Quote:
Originally Posted by EonMaster
Tried going hydra against a player getting void rays. Didn't work because the rays would just do over a cliff whenever my hydras got close and proceed to attack from a different angle. I had about 30 hydras and couldn't kill a single ray.
Luckly it was a ffa and losing doesnt do anything
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This is a problem in general with units that fly or can cliff climb. To work around it without getting flying units yourself you need to do something like:
1) Flank them to cut off their escape route. Good skill to learn early if you don't wan't reapers doing hit and runs on your base all the time. Also necessary to get the most out of lings.
2) Ensnare them. Certain tech units have the ability to immobilize or slow other units. E.g. marauders, sentries, infestors.
3) Burrow dem Hydras and pop em after the rays have flown over.
4) Speed/range. Zerg move faster on the creep, so make sure you expand your creep out a bit/use speedy ovies with generate creep, etc to run down those rays before they escape.
5) Move into melee range first, attack later. Generally speaking, you will enable your hydras to gain more hits by telling them to move directly under the void rays first, rather than attack-moving after them while they retreat. This goes double for ground based enemy units and combines with #1, flanking/surrounding the enemy and then taking them out (when they are fleeing).
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