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Zerg vs. Terran bunk & turret

Forum Index > Brood War Strategy
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Rayzorblade
Profile Blog Joined September 2004
United States1172 Posts
September 30 2004 11:52 GMT
#1
Here is the scenario:

I take my natural as usual. I tech towards Lurkers. Before I'm able to get my lurkers out, a Terran user usually has bunkers + turret set up just out of range of my sunkens. Did I mention they usually have range? So my lurkers get completely annihalated by the long-ranged marines in bunkers. I'm contained for a while, trying to build up an army in order to break out, but by the time I think I have a "sufficient" force, the Terran has several tanks supported by more m&m.

My question is, how do you break out of a containment like this if you've gone lurker? Or even better, how do you prevent it?
VerticalHorizon
Profile Joined September 2004
United States415 Posts
September 30 2004 12:00 GMT
#2
Drop at base? Or just get drop fast and drop outside your own base so you can walk your lurks to their base. Just seems logical since they spent money on turret/bunks, they'd be a little weaker on base defense and plus slower sci vessel, which you really should have in order to efficiently stop lurks within your base.
Call it the greatest sin to prefer existence over honor and, for the sake of life, to lose the reasons for living. - Juvenal, Satires
ItchReliever
Profile Joined April 2004
2489 Posts
September 30 2004 12:21 GMT
#3
Hmm... I know several Terrans that like to contain me early on just like this (with a bunker + turret), but I was always able to break out just fine. Break out with your first couple of lurkers. Chances are that they'll have a tank and a bunker + turret and some mnm. But you really should be able to break the containment as long as you have support for your lurkers and micro decently.
BroOd
Profile Blog Joined April 2003
Austin10833 Posts
September 30 2004 12:56 GMT
#4
You can try a couple of things. First of all, try to get in the habit of keeping an overlord outside his base to see troops leaving, and one outside yours to catch them setting up. If it's close enough, you can try creeping a couple of sunkens before he gets range, but if not, get drop as soon as you can. That will allow you to drop outside of your base to intercept reinforcements, and send units to his base. You can also use slowdrop sometimes to drop on other cliffs he would normally believe to be safe, such as he's setting up vs you @12, you can drop lurks at 3, and sometimes take out his units that are too near that cliff. Don't be afraid to stop drone production and go hard ling/lurk for a little bit, because when you break out, chances are he'll be undermanned, and you'll have sufficient time to set up your econ. If you notice this early, a +1 upgrade on either armor or ling attack can be very helpful when breaking a contain. When doing so, having drop also helps to drop 1-2 overlords of lings behind his set up to help flank.
ModeratorSIRL and JLIG.
GroT
Profile Blog Joined January 2004
Belgium3003 Posts
September 30 2004 13:08 GMT
#5
if you were getting drop, ferry your units out and ignore the bunks


if you weren't getting drop, you should have made few drones and mass lurk/ling, just annihilate his setup


I guess you are talking about nostalgia? If you were talking about LT, a fast dropship build is a bigger problem vs ur tech choice by far, especially if u like to start out with drop (u wont be able to stop well microed mm drop)
DANCE ALL DAY
GroT
Profile Blog Joined January 2004
Belgium3003 Posts
September 30 2004 13:09 GMT
#6
if its nostalgia u probably went mass lurk/ling without drop (theres really no other choice if u fast exp) and u should have just made few drones and used the alternative exit // broken out accordingly
DANCE ALL DAY
ManaBlue
Profile Blog Joined July 2004
Canada10458 Posts
September 30 2004 13:11 GMT
#7
Correct me if I'm wrong but lurkers should still out range the bunkers shouldn't they? I've always found that bunker/turret is a temporary lurk slow down tactic until vessel/tank can be used. Bunker/turret isn't a lurker "counter" persay.

