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I am moving soon, and I wont be able to play sc anymore for a while. I decided to compile a list of crazy strategies/moves that I always wanted to try to pull off but never had a chance.
Though, sometime I will be specifying BOs, it is all down to user preferences, and situations.
TvP Terran Stasis/Recall (Impossible) The goal if this strategy is to break 2 nexuses in one move. Start with either FE, or 2 factory drop. It is recommended to get Academy pretty soon after the CC, because scan and medics will come handy. -Build second factory in a location close to the protoss ramp that the protoss is unlike to scout. -With that same scv build a barracks next, and ebay. When ebay is ready you should have made 2 tanks from Factory, 3 medics from Barracks, and as many vultures as the time allowed. -Build 3-4 dropships in your base in the meantime. Sneak the first 2 drops ships into the area where you built ebay, barracks, and hidden factory. -Lift, the factory, barracks, ebay (maybe 2) and transit them into the protoss ramp. -Drop all your units in the ramp, such that your tanks/vultures are on the higher ground, and the medics take the ramp, hidden under the buildings your floated there. -Bring reinforcements from your base by air to prevent newly produced units to dominate the higher ground. Since the protoss army should be mostly concentrated in lower ground, by successfully creating a medic/scv wall, and dropping 4 tanks + 4 vulture into the protoss main, you should have enough to break 2 nexus.
If it fails, you look like a stupid newb. But if it works... Wow!
TvP Medic wall (Easy) The use of medic walls are rarely seem. Terran can control expansions so easily by simply making 2 medics + ebay. Move 2 tanks an a vulture, cover the medics on the ramp, and voila. A hard to break expansion. Yet, we never see it in use. This would force the Protoss to use a shuttle to inflict damage, or bring an HT and storm. Otherwise, the protoss will have the short end of the stick during a ground fight.
PvT D Web (medium) Completed! As long as there are no tanks, you should be pretty fine with only dragoons. Corsairs are very good at disabling tanks with Dweb. I would recommend starting with some version of FE. I like 1 gate FE with 2 probes on gas, and range after second goon, but its all down to user preference. Get 2 more gates after the nexus, and keep making dragoons. Dragoons should be the core of your army. Hide a pylon somewhere, and add 2 stargates. After making 2 corsairs, make the fleet beacon and research DWeb. Get more gates and zealots when your income allows, and once you have around 1-2 groups of dragoons. You will need the zealots to clear the mines from the path, take initial hits from tanks. Send the zealots moving into the Terran base, Dragoon attacking, and Sair D-webbing tanks. Pray! Make sure the zealots are well spread, else the mines will get the best out of them. My idea is just to favor faster corsairs by giving up on robotics (gas heavy). This should buy you enough time to charge some energy from the corsairs.
PvT "Its all in your mind" (Hard) Once again, I would start with an FE, followed up 3 gates, because I find that the easiest way to defend it, but going DT can work fine under this scenario too. What you are shooting for this time, is getting 2 gas VERY fast, and templars archieve to follow. Research Hallucination, Zealot speed, and psychic storm. Make 2 shuttles filled with 6 zealots and 2 templars, and hallucinate shuttle, and as many ground army as possible to try to break the terran choke. Hallucinations are tricky to use, because they more damage than normal units and die very quickly. Nevertheless, they can be very useful to mess up a mine path, shield units from hits, and scare the opponent. By dropping zealots, templars, you should have a good window of opportunity to distract tank shots, and storm enemy units (specially scvs). Templars cost little minerals, which should allow to add many gates early on (you want templars early to charge energy) Shuttle speed could be very handy DTs inside the shuttle can help damage the terran army very fast Synchronization and timing are probably the key issues.
PvZ Slowly, but surely (Very hard) We have seen the famous corsair reavers, and corsair dts. But rarely we see the Dragoon reaver combo. Which surprisingly, is not very hard to gather from a protoss FE. But the fun is to not make a shuttle!!! Just reavers, and dragoons with range. What makes it so hard is that zergs usually go muta/ling, or mass hydras which both are pretty good counters lol. Though the zerg may have the upper end if they have a decent macro, it will very often boil down to micro. Best to try this on small maps to avoid counter attacks.
Very funny to try, zergs can get really frustrated... but protoss too... Just micro your best!
ZvT For Queen and country (Hard) We dont see lurkers before mutas often. How about Queens before lurker? I would attempt this from a 9 pool, into 2 hatch tech. When lair is ready get queen nest and hydra den. Make 2-3 queen, and research lurker aspect + Spawn Broodling. The idea is pretty simple, use the queen to Brood the tanks, and the lurkers to fight the Marines/Medics. Of course, it is freaking hard to pull. Be very careful and patient with the queens, and dont let the terran flank lurkers with marines/med + scan. If you manage to push the terran far away, you can probably go fast hive from 2 bases and get swarm to help you push.
