Also, if you feel like you're in trouble later on, abusing hold position lurkage helps.
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Though if you do 5 terrans and 2 tosses you're screwed. :D
Forum Index > Brood War Strategy |
CubEdIn
Romania5359 Posts
Also, if you feel like you're in trouble later on, abusing hold position lurkage helps. ![]() Though if you do 5 terrans and 2 tosses you're screwed. :D | ||
OctoPuSs
Canada5279 Posts
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mikeymoo
Canada7170 Posts
On May 14 2007 11:49 OctoPuSs wrote: PRACTICALLY IMPOSSIBLE one is obviously 1 p vs 7 p. EDIT: Yeesh, just tried with with blocking forges. Took a long time, but wasn't that difficult. | ||
Hans-Titan
Denmark1711 Posts
![]() I went fast lurk > mass hyds for defence > mass expo > lots of toying around > mass Z air (which proved rather weak IMO) > Ultraling. No replay, since I did some reloads, and this was played in SP. | ||
dronebabo
10866 Posts
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Hans-Titan
Denmark1711 Posts
On May 14 2007 12:55 dronebabo wrote: why no replay looks like you saved it judging from that blacked out 'save replay' text When you save a game in Singeplayer and then load it, you cannot save the replay. | ||
Chewits
Northern Ireland1200 Posts
Maybe 2p vs 6p would be more possible though. | ||
dronebabo
10866 Posts
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Hans-Titan
Denmark1711 Posts
On May 14 2007 11:49 OctoPuSs wrote: Hardest one is obviously 1 p vs 7 p. I've seen it done. Pylon at choke > 2-3 forges to block your choke, so that zeals cannot pass > cannons behind forges > lots of zeals > crush your opponents one by one. The rep I saw was on FMP tho.. | ||
Brutalisk
794 Posts
On May 14 2007 14:18 Hans-Titan wrote: I've seen it done. Pylon at choke > 2-3 forges to block your choke, so that zeals cannot pass > cannons behind forges > lots of zeals > crush your opponents one by one. The rep I saw was on FMP tho.. Works the same on any map with a narrow choke. If you block all zealots from the first attack, the rest is a piece of cake. You can also do a strong wallin as Zerg: build 1 hatchery (preferably directly after your 9th drone) at the choke. If it's a narrow choke where 1 hatch can seal it off completely (e.g. Hunters 11/12 position), you're set. If not (e.g. Hunters bottom left), try to build it so that you can seal it off by adding 1 creep colony above it (just like Terran usually does with a depot above the barracks). Then you add sunkens behind that wall. Important thing is that you keep the creep colony as it is (don't morph it to sunk or spore). The AI won't attack it if it's just a creep colony, and just try to attack the sunkens behind it, so it's just as safe as a Terran or Protoss forge wall-in. | ||
joydivision
Peru142 Posts
On May 14 2007 13:23 Chewits wrote: 1p vs 7p sounds like a challenge ^_^ Maybe 2p vs 6p would be more possible though. 1p vs7p is actually the easiest one ( I did it several times), 1z vs 7t is nearly impossible. | ||
Chewits
Northern Ireland1200 Posts
Rep Was on Neo Hunters too. | ||
Jyvblamo
Canada13788 Posts
On May 14 2007 15:32 Chewits wrote: Yes. It is acutally quite easy. Just done it... Rep Was on Neo Hunters too. Aha, the comp stormed your carriers. xD | ||
KaasZerg
Netherlands927 Posts
{edit} never mind strategy is already posted. | ||
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Kau
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Canada3500 Posts
On May 14 2007 15:23 joydivision wrote: 1z vs 7t is nearly impossible. It's easy, what are you talking about? | ||
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Chill
Calgary25962 Posts
1Z vs 7T: The Terrans won't have scan for the first ~15 minutes. Just make pure Lurkers, leaving 2-4 (depending) for defense and run the rest straight to SCVs. Most of the time they won't even attack you unless you run by a Bunker. You'll kill the first 3 within 10 minutes, then just keep doing it. Eventually add Defilers and it's easy. 1P vs 7P: They will Zealot rush hard. Just wall-in as best you can and make many cannons. Use Probes to block open paths. Go straight for Carriers, getting Shields and Attack, and finally Armour. They won't have Dragoons until you have like 4 Carriers, so just fly around killing Nexii and Probes. You'll kill 3-4 like that and then just amass Carriers and fly around stomping them. Not difficult. | ||
CubEdIn
Romania5359 Posts
Most difficult? Z vs 7Z. ![]() Because most likely you'll get 4pooled, and if all of them are playing (which rarely happens), they'll eventually overrun you with hydra/ling/lurk no matter what you do. | ||
Locked
United States4182 Posts
On May 14 2007 17:18 CubEdIn wrote: If you want serious difficulty beat combos. Like z v 5 terran + 2 toss, or p v 4 toss 3 terran. Most difficult? Z vs 7Z. ![]() Because most likely you'll get 4pooled, and if all of them are playing (which rarely happens), they'll eventually overrun you with hydra/ling/lurk no matter what you do. yeah combos sound harder than pure P/T :o and Z vs 7Z is lol haha, i guess 9pool -> sunk (hold the 4pool) + fast lurk to hold the hydra/ling rush (do they send overlords? i don't think so?) and they have ovies in their main base so i'm not sure rushing there would kill their drones... | ||
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Kau
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Canada3500 Posts
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Deleted User 3420
24492 Posts
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