Kerri composition v classic mech

I have yet to see any air waves that can make a problem for her Hydra army. They can have 5-6 Siege Tanks, Storm, Reaver or whatever they want. My Omega always move up and get the Hydra out where they need before melting anything to Mineral and Gas.

I has never used anything else except Hydra or use anything else in combine with Hydra. Getting lings or Ultralisk are waste of resources for upgrade and they ain’t even that useful for Hydralisk. You just Nydus and release them. If thing is unfavourable, load them inside the nydus to heal and engage them again.

True, but it’s more than enough against a couple dozen science vessels.

But he’s not asking about Battlecruisers and Liberators he’s asking about Terran Mech comp which is Siege Tanks/Thors/Goliaths and Science Vessels. The Science Vessels are the only air units in that comp and Kerrigan can handle those easily.

Classic mech is brood war mech, so it has BCs, wraiths, and science vessels

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Lol he’s also not asking about Terran Mech but BW Mech (also known as Classic Mech).

And for everyone’s clarification, it consists:

Vulture, Goliath, Tank, Wraith, Science Vessel, and Battlecruiser.

Hence the Mech confusion, the need against air, as well as Irradiation problem. Lol.

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A thing that worked for me is that I send the bare minimum against the attack wave with Kerrigan. No matter what I do I am going to get irradiated 2 dozen times by the Science Vessels so I do this to keep my casualties down.

Sometimes having an all mech zerg swarm is like getting the best oil.

Why not try omega worms instead? Kerri can solo this comp with creep heal and worms. And you can always dump hydras out of a set of worms after she’s cleared most, if you prefer.

Kerrigan damaging stun makes mincemeat out of any wave, and they can’t cast when stunned. Also the cool down is fast as hell. Don’t really see a problem here. And sky Terran melts vs mutas, just don’t bunch m up

Hm, a few tips for facing these attack waves with mass Mutalisk without Immobilisation Wave:

  1. Against each composition it’s useful to have a good idea how long Kerrigan can last on her own against them (up to Strength 7 / Tech 7 endgame waves). Kerrigan’s got a good 4 or 5 sec against a 7/7 Classic Mech composition if you shift through Siege Tanks constantly. Have an Omega Worm off cooldown ready to pick her up when she’s low on HP. For earlier game waves, Kerrigan will probably just win by herself.

  2. A stacked Mutalisk flock can devastate Science Vessels out of range if you practice bouncing Glave Wurms off your own Omega Worms. Sending Kerrigan in first helps with the geometry a bit, as the Goliaths will pull back to chase her and more bounces will hit Science Vessels.

  3. After that first hit with your Mutalisk flock, move them back out of range and split them very widely apart and then A-move them back. This split is important as not only does it make them less vulnerable going back in, but it also saves you from any Irradiates that already hit you. During this time, the enemy are killing your 2–3 Omega Worms on the field.

  4. When split up, A-move the Mutalisks back and drop Kerrigan back into the fight for clean-up. If geometry allows, flank the enemy on a side further from the Science Vessels (might mean circling around to the back, where the Siege Tanks sieged up).

I don’t think the fault was not going Ultralisks: it was spawn camping. It isn’t always an advantage. Spawn camping is great when you’re dealing splash damage and aren’t vulnerable to it yourself. In most situations with Kerrigan it’s not the best way to take an engagement. Even a Lurker surround will take losses they wouldn’t if you instead baited them into a choke, blocked by Omegas, and distracted with Kerrigan.

Yeah I agree but I guess some people don’t take the Immo Mastery.

Yes, but it uses very few wraiths and BCs relative to the other units.

Not really, on this 4/5 train spawn it comes with several BCs. I don’t have an exact count (maybe someone can fill in), but it is at least 4 ish with permanently cloaked Wraiths and Science Vessels.

The major issues pointed out by OP is Irradiate though, so even for small amounts of air (which for Oblivion Expression, it isn’t) that will be more of an issue.

First double train has 5-6 BCs and 6 Science Vessels per train.

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I hate mutas against classic mech. One mistake and you can lose your entire army. Best to bait irradatiates with just a few units first and then unload the entire army on top of the enemy wave. This is the easiest strategy.

It’s impossible to know when you didn’t say you reach mastery or not. Reaching mastery will make a huge difference over time once all points are filled up compare to unlocking levels to get to mastery. Without this information it will be hard to help you even though players here are doing the help. These tiny difference has a huge magnitude when it comes to some most or all heros.

Whenever I go random, I put all my points into expeditious evolutions and cheaper unit vespene cost. On the situation I’m describing, I had already used up my wave on the first train, and was going to fight the second. Maybe I need to bait better, but 200 supply with 3-3 mitas almost one shots a train, so using the Nydus to deal damage is tricky.

Another note. Going mass Mutalisk on Oblivion Express, you definitely want a crawler forest as your mineral dump. Playing conservatively (no pushing), the best two locations are 1) left of your base, between the two main tracks, and 2) in a cluster where the bonus track comes close to the lower main. Those two positions will aggro and defend all attack waves too.

Doing this, the second train you take on the double train wave should be tied up with them.

Also, just because you’re going mass Mutalisk doesn’t mean you don’t need Omega Networks. I’d still get up to 3, but definitely 2.

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Worms are included.
.

Ah, that explains the difficulty. If you’re focusing on army then you need to micro units well versus some comps. See Elyssaen’s post above.
I prefer to focus on powerful Kerri micro.

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