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tsaa yeah. ratatata~
CHAPTER ONE
A marine, a barracks, and a command center.
Ever since Oov showed the art of double cc on TV, the quest towards it's perfection began. Looking at the history fast CC builds - FacCC, 3raxCC, 2Rax pressure CC, 2rax 1RineCC, 0RaxCC - it's easy to see the trend is towards faster and faster CCs. Vs Zerg, the FE and macro style has become the new trend.
Let's examine the fastest two CC builds - 2rax 1 Rine CC and 0Rax CC.
2raxCC's expo seems the safest and most common option.
Since you can make marines from 2 rax, it affords additional safety (... however -_-;; )
0Rax CC, even though it's the fastest CC, the tech is slow and the lack of early units makes kekeke chogoling rushes and makes things like 2 evo hydra possible.
And so, while there may be an original 1rax 1rineCC, here is how Super Marines are made.
First off, if you run one rax constantly then make a CC, it's a little faster than 2raxCC, and slightly slower than 0raxCC. Get a fast academy, some scholarly firebats and well-learned medics and repel any zergling terror. 7-8 marines, medic, firebat, and the nat running smooth, nice ya?
The marine, barracks and command center begins something like this...
-The Build-
8 - Supply
9 - Scout
10 - Rax, 5-second worker cut,
11 - Supply
15 - Cut scvs, +CC +Marine +Gas
- Make Marines +Scvs +Acad
This is the build to grab your natural.
Upon reaching this point in the game, depending on the scouting your decisions will change.
1. 12 hatch / 3hatch
Vs 12 hatch 11pool - By the time he has 6 lings, you should have 4 marines.
***With 1 or 2 scvs and some micro, it is easy to neutralize.
At 10 ling timing, bat/medic comes out. Just go on to the next chapter.
2. 4 pool 7 pool, 9 pool, speed upgrade rush
Vs pool first and gas - Make 2 rax asap [!!!]
After the initial lings, 1 hatch lurker follow through is very common...
***So play as if you were playing off 1 base and follow through with a well timed hanbang(one-shot).
....and so the scvs worked and the new academy opened...
CHAPTER TWO
The Management After CC...
-The Build-
(Upon Finishing Acad)
Stim Up
2 Ebay @ ~200/150
Dual Ups
+2rax
Factory
-Scout/Scan for expos.
Get stim while running 1 rax.
You should slowly notice the economy picking up from the two bases.
When you are at about 250/150, send two SCVS out to construct dual Ebays.
When they complete, dual upgrade and add 2 rax.
Keep the one rax pumping and keep up supplies on your own.
While building the 2rax, get range, and you should have money left over.
Make your factory ASAP.
When the two rax are about 30% done is when the fact goes up.
Time to scouting~
1. I SEE A DEN!
***Marine/Medic deploy for containment!!!
While deploying, you must macro well. 1rax CC's econ picks up fast.
2. SPIYO~~
***Turret up, MM in defensive formation
Macro, and prepare yourself for the next step.
3. BOTH!?!?!
The villain has both techs! O, this is a little complicated!
You can try to read between hydra or muta by looking at the larva.
***First thing first, let's just deploy MM while using your 2scans to find out what's coming.
If hydra, stay out and pressure.
If Muta, come back in.
In this scenario, because the turret and 3rax are in play, even fast mutas won't hurt too much.
4. I scanned the den BUT A HATCH AT THE GAS MULTI!?!?!
***Build 2 bunkers at the nat choke while deploying units to pressure the Zerg expo.
After killing the hatchery, you can't have too much home insurance.
5. I scanned the spire BUT A HATCH AT THE GAS MULTI!?!?!
***Take about 5rines 1bat1med and use them as special forces.
Set them up outside and as soon as you see mutas coming in, send these out to kill the hatchery.
6- I scanned the den, the spire AND A HATCH AT THE GAS MULTI?!??!
Good chance this won't be seen. The den and spire takes away from hatchery mins. But the opponent coulda opened 3 hatch and be rich, so this scenario is mentioned.
***First off, the special forces are sent out like in the previous scenario. If you see zerglings trying to leak out from here or there, engage and buy time and harass. When the mutas come out, don't congregate into one ball, but still move the special forces squad out for hatch break.
- Transition -
As chapter two closes, the super marines come to save the day.
This is your hantiming. Send them out and now we have a third option tree.
The super marines are +1+1 hantiming marines.
Take as much adv of these guys as you can, and as we near the end of chapter two...
...you have the option of kicking up the rax count to 4.
The super marines knew it was time...
CHAPTER THREE
And They Declared War...!!!
