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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. |
On December 10 2013 23:12 Pirfiktshon wrote:Show nested quote +It's not an automatic BO loss. You really need to scout it to have a chance of defending though, because you will need to have 4-5 bunkers up by the time he hits. (or a tank, but that's not how innovation plays).
You primarily scout with hellions - they give you a lot of info. You say that he can deny scouting with evo chambers+queens, well that is a tell in itself, because dedicated roach allins don't get 2 evos (except the later ~10 minute 1/1 roach allin but you can easily have tanks out in time for this). With your hellions just look at things like third base, ling count, queen count, evos. If for some reason you really don't know what he's doing then you can spend a scan at around 7:30. If you see this push coming or some type of all in coming doing the 3 Siege tank opener is extremely powerful. Just because Bio isn't that great vs Roach in a straight up fight I go Siege tanks when I see this to open up counter possibilities. If my opponent over extends and commits to the all in I make 4-5 Siege tanks and just Rally with 5 Rax 1 Starport and 2 Factories for a HARD counter. If you took minimal losses in the all in there is nothing they can do besides sit back and QQ....... Edit: Your biggest Tell that you are getting all inned is at the beginning of the game when you see Drones Mining more than 100 Gas and they keep 3 drones on it. Also As Stated before scouting with hellions also lets you know whats going on... if you see a low queen count and no 3rd base by 7:30 you are most likely facing an all in and you need to favor production over upgrades when deciding infrastructure..... Great, thx guys I will be more vigilant using my hellions to scout. The build itself isn't very taxing to hit benchmarks (since you barely produce any actual units by 10 min) so I am sure I can spare a few APM to get that info.
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I've been losing many games lately to being starved late-game against Zerg. What's the best way to prevent the ~40 Speedling Run-bys on my 3rd, 4th and 5th expansions?
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Sorry if this is been asked before, but with the new patch and all what is a great safe build for Bronze/Silver for TvZ. I don't seem to have much success with Innovation's Safe Bio and 1/1/1's aren't very successful. I did have mild success with a hellion/marine drop but yeah just wanted some thoughts. Sorry kinda new here.
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TvZ, what is the most viable BO? cause even with good splitting they swarm over you, kill their army and loose half of yours? get to their base and its back again. as soon as they can get a window they rape ure bases with mutas. I find so disgustingly OP, ofc i aint Taeja or bomber, i can deliver like them but i dont understand cause the ppl they face dont seem to have the same amount of shit the ppl i face seem to have. wich BO do you guys use and what timings are most important to you?
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Reaper expand into hellion banshee with or without cloak is a great opening. Use the reapers to do the usual scouting and then come back with your hellions and reapers to check on his 3rd and deny creep. This also acts as a scouting tool to see if an allin is coming and you can react accordingly. Poke with the hellions and banshee or defend with them depending on what you scout. You go go bio or mech with a 3rd CC using this build also, however with bio you might want to skip cloak to get a faster stim etc.
Your hellions/reapers/banshees don't have to die needlessly to kill 8 drones or something similar they are really great when doing any follow up push or keeping the zerg on the defense.
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On December 11 2013 08:31 Prevailer wrote: I've been losing many games lately to being starved late-game against Zerg. What's the best way to prevent the ~40 Speedling Run-bys on my 3rd, 4th and 5th expansions?
Good sim city at your third with 4 marines in a Bunker and ~8 depots (and possibly 1-2 widow mines as well depending on map / aggressiveness of your opponent / ect) will hold off any pure ling runbyes, and a Planetary at every base after that. make sure your setting your rally points somewhere where they can easily defend stim and run to defend your mining bases if necessary.
On December 11 2013 08:49 Lazuras wrote: TvZ, what is the most viable BO? cause even with good splitting they swarm over you, kill their army and loose half of yours? get to their base and its back again. as soon as they can get a window they rape ure bases with mutas. I find so disgustingly OP, ofc i aint Taeja or bomber, i can deliver like them but i dont understand cause the ppl they face dont seem to have the same amount of shit the ppl i face seem to have. wich BO do you guys use and what timings are most important to you?
