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[H] Turrent placement TvZ/muta defence

Forum Index > Brood War Strategy
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1 2 Next All
extracheez
Profile Joined January 2009
Australia151 Posts
February 16 2009 11:03 GMT
#1
Let me start out by saying I fucking hate mutas... every fucking zerg game where they go mutas right up I end up raging.

Is there any guide, vod, replay that will help me with defending agaisnt the initial muta attack? No matter what I do with my marines or turrets unless the opponent is below D- I can not defend muta micro. Every zerg player can kill me with mutas alone.

For some reason every thread I make needs a replay, so here is me getting owned by a zerg:

http://repdepot.net/replay.php?id=7798&key=29542f
[Fin]Vittu
Profile Blog Joined March 2008
Canada507 Posts
February 16 2009 11:11 GMT
#2
Isn't really a guide, but more of rules. Thing with turret placement is that it depends on which map you are on. Some general guidelines is to put turrets in "partners." They are much stronger in twos or threes. Never put a single turret on random points in your base. They will simply get picked off after shooting one missile.

Since going against 3 hatch muta, assuming you scouted it, you will respond with a 1 rax FE. So, usually my main has 2 turrets behind the mineral line and 3 between the cc and raxes. My natural has 3 near the minerals as well.

Make sure you have range upgraded by the times the mutalisks arrive. You should have at least 1 control group of marines and 2-3 medics with +1 weapons 3/4 done.

Once the mutas arrive, fight them near the turrets. Do not attack move your marines. A+click on stacked mutas so you focus fire into that one muta to snipe it off. Rinse and repeat.

Oh and only "snipe" mutas when they come at you. If they retreat, you retreat. If they come, stim, a+click on one.

GG GL HF.
The "Finnish Metal Terran"
extracheez
Profile Joined January 2009
Australia151 Posts
Last Edited: 2009-02-16 11:29:07
February 16 2009 11:19 GMT
#3
Yeah thats what I do its just hard to get control usually because I layout my base very snug (otherwise mutas pick off crap I cant defend) and when I try to get my marines through they split up and get picked off single file. Or by the time I get the grouped and composed the Z has broken through my turrets and has taken out half my SCVs.

The reason why I'm asking for placement guides is because it seems to matter what I do or how I do it, there is always some major major fault which looses it for me. Either my base is too clumped or too spread out, either my marines are too singlefile or too clumped.

I'll A+target a muta though, I wasnt sure if I was to target fire or what.

EDIT: I think also in the replay I provided there was the problem of me not teching to science vessels, but even when I do in games where I macro better it still seems to fail because my scv count drops too low from the harras.
AttackZerg
Profile Blog Joined January 2003
United States7474 Posts
February 16 2009 11:33 GMT
#4
Search oystein fpvods.

Watch his game on medusa.

He is a very macro oriented player. Completely actually. His anti-muta micro isn't that good at all.

So he focuses instead of timings his builds/turrets perfectly so he doesn't even need to shuffle them that much.

The build he uses in that game works just as well as vs 3 hat muta, although skipping on that many marines isn't good unless you can wall off .... it was his first commentary so learn by watching how a lower apm terran can win ...
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
February 16 2009 12:08 GMT
#5
Best defense against mutas is a well practiced BO.

As for your building placement, your buildings should be tight together but hugging the edge of the map as much as possible, ebay/academy should be very close to your cc, the factory/starport are the only ones that may be a bit separated from the rest.

Always build turrets in pairs, 4 in your nat mineral line, in your main, try to make a perimeter with them that surrounds all of your buildings with the turrets range, with your buildings hugging the edge, you will have a lot of space to move and placing a perimeter will be easier, you may also want to have your barracks rallied to the nearest turrets.

About micro, A bunch of threads have talked about this already so you can just search, basically mirror the zerg movements, but the most important things are: Always have at least 2 medics and about 8 marines as perpendicular to the mutas path as possible, or at least very tightly clumped, expecially if you have to go through an area where your turrets cant reach. DO NOT stim too much, never force your marines to fight with less than 30 hp or the mutas will start killing 3+ in a single volley, so try to stim before he actually comes, that may discourage him to even try attacking; always focus fire.

As for timings, you need to get a good BO down, vs a standard 3 hatch muta, you should have almost 2 groups of mnm by the time his mutas arrive to your base, you must really fuck that up if he can kill you with pure mutas.

Ill try to watch the rep later.
BlueLaguna on West, msg for game.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
February 16 2009 12:13 GMT
#6
turrets started at 6:30 so theyre finished by the time mutas arrive. Don't be afraid of building 10+ turrets. If you can get through the muta phase without losing any rines your gonna be in a really good position to take map control against lurkers and push strongly at your first vessel.

To defend muta, put 3-4 turrets at your main cc, 2-3 near your rax and 3-4 at your expo. You shouldnt really think of building less or a zerg with good muta micro will make you look stupid.