-6rax with steady a fac/star support and winning with flexibility,
-6/7rax 0tank timing shot to the ultra-mobile two star SKterran,
-2 Fac power shot using tanks as central fighting pillars,
-"A MAN'S ESSENCE IS POWER" 5rax No vessel 3 tank chew up everything including swarm management.
1. 6rax 1fac 1star
- A brach recommended for those with great macro and good basic MMVessel control.
A not so small amount of mnm, a not so small amt of tank, and a not so small amt of vessels combine to make a large and effective force.
-Key point is the vessel and tanks must survive.
Support SVs thru mnm, Tanks with D matrix, Support your mnm by Irrad guard/defiler. It's also flexible enough to adopt to anything zerg does. However, only with high level of technical backing can you effectively play and win. Rather than irradiating lurks, save tanks with D or snipe guard/defilers instead. You have tanks and upgraded mnm for -_-;; lurkers.
This is a very tricky/difficult management for zerg to answer to but a difficult one to execute as well.
2. After hantiming, 8rax 2star, SKTerran.
This too is a high level terran management. Using well upgraded MM action and mass SV, try to starve the zerg and constantly hit and run to carve up the zerg. It is the most mobile management. However, the mechanics required behind this, especially since it becomes a war of attrition.. is... -_-;;
-Ling Lurker Defiler/Guardian using zergs get raped. Snipe defilers, pull away from it's dying dark swarm, o, there's the end of that fight! You don't have to save tanks or anything. It's mobility is chief. Seriously, chief. Irradiate away~
-And then for MMVes vs Hydra lurker, the flying swarms, and the plague, the swarm you can move out of the fight, but the plague is truly.. durrr scary. The marine one-shotting hydras, the vessel clumps being plagued and one shotted. Plague is a serious threat to mm. You could get easily get pushed to your main this way. This is the rat poison to SK.
3. After hantiming, 2fact 6rax Mass Tank and Vessel as detector
This strat can end games the fastest, but you will cut yourself if you fail. If the villian seems to be going Greater Spire, stopping tanks and start SVs. You can re-up tank production anytime since there are 2fact. The choice for vessel over wraiths is because the wraith cannot support the main force after the guardians are neutralized. getting a vessel before its too late is recommended.
-Many tanks, Many MM, Some SVs.... are used to grab a line and fight from there.
If you are lucky you can even snipe defilers casting swarm, splash damage the swarm considerably and then win the fight. Point is scouting. Scan a lot and when your senses tingle guardian, get SVs. It has enough power to fight with dark swarmed lurkerling or Hydralurk.
-Using good tank placement, make a strong center line. With a good center line, it is possible to expo at same time the zerg does.
It is recommended for those with spider senses for guardian timing.
4. A MAN'S ESSENCE IS POWER, 3FACT... 5RAX!!! and a starport for good form.
After hantiming attack, if you see 2/3 chamber and he succeeded his 3 gas hold, is a filthy fat stinkin rich zerg and looks to be wanting to power through, or if you still haven't seen a spire yet... use this! THE ESSENCE OF MAN.
After hanta attack and proper analysis, get 5rax, shut down the starport and get 3 facts asap. Tanks will gather at an astronomical rate. Level things, move on.
When using this and you run into ground-only zerg, you will literally melt them. About 3 groups of mnm and 2 groups of tanks will melt everything. Every time the tanks fire, it is equivalent of 2 nukes falling at once. It just chews up dark swarm. Vessels aren't needed and 2 scans are plenty. Is it because the lurkers disappear trying to go underground?
Super Marines spray fields of bullets and lure the zerg in, then the tanks clear everything. It's a surprising attack to be victim of.
If the villain can mass air units, matters become complicated.
If guardians are about to take to the skies, right under the idle starport, make 1-2 more and stop tanks to produce wraiths. Since we didn't get vessel, you should have about 1.5 groups of tanks ya?
***Grab a location somewhere and linger around and then try to catch them with wraiths. With 2 fact, vessels show immediate results but this is different since we already have 2 groups of tanks...
If the wraiths couldn't get all the guardians..
You gotta rely on the super marines. Since units are already towards the center, the zerg won't hit until the tanks are cleared. Gather wraiths til you can kill guards in 2 salvos, and hold with marines til. Since the guards are no up, marines can take 3-4 hits depending on heal. It is truly the essence of man, a 3/4gas zerg will charge with hydralurk and ultras...
And conflict will last 15 seconds. Just 15 seconds. It will resolve itself in 15 seconds.
For a zerg intent on such macro, 3 fact is the way to go.
Esssence of Man.
And... ... for the zerg management not mentioned here, may you solve those on your own -_-;;
Super Marines -_-;; fuck yeah, I went there.
- The End -
Written 2006 8 15.
Have a nice day.
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Yes, plz do.