TMA - Team Micro Arena

The Zones > Third Zone

The Third Zone

You can use the image to jump to the different selections.
Just click on the number you would like to read something about. Picture of the third zone Anti mine - 6 Zealot, 2 High Templar 5 Dark Templar, 3 Archon 5 Siege Tank, 4 Vulture 2 Reaver, 5 Dragoon, 1 Shuttle 8 Mutalisk, 15 Zergling 10 Marine, 4 Medic, 3 Siege Tank 1 Archon, High Templar, 3 Dragoon, 2 Zealot 4 Ultralisk, 6 Zergling 2 Overlord, 2 Observer, 4 SCV 8 Dragoon 9 Zealot, 1 Archon 12 Hydralisk, 8 Zergling 2 Battlecruiser, 2 Valkyrie 4 Lurker, 8 Hydralisk 8 Goliath, 3 Vulture 5 Tank, 2 Goliath 6 Wraith 6 Guardian 4 Scout 5 Corsair 30 Zergling 4 Reaver, 2 Shuttle 5 Ghost, 3 Medic 3 Archon, 2 High Templar

1) 3 Archon + 2 High Templar

picture of unitsTotal Kill Score: 5600

Should always be part of your teams forces. Very effective for both offense and defense. Incoming mass units can be decimated in seconds and positioned in front of the enemy spawn area the Psy Storms are even deadlier and can drastically increase your Kill Points. Don't go without support, your Templars will be hunted down per hit and run and the Archons mostly won't be able to avoid that. Due to their splash damage three Archons can still be devastating especially when positioned at the enemy spawn area.

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2) 5 Ghost + 3 Medic

picture of unitsTotal Kill Score: 2500

Rarely selected although it's one of only two possible selections including Medics in the 3rd zone. Skilled players can quickly lock some units down and still do some damage while cloaked. The Medics can be very important if you need to restore your heroes. When detected the Ghosts won't stand a chance so better go with some support.

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3) 4 Reaver + 2 Shuttle

picture of unitsTotal Kill Score: 4800

Use this one if the enemy Nexus is unshielded for a direct attack. Especially supported by a Dark Swarm they will be able to cause serious damage. If mass melee units are incoming, you can still use the shuttles to retreat and attack again when the support arrives. Also interesting in combination with an Arbiter.

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4) 30 Zergling

picture of unitsTotal Kill Score: 3000

These Zerglings do have the crack attack upgrade. They can be used to stop incoming ranged units as well as to kill the enemy Nexus Shield Points quickly. Avoid the Psi Storm and try to get between the enemy focres for a maximum of damage.

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5) 5 Corsair

picture of unitsTotal Kill Score: 3500

The Corsair can be a powerful supportive unit especially when the energy for the Disruption Web is ready. This is an extremely annoying spell especially when casted at the enemy spawn area during a containment. Due to the fast rate of fire the air damage is most effective vs Wriaths which will die in seconds, but also vs other low armored air units.

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6) 2 Battlecruiser + 2 Valkyrie

picture of unitsTotal Kill Score: 6400

This is an expensive selection, so don't waste it. Most interesting is the the fact that the Battlecruisers can use the Yamato Cannon. Use it vs heroes or directly attack the unshielded Nexus. Avoid fights vs mass ground units without support and watch out for Lockdown. Supported by the Valkyries this combination will deal with most air units even without support.

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7) 6 Guardian

picture of unitsTotal Kill Score: 6600

The Guardians are very powerful vs all ground units and mostly selected to kill incoming melee units to avoid a push. They can also be very helpful to quickly take out a ground hero. If you use them for offense, get some support or air units will just hunt them down. When the Guardians are selected it's often only a matter of time till some Wraiths are incoming. Knowing that you can kinda trap your enemies by having a detector and strong anti-air units ready.

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8) 6 Wraith

picture of unitsTotal Kill Score: 4800

Only recommended to hunt down some air units or heroes. If you are detected go for suicide quickly or your enemies will say thank you for the points. But even when all are killed - if you can take down a dangerous hero, that might be worth it.

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9) 5 Tank + 2 Goliath + 3 Dropship

picture of unitsTotal Kill Score: 6100

This selection is very vulnerable to all melee units, but very powerful if well supported. You can use it for defense against incoming enemy units or siege the tanks in front of the enemy Nexus protected by other units. Dropped behind they can cause serious damage to an unshielded Nexus. That's especially effective when protected by a Dark Swarm or quickly teleported by an Arbiter. With the Goliaths there are also some anti-air units present and the Ghost can lock down one or two units.

