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Hi there, (face here)
My name is Empty.973, I'm a masters terran player from the NA server and a Flash fan. But before I get to the fanboyism, I've noticed like this ridiculous trend I can't seem to understand and never ever see this in Star1 play, and this is the ETA play. The ETA play consists of this, E (hot key to siege tanks), T (stim key for marines and marauders), and finally A (fucking attack moving). Now, this isn't absolutely terrible (it is). But why do that? Terran units, mostly factory units are slow as frozen shit, but do loads of DPS. Why am I losing when I try to push fast as shit? (Note: Question just asked by me, answered in the sentences prior). Ok, so how do we fix this trash?
*Queue Reggie Miller Video where he scores 8 points in 6 seconds, to take the lead* (Thats how clutch this is)
I watch shitloads of Flash's games and I constantly wonder why the dudes such a baller. But because his skill and understanding of the game is at least 10000 times mine (low ball estimate). I looked to his games and took a very simple strategy. Take a position in the mid game after your Natural kicks in, and hold that shit for dear life, proceed to: lol and count money while wave after wave of shit crashes into it and you just count your cash you banked.
Simple right? Apparently not. Ok, I got pictures for you guys...
+ Show Spoiler +
Note the time and how much money I have, wow I suck!
Shit just got real serious...
Whats left of the mighty contain. (Note drone difference from 102, and this one: 103)
After a stimulus plan gets passed by congress. (I go to a mineral patch (Gold flavor) and drop a shit ton of mules) public work projects begin. (I started rebuilding my shit)
Will it hold?!
You betcha, champ.
Ok, now that we're up a billion supply he's on like no units or anything it's time to a-move and win the game.
Note: Important to know timings, and stuff. Any questions, hesitate to ask.
Replay for the less lazy: (waiting for upload, can't wait any longer will ninja edit when this POS site works (sc2replayed) or my pos internet whatever shits not working right now, unlike this strat which you might as well call butter cause its on a roll) Oh it loaded, leaving this here: http://www.sc2replayed.com/replay-videos/2185
Edit: If someone can tell me why some pictures (All except first) Are all huge and shit and messed up in size let me know so I can edit. (Note they are all the same resolution)
Edit2: Remove spoiler tags from pictures because they wrecked the resolution. If mod or anyone can help <3.
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What is the point of this thread?
All it is showing is a slow contain/push up the Zerg's player's base by positioning seige tanks really well and using bunkers and turrets for extra defense.
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so....set up tanks and marines and depots and bunkers in middle of map
wait for zerg to attack from ONE angle (lol) and than you win?
very terran like haha, i dont get this thread...
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On May 21 2011 15:54 Velladin wrote: What is the point of this thread?
All it is showing is a slow contain/push up the Zerg's player's base by positioning seige tanks really well and using bunkers and turrets for extra defense.
Right the point, why don't we see more players doing this?
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When do you add vikings into your mix for the Broods?
( I think turrets are there to prevent infestor bombs right?)
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On May 21 2011 15:54 johanngrunt wrote: When do you add vikings into your mix for the Broods?
( I think turrets are there to prevent infestor bombs right?)
Check the replay, I had 3 reactor Starports ready to rumble. Also, Marine tank turret blob would buy me enough time to at least get two out before the transition begins. It also helps to keep tabs on his main to see when the gSpire goes up.
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On May 21 2011 15:54 itsempty wrote:Show nested quote +On May 21 2011 15:54 Velladin wrote: What is the point of this thread?
All it is showing is a slow contain/push up the Zerg's player's base by positioning seige tanks really well and using bunkers and turrets for extra defense. Right the point, why don't we see more players doing this?
Terrans have been doing this for a long time. Not everyone has the time to set up bunkers and turrets outside the enemy's base in order to help contain. Good tank positioning is a skill that separates good Terrans from bad ones.
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On May 21 2011 15:54 Kracklings wrote: so....set up tanks and marines and depots and bunkers in middle of map
wait for zerg to attack from ONE angle (lol) and than you win?
very terran like haha, i dont get this thread...
Hard to understand position and stuff when youre bad I guess. So his plan to attack another angle is Nydus? Oh man, sounds like a winner.
