Steamhammer sucks with devourers
Devourers are not an everyday unit. They are specialist anti-air support units for when the enemy goes mass air. Devourers shoot slowly and do little damage for their cost, but their acid spores splash on enemy air units and make mutalisk or hydralisk fire much more effective.
Only today did Steamhammer play its first devourer game, the first game in which it both made devourers and had opportunity to put them to good use. XIMP by Tomas Vajda certainly goes mass air, and with devourers Steamhammer could have made short work of the carriers and corsairs.
But it didn’t. Steamhammer’s devourer play turned out to be terribly weak. They sometimes hung back ignoring the enemy and sometimes pushed forward on their own and took fire without reacting. In the picture, the 4 devourers are flying at an angle past the corsairs, ignoring them instead of loading them up with purple goop. Shortly after, they flew around and past the carriers, taking fire and still not engaging.
Devourers are not easy to use well, but I was surprised at how poorly they turned out. I didn’t put any special effort into guardian play, and Steamhammer uses guardians effectively as support units, with fewer micro and coordination issues than I expected. Mixing guardians into the late game army poses problems for the enemy, and the devourers did not.
At some point (if nobody beats me to it) I will teach FAP about the effects of acid spores, and then the real anti-air units in the army will know when to pour on the fire. But that’s not the underlying problem in this game. Devourers moved around foolishly and did not shoot as often as they should have.





