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I got quite a few PMs to put the guide back up, and I reformatted it from a doc that a friend of mine had saved(I fucking love you bro, you know who you are). I'd like to keep this a respectable thread now.
I'm reposting it myself again just because part of what I wanted to do was constantly update it to keep it recent.
Yeah and me quitting the game was a joke. Anyone who had me added knows I was just on yesterday and I beat 2 protosses on medusa(KTF offered me a contract for this) as well as got slaughtered by two A rank koreans.
FakeSteve[TPR] wrote:
if you can find a copy of it preserved, i'll repost it myself with credit to you. nobody will troll it, cuz i'll ban anyone who does without hesitation
if you can find a copy of it preserved, i'll repost it myself with credit to you. nobody will troll it, cuz i'll ban anyone who does without hesitation
I'm reposting it myself again just because part of what I wanted to do was constantly update it to keep it recent.
Yeah and me quitting the game was a joke. Anyone who had me added knows I was just on yesterday and I beat 2 protosses on medusa(KTF offered me a contract for this) as well as got slaughtered by two A rank koreans.
Sup. This is a complete build order listing and timing description of the standard TvZ game, and how to complete your early and mid game to execute a perfect TvZ han bang. I originally looked most of this up for my own purposes but I decided to post it as maybe others can benefit, especially those who aren't huge nerds that don't want to spend hours dissecting BO's. I guess I'll add a little bit of back story before I start the information. If you don’t give a shit about me and just want to get on with the build order you can scroll down a few paragraphs.
For a while in my SC career I was D/D+ level and just playing on ICC and east for fun, but I wanted to practice a little and get better. Eventually I ended up meeting a few guys in vent and we started playing a lot of games together. After a few days the other terran in the group asked me a few questions on my build order. I couldn’t really answer the question -- the concept of a precise order of buildings was completely foreign to me and never really crossed my mind. I just told him the truth -- I kind of built stuff whenever I had the money and didn't really have supply timings memorized. He was completely shocked, and afterward he showed me the standard "FD" build order for TvP. Within a pretty short timespan I had a major increase of skill level and ICC rank (easily C- after this point), now that I had learned a build order I was much more easily able to pay attention to the game and watch my opponent instead of constantly thinking about what I had to do next. After this success I started researching some more BO's, and eventually I reached where I am at now, about a C+ level(still horrible)
I’m not trying to get across “if you read this you get loads better”, I just wanted to point out the importance of structured build orders. Learning and mastering build orders can improve your play, and I would really recommend reading up and learning build orders. At the point I'm at now, I've been practicing lots of different openings like FD, 1 rax expand, 3 marine + vult expand, etc. I have each build order down to the letter to around 50 or 60 supplies, and after that I have a general idea of when I have to add what. In part of my quest to reach B- next season on ICC, I'm re-looking at build orders and getting every aspect of my play down to the wire. I want to be able to execute late game han-bangs such as 1 vessel/3 tank and +2/+1 fast third in my sleep, because I feel like now my APM is at a comfortable level and I am able to concentrate on more strategical aspects of the game if I have my build order memorized.
The first step to practicing and training build orders is to learn the actual build order. While there are lots of fantastic "resources" around TL and other forums, most are from personal experience, memory, unique style of play, outdated, people who don’t know what they are talking about(ramen247), etc etc.. I want to make sure that I learn each build order EXACTLY as they are executed. I downloaded most of the TvZ replays from the last year or so in the TL database and looked through and studied all of the replays featuring notable players such as inter.Mind and other foreign gosus that featured the standard 1 vessel 3 tank timing attack. I've recorded, for the most part, every timing of every building and unit produced in each situation as well as from their POV what scouting information they get and how they react to said situation.
Edit: After some feedback most players said even with a 3 barracks opening it is better to get their factory before range and +1. While I still think getting range and +1 first is better for ICC purposes against cheese, factory first is an overall stronger opening and a better opening to practice, so I have adjusted the build order accordingly.
IF YOU READ ABSOLUTELY NONE OF THIS INTRO PLEASE READ ATLEAST THIS PARAGRAPH
Let me repeat, this is absolutely nothing to do with how I play or my strategies, rather how I WANT to play. A D- could have recorded and written all of the information in this thread, and I just want to point out that all of these build orders and strategies are executed by progamers and top amateurs, not me. Leave any bias about shitty US terrans like me out and take this for what it is; raw information. Now that I've gotten all of that all the way, I want to make a few points stating what I plan on accomplishing with this guide as well as what this shouldnt be for.
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Yes this was included in the original version and that is why I was so shocked about the negative feedback about my play.
What this guide is for:
-(Lower Level) Provides a basic outline of when to get what units to help improve your gameplay. I think this is most beneficial to low level players and mid level players if they are practicing mechanics and build orders to try to get better.
-(Mid Level) Allows you to correctly align what you get with proper timings and how to react
to specific situations to improve your game play.
-(Higher Level) Compare your 1 vessel/3 tank BO to make sure all buildings and timings are
optimized, and also for high end foreign players who use different build orders or timing,
provide an element of discussion as to why you chose your build order.
-Provide a complete reference as to when, why, and how to do everything up until late game
for TvZ.
