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! [Q] Newb question. TvZ
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Vo-
United States435 Posts
<3 | ||
Illuvatar
254 Posts
2nd I don't understand what you mean | ||
skindzer
Chile5113 Posts
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XDawn
Canada4040 Posts
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Hot_Bid
Braavos36362 Posts
make tanks, you won't randomly lose your army when sweeping back through your raxes hehe | ||
rel
Guam3521 Posts
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Glider
United States1345 Posts
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XDawn
Canada4040 Posts
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SchOOl_VicTIm
Greece2394 Posts
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skindzer
Chile5113 Posts
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Cloud
Sexico5880 Posts
What i do when i wanna go 2 port vessel + many rax is: I dont follow really any strict bo so ignore any scv count if you must. 9 supply depot (the eight scv goes to build it as soon as he pops out) 10 rax, 12 rax When the scv building the first rax finishes, make a marine from that barracks and order the scv to build a second supply. When you have 2 marines, (without any more in the making) and assuming you never stopped scv production you should have around 18 supply, which is when you make your refinery. Now, you should have found him by now, if he makes many lings after his pool is done (6-8), then keep making constant rines, if he only makes enough lings to kill your scout, only make scvs. After you started your refinery, build another supply depot. Soon after that, and that is usually right after your refinery is completed, make an academy. From there, keep massing constant marines from both your raxes and scvs. When academy is done, 1 medic from each rax, stim and build your comsat. After the medics are done, you will make 2 firebats followed by a 3rd medic(if the ramp leading to your main is big ie. twilight maps) or just 1 firebat and 1 medic if the ramp is as big as that of a jungle map. You stop making army after that and gather enough minerals for you to make a command center . You go out with your mnm, but keeping the firebats and the last medic you made in your ramp, to prevent any ling bs. If the map has 2 entrances to his natural (for ex. rush hour), then going with your mnm and containing may be useless, especially if he has sunkened properly, if you find gaps in his defense then exploit them if you have the balls. If the map does have 2 entrances to his natural, then just use your mnm to clear any lings close to your base and send 2 scvs, one to each side the zerg can go out, so you can be ready for his army. When you are moving towards his natural, scan it first, after that, you scan his main. You started to build your second command center, and when you have the money you make an e-bay, and then a factory. When the ebay finishes, upgrade weapons, or armor perhaps if you are certain that he is going lurker and want to play it a bit safer. Soon after, upgrade marine attack range from your academy. Land your command center, transfer 12 scvs, make your second comsat. By this time you must be fairly certain of what your opponent is doing, it will be 99% of the times either muta or lurker so ill only explain what to do against those. Whether he is going muta or lurker, build at least 1 bunker in your choke, if you have 2 entrances to your natural, you have to build one on either side, and make sure to put some marines inside when the bunker(s) is/are finished If he is going muta, be certain of his number of hatcheries, if he has 2, you dont need any more than 3 turrets at each base, if he has 3 hatcheries, then separate your army and have some marines and medic in your main (around 6 marines and 2 medics are usually enough), while the rest are rallied to your natural, in a map like rush hour, i recommend instead to have all your mnm in your natural, but rally your raxes to above your ramp, so that you can prevent easily any attempt from the zerg to sneak up and climb your ramp. If he is going lurker, then you need at least 2 bunkers in your natural, if he is going for hardcore linglurker, then you need at least 3, and putting a bunker with a turret in your main to protect from small drops isnt a bad idea either. When your factory finishes, begin the machine shop and make a starport and take your second gas, when machine shop finishes, make a tank and research siege mode. When the starport finishes, make a control tower (or if you want to be a bit annoying, and he went lurkers, make a wraith to hunt any ovies near you and after that make the control tower) and a science facility. When the control tower finishes, make a dropship, especially if he went lurker. When your science facility finishes, research irradiate, build a vessel and add a second