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Active: 1408 users

[Q]TvZ Lurker Counter?

Forum Index > Brood War Strategy
Post a Reply
MarauderX
Profile Joined May 2009
Canada16 Posts
May 22 2009 01:21 GMT
#1

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
Do the unexpected, attack the unprepared - Zhuge Liang
snorlax
Profile Blog Joined December 2008
United States755 Posts
May 22 2009 01:26 GMT
#2
upgrade siege, also scout him for luker tech =]
Deleted User 37864
Profile Blog Joined June 2008
780 Posts
May 22 2009 01:32 GMT
#3
seiged tanks and vessels
ramen247
Profile Blog Joined June 2008
United States1256 Posts
May 22 2009 01:34 GMT
#4
bunker, scouting, fast reaction time and marine range.
i hate this ugly firebat. i want a marine.
kaleidoscope
Profile Blog Joined December 2008
Singapore2887 Posts
May 22 2009 01:50 GMT
#5
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..
대지따라 돌린게 시간이다.. 흘러가고 돌아오지도 않고..
EchOne
Profile Blog Joined January 2008
United States2906 Posts
May 22 2009 02:04 GMT
#6
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.
面白くない世の中, 面白くすればいいさ
[Fin]Vittu
Profile Blog Joined March 2008
Canada507 Posts
May 22 2009 02:25 GMT
#7
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.
The "Finnish Metal Terran"
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
May 22 2009 14:29 GMT
#8
If you're expecting a lurker break, you should get 3-4 bunkers.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
May 22 2009 14:32 GMT
#9
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.
BlueLaguna on West, msg for game.
Chill
Profile Blog Joined January 2005
Calgary25986 Posts
May 22 2009 14:33 GMT
#10
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.
Moderator
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
May 22 2009 15:01 GMT
#11
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.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
May 22 2009 15:27 GMT
#12
Why didnt you push the forward button?
JohnBall
Profile Joined December 2008
Brazil1272 Posts
Last Edited: 2009-05-22 18:12:51
May 22 2009 18:12 GMT
#13
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.
perfecting the art of five pool forever
JFKWT
Profile Blog Joined December 2008
Singapore1442 Posts
Last Edited: 2009-05-22 18:49:51
May 22 2009 18:46 GMT
#14
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
The calm before the storm / "loli is not a crime, but meganekko is the way to go!"
Cube
Profile Blog Joined February 2008
Canada777 Posts
May 22 2009 19:33 GMT
#15
scout scout scout scout scout.... scout...
kawoq
Profile Joined November 2005
Guatemala357 Posts
May 22 2009 19:51 GMT
#16
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. =)

"It is not a shameful thing to be unable to reach the goal. It's becoming afraid and running away, even before considering the fact that the road is long and rough, that is truly cowardly." by - Lim Yo Hwan aka SlayerS_Boxer from "Crazy as me"
AttackZerg
Profile Blog Joined January 2003
United States7454 Posts
May 22 2009 19:53 GMT
#17
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.
SoulMarine
Profile Blog Joined January 2009
United States586 Posts
May 22 2009 20:55 GMT
#18
MOAR UNITS ON DA HILLZ

What else can I say?
베이비 폭스 WeMade 파이팅! ~ WeMade 팬 ~ BaBy 팬 ~ щ(゚Д゚щ) Gee Gee Gee Gee BaBy BaBy BaBy ♫♫
gjg.instinct
Profile Joined May 2009
144 Posts
May 24 2009 22:46 GMT
#19
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
MarauderX
Profile Joined May 2009
Canada16 Posts
May 26 2009 02:00 GMT
#20
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
Do the unexpected, attack the unprepared - Zhuge Liang
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