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How to treat zerg FE as a weakness as terran EDIT - Page 4

Forum Index > StarCraft 2 Strategy
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Vorlik
Profile Joined October 2010
1522 Posts
November 02 2010 23:01 GMT
#61
One thing I forgot to mention is that you never get stim or shield for marine because your build order requires that reactor swap from fact to rax. Do you think making a tech lab on the rax then getting stim and then swapping both add-ons would be better? you could get out your first thor faster(because you already have the tech lab from the rax on it-just need armory built quicker there too), but it hurts that early marine medvac drop you like to do, but you have stim. Thoughts?
Pookie Monster
Profile Joined October 2010
United States303 Posts
November 03 2010 00:03 GMT
#62
Theres simply no time to get those upgrades if i want to do a fast push after my expo is up and running, and i just played a few games today against some good zergs "Just" being one of them wheres its clear how useful having a high marine count is as well as those early thors and banshees, they allow you to do two prong attacks, which is pretty devastating ive been thinking about how i can bolster my marines with upgrades but every way ive seen of doing it seems to hurt my build too much id love to see a replay if someone can make it work
??
Pookie Monster
Profile Joined October 2010
United States303 Posts
Last Edited: 2010-11-03 00:14:27
November 03 2010 00:14 GMT
#63
This replay is a great replay for a variation of the two base push i drop marines in his main while sending the bulk of my army to his front, this is against a 2400 zerg and i make quite a few mistakes not sniping spire when i had the chance then sacking marines, banshees out of position for his counterattack, not having scvs to repair thors for my first push yada yada yada, he still gets steamrolled ill post it here and with the others since i feel it improves the build legendofbert is my second account if anyone is confused
TvZ marine banshee thor build with two pronged push
??
Wrathgarr
Profile Joined September 2010
United States32 Posts
November 03 2010 02:04 GMT
#64
So I like the replays, and I've used this strat a few times on the ladder myself. (I posted in this thread a while back.) But I do have a question for you. How do you deal with a 6-pool? That's the only thing I've lost to while using this strategy, and it is quite frustrating, especially since I got 6-pooled twice in a row lolol. Since you're going gas first, your first marines are later than usual, not to mention that you can't build a bunker until much later. What do you do if you get 6-pooled in this build?
The only thing we know for certain is that we know nothing for certain
Vorlik
Profile Joined October 2010
1522 Posts
November 03 2010 06:51 GMT
#65
On November 03 2010 11:04 Wrathgarr wrote:
So I like the replays, and I've used this strat a few times on the ladder myself. (I posted in this thread a while back.) But I do have a question for you. How do you deal with a 6-pool? That's the only thing I've lost to while using this strategy, and it is quite frustrating, especially since I got 6-pooled twice in a row lolol. Since you're going gas first, your first marines are later than usual, not to mention that you can't build a bunker until much later. What do you do if you get 6-pooled in this build?


I too use his build and for 6 pool it's all about scouting. I always scout while i'm building my first depot, so if i see his pool or only 6 drones i cancel my gas, if i was too slow to cancel i stop scv production and get a 2 depot/1 rax wall up asap, followed by a marine obviously(repair depots until marine is out). On short distance maps you have to be quick about it.
Vorlik
Profile Joined October 2010
1522 Posts
November 03 2010 07:12 GMT
#66
On November 03 2010 09:14 Pookie Monster wrote:
This replay is a great replay for a variation of the two base push i drop marines in his main while sending the bulk of my army to his front, this is against a 2400 zerg and i make quite a few mistakes not sniping spire when i had the chance then sacking marines, banshees out of position for his counterattack, not having scvs to repair thors for my first push yada yada yada, he still gets steamrolled ill post it here and with the others since i feel it improves the build legendofbert is my second account if anyone is confused
TvZ marine banshee thor build with two pronged push


Good game. But why did you make 3 factories? No way could you fund that with 2 base(your 3rd was just starting at the end). That zerg handled that 2 prong so poorly lol. I love this build though, it's grown on me. Did you come up with it? How does your tvt or tvp compare? Do you have specific builds for those too? Fill me in =D
Pookie Monster
Profile Joined October 2010
United States303 Posts
Last Edited: 2010-11-03 10:22:41
November 03 2010 10:08 GMT
#67
On November 03 2010 11:04 Wrathgarr wrote:
So I like the replays, and I've used this strat a few times on the ladder myself. (I posted in this thread a while back.) But I do have a question for you. How do you deal with a 6-pool? That's the only thing I've lost to while using this strategy, and it is quite frustrating, especially since I got 6-pooled twice in a row lolol. Since you're going gas first, your first marines are later than usual, not to mention that you can't build a bunker until much later. What do you do if you get 6-pooled in this build?