starport. Keep making constant mnm, constant scvs, constant tanks from your lone factory and constant upgrades from your lone ebay (i prefer to reach 3-0 on attack first and then start researching armor, but thats just me) Your money should build up, so make sure to keep it low by adding barracks as you see it fit. When your first vessel is out, you should have around 3 tanks, with siege researched and around 18 units worth of mnm (not counting those inside the bunkers, where they should remain at all times). You should be safe to go out and be aggresive from there, or stay in your base for a bit longer, but make sure to use your dropship so as to keep him in the most pressure as possible. When you have 2 hotkeys worth of marines and firebats, around 3-5 medics, 3-5 tanks and 1-2 vessel go out to kill his expansions, you must have been certain that he expanded beforehand with scv scouts or with scans. If he didnt expand at all, then scan his bases for any indications that he is teching hard, if he isnt teching hard, then stay in your base with all your army, for he is sure to hit you hard soon. If he has expanded, go out to kill his expansions, if you have a dropship, load it and land it on another side of the map while you are attacking, You now have now 2 starports and 1 factory all of them making constant vessels and tanks. When you feel safe to expand and only after you have at least 5 barracks or more, expand. Make absolutely certain that you make 3 or 4 bunkers in your 2nd expo and get mnms and a tank or 2 there asap to be ready for defense. ------------------------------------------------------------------------------------ Now, since most of the trick in mnm + mass vessels comes from micro, ill try to explain how to use it. Your marines and medics are your top priority, if he is rushing straight at you fuck irradiate and tell the marines to run, while the marines are running to a safe position however, thats when your vessels are supposed to irradiate. You should have hotkeyed all and only your vessels in a single hotkey, so select that hotkey and pick one of those vessels, tell it to irradiate a zerg unit, (defilers, lurkers and ultralisks take priority) and then select the hotkey and tell them to pull back in the same direction your mnm were moving and then repeat. Thats what you do when you are on the defensive. When you are on the offensive however, there are 2 possibilities: 1) His army is clustered miles away from you, or at least at a significant distance. If that is the case, then make absolutely sure there are very few or no scourges at all between your vessels and his cluster of units, then scan his units, select the hotkey of your vessels and clone to irradiate his units, as always try to irradiate his units with the most priority. As soon as every vessel has casted irradiate, or they seem threatened in any way, pull them back, all of them, to your mnm force. 2) His army is right next to yours: then you do the same thing you do when you are defending. ---- Now, since your mnm always take priority, be sure to micro them first and micro vessels later, if you are too slow to know when to micro each one effectively, then always keep your vessels behind your mnm, and micro the mnm, and only micro the vessels when the mnm need no more microing or cant be microed anymore. ---- This strat works best against any kind of air based army the zerg can muster, ultra-ling with defiler and lurkerling with defiler (scourge come in with any zerg army). However, hydralurker is the best counter to that strat, and it can be extremely difficut if you dont have very good micro and above-decent hand speed to fight hydralurker with pure mnm and vessel, especially if he mixes defilers with his army and knows how to use them. So if you lack the mechanics to fight hydralurker with pure vessel, then swith to 2 factories, or even 3 as soon as you notice him making hydralurker, if you make 2 factories, then you can still make vessels from 1 starport, if you make 3 factories, then you will must handle yourself with only those vessels you made, but you can still make a dropship or 2 to make up for the leftover mnm that your raxes produce. I think thats about it. If someone has the time to read this or to try to understand it i encourage you to do so :p | ||
[GiTM]-Ace
United States4935 Posts
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Patriot.dlk
Sweden5462 Posts
I read it and i liked it alot... will post it as news at gamingeye.com | ||
Locked
United States4182 Posts
On January 05 2006 15:47 XDawn wrote: I donno, for me I find SK style easier than your usual dual fact style. What the hell does SK stand for anyways? I could never figure that out lol SoulKey like said above, he's the progamer that first was noticed for it, but didn't really get it super good nice miniguide cloud | ||
jkillashark
United States5262 Posts
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