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! [Q] TvZ, Fast Expo vs 2 Hatch.

Forum Index > Brood War Strategy
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1 2 Next All
DarK]N[exuS
Profile Joined April 2006
China1441 Posts
Last Edited: 2007-10-18 18:49:14
August 18 2006 01:25 GMT
#1
So if the zerg 3 hatches, you can fast expo because they'll be a bit later with their tech, but if they 2 hatch is it ok to expo as fast? Or do you have to worry about the 1.5 minute faster muta they'll have? I'm trying to branch into knowing more build orders instead of just doing the same one every game. As of now I just do standard, get a control group of rines and 2 meds outside their base, and expand while continuing to make marines and adding on another rax and ebay. I wanna start doing fast academy, etc, I just don't know the perfect situations for other BOs. How do different maps affect the speed of your expo, or do they? It seems that expanding at 2 marines versus after my first medics come out on Luna makes no difference, but I see many replays of people expanding at the 2 rine mark. Thanks for any advice.

Also, I do SK Terran often. However, when a zerg has contianed me with lurkers and my vessels are just starting to come out, sometimes they won't leave. I irradiate some lurkers, but when they have 15+ just sitting there it gets really difficult. They don't get up and leave like they do in replays, so I'm stuck with a billion marines and medics waiting for more vessels to irradiate more lurkers. Meanwhile, the zerg has expoed 15 times and just rapes me. I'm not sure what to do here other than getting 1 tank to help me out, so how are you supposed to break a stubborn lurker containment when you are going SK Terran?
Where joy exists despair will always beckon.
Mortality
Profile Blog Joined December 2005
United States4790 Posts
August 18 2006 01:41 GMT
#2
Okay, I strongly advise NOT going start-to-finnish SK Terran. Getting even just a few tanks off 1 factory can help push back those early lurkers and give you the breathing room you need.

2 hatch invariably means faster tech. E-bay should come after you expand (so you can make turrets + you can get ups started...rines vs mutas gets owned if Z micros well, so you need turrets to help keep him from picking off your men). Also, since you went FE, you will have 2 scanners up, so since he is only 2 hatch, it's not hard to scout what he has and still have energy left-over so that if need be, you can scan for lurkers. Strategically place bunkers if, when and where necessary, and other than that, just play normally.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
amoxicilline
Profile Joined August 2005
France1124 Posts
Last Edited: 2006-08-18 01:55:58
August 18 2006 01:54 GMT
#3
if they go lurker tech and no muta tech at first , you need some tanks with your sk terran
what is the point of making none? since you are contained?

and for the 2 hatch questions fe is stronger vs 2 hatch , anyway you have your 2 scans you scan his tech 100% (1scan exp 1 scan main) and you react properly while seeing how advanced is his tech (he is just starting spire // he is already morphing lurks)
Mortality
Profile Blog Joined December 2005
United States4790 Posts
August 18 2006 02:18 GMT
#4
FE is and isn't stronger vs 2 hatch. Getting the timing correct is a little bit harder, but certainly from the persepctive of scouting and from the perspective of army power, FE has the advantage vs 2 hatch. Again, since you went FE, don't be afraid to spend some money on turrets and even bunkers depending on what his tech choice is. Since you are FE vs 2 hatch, you have the macro advantage, so you can afford to "waste" some of that money. Obviously don't go crazy with mass defense...just make as much as you feel you need given your micro and your opponent's tech.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
August 18 2006 02:28 GMT
#5
yeah mortality's posts are good
also - if you see lurkers sitting outside your base, why not throw in even one or two tanks? you see the problem, right - you are trying to learn to adapt yet you don't go for the easiest solution when you're contained =)
Moderatorsloppy little slug
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
August 18 2006 02:36 GMT
#6
I personally find 2 hatch muta to lurker with or without 3rd hatch the hardest build order to play vs in tvz. With good harass zerg can delay you long enough and attack or contain with lurkers. I think the best build order is 2 rax fact fact or 2 rax fact port. 4 rax is bad because your factory would be delayed massively. I think in the case of 2 hatch you can't wait till vessel and irradiate and then break out, have to get some tanks or else you'll die to lurker attack or get contained for too long. I think academy before cc would be a better option because it forces zerg to make sunkens and delays their 3rd hatch. But it only delays your cc. So I guess it works out even.
Dl33ter
Profile Joined July 2003
Canada197 Posts
August 18 2006 03:03 GMT
#7
2-hatch and 3-hatch muta I find are about the same as far as countering goes; you just need an earlier e-bay and to play safer in the 2-hatch scenario.