TvT Will never know what hit 'em (Very Hard) Just like the typical TvT, but start making a lot of marines from the barracks you inevitably own. Marines are not a bad substitute for goliaths and great support for tanks. Marines cost 50 minerals only, and take 2 hits from a tank to be killed, therefore it is a great shield for forwarding tanks, and saves a lot of gas for MORE tanks. But in this case, I dont want to get more gas for more tanks, but for a nice starport+science facility. The extra gas should go to ghost + cloak + lockdown. Playing defensive is a must, because an opponent going tanks/goliath will always have an upper hand vs Tank/Marines. But if you survive, and you got ghosts with cloak and lockdown, then youre the king of the country. Ghosts are sneaky and with the aid of scan+dropship can usually find a path to come closer to sieged tanks, and lockdown 1 or 2.
Please, post replays if you try any. Please, post your own crazy strategies/moves you would like others to try.
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Not really a strategy, but I always wanted to break a terran push by using mind control.
Mind control on clumped tanks to attract mines -> pimp~
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mines are more cost effective than medics :O
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TvT Will never know what hit 'em (Very Hard) Just like the typical TvT, but start making a lot of marines from the barracks you inevitably own. Marines are not a bad substitute for goliaths and great support for tanks. Marines cost 50 minerals only, and take 2 hits from a tank to be killed, therefore it is a great shield for forwarding tanks, and saves a lot of gas for MORE tanks. But in this case, I dont want to get more gas for more tanks, but for a nice starport+science facility. The extra gas should go to ghost + cloak + lockdown. Playing defensive is a must, because an opponent going tanks/goliath will always have an upper hand vs Tank/Marines. But if you survive, and you got ghosts with cloak and lockdown, then youre the king of the country. Ghosts are sneaky and with the aid of scan+dropship can usually find a path to come closer to sieged tanks, and lockdown 1 or 2.
I don't think you've played a lot of TvT. :p This will result in you getting run over after 10 minutes.
I mean sure you can finish off a super noob using basically any strategy but strategy is about viable-ness which makes this whole thing kind of silly.
You'll have more fun doing the boxer nuke rush strat.
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PvZ Slowly, but surely (Very hard) We have seen the famous corsair reavers, and corsair dts. But rarely we see the Dragoon reaver combo. Which surprisingly, is not very hard to gather from a protoss FE. But the fun is to not make a shuttle!!! Just reavers, and dragoons with range. What makes it so hard is that zergs usually go muta/ling, or mass hydras which both are pretty good counters lol. Though the zerg may have the upper end if they have a decent macro, it will very often boil down to micro. Best to try this on small maps to avoid counter attacks.
I've lost to this.
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Haha remember that 2v2 where we ferried our armies up that ramp Leath? LOL These are some interesting strats man I am definitely gonna give that Slowly one a try sometime.
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I went ling straight to ultras vs a toss timing attack
Awesome
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medic wall fails because tank splash when hitting the zealots would kill the medics. or just storm under the bay. supply depot would probably be just as awsum.
I use the dragoon/reaver slow strat sometimes in PvZ =) its fun
other stuff u mentioned for just for playin against noobs, they dont even really make sense
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Belgium6755 Posts
Some guy actually beat nada once with dragoon corsair
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On November 23 2008 12:19 Xeofreestyler wrote: Some guy actually beat nada once with dragoon corsair
if i remember correctly, it was on Luna? Asuka vs Nada. I still have the replay i think;;
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On November 23 2008 10:03 SpiralArchitect wrote: Haha remember that 2v2 where we ferried our armies up that ramp Leath? LOL These are some interesting strats man I am definitely gonna give that Slowly one a try sometime.
LOL, yes. I love doing that, its very requiring Its sad when Im half way ferrying my army and the opponent sees and kills the small group = bad news hehe. I tried "Slowly but surely" a few times, but it turnt out to be "Slowly and very unsurely" as I have lost most games against pure hydra counter attacks. ^_^
On November 23 2008 09:40 Frits wrote:Show nested quote +TvT Will never know what hit 'em (Very Hard) Just like the typical TvT, but start making a lot of marines from the barracks you inevitably own. Marines are not a bad substitute for goliaths and great support for tanks. Marines cost 50 minerals only, and take 2 hits from a tank to be killed, therefore it is a great shield for forwarding tanks, and saves a lot of gas for MORE tanks. But in this case, I dont want to get more gas for more tanks, but for a nice starport+science facility. The extra gas should go to ghost + cloak + lockdown. Playing defensive is a must, because an opponent going tanks/goliath will always have an upper hand vs Tank/Marines. But if you survive, and you got ghosts with cloak and lockdown, then youre the king of the country. Ghosts are sneaky and with the aid of scan+dropship can usually find a path to come closer to sieged tanks, and lockdown 1 or 2. I don't think you've played a lot of TvT. :p This will result in you getting run over after 10 minutes. I mean sure you can finish off a super noob using basically any strategy but strategy is about viable-ness which makes this whole thing kind of silly. You'll have more fun doing the boxer nuke rush strat.
Haha, yes, I know. I have lost already many times. I think it is doable... not optimal, for sure. That is the fun of it ^_^ But I think that if you play defensively for a while, with only tanks and marines, you can probably live long enough. Its not very easy to siege a terran base so early, the army differences shouldnt be too large =) And when ghost comes the game should become a huge party for you, where fun came as special guest :D
On November 23 2008 10:16 inertinept wrote: medic wall fails because tank splash when hitting the zealots would kill the medics. or just storm under the bay. supply depot would probably be just as awsum.
