Public Profile for Techno
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Hey man game 1:
Build Order Refinements:
So stim and siege mode finished super early for you because of the way you worked it.I would go for it at 8:40. Send out your hellion and like 5 marines to take the towers, then the zerg wont know if your actually pushing or not, and he will face a tough decision to drone or not. You waited for the dropship, I support that.
Pushing
[quote]First thing you can change is to move out with only a handful or marines first to clear out zerglings and take the towers. Send enough to be confident you can kill and lings he has, but send a small amount so Zerg doesn't know if your pushing for real or not.
Hotkey a bunch of marines and the dropship, and use them as the forward "scouting party", when they get in trouble, just pick them up and bring them to the tanks. Use them as the forward party all the way to his base, and then use them to lure units into siege tank range when you get in position. One really awesome thing you can do, as soon as you get the dropship, go take the towers and put marines on one of those pillars in the center of the map, then taunt him with a hellion and lure zerglings over to the marines. This also works well on Xel Naga Caverns. Just keep picking up/droping the hellion at the towers when you have marines on the highground.
Alright nice place to siege. That was well done for the most part, but could be done slightly better.
You can put the marines in that crevasse by the ramp and then block them in with sieged tanks, I like to make siege tank walls in my first push. Its great against zerglings and low baneling numbers. In the mid-late game, dont do that: spread your forces out more. Also, the hellion could be more active as a scout, send him all the way up the ramp first to make sure you dont get caught unsieged.
Excellent marine split. This zergs unit composition was literally perfect. The reason for this is because you showed him your hand by not taking the towers before you move out. If you do that more often, you will catch more zergs with there pants down. I would also recommend not pressing the issue too much against roaches. Roaches are the zerg unit that you typically dont want to "trade" with. When they have roaches you want a huge tank push that just stomps the bastards, (bring a raven). When they have ling/baneling, you can definetly trade more successfully in the early game, but things get tough when the mutas come out.
Build Order Refinements:
Don't take your second gas so fast. You can manage to get 2 siege tanks nicely on only 1 gas. You will have more minerals doing this, and in turn can make your second baracks faster. During the initial push you ideally want only ~4 tanks and a bazillion marines. Don't get siege mode so fast. Use the reaper to scout for a lair at the appropriate time. If it's not there you know a bling bust is coming so get siege mode quickly, but otherwise you can delay it.
Alright so starport instead of a second factory. To make that worthwhile in the initial tank push you need dropship micro!
Alright so starport instead of a second factory. To make that worthwhile in the initial tank push you need dropship micro!
So stim and siege mode finished super early for you because of the way you worked it.I would go for it at 8:40. Send out your hellion and like 5 marines to take the towers, then the zerg wont know if your actually pushing or not, and he will face a tough decision to drone or not. You waited for the dropship, I support that.
Pushing
[quote]First thing you can change is to move out with only a handful or marines first to clear out zerglings and take the towers. Send enough to be confident you can kill and lings he has, but send a small amount so Zerg doesn't know if your pushing for real or not.
Hotkey a bunch of marines and the dropship, and use them as the forward "scouting party", when they get in trouble, just pick them up and bring them to the tanks. Use them as the forward party all the way to his base, and then use them to lure units into siege tank range when you get in position. One really awesome thing you can do, as soon as you get the dropship, go take the towers and put marines on one of those pillars in the center of the map, then taunt him with a hellion and lure zerglings over to the marines. This also works well on Xel Naga Caverns. Just keep picking up/droping the hellion at the towers when you have marines on the highground.
Alright nice place to siege. That was well done for the most part, but could be done slightly better.
You can put the marines in that crevasse by the ramp and then block them in with sieged tanks, I like to make siege tank walls in my first push. Its great against zerglings and low baneling numbers. In the mid-late game, dont do that: spread your forces out more. Also, the hellion could be more active as a scout, send him all the way up the ramp first to make sure you dont get caught unsieged.
Excellent marine split. This zergs unit composition was literally perfect. The reason for this is because you showed him your hand by not taking the towers before you move out. If you do that more often, you will catch more zergs with there pants down. I would also recommend not pressing the issue too much against roaches. Roaches are the zerg unit that you typically dont want to "trade" with. When they have roaches you want a huge tank push that just stomps the bastards, (bring a raven). When they have ling/baneling, you can definetly trade more successfully in the early game, but things get tough when the mutas come out.