Also keep in mind that if you see the containment really early, going muta and sunkening hard would be a smarter way to go.
ModeratorTL VOD legends: Live2Win, hasuprotoss, Cadical, rinizim, Mani, thedeadhaji, Kennigit, SonuvBob, yakii, fw, pheer, CDRdude, pholon, Uraeus, zatic, baezzi. The contributors make this site what it is. *Props to FakeSteve for respecting the guitar gods*
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
September 30 2004 14:58 GMT
#8
start drop if you havent already then push at his containment. He'll run out of scan fairly quickly. If that's no good, plant a couple of lurkers outside of his main once you get drop, then expand using drop then mass and bust out
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
September 30 2004 14:58 GMT
#9
i believe bunkers and lurkers the same range, if the marines have range upgrade
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
mazaGhal
Profile Joined September 2003
Sweden73 Posts
September 30 2004 15:15 GMT
#10
I always make drop....If that but it usually dont becuase I scout him so I set up lings on his ramp and killz scvs...
Just one of those PatheticGamers
Berg_zerg
Profile Joined July 2004
Germany294 Posts
September 30 2004 17:57 GMT
#11
if you are contained by Bunker + turret + m&m

i ve seen schnibl0r once in this situation.

and this is what he did.
He just relaxed casue of the Bunkers the tanks are out of range of your drones. so they do no real damage,
they just shoot at your sunkens which is not that problematic.

now push all your minerals and gas in Lurker until you have a decent ammount.
than take all your lurkers and crush the terran the momment he tries to enter your base.

after you crushed his contain you can expand and build up a good eco.

whisper me at B.net europe
berg_zerg
LastWish
Profile Blog Joined September 2004
2015 Posts
September 30 2004 18:24 GMT
#12
Lurkers have range 6, while U32 marines 5 but bunker gives additional +1 to range
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
MPXMX
Profile Joined December 2002
Canada4309 Posts
September 30 2004 22:24 GMT
#13
I'm pretty sure lurkers have at least range 7. Goons don't outrange lurkers and i believe those guys go 5 -> 7 after upgrade.
MaTRiX[SiN]
Profile Joined September 2003
Sweden1282 Posts
September 30 2004 23:14 GMT
#14
dont go lurk go muta...cant see any scenario where its bad to start up with a few mutalisks...
aka StormtoSS
xAPxKrZy
Profile Joined September 2004
Philippines10 Posts
October 01 2004 01:59 GMT
#15
This old post is unavailable due to an encoding issue. Please contact an admin if you would like this post restored for historical reasons.
He is no fool who gives up what he cannot keep to gain what he cannot lose..
Rayzorblade
Profile Blog Joined September 2004
United States1172 Posts
Last Edited: 2004-10-01 02:18:48
October 01 2004 02:13 GMT
#16
This old post is unavailable due to an encoding issue. Please contact an admin if you would like this post restored for historical reasons.
j-man
Profile Joined August 2004
United States153 Posts
October 01 2004 02:30 GMT
#17
I did the same thing against a zerg on LT a few days ago... zerg at 12, me at 9.. What looked like it was gonna be a 9 pool, turned out to be a very obvious fast tech to lurks (no lings/ no expo). Immediately I set up the bunker/turret deal inside his main away from the creep. he ended up losing 4-ish lurks to the bunk/turret before my newly built fac outside the ramp kicked in, and it was GG shortly after.

muta/ling and lurk/ling are both pretty viable so long as you're not skipping units. If you're teching straight without anything to keep the terran from setting up, then it is mostly game over already. Otherwise as long as you are making the lings and using them to scout around/ pressure the terran you will most likely have time to get either lurks or mutas by the time the terran mm force is forcing your lings to run back.
Fignuts!
xAPxKrZy
Profile Joined September 2004
Philippines10 Posts
Last Edited: 2004-10-01 03:27:32
October 01 2004 03:09 GMT
#18
This old post is unavailable due to an encoding issue. Please contact an admin if you would like this post restored for historical reasons.
He is no fool who gives up what he cannot keep to gain what he cannot lose..
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
October 01 2004 03:26 GMT
#19
On October 01 2004 11:13 Rayzorblade wrote:

On another note, is it better to go muta/ling vs. T rather than lurk/ling?


