TvZ Sunk Break?? - Page 3
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dropthesky
Canada285 Posts
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Judicator
United States7270 Posts
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LuMiX
China5757 Posts
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dropthesky
Canada285 Posts
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[jOyO]
United States920 Posts
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Myrmidon
United States9452 Posts
On April 10 2007 07:40 [jOyO] wrote: What about a quick sunken break? im talking like 8 marines 2 medics or something. is that worth doing or is that considered cheese? It's more common to just go 1 rax acad -> 2 rax or 2 rax -> turbo gas acad than to commit to a dedicated sunk break build. 3 rax +1 would be considered more of an extreme build (and it's not, that much) than those two. Fast academy builds can punish early greedy 0-1 sunk + minimal ling Zergs, but more likely, what will just happen is that the Zerg will be prepared, so you just go take an expansion while you move out. It's a good balance of pressure and eco that is especially nice on maps like RH3 where the expo area is more wide-open, meaning that 1 rax CC is pretty risky and fast academy units force more sunks/lings than usual... which is as far as I know not playing Terran. ~_~ edit: Can you really get +1/+1 (and a reasonable number of marines) before Zerg has Lair units coming? It seems pretty late to me. And with that build, you won't even be able to begin your next e-bay upgrades until a long while afterwards. | ||
-StrifeX-
United States529 Posts
Thanks if someone posts it =) | ||
merz
Sweden2760 Posts
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Seraphim
United States4467 Posts
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5HITCOMBO
Japan2239 Posts
On April 10 2007 09:23 meRz wrote: I do +1 attack if I expect a muta-build, +1 armor if I expect a lurker build. The +1 armor will help if you fail and he's pressuring you with lurkers, since +1 armor means one more hit from lurkers. If you have +1 attack, it helps vs his muta harass after you've failed the rush. Please tell me you use stimpack. +1 attack is better, because you get two hits from a lurk regardless with stim. | ||
LuMiX
China5757 Posts
On April 10 2007 06:14 dropthesky wrote: Metal, you have a rep of that? When I try my army comes out hella slow, and I think its a sexy strat Yes, however it is at my home computer. I am using my laptop at university right now xD | ||
Vin{MBL}
5185 Posts
On April 10 2007 13:16 5HITCOMBO wrote: Please tell me you use stimpack. +1 attack is better, because you get two hits from a lurk regardless with stim. yea but if you stim then heal then run in you can take 3 hits ^^;; | ||
intelinside
United States982 Posts
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TiQ.SinGi
Norway385 Posts
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CharlieMurphy
United States22895 Posts
A marine does 6 damage, so every 6 marines with +1 attack is like one free marine. math: 6=7 A sunken does 20 damage to small units. A marine has 40hp, so every 2 marines with +1 armor a sunken kills you will have saved 1 marine. math: 2=3 or 6=9 BETTER TO GET ARMOR NUBE. | ||
Return
Ivory Coast856 Posts
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thedeadhaji
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39489 Posts
On April 10 2007 15:37 CharlieMurphy wrote: LET ME PAINT YOU A PICTURE: A marine does 6 damage, so every 6 marines with +1 attack is like one free marine. math: 6=7 A sunken does 20 damage to small units. A marine has 40hp, so every 2 marines with +1 armor a sunken kills you will have saved 1 marine. math: 2=3 or 6=9 BETTER TO GET ARMOR NUBE. this formula quickly breaks down when lings and medics are thrown into the equation. | ||
nortydog
Australia3067 Posts
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Equinox_kr
United States7395 Posts
Weapon upgrade is the choice of pros O_O | ||
Slayer91
Ireland23335 Posts
+1 armour is good vs them. Weapon up is good too but +1 armour is much better for all in. Both are viable if you use bats as well. | ||
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