![[image loading]](http://www.repdepot.net/img/thumbs/32430.jpg)
p.s. sorry i forgot to put [H] at the topic, kinda forgot T.T
Forum Index > Brood War Strategy |
gaiabulbanix
Thailand76 Posts
![]() p.s. sorry i forgot to put [H] at the topic, kinda forgot T.T | ||
FortuneSyn
1826 Posts
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besiger
Croatia2452 Posts
Its a bit campy. but it should work, heres a rep of me doing it yesterday if you wanna see, its sloppy since im still trying to get used to it. http://repdepot.net/replay.php?id=32431 | ||
Nub4ever
Canada1981 Posts
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konadora
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Singapore66159 Posts
I've done this a lot of times on Fighting Spirit (excellent map to carry this out), here are some of my replays. http://repdepot.net/replay.php?id=32438 http://repdepot.net/replay.php?id=32439 http://repdepot.net/replay.php?id=32440 Hope they help :p | ||
YPang
United States4024 Posts
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Espers
United Kingdom606 Posts
Once you get the extra gas you should add a 2nd Factory and switch to mass Tank to accompany your MnM/Vessels because you really need the muscle at this point. Be sure to replenish vultures, mines will fucking eviscerate anything that goes near your bases. Of course during all of this don't give Zerg a second to breath, constant pressure is key | ||
YPang
United States4024 Posts
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saritenite
Singapore1680 Posts
On March 04 2010 21:54 konadora wrote: Once Zerg starts getting 4th gas and beyond, it's time for you to secure your own 3rd/4th gas and mass tanks (and vessels, if gas permits). I've done this a lot of times on Fighting Spirit (excellent map to carry this out), here are some of my replays. http://repdepot.net/replay.php?id=32438 http://repdepot.net/replay.php?id=32439 http://repdepot.net/replay.php?id=32440 Hope they help :p You DIDN'T! lololol @ OP: Learn from these replays, they are helluva good. | ||
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Ver
United States2186 Posts
Before even jumping to lategame you need to go through and read this liquipedia article and watch some of the recommended games to get your build down, because what you did was horribly inefficient. http://wiki.teamliquid.net/starcraft/1_Rax_FE_(vs._Zerg) Basically your opponent overexpanded (Zerg can only take 1 gas after mutas are out before teching to hive, he took 2, thus dies to a timing push). Example of how this plays out is Flash vs GGPlay. If you had your build down pat you would have been able to basically kill either of his expansions before lurkers were out or at the very least force sunkens, and you most definitely would have killed him with the timing attack. As for lategame, you are going to want to see two games to understand it: http://www.teamliquid.net/tlpd/games/34969_Calm_vs_Flash Zero vs Flash Essentially here is your game plan/transitions for a defensive setup: -Pressure before mutas to force sunkens and possibly delay 3rd hatch -Pressure after mutas are no longer a threat to interfere with drone transfers/possibly invade their 3rd if they mess up -Do heavy damage/kill their natural with the timing attack while expanding to your 3rd (timing attack favors Terran on this map). Once defilers are out quit making tanks (don't worry about vultures they aren't necessary vs normal Zerg builds and you have more important things to worry about) and keep on 2 port vessel while trying to delay 4th/wear him down. -Once 3rd is up start securing 4th (at other main) immediately. Keep your army moving in between his expansions to irradiate safely and try to catch him off guard. If he is turtling and just trying to get his 4th up make sure you deny any expansions beyond his 4th at this point for certain by preemptively placing marines in such spots. -Once 4th is running his ultras will be out soon so play safer with your bio group while starting tank production at your nat/4th and take the 5th -If you already have enough of a lead you can run him over with a big attack (flash/zero), but if not you are going to have to starve him and defend well (flash/calm). Offensive approach means that you are going to get 2 dropships once you switch to two ports instead of just massing vessels and try for combined attacks in 2-3 areas at once in order to cripple them before ultras can be started. Otherwise it has a mostly normal transition following that. | ||
20_E.Reed
United States50 Posts
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leejas
United States440 Posts
Read in recommended threads "Logic of larva" if you can. Basically, if you attack his drones, he has to remake those drones to a)get resources and power his army and b)those drones are larva that dont' turn into ultras. If he counters he'll probably use scourge or defiler/plague, both of which are gas heavy. Meanwhile you should strive also for more gas to power your tech (SVs and/or tanks). | ||
Ilikestarcraft
Korea (South)17726 Posts
On March 07 2010 01:39 Ver wrote: It's abundantly clear from watching this that you need to work on understanding TvZ theory in general, which means watching lots and lots of Flash games. You seem to have wrong perceptions on things (such as building bunkers and trying to leapfrog forward while sustaining 1 fact tank production instead of keeping a mobile SK bio/vessel army and continuing to expand) and oftentimes focused on the wrong priorities to the neglect of very important factors (like taking your 3rd). Just watching Flash games (study from progamers, not foreigners) will teach you a lot of things; most notably to not put your turrets at the nat like that or you will auto lose to anyone remotely competent, or to keep your army mobile and threatening to gain map control, not just camping in one place. Before even jumping to lategame you need to go through and read this liquipedia article and watch some of the recommended games to get your