I had a similar problem until recently in TvZ until I came to a revelation. The problem for me was that I felt like it required a much higher level of multitasking / screen movement in order for me to play evenly against a zerg- whereas I had to constantly be going back to my bases to build depots / worry about sim city / increase my production / ect, and also have a very firm eye on my army at all times since even a single miss-step could cost me a full army, I felt like Zerg had it relatively easy in just making a massive army of ling / bling and crushing any army I sent out by attacking it before I had a chance to get it set up. And even watching my replays, I was often up 30+ supply during my pushes, hitting optimal saturation faster than my opponents and trading really cost efficiently during my engagements. The matchup really wasn't making much sense to me.
After analyzing my games and comparing them to the games of Bomber and Taeja however, I realized I was doing two things very differently from them with my army control that made a huge difference in my ability to play out the matchup. The first thing was that I would always push down the same attack path (ala Innovation's parade pushes), which I dont think really seems to work anymore now that Zerg has better figured out how to deal with parade pushes and the widow mine has lost a lot of it's staying power (since it's less punishing for a zerg to rush a whole army over them now as opposed to small groups of ling / bling at a time). Especially Bomber tasks the Zerg player's ability to split up their army properly by constantly changing his attack paths and doing lots of drops of varying strength at the same time or inbetween his pushes. This greatly increase the amount of multitasking / screen movement the Zerg has to do, helping to equalize the (what I feel is anyway) extra screen movement / multitasking inherent in Terran's standard macro / production.
The other thing I realized I was doing was rushing to get into that ideal position I wanted where I could start putting pressure on one of the Zerg's bases. Taeja especially does a really good job of pushing slowly forward with his army, setting up mines as soon as he hits creep and slowly moving his way forward (unless he knows his opponent's army is out of position thanks to a drop / scan ect) making it difficult for the Zerg player to assault his army in a rush. This creates a lot of extra time for Taeja to build up a second army behind his attack, and also increase the amount of damage he does with his pushes since it prevents the Zerg player from gaining a 'safe' window to drone after dealing with Taeja's army.
As I've started to incorporate these ideas into the army movement aspects of my playstyle, plus focusing more on setting up better sim city / more solid defenses at my own bases / expansions, I've been feeeling a lot more comfortable in the matchup and even won a few games where I felt really behind in the mid game. Hopefully this helps you!
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On December 11 2013 08:47 p_lexus wrote: Sorry if this is been asked before, but with the new patch and all what is a great safe build for Bronze/Silver for TvZ. I don't seem to have much success with Innovation's Safe Bio and 1/1/1's aren't very successful. I did have mild success with a hellion/marine drop but yeah just wanted some thoughts. Sorry kinda new here. Innovation's Safe Bio is a TvP build. Can you link to the build you mean? I've never really heard of dropping hellions in TvZ either.
On December 11 2013 09:13 Dunmer wrote: Your hellions/reapers/banshees don't have to die needlessly to kill 8 drones or something similar they are really great when doing any follow up push or keeping the zerg on the defense. I actually love hellions in TvZ, I sometimes make them over widow mines to target fire banelings. They get lost in the trade but they also leave me with a lot more marines alive than otherwise, whereas I usually lose all my marines AND mines in trades. Also if the zerg has bad control they'll lose more banelings to the hellions by a-moving into them and trading with hellions instead of marines.
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Ok so I think my mechanics are good, and my micro and speed is also very good for my level. But my builds and timings are not, I often am unsure of when to get certain structures and when to start production of certain things. So my few main questions for each match up are as follows:
TvT 1-I have tried to go banshee but every single time I have my opponent has missile turrets everywhere... Say if this happens what would be the appropriate response? (Going cloak banshee into 6min cc).
2- Also when I am going for 15 gas, wishing to transition into marine tank, do a lot of pros still go for the hellion expand innovation really liked for a while there? Say I wanted to go straight into marine tank, my build currently looks a little like this:
12 rax 15 gas 2 marines Reactor CC Factory Starport
If I do this can I immediately throw down a tech lab on my factory and start getting tanks, and also immediately afford medivacs? I looked through a bunch of the TvT replays and didnt see one where they went straight into marine/tank.
3-Also what gas timings (2,3,4) are the most optimal if doing a build (or the better build that people are doing that idk about) like this? Same thing with 3rd CC timings.
As you can see a link to a replay of this would be fantastic 
TvZ
4- My main problem is dealing with the muta flock that hits 12-13min, I think I have most of the timings down thanks to TaeJa's new innovative build with the banshee. Should I move out before this and put on pressure, even though most of my army feels kinda weak with a few medivacs some bio and 2-3 mines and my hellions/ banshee? Whenever I do this I just get rolled by a shit ton of lings and some banes.
