Quote Originally Posted by Fan View Post
Any forces held back for base defense aren't engaging in the main skirmish though, and that's a significant disadvantage.

Whereas the Orks are very unlikely to care if their base gets smashed up, cause they'll just have the gretchins hammer it back together when they get back.

Though again, Looted Valkryies might just give the Orks the air advantage. Valkyries took down even waves of scourge due to their tendencies to bunch up, same with devourers and mutalisks.

They were the penultimate anti air unit, and looted ones always bring more fire power to the game.
Where would they get valkeries from? I thought they would have moistly their own universes looted tech. As for rebuilding, if the orks base gets overrun with creep, they may not have alot left to rebuild with. And a zerg strategy of base defense isnt totally bonkers, as the zerg main hive area, when done right, can produce armies insanely fast. (4 hatchery/hive structures producing troops at once for example) A few units held back, the solid line of the zerg turrets, and the hatching eggs in the hives themselves means most of the zerg can leave, without leaving the hive even close to defenseless.

Someone mentioned once about the zerg not really having air superiority in the game, even when char is being invaded. The reason for that is simple, because the zerg forces had to be arranged in a beatable way. The maps were setup with solid anti air, OR anti ground defenses, meaning there was always a hole to exploit. Even when they were combined, it was always light enough to muscle through in the end. Watch the cinematic of the start to the invasion of char. The entire battlefleet was nearly wiped out by the zerg anti air. The ground troops were scattered and slaughtered. Only our resident hero raynor managed to keep the entire debacle from turning into a total loss. Without him, its likely every human on char would have been slaughtered.