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Terran Counter To Mutalisk Harass

From Liquipedia StarCraft Brood War Wiki
[e][h]TerranTerran Counter to Mutalisk Harass
The Stacked Mutalisk harass
Counter Information
Matchups:
TvZ
Type:
Opening
Game:
Starcraft: Broodwar

This article pertains to possible Terran counters to a Midgame Mutalisk harass

Overview[edit]

The Zerg Mutalisk harass is designed to prevent Terran from moving out midgame in order to facilitate Zerg taking their Third Gas Expansion. The effectiveness of this build lies in the use of the ability to stack fliers on top of each other, making it difficult for a Terran to engage individual Mutalisks and making it easy to target individual units. While Mutalisks roam the map Terran is unable to push out from their base. This article moves to remove the ambiguity from the Mutalisk harass and provide a solid counter and transition for Terran into late game play.

Timing[edit]

Zerg is able to move out with the Mutalisk harass after they reach Tier 2 Tech and is able to maintain map control up until the point that Terran reaches Science Vessel tech. During this period Zerg maintains the dominant position and short of superior micro the Terran army is unable to engage Zerg.

Countering Mutalisk Harass[edit]

The standard counter to Mutalisk harass is missile turrets around the mineral line of the main and the natural and Marines and Medics to prevent the Mutalisks from attacking stray buildings. While dealing with a Mutalisk harass generally comes on a case by case basis, there are a few things that Terran can do to lessen the damage:

  • Don't build too many Turrets. Three or four is usually enough for each base assuming that you can back them up with Marines and Medics. Add them subsequently as the Mutalisk numbers grow.
  • Don't build stray Turrets. Stray Turrets can be picked off easily.
  • Move your Marines in a Ball, not a line. This prevents them from being picked off.
  • Don't chase Mutalisks. Only stimmed marines can actually gain on fleeing Mutalisks which will move them too far away from the medics
  • Focus Fire on the Mutalisks when in range.
  • A good base layout will allow you to quickly engage the Mutalisks. Stray buildings are likely to get picked off before you can defend them.

Turret Placement[edit]

Proper Missile Turret placement is vital to warding off Mutalisk harass. In general, key positions to place Turrets are:

  • At your main mineral line, usually one by your Refinery and a few behind your mineral line
  • At your natural, usually pressed up against cliffs or open areas where Marines cannot easily get into
  • At your Barracks, to prevent the Mutalisks from taking control of your production centers
  • Any map specific placements, such as on Andromeda, where placing Turrets in a line behind the Neutral Power Generators can effective prevent Mutalisks from accessing your main base, as well as giving you plenty of warning time against any Mutalisk attack

Turret Timing[edit]

Turret timing is especially crucial in TvZ, as one does not want to be too early or too late in setting up defenses against Mutalisks. Assuming that the game is being played on the fastest setting with no lag, then Mutalisks will take 25 seconds to build. In contrast, Missile Turrets take 19 seconds to build. The travel time from the Zerg's base to yours will vary depending on the map and on the starting positions, but here is a general guideline:

  • If the Mutas are traveling short distances, such as from the 12 to 3 position on Python, then the travel time should be 10 to 15 seconds.
  • If the Mutas are traveling medium distances, such as from one main to another on Fighting Spirit, then the travel time should be 20 to 25 seconds.
  • If the Mutas are traveling long distances, such as from one main to another on Blue Storm, then the travel time should be 30 to 35 seconds.

Note that for the general times given above, they are assuming a travel distance from one main to another for consistency. Thus five or so seconds should be shaved off of each time if the Mutas are going to reach your natural before your main if they are traveling on a straight line between main bases.

However, since Terrans won't want to waste any more energy than necessary in order to determine Mutalisk timing, the conservative route is to build Turrets right when the Spire is finished. However, as you play more games, you can probably begin to push this timing later and later.

If you scan the Zerg's Spire while it is still building, then you can still estimate the time remaining until its completion. Each 100 HP on the Spire takes roughly 13 seconds to complete, again assuming fastest speed and no lag.

Transitioning[edit]

Once Terran reaches Science Vessels and researches Irradiate, he is able to fend off stacked Mutalisks effectively and can once again move out. At this point a Terran player can take a quick Third Gas Expansion or attempt a Timing Push.

Against Mutalisk harassment after Science Vessels are out, Irradiate becomes a very useful weapon against stacked Mutalisks. The Mutalisks are vulnerable to splash damage and the Zerg must react as fast as possible to separate the targeted Mutalisk from his stacked group. Failure to do so can result in thousands of damage from a single Irradiate.

VODs[edit]

LuckyFool's guide to deflecting muta harass (C- Rank)

Sources[edit]

zulu_nation8."Marines vs Muta Harass". [1] 12/24/2007