5- Also how exactly do I deal with random out of the blue tech switches like say im at the 17min mark and I have been trading very cost effectively and doing damage, but not exactly keeping him on 3 base, and just BOOM 10 ultras at your door, do I just need to not suck and drop more and not let him macro like a zerg would love? x.x I guess so.
6- Say I scout roaches very early and there is a delayed third base, i know to expect some sort of roach pressure but how exactly do I go about providing adequate defense to this, do I immediately start tank production? Even though it may delay pretty much everything else because I won't necessarily have the gas?
TvP
7- I understand what I need to be looking for with my reaper but again I really do not know how to react very well. Everytime I go into his base for the first time, he is ALWAYS going double gas with 1 gate and cyber core, however the outcome of every single TvP I have ever played has been different so I was wondering aside from checking his natural every 20-30 seconds (if none at 6-6:30 it is an all-in correct?) what are some good times to scout around inside the protoss' base and try and sneak in, if I see a twilight council with that little blink animation, I know an early blink timing is coming. But what are some of the possibilities I need to look for?
Does this sound right:
-Robo bay: colosi (obviously) -Just robo facility : Immortals (maybe into colossi) -A large number of gateways early in the game means most likely heavy pressure? -Stargate often an oracle or something? Depending on timing? -Templar archives- is templar tech.
8- Say I do identify that he is going templar tech first is there any way I can push into his base with photon overcharge + storm or do I just need to drop and try and deny 3rd bases and drop main while getting ghosts? (I put the ? because everyone says to get them but nobody really ever does, and a few terrans have said, mainly demuslim and xeno (may your opinion on them be it as it may they are still pros) that if Terran has to get ghosts they just lose). And vikings?
9- Say he is going colossus I think I may of asked this before but what is the appropriate # of vikings per colossi (4 if i remember correctly) 10- What is a good time to get that 2nd starport?
General (all match ups) 11- , do you guys scv scout in each match up and if so what is the normal time to send out said scv scout?
12- Say you guys are in a situation where your economy has kind of suffered in the early due to a few workers being killed by something, it throws everything off and how do you make the right judgements on when to/ how to adjust your timings. We usually use the term "when you can afford it" but when you are so behind already how can you afford to just wait, like if in TvZ say a few lings slip in and pick off a fair number of workers, we usually get up our 3rd before raxx 4,5 (sometimes before 2,3) do you delay your economy in order to try and catch up in army supply?
I guess what I am trying to say is not a question that can be easily answered but if you have any insight I would greatly appreciate it, if you fall behind economically how do you decide when and what to sacrifice to try and catch up in certain areas and how do you decide on what area to try and catch up on since you cant really afford to say throw down extra raxx's and get up your third at the same time, ya know?
Sorry for the wall of text but I really appreciate everyone's contributions.
Thanks for everything you guys do here, I am almost plat and am working incredibly hard and I feel like if i get a few of these things down and kind of smooth out my TvT and TvP (TvT mainly) I will be in good shape and will only need to work on my multi tasking and keeping up with the state of the game and just general micro/ macro.