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10) 8 Goliath + 3 Vulture

picture of unitsTotal Kill Score: 3650

This one needs some support of melee units and is most effective vs all kind of air units due to the air range of the Goliaths. If you are fast enough, you might even be able to mine the enemy spawn area. But vs mass units in late game this strategy mostly doesn't work anymore.

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11) 4 Scout

picture of unitsTotal Kill Score: 5200

Very expensive and only recommended if you have to hunt down some air units and especially heroes like Vessel or Queen. If still alive, suicide after they did their job...you dont want to make your enemies a present.

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f) 4 Lurker + 8 Hydralisk

Between Lurkers and Goliathspicture of unitsTotal Kill Score: 3050

Lurkers and Hydralisks - as long as you are aware of the Psy Storm your enemies won't be too happy about this combo camping at their spawn area.

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13) 12 Hydralisk + 8 Zergling

picture of unitsTotal Kill Score: 4600

Very nice if you want to push your enemies back or contain them with mass units. This selection will especially damage large units of any kind. Watch out for Psy Storm and strong melee units!

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14) 9 Zealot + 1 Archon

picture of unitsTotal Kill Score: 3200

Often selected and very powerful on the ground. This one can seriously damage the Nexus and its shield as well as break a push or just go for Kill Points. A basic choice among your teams forces.

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15) 8 Dragoon

picture of unitsTotal Kill Score: 4000

Very often selected and a common choice. The eight Dragoons can do a lot of damage to both ground and air units and can also take some damage before they go down. Very effective vs incoming Ultralisks. Try to be supported by some melee units or use some solid micro. You can try to hide a Fenix among them.

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16) 2 Overlord + 2 Observer + 4 SCV

picture of unitsTotal Kill Score: 2100

With this one you will be able to see what's going on at your (2 Overlords) and your enemies spawn area (1 Observer) as well as the middle of the map (1 Observer). The Overlords won't go down as quickly as the Observers do and can also be used for a drop. The SCVs can be important to repair your or your allies units. If you are able to select something from the 2nd zone as well, better choose the detector there and use the 3rd zone for stronger units.

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17) 4 Ultralisk + 6 Zergling

picture of unitsTotal Kill Score: 5800

Kinda expensive but should still be a common choice among your teams forces. Don't bother too much about the cracked Zerglings, but the Ultralisks are a devestating force on the ground and can only be stopped by air units like guardians, dragoons or mass ground units. Either way it will take some time to bring these giants down.

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Special Combos

There are seven special combos in the third zone. To select one of these, you have to walk between two of the default unit selections. The combos are usually stronger than the normal selections due to special units or mixtures. But they are not that easy to select and it may cost you some time - time you often don't have...

a) 1 Archon + 1 High Templar + 3 Dragoon + 3 Zealot

Between Scouts and Corsairpicture of unitsTotal Kill Score: 4200

A strong Protoss Combo. Mixed melee and ranged units supported by a High Templer ready to storm.

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b) 10 Marine + 4 Medic + 3 Siege Tanks

Between Guardians and Scoutspicture of unitsTotal Kill Score: 4100

Very interesting combo. Although the Marines can easily be stormed, it is one of the only two possible selections with Medics in the third zone. If you watch your Marines the Tanks can be helpful when pushing forwards.

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c) 8 Mutalisk + 15 Zergling

Between Wraiths and Guardianspicture of unitsTotal Kill Score: 6300

You know how well Mutas and cracked Lings work together? Exactly! Try this one out and beware of the Psy Storm.

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d) 2 Reaver + 5 Dragoon + 1 Shuttle

Between Tanks and Wraithspicture of unitsTotal Kill Score: 4900

Interesting and micro-intense. Quickly unload/load your Reavers behind while using the Goons to fight at the front.

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e) 5 Siege Tank + 3 Vulture

Between Goliaths and Tankspicture of unitsTotal Kill Score: 3950

Siege Mode and the possibility of laying some Spider Mines make this combo quite attractive for offense as well as for defense.

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12) 5 Dark Templar + 3 Archon

Between Lurkers and Goliathspicture of unitsTotal Kill Score: 7450

A very special combo and really expensive. The mixture of Archons and Dark Templars is a dangerous melee force. However your opponents shouldn't have an Observer ready or the combo is only half as effective as it is when you are able to catch them on surprise. Once you reached the enemy spawn area, you can get a lot of kills with this combo.

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g) 6 Zealot + 2 High Templar

Between Lurkers and Battlecruiserspicture of unitsTotal Kill Score: 2000

The Anti-Mine combo. You can use it when your spawn area is mined. Zealots spawn first and are sacrificed for Spider Mines, High Templars spawn about a second later ready to storm.

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