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Starcraft 2 Roach



Roach a Zerg unit

[Basics]

The Roach is the tier 1.5 unit of the Zerg army in Starcraft 2, meaning you can get the Roach Warren after you build the spawning pool.  The Roach is a very hardy unit in the Zerg army as it has 145 hp and a base armor of 1.  Additionally, the Roach is a ranged unit (with a range of 4), making it effective against Zealots, Zerglings, Banelings, and Marines.  The Roach, through it’s tough armor, high hp, and range, is able to kite zealots, absorb banelings, and use its armor to significantly reduce damage dealt by zerglings and marines.  Furthermore, it can be upgraded (after Lair tech is achieved) to gain increased speed and to be able to move while burrowed.

[Roach Advantages]

The advantages to the Roach lie in its base armor (at 1) and high HP (145), making it a very hardy unit for its price tag of 75 minerals and 25 gas.  The Roach range of 4 is also a significant advantage when fighting in close quarters or when kiting melee units like Zealots, Banelings, and to a smaller extent, Zerglings.  The Roach armor and hp also serve it well when fighting marines in the early game.  For all of these reasons, the Roach is a great early game unit vs. Tier 1 units of the opponents and due to its cost is still able to stay competitive when Stalkers and Marauders come out, especially when paired with Zerglings.

The Roach maintains it’s competitive cost effectiveness throughout the game as with Lair tech the Roach Warren can research upgraded speed and the ability to move while burrowed (the increased regeneration, while indeed an advantage of the unit, is built-in).  For the advanced Zerg player, you can burrow injured Roaches mid-battle to allow them to heal whereas the more beginner-level player can use the burrowing ability to burrow entire groups of Roaches to regenerate the whole army quickly before popping back up to fight again or moving it away to retreat.  However, one thing to watch out for is detection units: if burrowed roaches are detected, they will be able to be seen and shot at and not be able to fire back so do not burrow them around detectors.

The Roaches speed upgrade improves its ability to kite melee units, not be kited by longer ranged units,  as well as do hit and runs on opponents bases.  Paired with creep, the Roach speed upgrade makes the Roach one of the fastest land units in the game with only upgraded Zerglings and Reapers being faster on ground.

Lastly, the Roach is a great addition to almost any Zerg army as it creates a great balance of the army.  Zerglings, Banelings and Ultralisks are melee ranged, Roach is mid ranged and Hydralisks and Infestors (Fungal Growth/Neural Parasite) are more moderate range giving a good range stack to the army.  The Roaches tough armor and high hitpoints also make it a great balance with the more frail but far higher damage dealing Hydralisks.

[Roach Disadvantages]

While the Roach has high HP, moderate range and a starting armor of 1, it is an armored unit which in some cases makes it more susceptible to punishment.  The two primary culprits of this in the early game are Stalkers from Protoss and Marauders from Terran.  Stalkers and Marauders both get high damage bonuses to armored units and have high HP themselves and have a range of 6 making them an excellent counter to Roaches.  This range of 6 also allows them to kite Roaches as well especially given Stalkers are faster 2.75 vs. 2.25 movement speed and Marine/Marauders can be stimmed to move faster.  To help when fighting these units it is advisable to add in either Hydralisks or Zerglings (with speed) as both counter Marauders/Stalkers reasonably well.

A second downside of the Roach is its inability to attack air units.  The Roach is a ground to ground only unit and the Zerg do not get an anti-air unit until tier 2 where they get Hydralisks and Mutalisks and to a lesser extent Infestors which can Neural, Fungal or use Infested Terran to damage/control air.  However, if you are not in tier 2 and are going with a strong early game and your opponents get air you will be only able to react with your Queens and spore colonies and your Roaches will be sitting ducks.

[Starcraft 2 Roach Strategy]

Roaches are a great early game unit as they are relatively inexpensive and excellent counters to most tier 1 units.  Although they do get into trouble vs. Marauders and Stalkers you can use a balanced Zergling/Roach army to help deal with those threats as well as outnumber the Marauders/Stalkers to defeat them.

When transitioning into the mid game it is recommended to supplement your Roach army with Hydralisks as the Roach/Hydra combo is very effective at controlled battles and, if complimented with Infestors, can deal with MMM or a reasonable Protoss army (pre Colossus or when Colossus count is still below 4).