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+ Show Spoiler +On December 11 2013 13:10 Fhiz wrote:Ok so I think my mechanics are good, and my micro and speed is also very good for my level. But my builds and timings are not, I often am unsure of when to get certain structures and when to start production of certain things. So my few main questions for each match up are as follows: TvT
1-I have tried to go banshee but every single time I have my opponent has missile turrets everywhere... Say if this happens what would be the appropriate response? (Going cloak banshee into 6min cc). 2- Also when I am going for 15 gas, wishing to transition into marine tank, do a lot of pros still go for the hellion expand innovation really liked for a while there? Say I wanted to go straight into marine tank, my build currently looks a little like this: 12 rax 15 gas 2 marines Reactor CC Factory Starport If I do this can I immediately throw down a tech lab on my factory and start getting tanks, and also immediately afford medivacs? I looked through a bunch of the TvT replays and didnt see one where they went straight into marine/tank. 3-Also what gas timings (2,3,4) are the most optimal if doing a build (or the better build that people are doing that idk about) like this? Same thing with 3rd CC timings. As you can see a link to a replay of this would be fantastic TvZ4- My main problem is dealing with the muta flock that hits 12-13min, I think I have most of the timings down thanks to TaeJa's new innovative build with the banshee. Should I move out before this and put on pressure, even though most of my army feels kinda weak with a few medivacs some bio and 2-3 mines and my hellions/ banshee? Whenever I do this I just get rolled by a shit ton of lings and some banes. 5- Also how exactly do I deal with random out of the blue tech switches like say im at the 17min mark and I have been trading very cost effectively and doing damage, but not exactly keeping him on 3 base, and just BOOM 10 ultras at your door, do I just need to not suck and drop more and not let him macro like a zerg would love? x.x I guess so. 6- Say I scout roaches very early and there is a delayed third base, i know to expect some sort of roach pressure but how exactly do I go about providing adequate defense to this, do I immediately start tank production? Even though it may delay pretty much everything else because I won't necessarily have the gas? TvP7- I understand what I need to be looking for with my reaper but again I really do not know how to react very well. Everytime I go into his base for the first time, he is ALWAYS going double gas with 1 gate and cyber core, however the outcome of every single TvP I have ever played has been different so I was wondering aside from checking his natural every 20-30 seconds (if none at 6-6:30 it is an all-in correct?) what are some good times to scout around inside the protoss' base and try and sneak in, if I see a twilight council with that little blink animation, I know an early blink timing is coming. But what are some of the possibilities I need to look for? Does this sound right: -Robo bay: colosi (obviously) -Just robo facility : Immortals (maybe into colossi) -A large number of gateways early in the game means most likely heavy pressure? -Stargate often an oracle or something? Depending on timing? -Templar archives- is templar tech. 8- Say I do identify that he is going templar tech first is there any way I can push into his base with photon overcharge + storm or do I just need to drop and try and deny 3rd bases and drop main while getting ghosts? (I put the ? because everyone says to get them but nobody really ever does, and a few terrans have said, mainly demuslim and xeno (may your opinion on them be it as it may they are still pros) that if Terran has to get ghosts they just lose). And vikings? 9- Say he is going colossus I think I may of asked this before but what is the appropriate # of vikings per colossi (4 if i remember correctly) 10- What is a good time to get that 2nd starport? General (all match ups) 11- , do you guys scv scout in each match up and if so what is the normal time to send out said scv scout? 12- Say you guys are in a situation where your economy has kind of suffered in the early due to a few workers being killed by something, it throws everything off and how do you make the right judgements on when to/ how to adjust your timings. We usually use the term "when you can afford it" but when you are so behind already how can you afford to just wait, like if in TvZ say a few lings slip in and pick off a fair number of workers, we usually get up our 3rd before raxx 4,5 (sometimes before 2,3) do you delay your economy in order to try and catch up in army supply? I guess what I am trying to say is not a question that can be easily answered but if you have any insight I would greatly appreciate it, if you fall behind economically how do you decide when and what to sacrifice to try and catch up in certain areas and how do you decide on what area to try and catch up on since you cant really afford to say throw down extra raxx's and get up your third at the same time, ya know? Sorry for the wall of text but I really appreciate everyone's contributions. Thanks for everything you guys do here, I am almost plat and am working incredibly hard and I feel like if i get a few of these things down and kind of smooth out my TvT and TvP (TvT mainly) I will be in good shape and will only need to work on my multi tasking and keeping up with the state of the game and just general micro/ macro.
1- Try to kills marines, find a spot where you can hit scv, kills supplys, techlab, force some scan. If you do enough of these minime dammage, you'll come even.
4- When you move out with 2 medivacs, it forces the zerg to produce baneling, so if you see that he can overwhelm you, just load your medivacs et back home. I personnally always put one turret @ 10:30 in my minerals lines in case of mutas even if I didn't scout them.
5- around 14/15, scan his base, if you see the hive morphing, add rax w/techlab and produce marauders. You can guess an ultra transition if he doesn't have that much mutalisks in the late game for exemple.
6- If you fear a heavy roach aggression and you don't want to make tanks, add a couple of bunkers and produce marauders from you tech lab-rax. If you see a large amount of roach, it's better to make tanks, even if you delay a bit your tech. It's better than losing to the roaches heh.
7- mhh, if you see an earlier gate/core than usual, it might be a 10/10 zealot stalker MSC pressure. If he doens't start his 2nd pylone when you scout with your scv, it's obviously a proxy oracle, check if he starts an upgrade on his core. You should start to worry if he doesn't start his natural at around 5:00. If you see only a robo, it doesn't mean he will go immortal for sure, he can play safe and make a couple of observers for exemple. If you see a large amount of sentries, if might be an immortal allin tho.
