. They're more cost effective than Muta and with Stim they'll really tear through them. Highly recommended.
- Ghosts. Zerg air is all bio, and a full Ghost gets 8 shots (360hp) which means that Ghosts eat through Muta. When they're out of energy, you're left with a beefy unit (100hp) with +light damage (and Muta are light). Always a good choice.
- Thor. Without SCV, Thor tend to die to Muta very quickly. What's worse, SCVs get hit by bounce. Unless you have a bunch of these guys backed by 15+ SCVs I wouldn't make them the bulk of my strategy (plus corruption will really kill them).
- Missile Turrets. Surprisingly effective vs Muta, especially if you get the range/armor upgrades.
- Hydralisks. For a high dps unit you can't beat the Hydra. Their low hp means you're going to want to engage on creep where you can abuse your longer range.
- Infestors. AMAZING against Muta, especially with Hydra. Use fungal growth and "lol" at your opponent as he watches his 50+ Muta helplessly die.
- Queens. Mass queens are nasty anti, and the healing means you can win this battle without losing a single one (and not spending any gas either).
- Stalkers. Blink micro is the way to go. If he's big enough to push, don't blink in. Instead blink out Stalkers at low HP, they have a longer range than Muta.
- High Templar. You actually aren't going to get a ton of damage in with these as Muta are very fast, but sometimes you have to work with what you got, and these aren't bad.
- Archon. Too slow, too short range, skip them.
Muta Heavy
Against a Muta heavy force you're going to have more success with air to air as every air to air unit stomps on Muta (and breaks even with Corruptors). You're going to want to back this up with a mineral heavy ground force (Queen/Marine/Stalker).
- Phoenix. The anti Muta; they move while they shoot and have a longer range and faster speed. If he chases you he's dead.
- Voidray. Not the best as the Corruptors will eat them up, but if you can get charged you'll win. To help charge a large force spread them out and do NOT focus fire.
- Carriers. Completely nullify the bounce. Unfortunately you die fast to Corruptors so focus fire them down first.
- Corruptors. This should be obvious: Corruptors beat Muta.
- Muta. Ok, who has the bigger Muta ball. The reality of this battle is, if you can get off 1 fungal growth, you'll win almost instantly.
- Vikings. Longer range means you're going to have to harass with these. Don't get into a straight up battle unless you have backup or superior force.
- Battlecruisers. Not great vs Muta, but better than nothing. Bring some SCVs if you want to win.
- Ravens. Little known fact: most large air forces are decimated by Seeker Missile... with the exception of well played Mutalisks. This is very much an estimation of your opponent. If he hasn't shown heavy micro, this is a good way to go. If he has, it is unlikely Seeker Missile will be useful. It's worth noting that both of the Raven's other abilities work against Zerg Air, so it's still useful to keep a couple of these around.
Remember, if you see Muta/Corruptor you need to think "How can I use what I have?" NOT "What should I build?"
The three races are actually quite balanced compared to other RTS games.
However, I think that statistics wouldn't be a very good source of information for something like this because of the way leagues are set up. Your placement is based on who you win and lose against. However, Blizzard tries to keep your win ratio at 50% so they match you accordingly against easier or more difficult opponents to try to normalize that ratio. So if there was an overpowered race, the usage statistics and win ratios would remain relatively constant. It would probably only be visible at the very top level of play, but the game was just released a few weeks ago so it's too early to be making conclusions.
As for race usage, Protoss and Terran are effectively tied, but Zerg has less players than the other two races. See http://sc2ranks.com/stats/all/1/all. I suspect the reason for the Zerg underuse is because the Zerg macro mechanics are less intuitive than that of Terran, which players are already familiar with from the single player campaign. Some also say the race is the most difficult to learn and master.
From a non-statistical standpoint, I would say there are some tweaks needed, but overall the game is fairly balanced. For example, Terran's EMP (from ghosts) is a little bit too strong against Protoss because it drains all energy AND removes 100 shield points, yet requires no research to obtain. But you can be fairly certain that a good level of balance will be obtained a few patches down the line.
Related Topic
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Best Answer
Unlike in Starcraft 1, the Starcraft 2 Battlecruiser is an over specialized unit. It has high ground damage and a long charge up time on its Yamato gun (excellent reference to the birth of anime right there). This combined with its slow speed give you a number of options to deal with it. I'll try to break them down by strategy rather than unit composition (as you should never build a specific unit to counter).
Zerg
The major Zerg strategies are as follows:
Protoss
The major Protoss strategies are as follows:
Terran
Remember, you should never think: "What unit counters X?" but rather "How do I use what I have to win?"