It is also recommended to use Roaches to do hit and runs on opponents bases as once they have the speed upgrade they can quickly attack and retreat – especially on creep – and they can also burrow and move to get into or out of position once the research is completed. 

All in all the Roach is a great compliment to almost any Zerg army in Starcraft 2 as its robust hp and armor coupled with its reasonable range and damage make it a great balanced unit.  Now go and let the Swarm consume your opponents !



Abilities


  • [repair]

    Hotkey: (R)
    repair is an ability of Repair can be used on Terran structures as well as all units produced from the Factory and the Starport.
    Type: Auto-Cast
    Range: 1
       
  • [Gather]

    Hotkey: (G)
    Gather is an ability of Gathers minerals and vespene.
    Type: Command
    Range: 1
       
  • [Build Structure]

    Hotkey: (B)
    Build Structure is an ability of Build Structure is used to construct basic Terran structures. Basic Structures are the pre-requisite for advanced structures as well as some other basic structures.
    Type: Command
       
  • [Build Advanced Structure]

    Hotkey: (V)
    Build Advanced Structure is an ability of Build Advanced Structure is used to construct advanced structures. These structures require certain basic structures to be built as well as potentially other advanced structures or upgrades.
    Type: Command
    Requires: Barrack
       
  • [Stimpack]

    Hotkey: (T)
    Stimpack is an ability of Marines and Marauders acquire stimpack ability. Stimpack increases attack and movement speed of the unit at the cost of life. -10 HP / - 20 HP to Marines and Marauders respectively.
    Type: Command
    Requires: Tech Lab
       
  • [Jet Pack]

    Jet Pack is an ability of Allows Reaper's to jump up and down cliffs.
    Type: Passive
       
  • [Sniper round]

    Hotkey: (R)
    Sniper round is an ability of A careful shot dealing 45 damage. Ignores armor.
    Type: Command
    Damage: 45
    Range: 20
       
  • [Cloak]

    Hotkey: (C)
    Cloak is an ability of Cloaks the Ghost, preventing enemy units from seeing or attack it. A cloaked unit will only be revealed by detector units or effects. Drains .9energy per second
    Type: Command
    Requires: Ghost Academy
       
  • [Tactical Nuke]

    Hotkey: (N)
    Tactical Nuke is an ability of Calls down a Nuclear Strike with a radius of 8 at a target location. Nukes take 20 seconds to land.
    Type: Channeled
    Requires: Ghost Academy
    Damage: 300 (+200 vs buildings)
    Range: 10
    Radius: 8
       
  • [EMP Round]

    Hotkey: (E)
    EMP Round is an ability of Creates an electromagnetic pulse that does 100 damage to shields and drains all energy from units in a targeted area. Cloaked units hit by EMP are revealed for a short time.
    Type: Command
    Requires: EMP Round
    Damage: Destroy 100 shields and all energy
    Range: 10
    Radius: 2
       
  • [Siege Mode]

    Hotkey: (E)
    Siege Mode is an ability of Deploys into Siege Mode. In this mode Siege Tanks have a very long range and inflict area damage. Siege Tanks in this mode cannot move or attack targets at close range.
    Type: Command
    Requires: Siege Tech
    Cast Time: 4
       
  • [Tank Mode]

    Hotkey: (D)
    Tank Mode is an ability of Reverts into Tank Mode. In this mode Siege Tanks can move, but they deal less damage.
    Type: Command
    Cast Time: 4
       
  • [250mm Strike Cannons]

    Hotkey: (C)
    250mm Strike Cannons is an ability of Fires at a single unit or structure, stunning the target and dealing 500 damage over 6 seconds.
    Type: Channeled
    Requires: 250mm Strike Cannons
    Cast Time: 6
    Damage: 500
    Range: 7
       
  • [Fighter Mode]

    Hotkey: (E)
    Fighter Mode is an ability of Transforms the Viking into Fighter Mode. In this mode Vikings fly, but they can only attack air targets.
    Type: Command
    Cast Time: 3
       
  • [Assault Mode]

    Hotkey: (D)
    Assault Mode is an ability of Transforms the Viking to Assault Mode. In this mode Vikings move on the ground and can only attack ground targets.
    Type: Command
    Cast Time: 3
       

Submitted by admin on Mon, 2010-11-01 16:10