Or doom drop my main? I don't think zergs win that many base racings. IDK bro, but attacking from another angle is a really good idea if you don't think about shit and love losing.
User was warned for this post
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This looks so old school i love it!; doom drops make me scared :p though lol
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On May 21 2011 15:59 Moonling wrote: This looks so old school i love it!; doom drops make me scared :p though lol
That was my inspiration, so happy you think so.
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what do yo u do in base trade? you leave couple tanks in main?
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On May 21 2011 16:10 Moonling wrote: what do yo u do in base trade? you leave couple tanks in main?
If you check out the replay, there are about 15-20 marines patrolling the top end of my base and turrets to deter a drop. If he nydus'd somewhere other than my main, I'd just sac it and reposition really. I don't think either are a good strat.
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So the strategy is to control the middle
However like you said, it is much more difficult than that... there are many things you need to worry about, such as counter attacks, how exactly to control the center, how to prepare for attacks that may come around your fortification, etc.
Do you have answers for these? I'm assuming that the presence of the fortification in the middle is enough so that the Zerg is forced to get rid of it since if he counter attacks, the Terran can also just push and will probably win (?)
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What if instead of being bad your opponent splitted his army, ultras in the front, banes on the tanks by walikng were the xel'naga doesn't give you vision and hit where there are no depots/bunkers to protect and lings in your main ?
I mean, the main battle was so badly engage by him that any terran would have hold it.
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[B]Do you have answers for these? I'm assuming that the presence of the fortification in the middle is enough so that the Zerg is forced to get rid of it since if he counter attacks, the Terran can also just push and will probably win (?)
You answered yourself, thats the beauty. You have that ace up your sleeve that says, "If you really want to do this we can." And thats never good for zerg. But yeah, if you have more questions I'd say watch the replay first. All my positioning is super, super intensional. I came up with this build on how to win with positioning alone, to see if it was viable on lower levels of play. (I average 115 - 120 apm this game, average is about 150 - 165).
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I'm not sure how your over aggressive presentation covers any of the popular zerg counters to a terran marine tank push. Yes you have a pretty defensive position in the center. But unless he attacks you directly in the center I don't see how it does anything but cuts the map in half as it naturally would have been in a very late game.
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On May 21 2011 16:40 Growiel wrote: What if instead of being bad your opponent splitted his army, ultras in the front, banes on the tanks by walikng were the xel'naga doesn't give you vision and hit where there are no depots/bunkers to protect and lings in your main ?
I mean, the main battle was so badly engage by him that any terran would have hold it.
It's hard to get the idea of why this isn't possible from the replays alone. There are many drops and small engagements happening off screen that the pictures don't show. There is a reason why in one screenshot he has ~4bases and 65 drones. And then about 2 minutes (game time) later he has 40 drones and 2 mining bases. It's hard to break a contain with only 4 ultras, which is pretty much all he could afford. He went for broodlords, which is the obvious choice the break this contain.
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On May 21 2011 16:44 Probe1 wrote: I'm not sure how your over aggressive presentation covers any of the popular zerg counters to a terran marine tank push. Yes you have a pretty defensive position in the center. But unless he attacks you directly in the center I don't see how it does anything but cuts the map in half as it naturally would have been in a very late game.
It's getting tiresome answering the same questions. Mainly check drone numbers. The position on the left side prohibits anything from running through that path, so everything would have to go through the destructible third rocks(read taking a while). Drones in one SS go from 65 and 4 mining bases to 2. If he over commits the response, you move the line up, because you know you can then. Thanks for reading my first post right now.
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Your definitely missing the point of my question. I like the idea so I want to know more about it.
In your replay:
Zerg does harass with mutas Zerg runs all his shit through yours in the middle 2-3 times.
Terran runs marines to each expansion except his natural and absolutely massacres zergs forces.
It was more telling of your opponents lack of a desire to live than how game changingly powerful your strategy is. He could have done a lot better harassment and he could have built spines and kept forces about to defend his expansions.. but he didn't. He beat himself.
Include more replays please.
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Ok, will watch your replays before asking more
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