As for 2-hatch and 3-hatch lurks however, the timing and proper actions to take are very different in my opinion. Against 3-hatch lurks, you should move out and contain the zerg with your first group of M&M. Against 2-hatch lurks, you need to take a much more defensive stance, throwing at least a bunker and prolly 2 at your nat, with 1 bat in each to better counter lings. I've lost a lot of games to well-timed 2-hatch lurk/ling allins when I fast expo.
Insert pseudo-witty comment here
ROOTheognis
Profile Blog Joined January 2006
United States4482 Posts
August 18 2006 08:17 GMT
#8
just play it safer because their tech will come faster. and itll come hard if they do hungry style all-in shit. gunna need a bunker or 2
If you avoid your weakness, it will remain your weakness. www.twitter.com/#!/rootheognis Follow me!
[jOyO]
Profile Joined July 2006
United States920 Posts
Last Edited: 2006-08-18 12:02:00
August 18 2006 12:01 GMT
#9
SK is not a basic build order, you only do it once you can support 4+ rax or else ull get raped by ling/lurk easily. start by going 2rax>fact>expo>2port that way he cant contain with 10 lurks ><. imo its better to expo after you have your scvs built up because that way you can maximize youe expo. expoing with like >20 scvs or w/e the number is is not the best thing to do. hopefully he will see your few tanks and think he is a little bit safe then you can just overpower him in most battles with tons of rines.

also another thing occured to me while i was watching an SK terran guy: he mostly made marines from his 9 rax and barely any medics, maybe 1 for every 12 marines or so. i thought that was wierd, or is it better when u CAN have 9 rax?
You must notta heard me PARTNA!
DarK]N[exuS
Profile Joined April 2006
China1441 Posts
August 18 2006 14:16 GMT
#10
Of course SK Terranis not a BO, I never suggested it was. SK Terran involves not using tanks however, and in many replays of terrans using SK Terran no tanks are used, but tehy don't have to deal with lurker problems. I'm wondering why.
Where joy exists despair will always beckon.
Silent_Marine
Profile Joined April 2005
Vietnam281 Posts
August 18 2006 16:22 GMT
#11
Because they hold lurker from Z base to their base in a safe distance and of course , gosu micro ...
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
August 18 2006 18:28 GMT
#12
1 tank helps alot vs lurker drops or just the containing lurks outside your base, you don't even need siege. I would suggest getting it.
Myxomatosis
Profile Blog Joined July 2006
United States2392 Posts
August 18 2006 21:07 GMT
#13
You can still expo. Just get an ebay before 3rd rax. Personally, I like to get fast vessel in this situation and go mass tank (factory before 3rd rax.)
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
August 19 2006 01:59 GMT
#14
On August 18 2006 21:01 [jOyO] wrote:
SK is not a basic build order, you only do it once you can support 4+ rax or else ull get raped by ling/lurk easily. start by going 2rax>fact>expo>2port that way he cant contain with 10 lurks ><. imo its better to expo after you have your scvs built up because that way you can maximize youe expo. expoing with like >20 scvs or w/e the number is is not the best thing to do. hopefully he will see your few tanks and think he is a little bit safe then you can just overpower him in most battles with tons of rines.

also another thing occured to me while i was watching an SK terran guy: he mostly made marines from his 9 rax and barely any medics, maybe 1 for every 12 marines or so. i thought that was wierd, or is it better when u CAN have 9 rax?


a lot of times they just forget or do it in a hurry and just spam mmmmmmmmm
another reason may be that you usually don't lose anywhere as many medics (due to higher medic hp and how they aren't priority targets) as marines and you can retreat them and just make fresh marines
Moderatorsloppy little slug
amoxicilline
Profile Joined August 2005
France1124 Posts
August 19 2006 04:09 GMT
#15
not making tanks if he lurk contain you is stupid imo
it doesn't cost many gaz and you can choose to not build tanks if he opened with mutas
in the other case you just need to not let him contain you with your m&m army otherwise just build some tanks..
Myxomatosis
Profile Blog Joined July 2006
United States2392 Posts
August 19 2006 10:23 GMT
#16
You don't "go" pure SK Terran if you are contained. It's just not viable to wait for a large enough vessel cloud to do something while you have 50 marines massed in your base. To use this style of play you have to be very comfortable with controling 3 hotkey strong groups of mnm in the early midgame, with scan as your only detection. If you watch any serious SK user, In_Dove and NaDa. You see that when they go SK Terran, they never give the zerg the opportunity to contain them, as there is always a mobile control group or mnm moving about the map, harrassing the zerg's mobility and hampering expansion's etc.

