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TvZ - Defending against drops

Forum Index > Brood War Strategy
Post a Reply
Ice_MY
Profile Joined December 2005
Malaysia164 Posts
March 14 2006 13:26 GMT
#1
It's very annoying when Z drops lurker ling in my main and I dont really know how to defend it

I mean turrets are not enough cuz ovies are tough and he has like 5 ovies ^_^

How do you prevent yourself from being dropped and if you are dropped....what is the best action to take?
ZaplinG
Profile Blog Joined February 2005
United States3818 Posts
March 14 2006 14:12 GMT
#2
bunker turret tank
Don't believe the florist when he tells you that the roses are free
b_unnies
Profile Blog Joined March 2006
3579 Posts
March 14 2006 14:13 GMT
#3
scan if he is droppin or not? cuz it might be pretty obvious if he is dropping, like for example units disappearin into ovies or a group of units and a group of ovies nearby.. add a few MORE turrets if he is dropping and maybe place a group of MM near ovies.. but im only guessin here.. maybe some more experienced players can elaborate
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
March 14 2006 14:22 GMT
#4
Main thing is prevention or preperation than fighting the drop itself. When vs 3 or 2 hatch lurk, you have to always acocunt for the possibility of drops coming your way especially if its relatively close positions. You should havea group of mm containing him outside his base. He will push you back a bit with the lurkers, and all you do is micro and avoid losing any units while trying to pick off some of his units. If his pressuring at your containment suddenly seems to disappear or weaken dramatically, then its probably gonna be a drop, especially if hes not using lings to push you back it means hes not going full out to get rid of your containment but rather to drop. Place turrest for likely spots for a slow ovie drop so you can see it coming miles away. If it has been past that point you're gonna need a bunker at your main minerals and perhaps a tank with turrest around. When fighting drops, one of the key things is to watch the minimap extremely closely, because zergs think theyre smart and do a double or simultaneous drop to put you off at your nat and main. If you watch you rminimap 24/7, you'll be able to react to these much faster.
b_unnies
Profile Blog Joined March 2006
3579 Posts
March 14 2006 14:26 GMT
#5
skyglow im just wonderin where do u live in NZ
HappyManRun
Profile Joined November 2005
1111 Posts
March 14 2006 16:11 GMT
#6
He lives near a place where there's lots of chickens running around ^-^
I happy, thus I run.
SpeaKinRiddleS
Profile Joined October 2005
United States148 Posts
March 14 2006 16:25 GMT
#7
just let him drop and move your scvs. Clean up the few lurkers with upgraded marines. I don't see why this is such a problem for people.

You're damaging yourself more by camping and building unnessesary bunkers/turrets/tanks than just letting it happen.

heres an example of me using pure marines to beat unexpected drops. I realize I eventually lose this game but you get the idea
Dont let school interfere with your education
b_unnies
Profile Blog Joined March 2006
3579 Posts
March 14 2006 16:41 GMT
#8
wut if its a mass drop? with no tanks, no vessels surely u arent gonna take on a zerg army with pure MM?
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
March 15 2006 03:24 GMT
#9
Thanks skyglow, I think was really good advice. I have an abysmal 0-9 TvZ. T_T I suck nuts.
Do your best, God will do the rest.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
March 15 2006 04:00 GMT
#10
I think under the circumstances when you're sure about your opponents skill level, when he goes 2/3 hatch lurkers and masses a couple less lurkers than normal or if he takes a long time to push out, you should expect drop. But good players will use extra lings/lurkers to break terran's containment pretty soon and then drop which would be very hard to stop. Bunker at your mineral line and a couple turrets on the outskirts of your base should help a little. For me, a good zerg drop to quick defiler usually kills me.
BlueRoyaL
Profile Blog Joined February 2006
United States2493 Posts
March 15 2006 05:55 GMT
#11
yah what skyglow said was good

it's much better to prepare and be aware of it than to fight it
the more experience you get in playing, the more intuitive you will get as to whether or not he will drop or not

so use scans effectively, and bunker in you rmain is really important vs drops
WHAT'S HAPPENIN
SixSongs
Profile Blog Joined March 2006
Poland1455 Posts
March 15 2006 06:15 GMT
#12
As a zerg player I can say how Terran can stop a drop. Well, 99% of sucess is knowing what's going on around. Keeping constant eye on the map(many times my drops fail cause when i fly lets say 10 ovis full of units he has SCV on the way and can see my, by the time I get to drop he Irridiate/stimm and thats kills drop). If its a small drop in the early mid game with lets say slow ovis well placed bunker/turrets/1tank is enough to stop it. But like I said the most important thing is to know about the drop before it happens.
The Prince of DroneS
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 15 2006 06:33 GMT
#13
early game drops yes, scan his natural and if units dissapear its coming. its often worthwhile to just get a bunk in main if you know hes going lurks, not a huge cost and it can save your ass. later game its usually harder to know when theyre coming, if you know that he could be dropping (he has speed ovies or he did slow drops early game or something) then set your rallies above your ramp, have a tank or 2 sieged by your main + a bunker, turrets along perimeter.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
March 15 2006 14:59 GMT
#14
On March 14 2006 23:26 b_unnies wrote:
skyglow im just wonderin where do u live in NZ


North Shore City, Albany. You?
GroT
Profile Blog Joined January 2004
Belgium3003 Posts
March 16 2006 01:46 GMT
#15
the thing is that if you're too careful, you're going to end up losing the fight in the middle because all your money is spent in defending your main


whenever you move out of your main you're also immediately threatened by zerg backstab (him attacking your base by land while you're away) so you have to commit some money and units there, too


the zerg just needs to get drop and then go for it but if he sees that you invested in static defense at your main, he needs to back off and add those units to his army instead of wasting them

then when you move out, he should send in a few zerglings to check how well you defended yourself vs backstab and make another judgement call. If you defended there, too, he should be able to win the big fight in the middle. This is just a great zerg strategy and if you meet someone who can really do this (you are terran) you just need to cut your losses and try to make up for it by using other tricks yourself


remember that your units are very strong and that you can afford to "waste" some by defending vs drops and backstabs, because it's still possible to win the big fight in the middle even if you do. That's all the advice I can give you.
DANCE ALL DAY
GroT
Profile Blog Joined January 2004
Belgium3003 Posts
March 16 2006 01:47 GMT
#16
On March 15 2006 01:25 SpeaKinRiddleS wrote:
just let him drop and move your scvs. Clean up the few lurkers with upgraded marines. I don't see why this is such a problem for people.

You're damaging yourself more by camping and building unnessesary bunkers/turrets/tanks than just letting it happen.




as much as I hate static defense, you're taking it a little too far I think. You can't just "let them" stop you from mining, you HAVE TO "camp" a little bit here
DANCE ALL DAY
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