9- 4 is good yep.
10- When you see that he keeps making colossi after 2, you can add a second starport.
11 - I'd say the best timing to scv scout in TvP is around 13/14. In TvT I scout a 12 because of the fast wall off/1st marine. TvZ it depends if you CC first or reaper, I don't scout when I reaper, scout at 14 when I cc first.
12 - If you get far behind in TvZ, the best choice is cutting scv production and go full #yolo with heavy army production and hope the zerg wasn't prepared. You can't really come back in TvZ nowadays if you play bio.
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Hi guys,
I'm digging out some old aggressive style vs protoss and I found recently this one
http://day9.tv/d/Day9/day9-daily-609-supernova-vs-trap/
it is a proxy rax reaper into a proxy factory aggression followed up by a "standard" play
Are you guys using it? Is is still worth using?
I'm working vs AI right now to optimize my build because this one is very multitask heavy.
Any feedback of people using it a lot would be appreciated.
Thanks
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Hi Guys,
I had a very frustrating game on Frost earlier TvP. I macroed much harder than my opponent with Inno's safe bio build. I vigilantly scouted with my reaper to confirm his tech path and that I could safely take a third. I dropped marines and a widow mine when the guide tells me to, which just got wasted by photon overcharge.
By 13 minutes or so I had a large army. Toss began to take his third. My army value was well ahead of his (in fact nearly double, probably like 1.6-1.7x more). However I tried to engage and he just pulled his army back to his natural where there is a horrible choke point. I yoloed in but it quickly became apparent the collosus were melting my extremely clumped bio, then to make matters worse a storm came down, so I backed off with what didn't die. . My army was still ahead due to production, but I felt like I could do nothing. At that point he added on HTs so I produced ghost instead of marauder for a while. So I just made a 4th and kept adding on production. At 18 minutes he hit my third with DTs, and I just rage quit there. I had been doing almost nothing for the last 5 minutes, just waiting for something to happen. The DTs meant nothing but it just frustrated me so badly that toss can turtle so hard and his army is so superior to mine I can't attack into it. It just feels like eventually he will move out and just roll over my army, roll over my army again even if I nearly instantly remax off like 20 barracks.
How am I supposed to combat this. Bases are so close on Frost I didn't feel like dropping would have done anything, hell photon overcharge and the cannons at his third would have stopped me from achieving anything anyway. I tried to simultaneously drop his third and main near the end. The one at the third got killed by cannons before it even dropped anything, the one at the main did no damage at all. He was still hugging choke points
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On December 11 2013 20:33 nightshark wrote: Hi Guys,
I had a very frustrating game on Frost earlier TvP. I macroed much harder than my opponent with Inno's safe bio build. I vigilantly scouted with my reaper to confirm his tech path and that I could safely take a third. I dropped marines and a widow mine when the guide tells me to, which just got wasted by photon overcharge.
By 13 minutes or so I had a large army. Toss began to take his third. My army value was well ahead of his (in fact nearly double, probably like 1.6-1.7x more). However I tried to engage and he just pulled his army back to his natural where there is a horrible choke point. I yoloed in but it quickly became apparent the collosus were melting my extremely clumped bio, then to make matters worse a storm came down, so I backed off with what didn't die. . My army was still ahead due to production, but I felt like I could do nothing. At that point he added on HTs so I produced ghost instead of marauder for a while. So I just made a 4th and kept adding on production. At 18 minutes he hit my third with DTs, and I just rage quit there. I had been doing almost nothing for the last 5 minutes, just waiting for something to happen. The DTs meant nothing but it just frustrated me so badly that toss can turtle so hard and his army is so superior to mine I can't attack into it. It just feels like eventually he will move out and just roll over my army, roll over my army again even if I nearly instantly remax off like 20 barracks.
How am I supposed to combat this. Bases are so close on Frost I didn't feel like dropping would have done anything, hell photon overcharge and the cannons at his third would have stopped me from achieving anything anyway. I tried to simultaneously drop his third and main near the end. The one at the third got killed by cannons before it even dropped anything, the one at the main did no damage at all. He was still hugging choke points I feel like you strike too late if he has COllosus + Storm.
Also, after you denied the third, there is NO reason to go for the kill move.
