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SCV and general worker questions[?]

Forum Index > Brood War Strategy
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axle135
Profile Joined December 2008
33 Posts
March 08 2009 14:17 GMT
#1
I've had a lot of trouble versus rushes and keeping my scounting SCV alive. I have no idea how to micro SCVs. How do you use them to defend a zergling rush with only 2 marines? When should you pull them off the mineral line? How do you get them to only mine a few patches and stay away from the others?

Pros never seem to build bunkers anymore. "You should always be able to defend with mobile defenses." But at the same time, I see most many games lost due to a massive counterattack that goes around the terran troops and easily overtakes the nonexistent land defenses. Versus sunkens and cannons which are spammed.

How do you kill of a proxy 7 rax if you were going 11 ___? Send your drones/scvs/probes in? Is that good play? Clearly you want to get pool/rax/gateway ASAP, but how do you delay?

Why go 8 depot when it's possible to go 7 w/o cutting SCVs ever? Why wait? Why wait for 11 rax when it's possible, even at my D- level (I'd guess. Never wanted to get slaughtered online), to get 10 rax w/o cutting? There are NO downsides to this, except having to wait before producing marines. Possibly. But isn't it infinitely better to be ABLE to cut SCVs and get marines those few seconds earlier for the rush defense than not?

Also, when you expand, what # / % of workers do you send over? Why would you ever take a mineral only when there are gas expos available?
29 fps
Profile Blog Joined March 2008
United States5725 Posts
March 08 2009 14:44 GMT
#2
with only two marines, bring them to the mineral line (hopefully your buildings are near the cc, if not, then it'll be difficult). use a few scvs to help take zergling damage/block them from reaching marines

you probably have to keep scanning/scouting to know when they are gonna attack. if you move your army one way, send an scv the other way to see if they're coming from another direction. if so, pull army back. if you aren't confident in your abilities, a bunker might be helpful (probably only in tvz, since you use mech for the other matchups). when using mech, use spider mines and lots of it. they help tell you when the enemy is coming

i cant answer the third q

its actually standard to go 9 depot. i dunno how to answer the rest of the q

when you expo, you bring 4-5 (?) with you. if you're zerg, you bring about 2. most of the time, the natural has gas. if you're talking about the 3rd base, sometimes the mineral only is easier to defend, so you dont need to take a riskier gas base. remember that it's much more difficult to defend an expo as terran than zerg or protoss, due to the defensive structures. plus, terran can live on 2 gas (except tvt) for quite a while, so the third gas isnt absolutely necessary until mid game, unlike zerg and protoss.
4v4 is a battle of who has the better computer.
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
March 08 2009 14:46 GMT
#3
It all depends when you expo. If you expo generally early, bring 4-5. If you take a really late expo, bring 12 peons to that new base. The faster your expansion, the less probes you bring
axle135
Profile Joined December 2008
33 Posts
March 08 2009 15:34 GMT
#4
"it's much more difficult to defend an expo as terran than zerg or protoss, due to the defensive structures"

I would contest that. It's just much more expensive and usually looked down upon for being "turtling". I'd say terran defense is better, but people decide that they'd rather get another 1 marine to defend their base than keep alive the 4 they have and make them "immortal" with the help of SCVs.

Bah. I need to get more game exp. in.
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
March 08 2009 17:08 GMT
#5
uh it's much more difficult because Terran needs the least base's to be economically even with other race's
arb
Profile Blog Joined April 2008
Noobville17922 Posts
March 08 2009 17:35 GMT
#6
On March 08 2009 23:17 axle135 wrote:
I've had a lot of trouble versus rushes and keeping my scounting SCV alive. I have no idea how to micro SCVs. How do you use them to defend a zergling rush with only 2 marines? When should you pull them off the mineral line? How do you get them to only mine a few patches and stay away from the others?

Pros never seem to build bunkers anymore. "You should always be able to defend with mobile defenses." But at the same time, I see most many games lost due to a massive counterattack that goes around the terran troops and easily overtakes the nonexistent land defenses. Versus sunkens and cannons which are spammed.

How do you kill of a proxy 7 rax if you were going 11 ___? Send your drones/scvs/probes in? Is that good play? Clearly you want to get pool/rax/gateway ASAP, but how do you delay?

Why go 8 depot when it's possible to go 7 w/o cutting SCVs ever? Why wait? Why wait for 11 rax when it's possible, even at my D- level (I'd guess. Never wanted to get slaughtered online), to get 10 rax w/o cutting? There are NO downsides to this, except having to wait before producing marines. Possibly. But isn't it infinitely better to be ABLE to cut SCVs and get marines those few seconds earlier for the rush defense than not?

Also, when you expand, what # / % of workers do you send over? Why would you ever take a mineral only when there are gas expos available?

if you are going 11 then (assuming you are t) you kill his first marines with yours and then micro your marines to kill his. Also you can just tech up to your factory and get a vulture. And always go 8 depot 11 rax
Artillery spawned from the forges of Hell
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