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[H] TvZ MMA Drop Play vs Roach -> Muta/bling - Page 2

Forum Index > StarCraft 2 Strategy
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agahamsorr0w
Profile Joined April 2011
Netherlands359 Posts
August 03 2011 02:41 GMT
#21
On August 03 2011 11:22 Honeybadger wrote:
Drops aren't meant to kill the zerg. They're meant to buy you time and ZONE him. If he has to be busy working on your drops (which may or may not do damage) then that's time he isn't in -your- face, leaving you freedom to macro, scout and counter him precisely.

So my advice is to spend less time on the drop focus itself. Literally just drop your units, a-move them, run away with the medivac, and go back to macroing. That's all you should do, don't waste your APM on micro.

The biggest failing of non-masters players is too much time spent on micro, not enough time spent on macro. Try playing games where you literally just a-move your army into your opponent, and devote all that APM into having perfect macro. You should shit on all of your opponents all the way up to diamond.


he is actually masters. in the replay site it indicates its a master game and his macro is good enough for a master player.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
August 03 2011 07:56 GMT
#22
Your opening sucks. Waiting for 2 reapers does nothing but kill speedless lings, and is a loss of 100/100 when speedlings. A reaper opening involves early harass for scouting, something you didn't do with those reapers at all. Sure, you had map control, but you weren't exactly expanding twice or going for something risky. Get a fast reaper, run around in his base, get intel, get out. The 2nd reaper is practically useless in my opinion.

You had an econ going, you had a bunch of drops going, but you did absolutely nothing with your main army; by the time you moved out with your 8 tanks you had like 8 marines to go along with that. The first engagement was okay; neither side exactly won that. Everything else was definitely zerg favored.

Your drops would be better if you timed them together; most of the time they went in 1 by 1, with the exception of your first 2 or 3 drops. The latter were just free kills for him. Their deaths wouldn't have been meaningless if you had moved up with your main army while they were dropping, but you had no main army to use.

Versus mutalisk play, you need 3 standing armies: one large cluster of marine/tank/medivac, one small cluster of marine/medivac, and one even smaller drop force of marines and medivacs. You made the drop force way too large. Focus on getting the bigger force, then the drop force, then the secondary force.

Use the main force to secure a position. This makes it easier to coordinate attacks with the drop force.

Use the secondary force as reinforcements and defense. Keep them close enough to help the main force, but at the same time able to defend your base in case of a mutalisk backstab.

Use the drop force to distract your opponent while your main force can unseige and move up to an important or more favorable position.

This is the 11th strategem of Sun Tzu. Put your least strong vs his strongest force, your strongest force vs his less strong, and your less strong vs his least strong. You win 2 out of 3.

Eventually, you should end up with a very large army in a very good spot to kill the zerg. Your multitasking is there, but it needs precision timing in order for it to work at higher levels.
im deaf
antz0r
Profile Joined September 2010
Australia168 Posts
August 03 2011 11:07 GMT
#23
I totally disagree with the comment that you can a-move an army forwards especially if it's tank marine vs muta ling baneling, or even roach bling muta. It's possible to do if there is a massive disparity in skill level between players but against people with a similar MMR you are asking for a quick death. :S
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