build down, because what you did was horribly inefficient. http://wiki.teamliquid.net/starcraft/1_Rax_FE_(vs._Zerg) Basically your opponent overexpanded (Zerg can only take 1 gas after mutas are out before teching to hive, he took 2, thus dies to a timing push). Example of how this plays out is Flash vs GGPlay. If you had your build down pat you would have been able to basically kill either of his expansions before lurkers were out or at the very least force sunkens, and you most definitely would have killed him with the timing attack. As for lategame, you are going to want to see two games to understand it: http://www.teamliquid.net/tlpd/games/34969_Calm_vs_Flash Zero vs Flash Essentially here is your game plan/transitions for a defensive setup: -Pressure before mutas to force sunkens and possibly delay 3rd hatch -Pressure after mutas are no longer a threat to interfere with drone transfers/possibly invade their 3rd if they mess up -Do heavy damage/kill their natural with the timing attack while expanding to your 3rd (timing attack favors Terran on this map). Once defilers are out quit making tanks (don't worry about vultures they aren't necessary vs normal Zerg builds and you have more important things to worry about) and keep on 2 port vessel while trying to delay 4th/wear him down. -Once 3rd is up start securing 4th (at other main) immediately. Keep your army moving in between his expansions to irradiate safely and try to catch him off guard. If he is turtling and just trying to get his 4th up make sure you deny any expansions beyond his 4th at this point for certain by preemptively placing marines in such spots. -Once 4th is running his ultras will be out soon so play safer with your bio group while starting tank production at your nat/4th and take the 5th -If you already have enough of a lead you can run him over with a big attack (flash/zero), but if not you are going to have to starve him and defend well (flash/calm). Offensive approach means that you are going to get 2 dropships once you switch to two ports instead of just massing vessels and try for combined attacks in 2-3 areas at once in order to cripple them before ultras can be started. Otherwise it has a mostly normal transition following that. mandatory quote ver post so i can go search for it later | ||
Nub4ever
Canada1981 Posts
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Dreadwave
Netherlands254 Posts
On March 07 2010 02:56 Ilikestarcraft wrote: + Show Spoiler + On March 07 2010 01:39 Ver wrote: It's abundantly clear from watching this that you need to work on understanding TvZ theory in general, which means watching lots and lots of Flash games. You seem to have wrong perceptions on things (such as building bunkers and trying to leapfrog forward while sustaining 1 fact tank production instead of keeping a mobile SK bio/vessel army and continuing to expand) and oftentimes focused on the wrong priorities to the neglect of very important factors (like taking your 3rd). Just watching Flash games (study from progamers, not foreigners) will teach you a lot of things; most notably to not put your turrets at the nat like that or you will auto lose to anyone remotely competent, or to keep your army mobile and threatening to gain map control, not just camping in one place. Before even jumping to lategame you need to go through and read this liquipedia article and watch some of the recommended games to get your build down, because what you did was horribly inefficient. http://wiki.teamliquid.net/starcraft/1_Rax_FE_(vs._Zerg) Basically your opponent overexpanded (Zerg can only take 1 gas after mutas are out before teching to hive, he took 2, thus dies to a timing push). Example of how this plays out is Flash vs GGPlay. If you had your build down pat you would have been able to basically kill either of his expansions before lurkers were out or at the very least force sunkens, and you most definitely would have killed him with the timing attack. As for lategame, you are going to want to see two games to understand it: http://www.teamliquid.net/tlpd/games/34969_Calm_vs_Flash Zero vs Flash Essentially here is your game plan/transitions for a defensive setup: -Pressure before mutas to force sunkens and possibly delay 3rd hatch -Pressure after mutas are no longer a threat to interfere with drone transfers/possibly invade their 3rd if they mess up -Do heavy damage/kill their natural with the timing attack while expanding to your 3rd (timing attack favors Terran on this map). Once defilers are out quit making tanks (don't worry about vultures they aren't necessary vs normal Zerg builds and you have more important things to worry about) and keep on 2 port vessel while trying to delay 4th/wear him down. -Once 3rd is up start securing 4th (at other main) immediately. Keep your army moving in between his expansions to irradiate safely and try to catch him off guard. If he is turtling and just trying to get his 4th up make sure you deny any expansions beyond his 4th at this point for certain by preemptively placing marines in such spots. -Once 4th is running his ultras will be out soon so play safer with your bio group while starting tank production at your nat/4th and take the 5th -If you already have enough of a lead you can run him over with a big attack (flash/zero), but if not you are going to have to starve him and defend well (flash/calm). Offensive approach means that you are going to get 2 dropships once you switch to two ports instead of just massing vessels and try for combined attacks in 2-3 areas at once in order to cripple them before ultras can be started. Otherwise it has a mostly normal transition following that. mandatory quote ver post so i can go search for it later Haha, you're not the only one who does this. ![]() | ||
alphafuzard
United States1610 Posts
once it gets really into late game, a transition to tanks is very strong against ultraling and listen to ver, he is always right ^.^ | ||
GeMicles
Canada307 Posts
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