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On December 11 2013 21:10 SC2Toastie wrote: I feel like you strike too late if he has COllosus + Storm.
Also, after you denied the third, there is NO reason to go for the kill move. Yeah actually after reviewing the replay, I did strike late. Had I attacked a minute or two earlier I would've totally rolled him, even without vikings for the collosus. He just didn't have any real gateway meatshield. I will try attack earlier in future even though it kinda worries me, losing my army early has lost me a lot of TvP in the past
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On December 11 2013 21:27 nightshark wrote:Show nested quote +On December 11 2013 21:10 SC2Toastie wrote: I feel like you strike too late if he has COllosus + Storm.
Also, after you denied the third, there is NO reason to go for the kill move. Yeah actually after reviewing the replay, I did strike late. Had I attacked a minute or two earlier I would've totally rolled him, even without vikings for the collosus. He just didn't have any real gateway meatshield. I will try attack earlier in future even though it kinda worries me, losing my army early has lost me a lot of TvP in the past Stim Medivac Combatshields timing is really, really powerful and hits just before his tech finishes. If he double techs, you kill him right there, if he doesnt, you can delay the third or try a drop.
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On December 11 2013 19:31 klup wrote:Hi guys, I'm digging out some old aggressive style vs protoss and I found recently this one http://day9.tv/d/Day9/day9-daily-609-supernova-vs-trap/it is a proxy rax reaper into a proxy factory aggression followed up by a "standard" play Are you guys using it? Is is still worth using? I'm working vs AI right now to optimize my build because this one is very multitask heavy. Any feedback of people using it a lot would be appreciated. Thanks It works better on some maps, polar night isn't as easy since they will camp where your reaper appears and its hard to land the factory unseen. I only ever make 1 or 2 reapers, with my first reaper I harass and check for pylons and their position, if they have spread pylons I go 2 reapers so that when he spots the factory he can't DPS it down freely because my reapers will fly in and kill probes. Make sure there's no proxy stuff and make sure he doesn't proxy you in base haha.
I follow up with CC first and go for 2 rax starport eBay for upgrades and possibly turrets. Then add 3rd rax and all other standard followups. You can bunker up if he counter allins and keep your factory alive and reapers for scouting purposes and really soft containing the toss while you get some marines out.
With your first two medivacs drop him and force nexus cannon and units. Dont let him play too greedy or your push later will just not be enough and you can fall behind a lot.
With +1/+1 and stim/combat shields/ and 4 medivacs and Vikings I just 2 base all in with a scv pull from my natural and it usually wins here.
Against storm I expand right away and go hellbat(which is why I keep the factory Alive) and just get double ups and keeping dropping. You can't really do an scv pull all in since storm will wreck you.
Also be very wary of counter all in and DT play warp prism and the usual stuff because you are very vulnerable if you dont do much damage.
This is a very gimmicky build and can outright mean defeat for either player btw.
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Q. What are the standard recommended strategies per match-up? [Updated as of 26/11/2013.]
I'm new to starting Terran, switched from Z. I just want to say thank you for updating the standard recommended builds.
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On December 12 2013 01:00 GlintFox wrote:Show nested quote +Q. What are the standard recommended strategies per match-up? [Updated as of 26/11/2013.] I'm new to starting Terran, switched from Z. I just want to say thank you for updating the standard recommended builds. Good you mention it, I hadn't seen that yet!
Great work guys!!!!! ♥
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how to break out of some wierd nydus swarmhost contain?
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On December 12 2013 06:19 sabas123 wrote: how to break out of some wierd nydus swarmhost contain? Drops work best, if he contains you with nydus swarmhost he probably has nothing at home to defend. Also, you can try boosting over the locust onto his Swarm Hosts to snipe them. A couple of siege tanks keep you safe.
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When going CC first I had a zerg do something like a 10 pool on me, which halted both my rax and CC production (both part of my wall), because zerglings killed the SCVs working on them. I pulled SCVs to repair the depot and put new SCVs in to finish the rax and CC.
Now Zerg expanded at my natural so I put a tech lab down on my factory rather than swapping for hellions. Before my siege tank came out zerg had built spines at my natural and busted down my depot with lings + spines. I tried to repair with SCVs but they just got killed and he broke through just as my siege tank was coming out. I pulled SCVs to repair the tank but it was too late.
How would you deal with this :/
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