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Watts up!
This is story about a SC2 player named North, and how after a rough start jumping into SC2 multiplayer took some advice and got a wee bit better. Yay me! Woo!
Well I did what you guys said I watched vods I watched replays and I practiced a lot not really with bots but just by myself trying to refine my build.. and it is paying dividends. I'm still very slow at executing it properly my build I choose to run with first was the..
2 rax 3 bunker FE Which I found on this amazing website called teamliquid.net.. maybe you've heard of it?.. yeah I know bad joke.. HERE'S THE LINK!!! http://www.teamliquid.net/forum/viewmessage.php?topic_id=185963
The 2 rax 3 bunker FE is fancy shmance talk for building two barracks at the start to pump out enough marines so you can put them in 3 bunkers guarding your natural.. which you fast expanded to.. at least that's what I think.
I decided to study the maps for laddering today, I got the urge too.. is that weird? Well whatever. I get kinda nervous at the start of the game playing maps I'm not familiar, "Where do I expand too?"
It was not all fun and success I lost against another Terran player I'll leave his name out but boy-howdy it was a huge macro intensive match and if you remember I am TURRIBLE! at macro. T-T
The map was Entombed valley, I wasn't blind like I was yesterday, this time I was controlling the map.. but I was doing it in all the wrong ways, it was hard for me to control the fearsome power of my amazing 7 siege tanks, by that I mean I didn't know where to plop them into siege mode.. or for that matter wasn't quick enough to get them into siege mode because and I know this will make all of you RTS pros cringe.. I couldn't get them into siege mode fast enough because I put my whole army into one control group.
Things started off good for me, had and orbital command before he did, I even had my natural up and running before he did, had my bunkers up so his scout SCV just blew up before it knew what hit it, Knowing his natural was vulnerable I went in for an attack with upgraded Marines but he had like four siege tanks I had to retreat, (I should have known that he had 2 refineries up when I scouted him at the start) after that my macro slipped my opponent got his third before I did I wasn't spending any of my money and I was very indecisive on what to build.. so I just built anything I thought I would need amassed a huge army went for it, he stopped it saw he had a ton of marines.. GG wp.
But you know what? It was great! That was a great game, I've gone up in my division, learned a build I still need to work on and I discovered a bit more about my mechanics. I'll tell you though I am stumped on the whole macro thing.. after my initial build when do I know what and when I should transition into something to secure? I need to watch and learn a bit more me thinks.. but Macro.. GRAAAAH!!! I'll need to figure that out.
Thoughts and suggestions?
Special thanks to eXigent and ComaDose for putting me on the right track, You guys are awesome! <3
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3 bunkers? O.o that seems a bit over the top, unless somebody is seriously allining you.
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Yeah I know but at the speed at which I get them up it protects my natural long enough for me to amass an army to move out with. The trick is that is it's supposed to give you Dat economic boost early on, 3 bunkers is a perfect for protecting that fast expand by the time you build the bunkers you had already built enough marines to fill more than 2/3 of the way up. It works effectively against timing pushes which is great. It is really good. :D
Anyways it pays to be good at macro which I apparently am not yet.. need to work on it more, but yeah it works pretty good.
Wish I could macro better.
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Hmm.. is it? I wouldn't know.
Is there anything else I could do effectively with my money by cutting off one bunker.. two even?
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instead of 3 bunkers, you can get 2 bunkers and wait a wee bit for an extra barracks :D But what kinda urks me is that this guide is from a long time ago, so timings are a bit different, and these things also might affect the amount of bunkers you want. :D anyways, good luck improving bro <3
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With the extra 100/200 minerals you could go for faster gas (so you can get more tanks, faster medivacs, faster upgrades etc) or another barracks. Bunkers won't do you much good against terran as tanks can and will destroy them easily. They do allow a wall-off which you can do with one bunker and 4 supply depots (built over time), which is powerful against Zerg and Protoss armies as they negate their melee units for long enough that your army can vaporize them (Against banelings siege tanks can focus fire to keep the wall alive longer, against zealots you can also focus fire if they're trying to break in and get a few free kills before the stalkers move up toward the ramp to get some shots off at your army.)
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I looked at this opener and it seems a bit excessively defensive. I just switched to terran and I'm finding I can hold off most attacks with a single rax and a single bunker. Look at this for a one rax expand that is solid against all races. This build will leave you a bit vulnerable to early strong attacks, so what you might do is send your scv after building the first depot to find the opponent. If you see him gearing up for a strong attack, you could make a 2nd rax and a 2nd bunker.
Usually, if I sense a big attack coming, I will stick to the 1 rax fe plan, but just throw down additional bunkers as time passes without my opponent attacking or expanding.
That said, I die to a lot of protoss one base attacks when try this -- but I think its a matter of me needing to improve rather than being a build isssue.
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I was figuring that be the case.. Welp Thanks for the suggestion I'd like getting my third barracks up faster anyways this will kill two birds with one stone. I appreciate the advice. Thanks man. :D
sigh... I do like walling off my natural though :<
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remember: perfect practice makes perfect.
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North, like I had said, you can wall off your natural still. On two base you should be having two depots go down at once or so (if you're playing Bio I know this can be the case once you get 12 supply per round of production) so it takes all of an extra minute to make your wall-in. (plus you can put it up and down at will).
Using this technique you can wall any key positions for yourself to slow down an army who has melee in the mix.
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Oh sorry TG Manny I didn't see your original post my bad :<
I have seen Terrans do that before.. the wall of Depots with one bunker. So I guess I could give that a try, I just don't want to stretch myself to thin. Of course it's better for me not to invest in extra defense for a force that isn't coming or isn't there.. so 3 bunkers probably isn't the best path.
I think I might check out the 1 Rax FE like Mr. Black so kindly pointed out. Thanks guys for all the pointers, this is just what I need to get better. I appreciate all your suggestions.
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You should never need more than 1 bunker (or even no bunkers!) unless your opponent is doing something aggressive off 1 or 2 bases. Even then: TvT 1 bunker is almost always sufficient (its all about unit positioning and timings) TvZ 2-3 bunkers might be necessary to stop a baneling/roach bust (its all about micro and timings) TvP 3-4 bunkers vs 1 base immortal or blink; or 3-5 bunkers vs 2 base 6-7 gate aggression/allin (its all about repair!)
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On January 01 2012 07:51 HickleStine wrote: You should never need more than 1 bunker (or even no bunkers!) unless your opponent is doing something aggressive off 1 or 2 bases. Even then: TvT 1 bunker is almost always sufficient (its all about unit positioning and timings) TvZ 2-3 bunkers might be necessary to stop a baneling/roach bust (its all about micro and timings) TvP 3-4 bunkers vs 1 base immortal or blink; or 3-5 bunkers vs 2 base 6-7 gate aggression/allin (its all about repair!)
Hmm. Roger Dodger.
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