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Old Wed, 13th-Feb-2013, 11:23 PM BnetId: GwiyoMI  Race: Location: Singapore  Total Posts Made: 50 # 1
AceWing
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[TvZ] Against muta ling bling

What unit compositions should I go against this army? I tried MMM+ a couple of T and marine tank army with splits but will still be overrun by the enemy whenever I try to attack. No matter how good the pre-splits are the muta ling bling army will still over run my army. How should I go approach against such Z?
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Old Thu, 14th-Feb-2013, 12:29 AM BnetId: FStitanium. 434  Race: Clan: FS  Location: Singapore  Total Posts Made: 49 # 2
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As another terran player too, I must admit that this composition is really hard to approach. I ever reflected such problem to myself too.

Firstly, I admitted through replays that one such reason the opponent is able to go into such large amount of blings and mutas is that harrassment wasn't enough. I felt that harrassing zerg early on in the game, disrupting their economy is extremely important. Of course you had to follow up with preassure from your main army.

However, zerg surely had chances of defending it well and that comes to my second point, your composition. I feel that about 2 thors is necessary in ur tank MM mix is important. With the support of your marines, the thor can deal a huge deal of damage as well as absorb. Marauders are necessary too. You will need them a lot if your opponent economy got so fat he spams blings. So when you do your splits, your marauders can absorb damage while your marines kill.

Thirdly, going in for the kill everytime. What I actually do mean is remember that in every matchup, when you push, you have to do some sort of damage or you will faill behind. Thus when you push with your main force, always try to spare a medivac full of marines of some sort of similar army(eg:hellions) to the back of his base and hit his economy. Almost every pro terran I watch of stream does that and it works well most of the time.

Hope this will help,cheers
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Old Thu, 14th-Feb-2013, 1:04 AM BnetId: Reaver.331  Race: Clan: mGG  Location: Kuala Lumpur, Malaysia  Total Posts Made: 34 # 3
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Old Thu, 14th-Feb-2013, 7:41 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,191 # 4
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I love mech, but it's not really something terran gets to do reactively to seeing muta-ling...
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Old Thu, 14th-Feb-2013, 7:58 AM BnetId: mGGPressure.946  Race: Location: Sydney  Total Posts Made: 52 # 5
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just do the old school way: if your going marine/tank and you see mutas, throw in like 2-3 thors and watch the zerg clump up his mutas and lose them.
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Old Thu, 14th-Feb-2013, 9:08 AM Total Posts Made: 818 # 6
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yeah just marine tank with a couple of thors if he gets more than 10 mutas
Also your bio upgrades are key - don't let mutas snipe them and make sure your engi bays are never idle
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Old Thu, 14th-Feb-2013, 9:58 AM BnetId: FStitanium. 434  Race: Clan: FS  Location: Singapore  Total Posts Made: 49 # 7
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Actually I feel that mech play is very possible in TvZ. I do play mech quite often. It depends on your opener, if I go early blue flame 2 factory harassment, usually i will continue with more factory for mech play because transiting back to mm could pull u behind in terms of upgrade and sizable force.
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Old Thu, 14th-Feb-2013, 3:06 PM BnetId: Maru  Race: Location: Sydney, Australia  Total Posts Made: 37 # 8
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If you are getting over run by muta ling baneling with marine tank, it usually means your macro is behind the zerg's. Being contained on 2 bases as a terran by mutas is an easy trap to fall into, but you have to secure a 3rd base in order to keep up with the zerg economy and unit production.

The first thing you have to do to prevent being contained on 2 base is scout the zerg's tech path. If the mutas arrive at your base and you had no idea that they were coming, you will most probably take too much damage at that point and lose.
The second thing is: don't be afraid to over turret. Putting 3-4 turrets in your main and atleast 2 in your natural is totally fine if it means you arn't losing scvs left and right.

Also, remember that mutas are a really shitty combat unit and when a zerg commits heavily to mutas makes them quite vulnerable to frontal attacks. So turreting up and attacking with a well upgraded marine tank force can often straight up kill your zerg opponent.

I hope that helps a bit

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good advice
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^This
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Old Fri, 15th-Feb-2013, 6:07 PM BnetId: OSRusher.804  Race: Location: Singapore  Total Posts Made: 24 # 9
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Muta Ling Bane

Muta Ling bane can be counter with marine tank with good micro. split the marines and use tanks to kill banes and lings. With the rest of the marines kiill mutas.
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Old Tue, 19th-Feb-2013, 1:57 AM BnetId: Konayuki  Race: Location: Singapore  Total Posts Made: 25 # 10
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Originally Posted by AceWing View Post
What unit compositions should I go against this army? I tried MMM+ a couple of T and marine tank army with splits but will still be overrun by the enemy whenever I try to attack. No matter how good the pre-splits are the muta ling bling army will still over run my army. How should I go approach against such Z?
Marine tank medivac is good against it, mixed in with a couple of thors. A few thor will do insane dsp towards flock of mutas. *no joke!* Your problem is more probably your macro, you gotta keep up as the zerg is harassing you while macroing hardcoreeee behind it. gggl. Of course turret at common location and protecting your tech too.
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Old Sat, 2nd-Mar-2013, 11:29 PM BnetId: PLoTTeL.522  Race: Clan: pX  Location: Victoria, Australia  Total Posts Made: 74 # 11
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I play Zerg and playing muta/ling/bling there's nothing more terrifying than seeing a couple of thors on the field. It majorly restricts the mobility of the mutas and banelings are largely ineffectual vs thors. Just stick to the marine/tank/medivac build and stick a couple of thors in there to beef up your army and counter the mutas
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Old Sun, 3rd-Mar-2013, 3:07 AM BnetId: Prometheus  Race: Location: Melbourne, Australia  Total Posts Made: 150 # 12
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I think it is safe to leave a small handful of marines in ur base at muta entry points. This can save you building unecessary turrets. At the first sign of mutas though, get turrets. If you have hellions out on the map they will forewarn you of frontal assault. In a fight, the more tanks the better. Since mutas cost gas, zerg tech will be delayed, so you can delay your push until you have a healthy tank count. The fights will be hard initially, but when 3/3 kicks in you should be stomping mutabling.
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Old Sun, 3rd-Mar-2013, 2:06 PM BnetId: [OS]Nameless.433  Race: Clan: OS  Location: Singapore  Total Posts Made: 35 # 13
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As a Diamond Zerg player, here's my advice.

As soon as you scout the spire or see mutas coming, you need to turtle hard to spread out your marines in your base. Your IMMEDIATE reaction should be:

1) Throw down some missile turrets (don't panic and overdo it) 2 per mineral line and 2 to protect your production facilities shld be enough.

2) Get Thors out asap. Reason being if the zerg player isnt careful and his mutas are clumped up, the thors literally demolish them. And station 1 thor each at your mineral lines. Once again, no need to overdo the thors. A good number would be 3-4.

As for the lings and blings, what you wanna do is go for a marine, tank, medivac composition. Why? With good control, your tanks can snipe off the blings as they are coming to attack and you just have to stutter step micro your marines against the lings. Key here is NOT to fight on creep. Just keep poking him and try to wear out his army size then once you scanned and see he's in the midst of reproducing it, you go for the big push.

Hope this answers your question.
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Old Wed, 20th-Mar-2013, 3:40 PM BnetId: Eluce.877  Race: Location: Port Macquarie, Australia  Total Posts Made: 7 # 14
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Watch the Flash vs Life games. Shows 2 versions of a particular critical point with Blizzards new "Take Control" option. It really shows the power of dropping a zerg while attacking. Even if you can maintain most of your army you are looking decent.
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