Build your rax out of the way (to the side of your main or something) in order to allow your rines room to move.

When the mutas come in, stim, move cmd towards muta then attack a specific muta. Alot of the time you'll kill one at the cost of a marine.

Make sure you researched range at the right time.

gl
My. Copy. Is. Here.
aupstar
Profile Joined June 2007
Australia912 Posts
Last Edited: 2009-02-16 13:46:37
February 16 2009 13:42 GMT
#7
Don't forget to tech to sci vessels as your fighting mutas. As soon as you get to sci vessels the muta harass becomes inefective (unless he can snipe your vessel so protect it!).

Also, don't forget to harass the Zerg at the start to force him to make sunkens. Just moving out halfway after stim is done will usually do the trick (have around 7marines 1 firebat and 1 medic with you when you move out and rally firebats to your ramp to prevent a hidden ling attack). This will slow his mutas down a little and allow you to get your turrets up in time.

Don't make too many turrets - make them proportional to the mutas coming - i.e., keep making turrets if he keeps making mutas but this will not usually happen as the zerg will probably convert to a lurker build. Building excess turrets will hurt your economy a lot since your wasting mining time and another 100 minerals on static defense.

Remember to always scout because you really want to know where that next zerg base is going to be.
Firebats, the natural enemy of octozerg
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
February 16 2009 14:32 GMT
#8
don't listen to aupstar, most of what he says is wrong or irrelevant.
My. Copy. Is. Here.
dibban
Profile Joined July 2008
Sweden1279 Posts
February 16 2009 18:33 GMT
#9
On February 16 2009 23:32 Piy wrote:
don't listen to aupstar, most of what he says is wrong or irrelevant.

he's actually correct here :O
이제동 - 이영호 since '07.
meathook
Profile Joined December 2007
1289 Posts
Last Edited: 2009-02-16 18:50:10
February 16 2009 18:46 GMT
#10
heh.. this guy again.

I just watched your replay.

In this game, it was your shitty BO - not turret placement - that did you in. Your reaction to his build was not optimal - he played normal 12 hatch and you chose to go for 2 rax with academy before expansion. This set you back too much. If you choose to go for a build like that you better do some damage or hope he really screws up at some point because if you sit in your base, like you did, he has all the advantages.

I think you defended the mutas ok, not too bad, but could be better. The most important part, imo, is that you did not stop building turrets. The best way is if you have a sizable MM force by the time his mutas arrive, then you split them in two; one group in main and one in the other place you think he will attack (natural) place your rines close to the turrets while they are building.

Also, consider micro: do not let your rines chase the mutas, this is what a Zerg wants, the rines end up forming a line usually and if Z has decent micro he can eat that whole group. Instead, stim and hold position your MM group in key positions.

Place turrets at your production facilities (don't need so many here usually) and buildings that you think he might try to attack while they are building to delay them (sci-fi, factory, tech buildings in general). And of course place turrets at the mineral lines.

As mentioned earlier, amount of turrets depends on map; maps with cliffs surrounding the natural(othello, bluestorm, longi, destination) should have more turrets there because if Zerg knows how to micro, he can raise that base with ease.

Edit: Added some thoughts.
An ugly planet. A bug planet.
SilverskY
Profile Joined September 2008
Korea (South)3086 Posts
Last Edited: 2009-02-16 19:01:08
February 16 2009 18:59 GMT
#11
Another counter to a 3-hatch Muta that you can try is the A-Yu-Min build that is greatly explained in Stylish's FPVOD (it's in his thread in the strategy section). You do a 1rax FE and go to 4Rax at 29 supply and you do a timing push/sunken bust a little before his mutas pop out. You can drill this BO and try it.

Edit: But in regards to turret placement, I think the people here have done a pretty good job in explaining the concept of turret placement. But you also want to make sure that you only keep building turrets if you know he's going to continue with Muta harrass. Like some said, Z-players switch to lurker tech after muta harrass, so it is pointless to keep wasting minerals on turrets that are no longer going to be in use. So keep building if muta harrass continues, but if the z-player decides to stop, then ease up on the turret production.
Graphics
EsX_Raptor
Profile Blog Joined February 2008
United States2802 Posts
February 16 2009 19:20 GMT
#12
You need to understand that in TvZ Marines are support units:

When sieging a zerg's nat you're actually using tanks and keeping the marines back to protect them; they're supporting the siege.

When fighting mutalisks turrets have a larger range and thus hit the mutas before they get close, you use the marines to protect the turrets and if the mutas get close you attack; they're supporting the turret(s).
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
February 16 2009 19:34 GMT
#13
Vs good zergs you will want to make 1 turret near your raxes and 1 turret near your fac/port so that he can't come in and snipe units coming out without having to take the 2-3 shots necessary to kill the turret, giving your MM time to come stop him from rampaging around
You are crushing me like a cheese sandwich
Kong John
Profile Blog Joined March 2008
Denmark1020 Posts
February 16 2009 20:54 GMT
#14
Im a zerg so dont take my word for it, but i would say you should work more on your marine micro than your turretplacement, your micro was horrible. In the replay you showed me you did very little to engage his mutas with marines, you should always have 1 group of marines chassing his mutas. Dont rely purely on turrets.