No, it isn't. At least most of the time it isn't.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2004-10-01 03:26:59
October 01 2004 03:26 GMT
#20
go muta,get lings, when u have 4-7 muta kick contain(mutas getting dmg while lings rape marines), harrass & double expo
life of lively to live to life of full life thx to shield battery
KillerPenguin
Profile Joined June 2004
United States516 Posts
October 01 2004 04:45 GMT
#21
I find this tvz bunk in strat extremely successful and a pain in the ass when ur zerg and t does it correctly. Btw i'd be lurk dropping their main and lurking behind there bunks to get reinforcements when they come.
http://www.escapeintolife.com/
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
October 01 2004 05:25 GMT
#22
If he doesn't put too much effort into his containment, you can kill it. If he puts much into it, you can harass at his main, while expoing somewhere else yourself.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
Dave[9]
Profile Blog Joined October 2003
United States2365 Posts
October 01 2004 07:09 GMT
#23
first you should iether mutas==> lurk or just lurk====>guardians

if you go lurk then get drop asap, as you'll porobably play hydra lurk.
if you go mutas he will retreat to base and you break out

reps could help
http://www.teamliquid.net/forum/viewmessage.php?topic_id=104154&currentpage=316#6317
Locked
Profile Joined September 2004
United States4182 Posts
October 01 2004 13:23 GMT
#24
I like to do this sort of quick contain against a friend TvZ, but just to tell you it gets stopped cold if the zerg spots it and acts before the first bunker goes up. Its simply a matter of keeping overlords watching outside your base and outside the terran's base. Once they get a solid bunker + 2 tanks or so set up it gets MUCH harder to break out, but still possible.
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
OneOther
Profile Blog Joined August 2004
United States10774 Posts
October 01 2004 15:48 GMT
#25
On September 30 2004 20:52 Rayzorblade wrote:
Here is the scenario:

I take my natural as usual. I tech towards Lurkers. Before I'm able to get my lurkers out, a Terran user usually has bunkers + turret set up just out of range of my sunkens. Did I mention they usually have range? So my lurkers get completely annihalated by the long-ranged marines in bunkers. I'm contained for a while, trying to build up an army in order to break out, but by the time I think I have a "sufficient" force, the Terran has several tanks supported by more m&m.

My question is, how do you break out of a containment like this if you've gone lurker? Or even better, how do you prevent it?

Drop....Have you tried that already?
Empyrean
Profile Blog Joined September 2004
17054 Posts
October 02 2004 00:06 GMT
#26
hmm... drop seems to be the answer, but where is the bunker in consideration to your main? if on a map such as lost temple, one can perhaps run units past the contain if it's in the middle of the base. if it's right under the ramp, i'd suggest drop, but if it's close to your base andd not close to the ramp i would suggest to run lurkling around the "contain" and attack or maybe expo? don't ask me, i'm just newbie zerg

gogo-_-p
Moderator
IntoTheWow
Profile Blog Joined May 2004
is awesome32278 Posts
October 02 2004 00:40 GMT
#27
Drops can also help making a pincer move to his contain ... or maybe just drop in his base... quick hive can also help but i dont recommend it, you can rape his main with muta... or you can just start massing untis stopping drone prodduction and break the contain.
Moderator<:3-/-<
Casper...
Profile Joined October 2002
Liberia4948 Posts
October 02 2004 02:22 GMT
#28
On September 30 2004 23:58 SoMuchBetter wrote:
i believe bunkers and lurkers the same range, if the marines have range upgrade


bunker exceeds lurker by a hair, due to size of structure
JAM THE FUCKER!
Casper...
Profile Joined October 2002
Liberia4948 Posts
October 02 2004 03:40 GMT
#29
...

get slowdrop, move your army out and rape his main
duh
JAM THE FUCKER!
FY-Forever
Profile Joined July 2004
China346 Posts
October 02 2004 04:35 GMT
#30
On September 30 2004 21:00 VerticalHorizon wrote:
Drop at base? Or just get drop fast and drop outside your own base so you can walk your lurks to their base. Just seems logical since they spent money on turret/bunks, they'd be a little weaker on base defense and plus slower sci vessel, which you really should have in order to efficiently stop lurks within your base.


thats wat i suppose to do when i play ZvT
GoD Bless Me....
Yarertz
Profile Joined February 2003
Djibouti1891 Posts
October 02 2004 04:36 GMT
#31
wtf bunker gives more range to marines?
StarCraft : 26.IX.2001 - 8.XII.2004 (1167 days) R.I.P [`]
Slaughter
Profile Blog Joined November 2003
United States20254 Posts
October 02 2004 05:03 GMT
#32
Uh No? I played a zvt and terran did a lil quick 2 bunk contain on korhal and i was EASILY able to burrow lurks and hit bunker while not getting hit back. Im not sure if he had range though.
Never Knows Best.
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
October 02 2004 05:10 GMT
#33
On October 01 2004 07:24 MPXMX wrote:
I'm pretty sure lurkers have at least range 7. Goons don't outrange lurkers and i believe those guys go 5 -> 7 after upgrade.


