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Hi guys,
lol I typed up a long post, and accidentally pressed the back button :[, so here's a quick second post.
To begin, I just want to inform you that I'm a newbie terran, and have only 1 month experience. So plz, don't flame me for my newbness, I'm flameproof :D.
Now...
I began the game in a standard 9 min push build. I scouted that he was doing a 9pool, so I reacted by building a bunker, and that pwned his lings xD.
Following that, I built an ebay and turrets around my base, because I expected him to do standard muta harass. Instead, he rushes to my nat with a few lings and lots of lurkers.
The lurks burrow and completely runs havok on my nat. My marines got pwned, and all hell broke loose.
Thankfully, my first tank rolled in, but I forgot to upgrade siege XD.
Still, he had around 3 lurks in my nat, and I was able to break out. As soon as I moved back to my nat, he came with 6 lurks, and I just GG'd.
I'm a D terran, and he's a D zerg. But my apm is twice his, and I got my a$$ kicked lol.
I just want to ask, how do I counter lurkers in tvz? Even in other games, sometimes the opponent brings lots of lurkers and burrow beside my camp and totally disorganizes and pwns my army.
Also, how do I marine micro against lurks lol.
Looking forward to your replies.
Thanks, MarauderX.
GAME REPLAY
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upgrade siege, also scout him for luker tech =]
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bunker, scouting, fast reaction time and marine range.
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Did you scan his base and see spire or den? Was he going for a 2hatch or 3hatch build? You will need to scout to see what build the zerg is doing..
Tanks and vessels are good counter, since tank's range > lurker's range..
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Check out Stylish's VODs and his FAQ to get a better idea of when to scan and how to interpret your scouting info. It's always important to have an idea of what your opponent is doing, and in TvZ there are some standard timings for when to have scan so you can predict non-standard play such as 3 hatch lurker.
Terrans often keep their army at the Zerg's choke if they believe the Zerg is going 3 hatch lurker, because with proper micro, the Zerg will need to fight hard for every inch of ground... until your scan runs out at least. Try to snipe a couple lurkers every time he pushes, since his replacement ability is hampered by a later third. Either way, a contain will buy you time to add bunkers, switch to tanks, research siege, and in general prepare your reaction.
On micro, at your level, the easiest thing for you to try is just wait for the lurkers to advance, stim your rines, right click a lurker, and run before a lurker volley can hit you. You cannot do this if you are hemmed in your choke. More advanced micro such as spreading, baiting, and dodging are also weakened in closed ground. Contain him.
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as long as you have marines with range upgrade in a bunker with a turret and a unsieged tank, that should do the trick against the initial three lurkers. just be sure to repair your bunker.
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If you're expecting a lurker break, you should get 3-4 bunkers.
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Replay threads need a [H] tag, [Q] threads ask for a specific question, which you lack because 'how do i counter lurkers?' is such a bad question.
But start by scanning your opponent.
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Calgary25986 Posts
You can't do anything without scouting. Learn to find out what he's doing, then later work on the analysis of how to beat it. You will lose to almost anything you don't scout, which is evident here.
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yeah, as previously said, the reason lurker builds are inferior is because it forfeits early map control and mobility. if you don't abuse this, lurker is probably a better build as you don't waste money on mutas. that said, if you play well, its extremely hard for lurker-first zerg to get any map control.
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Why didnt you push the forward button?
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TvZ Lurker Counter?
Answear: Tanks.
If you lost it probably was due to lack of scouting and bad macro. Every T player under B+ has a bad macro because terrans demand a lot of macro. That means that a zerg can produce an equivalent or better army with much less apm than you. I figure that this was what happened to you.
I have a friend who is learning to play Terran as well and I am helping him in TvZ. Before I started teaching him any strategy whatsoever we spent a lot of time just improving his raw mechanics, like learning the timings and learning to go over his production cycle fast enough. When we started, he had 25 apm. Nowadays he has around 100 apm. That is a great improvement, but it still is not enough to keep up with the T's production speed. So, work a lot in your macro and scout better next time.
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something about microing mnm with tanks (found in stylish's in game vod of the 9min push and ayumi)
Keep the MnM in an ovoid/parabolic clump in front to in the middle of your tankline, siege a few tanks to take free shots and etc. to gain ground. when zerg comes in with linglurk stim rines and kill as much as you can until the burrow animation starts then pull back asap into or behind your tanks. meanwhile dmatrix the tank that is taking the most fire.
When attacking you can stim rines and suicide one rine as far out as possible or dmatrix the 1st rine and run him in an off tangent while the others fire on the lurkers...
vs lurks go 2 fac tank. i've been doing this alot as more tanks > less micro compared to vessels and more firepower without irrad x 10 or something (vessels die more easily at my apm level too) if need be i get 2 fac with shop + 1 fac for vults with mines to help use up my minerals and stuff.
Oh and upgrading armour will do alot of good. hitting 2/1 rines usually means that his lurks will start to melt... or just play mech xD
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scout scout scout scout scout.... scout...
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Scout, as Chill said you will lose to everything if you dont see it coming. Check for tech buildings but also for larva count, if he is saving larva --> mutas, if he is not --> lurkers.
React to what you see. Versus lurkers move your marines to his natural making an arc. When he push out stim and focus fire on a lurker try to kill as many as posible and retreat when the burrow animation starts. If you dont trust your micro will punish him enough or that you m&m will get overrun make 2 bunkers at your natural. At all times keep making more units, supply and tech.
While your m&m buys you time you must tech to tanks and vessels.
Remember that he will probably try to expand while pushing, a marine on the most probable expansion can delay him and is quiet annoying for him.
Over all, remember you are new in a game that have been out there for over 10 years now, try to get someone to practice this and you will be fine.
Welcome to the Starcraft Community. =)
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What I noticed when I went lurker first against idra, is that no matter what , terran will lose map control but , it is crucial that you delay lurkers as long as possible from reaching your front door. This gives you alot of times to get a small group of mnm out to shut down the 4th base or even kill it.
superior macro is the key imo. Non-stop production of tanks from even 1 factory will give even a weakly graded mnm army huge midgame power to push zerg regardless of lurker play, since mutas won't be out in time to control terrans pushes.
The key is moving out decisively imo. Not letting zerg continually delay your push with counters.
Aside from those key points I think everything else is situational.
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MOAR UNITS ON DA HILLZ
What else can I say?
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scouting is critical; find out if he's going muts or lurks.
it is micro intensive, but just move in and out as the lurkers burrow/unburrow...hotkey medics into their own group and marines into their own groups so you can use stim and easily select your army.
-tank unsieged range > lurker attack range (with detection) -marine range upgrade / stim -+1 marine armor requires 3 lurkers hits instead of 2
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hmm, I've read all the posts, and they're great help xD.
Thanks guys for all your help, I will certainly practice my TvZ more, and remember to scout lol.
I will also try to me more aggressive and make it harder for him to advance to my nat.
Ima go play some sc, get ready to be pelted with more questions in the future lol.
Thanks, MarauderX
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