Enjoy.
All relevant upgrades were researched.
Detailed guide in 2 steps:
Step 1: Move away when Voids activate their overcharge.
Step 2: Do not attack interceptors. Attack with shift individual carriers and void rays (focus carriers for conviniency). Drag half of corruptors and attack with shift carriers from different side/different group to reduce overkill and increase efficiency.
- Note 1: As Protoss adds more elements (micro, High Templars and more) you add more relevant elements from yourself.
- Note 2: Ultralisks are not necessary to win the fight, they represent supply that could be used for different units, kill ground buildings, High Templars, or even hydralisk support.
- Note 3: Getting larvas is important. But late game is concerned. Find relevant guides.
- Note 4: There is more resource cost in Zerg army. However, you can get rid of ultralisks and overseers (just one shot mothership in the begining) to reduce costs. Then resource cost of both armies is similar, if not lower for Zerg. Also Zergs are entitled to have better economy because of design of their race.
- Note 5: Works even if Protoss doesn’t throw resources and supply into getting tempests, even if he get void rays instead.
- Note 6: I am aware I started attacking voids with 1 void. Didn’t significantly change outcome of the battle, though.
- Note 7: About more early game situations, check Scarlett vs McCanning: https://www.youtube.com/watch?v=D6lgOVvbfL4
- Note 8: As presented in the video, Overseers can tank some long range damage as well. If you struggle, you may add overlords to the composition. Just remember to keep them in different hotkey on a follow behind your units, or to alt select them alt any free hotkey, move aside, after a-moving. It will greatly increase difficulty for Protoss to focus fire as well.
- Note 9: Remaining corruptors may be used to morph into brood lords, kill Protoss Air reinforcements and destroy Nexuses. Consider remaxing with more ground agressive unit.
- Note 10: We all know Protoss is easiest race. They will be too busy by doing aggressive a-moves, to micro. (Irony mode on:Look at me. I am a mindless Protoss player. If you faced me with Zerg-related problems, I’d play like Bronze.) Just check note 1, it makes my post a bit more universal. Even if Void Rays movement and attack behaviour is strange, Corruptors still outrun all Protoss units in this composition.
- Note 11: Void Rays are Protoss’ best air unit to deal with Corruptors. 28 supply of Corruptors kills 32 supply of Void Rays, when both sides do focus fire (where Voids cannot overkill, and Corruptors do overkill a bit = waste dmg potential). But balance is pretty thin. If you get just under the mass of corruptors you need, you will lose pretty hard.
If you are too slow and using shift-attack (shifting before 1st target is dead, so that corruptors will not change their command into general “stay in this area and shoot everything (interceptors) around” state, please note, I repeat the process many many times, in case I missclicked in the area, not on the unit, to prevent corruptors starting hitting interceptors) is out of your skill, then consider using mass hydralisks, a-move them and hope they will win. Perhaps they can kill all interceptors and voids, and be in strong enough numbers to finish rest of the fleet. But hydralisks are worse than corruptors in terms of dealing with air units (overall).
[Note this is not a direct comment to author of the thread, but to a person who cannot replicate corruptor “micro” from video.] Also if you are considering this part (a-move only), then I suspect you are a slow player, that will have problems with all sort of air compositions like Battlecruiser, Vikings/Liberator, or mobile ones, like mass mutalisk, oracle and banshee, regardless of their in-game balance related interactions. Also, don’t look at my APM. Huge APM spikes are common in low leagues during battles or creating units, average APM remains low.
The key is, Corruptors are so strong, Protoss’ reliable answers to mass corruptors (in Golden Armada situation) are ground-based units like High Templar and Archons, which can be countered by other Zerg units.
Now we are back to the question:
Why Protoss is forced to add casters (HTs) when Zerg don’t need to?
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Actually isn’t. If there are no Brood Lords or other counters, just add 2-3 Archons.
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Actually isn’t. You may decide not to try to win, after such a long and beautiful fight that lasted over 15 minutes. It is your right and decision. I am certain most of your opponents will accept it.
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Because corruptors only shoot air (are not flexible unit), and must be better at that than Hydralisks. Mutalisk fill different role in the meta, so that leaves Corruptors and Vipers alone as units that must be able to kill Protoss air and leaving everything to Vipers would not be a good design.
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Because it is difficult to create right amount of Corruptors, and it is risky investition. If they make slightly not enough, they die hard. If they make a bit too many, they are left with expensive army not capable of ending the game on it’s own.
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Because Zerg has overall little anti-air choice in late-game. This way Protoss is forced to include ground units, and that promotes late-game micro fights we see and may not enjoy. However, the winner is determined by overall skill, not by the fact, that one composition/race beats another.
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Because that forces Zerg to add his own counters and casters, or it is game-ending move.
If your opponent outmicros you, then he was overall better and deserves the victory for staying alive and putting fight long enough to get to this point in the match.
Since Zerg don’t need Scourge, there is no point in introducing the unit, unless you’re planning huge balance changes and introducing a new, big expansion (not the case).