FUCKING MUTALISKS.

Zerg rush bish.
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Light Of Darkness
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Posts: 556
Joined: January 14th, 2010, 6:50 pm
Ingame Name: Light Of Darkness
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FUCKING MUTALISKS.

Post by Light Of Darkness »

1.Mutalisks derp into your mineral line.
2.They dart out once your army of Stalkers rolls in.
3.They go to your expo.
4.They go back to your main when your Stalkers come.
5.Repeat 2-4 until all probes are dead.
6.BAAAANELLLIIIIIING DROOOOOOP
7.Speedling green roly poly Mutalisk push.
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Avulsion
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Joined: February 24th, 2010, 2:08 pm
Ingame Name: Avulsion
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Re: FUCKING MUTALISKS.

Post by Avulsion »

Yeah I played against the same zerg guy like 4 times in a row today. Every time he used nydus networks + banelings + zerglings. With a few mutas as support. In the last game, he nydus'd my island expo, which gave me time to defend when he attacked my main, this time with like 7 ultras too. It was a long back and forth war, but through effective marine drops, and denying him expansions, I was able to win!!! Wow do I feel great!

(FYI I'm pretty bad. Like, I'm still in the practice league... lol)
Light Of Darkness
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Posts: 556
Joined: January 14th, 2010, 6:50 pm
Ingame Name: Light Of Darkness
SteamID: STEAM:0:0:00000

Re: FUCKING MUTALISKS.

Post by Light Of Darkness »

Practice league is too different from normal play. Skip it.
Also, cannons suck >:(
Have you ever tried marauder drops though?
Conc shells slow down the front units, and the other units all slow down too because of unit collision.
Stim just speeds up the process.
Keeps his mutalisks off you, if you don't mind losing dem marauders.
Also, mass marine>infinite mutalisks.
Especially with stim. Christ Terran T1 units are stupid powerful.
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