Against a two hatchery lurker build (and you still want to go SK Terran mid/late game), it's important to make the most of your contain and constantly micro and reinforce your control groups to slow his lurker push and avoid getting contained. By the time he reaches your base, you should have enough men to kill his lurkers with pure mnm. After you stop his initial attack its important that you move back infront of his base or attack an expansion, as you still wont have vessels yet, so its important that you are as active as possible with your mnm. If he catches you with your pants down, or you have shitty micro, you won't be able to go SK very easily, as it's going to be hard to break the contain without tanks.

Versus a two hatch muta build, you should have scanned his tech to begin with and probably get your ebay before your third barracks. Personally, though I feel this is the best option, I like sticking with my 3 rax after expo and just get a later factory if he 2 hatches. If he 2 hatch mutas, he had better do some damage. If he doesn't, you may be just able to run him over with your rines pumping out of 3/4 rax (assuming he didn't mass sunken.) Like zulu_nation8 said, I also find this the most difficult build to deal with. Especially with a quick transistion into lurkers. I usually get in trouble because I scan his tech to late, and once I see the spire, I get an ebay and mass turrets, at the cost of finding myself getting a really late factory and port. At my level, once I've staved off his initial attack, I usually find that he expanded two early (before he could protect ramp with lurkers/get enough lurker) and am able to kill an expo.

With regards to SK Terran in general. If you can pull it off: awesome. It looks good and is probably fun as hell to play. Seeing as I can't irradiate very fast, and don't spread my marines very well, I really rely on 2 fact tanks and don't play this way at all. But I've seen a lot of replays using this style, and I've tried using it so I hope what I said isn't crockshit. But in the reps I've seen, I don't think really seen pure SK used too many times against a 2 hatchery build. As 2 fact tanks iwith late vessels are super effetive against this build, if you can avoid getting contained. However, I think my reasoning is sound in general being that you need to be mobile throughout, and make the most of your initial contain (10-12 rines, 0-2 bats and 1-3 medics) and re-inforce it more than usual to slow him down even more.

Oh, and also people tend to skimp on medics late game when using SK Terran due to reflexive spamming of "m" and less importantly, your large amount of vessels attack the zerg before he attacks you, so medics aren't as necessary as you are generally the agressor.
Blind
Profile Blog Joined December 2002
United States2529 Posts
August 19 2006 11:46 GMT
#17
Vs. 2 hatch, I'd say you're still safe for fast expanding. His lair units are going to come earlier, but nothing you shouldn't be able to handle with the right precautions. Just keep in mind that after his initial attack, he'll be much farther behind than if he would have just 3 hatched. I recommend getting ebay a little earlier and getting a bunker at your choke for safety. With double scans so early, you should have no trouble figuring if he's getting lurks or muta.

Don't try to beat him so hastily. After the initial attack, continue to build up. Don't feel as if you have to win fast, because remember that he's behind. After you get a good size army, you should be able to roll him over.
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
August 21 2006 04:19 GMT
#18
Ok, so you're lurker contained and he's expanding like crazy.

TANKS???
DROPS???
IRRADIATE RAIDS???
FERRY TROOPS OUTSIDE OF BASE???
I live in perpetual fear of terrorists and studio gangsters
Slayer91
Profile Joined February 2006
Ireland23465 Posts
August 21 2006 04:29 GMT
#19
On August 21 2006 13:19 5HITCOMBO wrote:
Ok, so you're lurker contained and he's expanding like crazy.

TANKS???
DROPS???
IRRADIATE RAIDS???
FERRY TROOPS OUTSIDE OF BASE???


Blasphemy!
aka Teutonica
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
Last Edited: 2006-08-21 04:43:18
August 21 2006 04:41 GMT
#20
I know, it's hard giving away "how to beat zerg" secrets, but I figure that there's enough "how to beat T and P with zerg" guides out there that we might as well even it out.

Also, in TvZ, you can often win even after being contained to one or two bases while he takes a lot of the map, as long as you use that time to build up and break out in such a fashion that you do mad damage to his econ/tech/production or a combination of the three. It's not uncommon for a t to win with a breakout after being contained for the whole game.
I live in perpetual fear of terrorists and studio gangsters
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