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TvZ 1 hatch lurk counter?

Forum Index > Brood War Strategy
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1 2 Next All
comabreaded
Profile Blog Joined July 2003
United States2166 Posts
February 21 2004 08:15 GMT
#1
What's the best way to handle a 1 hatch lurk as Terran? I've been having trouble with it (on LT). Should I just do regular m&m with a bunk? I've been trying no gas pump rines till about 8 of em and go attack with 12 scvs and rines but that hasnt been working -_-. I feel like theres some way the Z can be punished for such a fast tech but I can't pull it off. Tips?
I put the fu in fun
Commander{+}
Profile Joined December 2002
United States2878 Posts
February 21 2004 08:44 GMT
#2
bunker on ramp, 2-3 tanks with siege, move out, take expo, drop harass, and just play normally.
4 cheers for Ryan307
Schwarzenegger 08
Profile Joined January 2004
343 Posts
February 21 2004 09:24 GMT
#3
academy and gas very early and M&M rush him before he gets the lurks. If you are late, just camp M&M outside of his base and dont let him leave.
comabreaded
Profile Blog Joined July 2003
United States2166 Posts
February 21 2004 10:10 GMT
#4
The time I have the most trouble with it is when the Zerg goes 12 pool, 11 gas (or something), 8 lings and starts lair as soon as they get 100 gas then puts down hatch 2 and den sometime after. I've always gone acad before fac in this situation and it doesnt leave me with enuff m&m to move out on the Zerg in time. So I think I'll try Commander's approach or a less aggressive m&m strategy.
I put the fu in fun
SillyCat
Profile Joined May 2003
United States960 Posts
February 21 2004 10:21 GMT
#5
or learn to micro your rines!
Hey girl....what to know a secaret????????OK I WILL TELL IT TO YOU ANDIt is soooooooo gooood to hear it..... I can tell you...How to count allllll de way, to SCHFifty Five
Taguchi
Profile Joined February 2003
Greece1575 Posts
Last Edited: 2004-02-21 10:28:48
February 21 2004 10:26 GMT
#6
8rax with constant marines and 2nd rax right after first and academy and gas at same time(academy slightly before) gives you mm before lurks hatch and enough marines to kill a sunken, unless its on a cliff. But scv count is like 11 or 12, you dont have money for more, and its risky, but usually it pays off.
Against 9pool its better actually, against 12pool u'll need the micro since he'll have lings and you wont have bats with that first mm army
Great minds might think alike, but fastest hands rule the day~
comabreaded
Profile Blog Joined July 2003
United States2166 Posts
February 21 2004 11:18 GMT
#7
SillyCat: yea, I think my execution has been partly the problem, too.

That sounds kinda risky Taguchi..hmm.. Anyone have a rep or a link to a rep showing a successful Terran stoping 1 hatch lurk?
I put the fu in fun
Zoom
Profile Joined January 2004
1111 Posts
February 21 2004 11:33 GMT
#8
fast tanks
There's no producing this perfect pose, hit the streets in the freshest clothes. Rip the stage, and bless the shows. Spit the flows and hit the do'
amat
Profile Joined October 2002
United States1788 Posts
February 21 2004 19:21 GMT
#9
I hate to give advice to terran, but... bleh...

When I 1 hat, the thing that works best vs me is a few rines/many scv no manner assault. Sounds stupid, but it works. 1 hat can't support enough lings to hold that (assuming the terran doesn't suck).

The other best strat is to play very safe. Stay in base, defend drop and power. Your 1 base will beat his 1 base if you show patience.
Proud Mensrea No-Prize Winner. Click the Banner Ads. I would keep a lamer list, but I love you all.
surv
Profile Joined November 2002
Belgium337 Posts
February 21 2004 19:49 GMT
#10
mech him. Use spider mines. Tech to vessel. 1 tank is enough.
Team anSWers
Taguchi
Profile Joined February 2003
Greece1575 Posts
February 21 2004 20:05 GMT
#11
http://www.wgtour.com/upload/tournament/broodwar/2792vs_kashu_2-0.rep

It's a link to what I say... There the z got speed before lair, but even without it you'd arrive at his base with meds at most when eggs start to hatch, maybe a bit before so you can get it...
Great minds might think alike, but fastest hands rule the day~
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
Last Edited: 2004-02-22 11:34:52
February 21 2004 20:37 GMT
#12
zerg can be punished by dropship harass

just remember to put a bunker + turret at your ramp before he attacks with lurkers and get marine range before stim, position all your other marines (in an arc around your ramp) so that he cant run up your ramp with his army without losing his entire army for naught. having a couple of scv to repair the bunker is good also if he is attacking it from below the ramp
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
Casper...
Profile Joined October 2002
Liberia4948 Posts
February 21 2004 20:57 GMT
#13
most terran should make a bunker on ramp and have a unit patrol the edge of main.

from there it's easy.
JAM THE FUCKER!
ToKoreaWithLove
Profile Blog Joined September 2002
Norway10161 Posts
February 22 2004 00:01 GMT
#14
Like cas said, just put a bunker, something to deny his lurkers from running past it, and tech safely -> own.

Or just go 2 rax m&m if you are good with micro
ModeratorFather of bunnies
surv
Profile Joined November 2002
Belgium337 Posts
February 22 2004 02:24 GMT
#15
man when u say it like that i wanna learn tvz m&m
Team anSWers
comabreaded
Profile Blog Joined July 2003
United States2166 Posts
February 22 2004 04:00 GMT
#16
I've been successful my last few games by usin a bunker and gettin a tank or two before movin out. Yeah, the zerg's 1 base leaves him fucked in econ after the lurks fail. thanks!
I put the fu in fun
ToKoreaWithLove
Profile Blog Joined September 2002
Norway10161 Posts
February 22 2004 15:22 GMT
#17
On February 22 2004 11:24 surv wrote:
man when u say it like that i wanna learn tvz m&m


I'm here for practice mate
ModeratorFather of bunnies
FroZZoR
Profile Joined October 2002
China925 Posts
February 22 2004 15:49 GMT
#18
stop him from killing you
either fast acad before 3rd depot, move out with 2 firebat/2 medic, and try to delay
or go 1 rax mm/1 fact tank
basically don't die
then get a few tanks
attack when u have 1 vessel
they should have their expansion just finished, but not enough units to defend
you win
There can be only one
FreeZEternal
Profile Joined January 2003
Korea (South)3396 Posts
February 22 2004 20:07 GMT
#19
Yeap
comabreaded
Profile Blog Joined July 2003
United States2166 Posts
February 23 2004 03:50 GMT
#20
Thx Froz. That was really helpful.
I put the fu in fun
1 2 Next All
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