Another thing is that you lack a basic understanding of when to push, you go 2rax but dont push. Your expo is late. He actually made a Hydra den after his lair was done and then after that made a spire and no lings before that. If you had just pushed with your first marines you would have won right there.
This is real life, where nerds must battle!
aupstar
Profile Joined June 2007
Australia912 Posts
February 17 2009 09:55 GMT
#15
On February 16 2009 23:32 Piy wrote:
don't listen to aupstar, most of what he says is wrong or irrelevant.



Care to explain why?
I don't mind constructive criticism, but just a lame one liner without an explination is quite rude.
Firebats, the natural enemy of octozerg
SilverskY
Profile Joined September 2008
Korea (South)3086 Posts
February 17 2009 18:12 GMT
#16
On February 17 2009 04:20 EsX_Raptor wrote:
You need to understand that in TvZ Marines are support units:

When sieging a zerg's nat you're actually using tanks and keeping the marines back to protect them; they're supporting the siege.

When fighting mutalisks turrets have a larger range and thus hit the mutas before they get close, you use the marines to protect the turrets and if the mutas get close you attack; they're supporting the turret(s).

I kinda have mixed feelings about this statement. What if you're doing an SK Terran and skipping tanks completely? Then MnM is your actual attack force, not support units.

Same goes for turrets. Turrets are used to delay the mutalisks so that you can bring your rines to fend them off. Not the other way around.
Graphics
EsX_Raptor
Profile Blog Joined February 2008
United States2802 Posts
February 18 2009 17:03 GMT
#17
On February 18 2009 03:12 SilverskY wrote:
Show nested quote +
On February 17 2009 04:20 EsX_Raptor wrote:
You need to understand that in TvZ Marines are support units:

When sieging a zerg's nat you're actually using tanks and keeping the marines back to protect them; they're supporting the siege.

When fighting mutalisks turrets have a larger range and thus hit the mutas before they get close, you use the marines to protect the turrets and if the mutas get close you attack; they're supporting the turret(s).

I kinda have mixed feelings about this statement. What if you're doing an SK Terran and skipping tanks completely? Then MnM is your actual attack force, not support units.

Same goes for turrets. Turrets are used to delay the mutalisks so that you can bring your rines to fend them off. Not the other way around.

When you go SK Terran marines are support units for your vessel. They keep them alive so you can mass a bunch of them and irradiate the crap out of the zerg.

yeah you build turrets to delay the mutas while your rines get there and support them; in which case the mutas won't be able to do much damage.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
February 18 2009 17:19 GMT
#18
Bleh, marines will always be your main source of damage, and unless you go full mech, they are irreplaceable. They are the main units, not support units. Medics, tanks, vessels, firebats, bunkers and turrets, they are the support units/buildings, they can replace each other or be left completely unused. They just fill the gaps in marines.
BlueLaguna on West, msg for game.
meathook
Profile Joined December 2007
1289 Posts
February 18 2009 17:19 GMT
#19
On February 19 2009 02:03 EsX_Raptor wrote:
Show nested quote +
On February 18 2009 03:12 SilverskY wrote:
On February 17 2009 04:20 EsX_Raptor wrote:
You need to understand that in TvZ Marines are support units:

When sieging a zerg's nat you're actually using tanks and keeping the marines back to protect them; they're supporting the siege.

When fighting mutalisks turrets have a larger range and thus hit the mutas before they get close, you use the marines to protect the turrets and if the mutas get close you attack; they're supporting the turret(s).

I kinda have mixed feelings about this statement. What if you're doing an SK Terran and skipping tanks completely? Then MnM is your actual attack force, not support units.

Same goes for turrets. Turrets are used to delay the mutalisks so that you can bring your rines to fend them off. Not the other way around.

When you go SK Terran marines are support units for your vessel. They keep them alive so you can mass a bunch of them and irradiate the crap out of the zerg.

yeah you build turrets to delay the mutas while your rines get there and support them; in which case the mutas won't be able to do much damage.

You are wrong. SK Terran build requires you to micro the MM firstly and the vessels secondly. Vessels are spellcasting units that help you deal with defilers/ultralisks/lurker, the marines are the ones who do the damage, allow you to keep the Z on his feet, harass expansions, etc not the vessels.

And turrets don't kill the mutas (usually), the marines do. So there you have it - marines are not supporting units, they are the backbone of the terran army in tvz (unless playing mech, obviously)
An ugly planet. A bug planet.
ramen247
Profile Blog Joined June 2008
United States1256 Posts
Last Edited: 2009-02-18 18:06:54
February 18 2009 17:27 GMT
#20
.
i hate this ugly firebat. i want a marine.
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