six pool is SOO rare at my level of play since the patch ive only been six pooled ONCE and it was on metalopolis strangely enough and it ended in complete failure for the zerg, since i send my depot building scv to scout i have alot of warning, if i see the six pool comming i just complete my wall in with an early depo, six pool is SUCH a bad strat vs terran
??
Pookie Monster
Profile Joined October 2010
United States303 Posts
November 03 2010 10:14 GMT
#68
On November 03 2010 16:12 Vorlik wrote:
Show nested quote +
On November 03 2010 09:14 Pookie Monster wrote:
This replay is a great replay for a variation of the two base push i drop marines in his main while sending the bulk of my army to his front, this is against a 2400 zerg and i make quite a few mistakes not sniping spire when i had the chance then sacking marines, banshees out of position for his counterattack, not having scvs to repair thors for my first push yada yada yada, he still gets steamrolled ill post it here and with the others since i feel it improves the build legendofbert is my second account if anyone is confused
TvZ marine banshee thor build with two pronged push


Good game. But why did you make 3 factories? No way could you fund that with 2 base(your 3rd was just starting at the end). That zerg handled that 2 prong so poorly lol. I love this build though, it's grown on me. Did you come up with it? How does your tvt or tvp compare? Do you have specific builds for those too? Fill me in =D


not sure why i made the factory my money got high for a bit so i wanted to spend it, yes he did handle that attacks poorly but the thing is players have such a bad time focusing in two areas at once even good diamond players have bad "one A" syndrome where the can only control one control group at a time thats why attacks like that work so well, divide his army. and yes i never did the reaper build so it was stuff like this i worked on that allowed me to compete, i do have a dedicated TVT strat that works as well as this one, i could make a thread about if anyone wants, my TvP however i will not post since the only two strats i use are marine banshee and marine ghost both of which were crafted by other players and have threads on them already,
??
TeWy
Profile Joined December 2009
France714 Posts
November 03 2010 10:22 GMT
#69
I'm a little bit tired of these people telling you that they are a "2000+" x player without showing you any evidences of it...

Plus, the win ratio, the average time you're spending on the game, and the servers you're playing on, also matter a lot, arguably more. If you made it to 2000 points on the American server and by massing games with a 50% win ratio, this doesn't say much on your real skill.
Darchigh
Profile Joined August 2010
Germany14 Posts
November 03 2010 10:52 GMT
#70
I watched your first replay and i like it a lot Zerg player here! Especially the part about putting him under pressure to deny his 3rd, because in the first replay thats what really kept you alive. You can really see later how you just outmacro him badly basically because his third base is soooo late and he has way less worker than he should have. I like this alot because most of the Ts thought about just killing the Z with two base and if that didnt go well then....well there wasnt a plan B.
Most of the Zs will be irritated by this style and thats where its really up to themself if they can withstand the pressure and play smart.
But also wanted to say something..... first replay.....you onle use ONE control grp.
ONE xD i really dont know how you still expand that much with just one control group....you gotta get rid of that and use all of them *g. ( maybe you dont do that in the other replays :D, dunno )
But so far, pretty nice
Pookie Monster
Profile Joined October 2010
United States303 Posts
November 03 2010 10:57 GMT
#71
On November 03 2010 19:22 TeWy wrote:
I'm a little bit tired of these people telling you that they are a "2000+" x player without showing you any evidences of it...

Plus, the win ratio, the average time you're spending on the game, and the servers you're playing on, also matter a lot, arguably more. If you made it to 2000 points on the American server and by massing games with a 50% win ratio, this doesn't say much on your real skill.



not sure if your comment is directed at me but have you ever heard of SC ranks? you can search gamer tags to find their points, and im sick of hearing about how people on the korean server are better who gives a shit, im from north america and i play on that server and im assuming the majority of other people here do as well i made my thread about experiences laddering on the north american server if your not interested or think your strats are better go start your own thread.
??
nam nam
Profile Joined June 2010
Sweden4672 Posts
November 03 2010 11:07 GMT
#72
On November 03 2010 19:22 TeWy wrote:
I'm a little bit tired of these people telling you that they are a "2000+" x player without showing you any evidences of it...

Plus, the win ratio, the average time you're spending on the game, and the servers you're playing on, also matter a lot, arguably more. If you made it to 2000 points on the American server and by massing games with a 50% win ratio, this doesn't say much on your real skill.


And what exactly does that have to do with this thread?
Wrathgarr
Profile Joined September 2010
United States32 Posts
November 03 2010 15:51 GMT
#73
Thanks pookie. I usually scout after my rax in my 11 rax builds, but I guess its important to scout earlier with this build.

@TeWy I'm a bit tired of arrogant French people interjecting their idiotic opinions. Take your irrational pride and self satisfaction elsewhere.

The only thing we know for certain is that we know nothing for certain
jaelerin
Profile Joined October 2010
United States36 Posts
November 03 2010 15:56 GMT
#74
Have you thought about one or two vikings before the initial medivac?

I've found that it doesn't much micro to send them running around on a patrol route around the whole map to hunt overlord scouts. (Specifically not over their main/natural, so you don't have to pay much attention to them or risk them getting hit by aa). Getting a couple of overlords can make a big difference in his army production capabilities.

