Djb type /help or /h on icc server.
Simple Questions, Simple Answers - Page 16
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noname_
459 Posts
Djb type /help or /h on icc server. | ||
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JMave
Singapore1806 Posts
On July 05 2011 23:17 don_kyuhote wrote: If you are protoss and you go 1 gate core double expand against siege expand terran, what are you most afraid of? for me, its usually a timing attack if he manages to scout my third base timing. requires quite a lot of mechanics to effectively hold it off. | ||
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djbhINDI
United States372 Posts
On July 06 2011 08:23 Elementsu wrote: When i scout an early pool as T should i always send scvs to block the ramp? If yes how many? And how should i control the blocking SCVs? Depends how early. You'll be scouting at 11 or 13, so seeing a pool by then isn't that early. Usually, if you're not walling of (which I suggest, as it's a lot easier to repair 3 buildings than to micro marines and more than 3 SCV's separately) then you should either block the ramp with one SCV + one marine (group them together + hold) or 2 scvs. Mostly, that should be enough. In the case the wall is breached or whatever, I find controlling 2 SCVs at a time optimal. | ||
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NationInArms
United States1553 Posts
What's more standard/better/macro-oriented/popular; the TvZ 9 Minute build or the 1 Vessel 3 Tank Push? I want a more macro intensive and standard build that's good for beginners for TvZ and these are the best two I've heard about. | ||
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JMave
Singapore1806 Posts
On July 06 2011 08:23 Elementsu wrote: When i scout an early pool as T should i always send scvs to block the ramp? If yes how many? And how should i control the blocking SCVs? I find that 3 scvs are enough. Basically, you will want to make the lings attack the front most scv with your marines in range to shoot the lings. when the outer most scv is going to die, move it to your main mineral line. this will glitch his lings and will give you more critical seconds for you to reduce his ling count. | ||
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Reuental
United States457 Posts
On July 06 2011 14:15 NationInArms wrote: I going to re-ask my question again because it was kind of ignored. What's more standard/better/macro-oriented/popular; the TvZ 9 Minute build or the 1 Vessel 3 Tank Push? I want a more macro intensive and standard build that's good for beginners for TvZ and these are the best two I've heard about. I am almost 90% sure those are the same build or nearly the same build. If they are actually different builds they are both equally viable and not any less macro intensive than the other. | ||
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JMave
Singapore1806 Posts
On July 06 2011 14:15 NationInArms wrote: I going to re-ask my question again because it was kind of ignored. What's more standard/better/macro-oriented/popular; the TvZ 9 Minute build or the 1 Vessel 3 Tank Push? I want a more macro intensive and standard build that's good for beginners for TvZ and these are the best two I've heard about. I think they are almost the same with the latter being a delayed form to get out that extra tank. If you scan his lair hatchery after your vessel is out and see it is morphing to hive, then I think it would be best to move right away and try to deal as much damage as you can and see if you can take out his natural or 3rd before defilers are out. Because once defilers are out, then it becomes way harder. | ||
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CaffeineFree-_-
United States712 Posts
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lyAsakura
United States1414 Posts
On July 06 2011 21:43 Crabman123 wrote: I am almost 90% sure those are the same build or nearly the same build. If they are actually different builds they are both equally viable and not any less macro intensive than the other. The difference is one rax. With the 9 minute push you have to keep your marines alive so you can't afford to move out to the zerg's third or some sneaky stuff like that while with the normal midgame attack you have three rax and can afford to lose a little bit more in muta harass or go out and pressure the zerg with a mnm group. Having three rax makes your 3 tank 1 vessel attack slower by about a minute or a minute thirty and also slows down your upgrades, etc, for that amount of time too, but you do have much more control of the game through the 5-8 minute marks. The 9 minute push build is really streamlined and strong though, and it's generally a very easy build to execute, so that might be easier for the beginners. Watch stylish's BO explanation. | ||
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Crunchums
United States11144 Posts
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TheGlassface
United States612 Posts
Seriously, it still happens. | ||
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xxpack09
United States2160 Posts
On July 07 2011 03:30 Crunchums wrote: Can anyone explain how the stereotype of south american players playing cheesy originated? Honestly, personal experience. I can't even count how many times I've played against a speedling allin or a hydra bust from a peruvian or chilean zerg. | ||
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Crunchums
United States11144 Posts
Maybe they really are just that cheesy? If so, I wonder why | ||
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NationInArms
United States1553 Posts
On July 07 2011 01:23 CaffeineFree-_- wrote: 9 minute push is teching to vessel using and standard is using 3 rax. I haven't seen the '9 minute push' in forever due to popularity of mass rax style but either way I'd say it's outdated similar to how rax cc gas acad rax ebay rax is outdated And what is this mass rax style? I haven't been up to date on T strats for months.. | ||
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CaffeineFree-_-
United States712 Posts
There's also 14cc into 5 rax, which is the normal followup after 14cc. Last one I know is 1 rax fe into 7 rax. All in build that I have no vod of it being executed working, only a vod where Really does it and gets killed by lurker ling | ||
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NationInArms
United States1553 Posts
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CaffeineFree-_-
United States712 Posts
Normally what I do is the 2rax build I mentioned before then start fact and after that lift it and get double ports and +2 rax again it's great vs 2h muta. Vs 3h muta where he can get a good amount of lurkers you might need to get tanks because pure mnm vs a lot of lurks is a pain. Also denying 3rd is so easy with these kinds of opening, downside is delayed vessel so you'll be working off scans for engagements for a little while | ||
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lyAsakura
United States1414 Posts
On July 07 2011 11:48 CaffeineFree-_- wrote: Well SKTerran is a mid game strategy, where as this is more of an opening into the mid game. Yes following up with SK is strong because you will have mass mnm with ups and tanks will slow vessel tank, but vs say 2h lurk your gonna need the tanks to combat lurkers. Normally what I do is the 2rax build I mentioned before then start fact and after that lift it and get double ports and +2 rax again it's great vs 2h muta. Vs 3h muta where he can get a good amount of lurkers you might need to get tanks because pure mnm vs a lot of lurks is a pain. Also denying 3rd is so easy with these kinds of opening, downside is delayed vessel so you'll be working off scans for engagements for a little while 2 rax acad is so bad, why do you still use it? | ||
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CaffeineFree-_-
United States712 Posts
On July 07 2011 09:04 CaffeineFree-_- wrote: There's plenty of variations. I'd say most common is 1rax FE fast +1 into 4 rax. I personally use a 2 rax fe then +1 then +2 rax build, but this is specific against muta. Early rines can force faster sunk/more lings against a 3h and mass rine style is counter to 2h muta. | ||
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Danger_Duck
Burkina Faso571 Posts
On July 06 2011 08:23 Elementsu wrote: When i scout an early pool as T should i always send scvs to block the ramp? If yes how many? And how should i control the blocking SCVs? you keep the scout in to count larva/lings. If he has 4 lings, 2 scvs + marine 6, 3 scvs + marine Idea is 2nd marine is about to pop once he reaches you. As you get 4 rines, you can remove scvs-you should keep scouting until he gets speed though (instead of larva, count drones) Way to do is hold position scvs while grouped with marines. Scvs will auto-attack but not be targetted when the marine is shooting at lings. Opponent will have to manually target scvs, in which time you can pull more scvs (to mineral patch outside your ramp) if ling count is higher than expected | ||
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