I use the dragoon/reaver slow strat sometimes in PvZ =) its fun
other stuff u mentioned for just for playin against noobs, they dont even really make sense
Doesnt kill. Splash from tanks will do around 15 damage to medics and they heal, I have been playing an "Impossible Scenario" map where there is a scene that requires a medic ramp block vs ling. There are two siege tanks on our sides, and they dont shoot zerglings fast enough to kill the medics. =)
Would take a lot of bad luck for several tanks to fire at the same zealot, when its hard for a zealot to approach the wall and kill the medics. The idea is to make the opponent waste a lot of APM mostly, its a situation that is easier to construct than to destroy IMO.
On November 23 2008 12:23 imperfect wrote:Show nested quote +On November 23 2008 12:19 Xeofreestyler wrote: Some guy actually beat nada once with dragoon corsair if i remember correctly, it was on Luna? Asuka vs Nada. I still have the replay i think;;
There is a replay of GGplay using the lurker/queen combo on Rush Hour 3. I am looking for it among my replays and as soon as I find I will post. though, I am afraid I might have the player name wrong.. maybe it was someone using the alias GGMan... Might take me a while.
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Belgium6755 Posts
On November 23 2008 12:23 imperfect wrote:Show nested quote +On November 23 2008 12:19 Xeofreestyler wrote: Some guy actually beat nada once with dragoon corsair if i remember correctly, it was on Luna? Asuka vs Nada. I still have the replay i think;;
Yeah something like that. I remember the p was at 8 and nada at 5. Then the P made his stargates and beacon in the top left corner of the map.
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On November 23 2008 12:23 imperfect wrote:Show nested quote +On November 23 2008 12:19 Xeofreestyler wrote: Some guy actually beat nada once with dragoon corsair if i remember correctly, it was on Luna? Asuka vs Nada. I still have the replay i think;; Upload plz.
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On November 23 2008 12:43 Chef wrote:Show nested quote +On November 23 2008 12:23 imperfect wrote:On November 23 2008 12:19 Xeofreestyler wrote: Some guy actually beat nada once with dragoon corsair if i remember correctly, it was on Luna? Asuka vs Nada. I still have the replay i think;; Upload plz.
I believe the most famous game was that one that was pimpest plays of Foru vs Sync, P12 T6 LT
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TvP Vult Ghost Vessel, No tanks (Easy with 1000 APM)
Standard FD build order. Once you get 4 facs up, get port + acad + sci facility and begin lockdown research. Also research optical flare/blind and EMP.
When he takes his third, depending on where it is, you have three options:
On a new main: Make nuke. Research EMP. Dropship in 1 ghost, 3 vults, 1 medic. Use vult mines to slow down initial goons, then lockdown a goon on the ramp to keep his units from coming up. Use medic to blind obs, EMP nexus, nuke it.
On an island: Same as above but bring 5 ghosts, 1 medic, 1 vulture. Use ghosts to lockdown shuttles.
Other: lockdown his goons, emp them, then use vult micro to surround them with mines. Or lay a minefield, then blind or lockdown any obs that come with his army and proceed to nuke his expo.
Then go mass vulture and lockdown + mine combo vs. dragoons (you'll need to lockdown about 20 goons each time), and if he gets temps or arbs use EMP with vessels, irradiate DTs and HTs. To improve ghost survivability and make this even more APM intensive, put ghosts in dropships. If he gets carriers, go mass lockdown, blind, and cloaked wraiths... or lockdown + nukes.
Use ghost + sci vessels to kill observers.
To take out expansions, use EMP + nuke + blind observer.
Leave one ghost at each expo to lockdown arbs and shuttles. If he gets hallucinate, leave 1 vessel there too to emp away the hallucinations.
I'm thinking of writing a TvP AI that does this... he would not have any APM restrictions, lol. This would be fun....
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Try TvP mass rine ghost haha
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ZvT Double Stop Lurker (Surprisingly Easy)
Proceed to do Stop Lurker (Batch 1). Then do Stop Lurker again at the expected retreat path for Terran (Batch 2). Unleash first Batch 1 when the M&M runs over. The surviving M&M blob retreats and Batch 2 is unleashed. Rape your opponent's mind...twice...
Stop Lurker on Mineral Line (Also Easy)
Bring some Lurkers near a currently unoccupied mineral line. Stop Lurker. Wait for Probes or SCVs to arrive. Wait. Destroy all other Nexii and CCs forcing your opponent to bring all their peons to your hungry Lurkers. Destroy enemy economy.
Infested Terrans (Easy-ish)
Obtain Infested Terran then explode, laugh, and repeat.
In theory these are pretty easy...in theory...for me...
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The Racine AI actually does that Dragoon-Reaver crawl strat.
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Doesn't it take 3 hits for a tank to kill a marine and not 2? Dragoons/Siege tanks only do half damage to small units, goons do 10 damage to rines, and I believe tanks do half was well(15 dmg, so 3 hits to kill a 40hp marine). Anyway back on topic, good luck with those accomplishments
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