It does delay the medivac drop if you are planning for dual pronged pushes, but it makes the front push more effective and slows the zerg's natural "rebuild the lost army faster" ability.
Pookie Monster
Profile Joined October 2010
United States303 Posts
November 03 2010 17:32 GMT
#75
On November 04 2010 00:56 jaelerin wrote:
Have you thought about one or two vikings before the initial medivac?

I've found that it doesn't much micro to send them running around on a patrol route around the whole map to hunt overlord scouts. (Specifically not over their main/natural, so you don't have to pay much attention to them or risk them getting hit by aa). Getting a couple of overlords can make a big difference in his army production capabilities.

It does delay the medivac drop if you are planning for dual pronged pushes, but it makes the front push more effective and slows the zerg's natural "rebuild the lost army faster" ability.


yes i have considered that still not sure how i can work early vikings into the build tho but id love to do that overlord hunting :o)
??
Vorlik
Profile Joined October 2010
1522 Posts
November 03 2010 17:50 GMT
#76
You don't really need to make a new thread, but just a short little summary of your TvT BO =D
Thanks!
Pookie Monster
Profile Joined October 2010
United States303 Posts
November 03 2010 18:01 GMT
#77
On November 04 2010 02:50 Vorlik wrote:
You don't really need to make a new thread, but just a short little summary of your TvT BO =D
Thanks!


in tvt i do a standard 10 supply 12 rax 13 refinery build make first marine, chase away scouting scv, making tech lab get reaper use reaper to scout what opponent is doing KEEP HIM ALIVE, hes only a scout dont try to get scv kills, make factory, right after reaper pops i lift and put reactor on barracks make starport asap pump marines constantly make tanks with seige, if he goes banshees make a single viking then swap building for tech lab to get raven, if hes going drops then make medvac after viking and counter drop when after you defend, if he goes fast expo make medvacs with no viking and bum rush him
??
Wrathgarr
Profile Joined September 2010
United States32 Posts
November 06 2010 23:08 GMT
#78
So I just thought of something, concerning the early viking idea that was being tossed around. After you make your first medivac, and do the first drop, it might be worthwhile to build a single viking before your banshee or whatever you're transitioning into. The reason I think it might work is because after the zerg gets dropped, he is likely to place overlords at the outskirts of his base to spot any more drops that may come, if he hasn't done so beforehand. Plus, most zerg players position ovies around your base as I'm sure you're aware, to spot various things. All of these amount to free overlord kills. Like you say, it does slow your build down, but on the other hand, it isn't a significant investment, and it will most likely pay off.

Jaelin explained it pretty well, so I won't say much more beyond the fact that building a viking after you do the first drop might be great, if not for getting some free overlord kills, but at the very least to scout about the map for any ninja expansions or unit movements.

Also, Pookie, I was wondering if you could post some replays of you playing against some really heavy roach/ling play? I don't know if its very prevalent in diamond, but in gold it seems like its pretty popular to go mass roaches and lings, and it feels like it really contains me until I get a huge number of thors. Banshees seem to be what keeps me alive until I reach a critical mass of thors, but I would like to be able to feel safe moving out before then. Any advice would be appreciated.
The only thing we know for certain is that we know nothing for certain
Pookie Monster
Profile Joined October 2010
United States303 Posts
November 07 2010 00:26 GMT
#79
On November 07 2010 08:08 Wrathgarr wrote:
So I just thought of something, concerning the early viking idea that was being tossed around. After you make your first medivac, and do the first drop, it might be worthwhile to build a single viking before your banshee or whatever you're transitioning into. The reason I think it might work is because after the zerg gets dropped, he is likely to place overlords at the outskirts of his base to spot any more drops that may come, if he hasn't done so beforehand. Plus, most zerg players position ovies around your base as I'm sure you're aware, to spot various things. All of these amount to free overlord kills. Like you say, it does slow your build down, but on the other hand, it isn't a significant investment, and it will most likely pay off.

Jaelin explained it pretty well, so I won't say much more beyond the fact that building a viking after you do the first drop might be great, if not for getting some free overlord kills, but at the very least to scout about the map for any ninja expansions or unit movements.

Also, Pookie, I was wondering if you could post some replays of you playing against some really heavy roach/ling play? I don't know if its very prevalent in diamond, but in gold it seems like its pretty popular to go mass roaches and lings, and it feels like it really contains me until I get a huge number of thors. Banshees seem to be what keeps me alive until I reach a critical mass of thors, but I would like to be able to feel safe moving out before then. Any advice would be appreciated.


Ling roach is pretty rare unless the zerg did a late expansion its not popular in diamond cause it gets rofl steamrolled by marine tank pushes and two starport builds, plus you cant expo if ur opponent has banshees if you dont have muta i only have one replay i think of a zerg trying something like that he slow pushes me with creep tumors on close spawn metalopolis and loses i can post if i saved it but im not sure if thats what ur talking about
??
Wrathgarr
Profile Joined September 2010
United States32 Posts
November 07 2010 03:30 GMT
#80
Ok cool, that makes sense. I'm not sure if that's what I'm talking about either, but if its not too much trouble, I'd like to see it regardless.
The only thing we know for certain is that we know nothing for certain
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