Marines, Hydras, and Dragoons all have range 4.
After respective range upgrades, Marines and Hydras have range 5 while Dragoons have range 6.
Lurkers have range 6 but splashes to 6.5.
Moderator
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
October 02 2004 05:11 GMT
#34
On October 02 2004 13:36 Yarertz wrote:
wtf bunker gives more range to marines?


All combat infantry gain +1 range inside a Bunker (yes this includes Firebats).
Moderator
SpiriT-DemoN-
Profile Joined January 2003
United States684 Posts
October 03 2004 04:24 GMT
#35
range upgrade helps
An eye for an eye only makes the whole world blind - Gandhi
Yarertz
Profile Joined February 2003
Djibouti1891 Posts
October 03 2004 04:43 GMT
#36
omg i play this game over 3 years and every day i discover sth new :p
StarCraft : 26.IX.2001 - 8.XII.2004 (1167 days) R.I.P [`]
ToKoreaWithLove
Profile Blog Joined September 2002
Norway10161 Posts
October 03 2004 04:44 GMT
#37
On October 02 2004 14:10 Excalibur_Z wrote:
Show nested quote +
On October 01 2004 07:24 MPXMX wrote:
I'm pretty sure lurkers have at least range 7. Goons don't outrange lurkers and i believe those guys go 5 -> 7 after upgrade.


Marines, Hydras, and Dragoons all have range 4.
After respective range upgrades, Marines and Hydras have range 5 while Dragoons have range 6.
Lurkers have range 6 but splashes to 6.5.


So one could actually kill the bunker with hitting your own lings? Cool
ModeratorFather of bunnies
XGsDisciple
Profile Joined October 2004
United States26 Posts
October 03 2004 10:56 GMT
#38
tokoreawithlove u have to remember the bunkers not empty, so if u run a lot of lings in there u might as well not worry about 6.5 splash and just get in there
u gotta realize ur fucking with the baddest make these so called gosus reevaluate their status kuz b4 xgs broodwared u newbies were believing that bullshit u and ur clan does on the weekends is called pging
SpuniasauR
Profile Joined September 2003
Australia1500 Posts
October 03 2004 11:24 GMT
#39
lol disciple. ur signature is funny, but gay.
A firebat to your Zergling.
mazaGhal
Profile Joined September 2003
Sweden73 Posts
October 03 2004 19:54 GMT
#40
scout and stop !
Just one of those PatheticGamers
SeBASTa
Profile Joined September 2003
China1147 Posts
October 03 2004 21:39 GMT
#41
On October 02 2004 14:11 Excalibur_Z wrote:
Show nested quote +
On October 02 2004 13:36 Yarertz wrote:
wtf bunker gives more range to marines?


All combat infantry gain +1 range inside a Bunker (yes this includes Firebats).


Yeah! And if u put a ghost into the bunker,it will destroy a cannon or sunken(if exactly placed) without getting damaged
En Taro Terran
fEAthEr
Profile Joined July 2004
Canada482 Posts
October 04 2004 01:00 GMT
#42
uhhm...
I just always set up some big flank attack with hyde/ling (drop outside base, and bring troops around). Or, if your feeling fancy, try to ignore it until he gets tanks :p
Locked
Profile Joined September 2004
United States4182 Posts
October 04 2004 10:07 GMT
#43
On October 04 2004 06:39 SeBASTa wrote:
Show nested quote +
On October 02 2004 14:11 Excalibur_Z wrote:
On October 02 2004 13:36 Yarertz wrote:
wtf bunker gives more range to marines?


All combat infantry gain +1 range inside a Bunker (yes this includes Firebats).


Yeah! And if u put a ghost into the bunker,it will destroy a cannon or sunken(if exactly placed) without getting damaged


umm who the hell is going to tech all the way to ghosts just to destroy a cannon or sunken wall.... might as well just get a tank....
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
ToKoreaWithLove
Profile Blog Joined September 2002
Norway10161 Posts
October 04 2004 16:49 GMT
#44
fun fact, tho.

ModeratorFather of bunnies
FalliNinLove
Profile Blog Joined June 2004
Slovakia865 Posts
October 05 2004 02:05 GMT
#45
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