-Help low level ICC terrans against stupid all in zergs who dont know how to play this game. Spotting and handling all ins is so much easier when you can watch the zerg constantly. Watch Idra’s games vrs F91(lol), in the early game there is no possible way F91 could have gone for some kind of ling all in or weird tech build. This is because Idra had his scv in F91’s base a majority of the game, and this isn’t because of luck or map – he is a very well practiced player and knows the early game by heart.
What this guide is NOT for:
-How to respond to every drastic situation possible. That would take too much time to establish perfect timings.
-Saying this build is somehow better then any other or that others are executing this build order wrong. This IS the 1/3 han bang done by many top pros. Once again, I say NOTHING in this guide and it is all pure analysis. If you think "this is too early" or "no reason to get this" It wasn't my decision, it was someone else’s(who is probably better then you).
-Give terrans free wins against zerg. Timing attacks are not supposed to be easy builds or all in cheese. This is a very standard and balanced build, and the fact that you can kill
95% of ICC zergs with this push up until probably C or C+ level with ease is proper mechanics and timings, not ease of build.
As a final note before I go into the specific push, I want to add something about the common misconception of "playing like a robot" and its association with memorizing build orders. Playing without thought is not associated whatsoever with BO's, and in my opinion it is the complete opposite.
Let’s compare two players real quick. Player “A” considers himself a very "strategic player". He doesn't really know much about build orders past 40 supply, but tries to win games by out-thinking his opponent. Player “B” considers himself a very "mechanical player". He has most build orders memorizes and practices them often.
At first you would think these are two different styles of play, and while they are, player B's style is better by a large margin. Why? Think about it this way, while playing player A has to think of everything he is doing including build orders and when to get what building. Player B knows exactly what to get at what time, so for the first 12 minutes of the game player B can focus 100% on strategic information. He can control his scout better and make better tactical decisions with his army because he isn't worried about what he is building, because he is a "robot" and is doing it automatically. Robotic players can choose to not think whatsoever and just do their build order every time, but my point is that if you memorize build orders and have them 100% automatic, you can be MORE of a strategical and tactical player because all of that stuff about what you need to do is in the back of your mind.
I guess one last thing I should add before I start the actual build is, what actually is the 1 vessel 3 tank TvZ han bang. Basically the point of the attack is to push the zerg before hive tech and give you breathing room for defilers, expansions, and most likely kill the zerg. For those of you who say this attack cannot kill "good zergs", see Arena MSL finals forGG vrs Jaedong. Jaedong is probably better then most of the zergs you play on iccup .
The Build Order
Tips:
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Since I have to re-correct all of this guide, I've added some tips after some of the items in the build. This is stuff thrown in by me -- so take it for what its worth. Most of the stuff is generally agreed upon though as it is just shortcuts and ways to optimize your play -- generally for lower level players.
9/10 Depot:
Build the depot with your 8th scv that comes out. Against Zerg, early game depot positioning is of little importance in terms of defense, so you want to make the most economical depot possible. There are three strong options to put your first supply depot.
1. Under CC (Minerals on right side): If you split properly you will have 104 minerals immediately when the 8th SCV comes out. You can build the depot immediately here to give you the fastest possible depot and force scvs closer to the mineral patches.
Tip: When I was starting (and I still hear this from others) people said doing this depot positioning was annoying because it was difficult to select scvs. You can select AFK scvs from mining scvs by grouping AFK scvs with mining scvs, then holding shift and right clicking a mineral patch.
2. Under mineral line: This is generally what I do when I have minerals on the left of CC. Place the depot 1 hex away from minerals but under the mineral line. This is another economic positioning that gets your scv back to mining quickly. It is also late game friendly whereas depot under cc can get annoying with SCV.
3. Under vespene: I always learned to put it here but nobody else does it so I stopped because it made me look like a nerd. I still think it is a strong position, you make it alligned with the left side of the gas directly under. For non-standard geysers you need to learn where to put it specifically for each map.
11/18 Barracks:
Build the barracks with a scv from the mineral line as you get 136~ minerals. If the ramp is far away from your CC, use the 10th scv that comes out. The goal of your barracks placement should be as close to your ramp as possible while not obstructing movement. Barracks near ramp is key for defending against early zergling attacks as well as it allows you to add more barracks evenly around your base. On maps like Longinus or Blue storm it is permittable to build it in your chokepoint as to create a "ramp" to block for early zerglings.
Tip: Remember when pulling your SCV to right click on the geyser(or other mineral patch) so that it gets out without being glitched by mining scvs. You want to be as economic as possible, but a delayed barracks will cost you the game vrs a 4/5/9 pool even if only by 5 seconds.
12/18 Scout:
This scout timing is important. While many people underestimate the power of scouting, you should always scout with a purpose. This scout allows you to get to the natural expansion of the closest possible base of your opponent before your second supply depot. If your opponent is 12 hatch, you can use the 15 CC build that i highly recommend. This scout also allows you to spot 4/5 pool (lings running into your scv on the way out) in time to start a bunker and pull scvs, as well as allows you to spot 9 pool 66% of the time soon enough to pull scvs.
Tip: Scout for comfort. If you feel like you are a better player, pull scv earlier then 12 so you can be sure you are safe against an early pool. Your CC might be delayed slightly (lol 16 minerals) but you can't really put a price on early game comfort.
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If you spot a hatchery and you know your opponent is going 12 hatch:
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15/18 CC:
Build this in your natural expansion with the SCV that just finished the barracks. You may need to pull an additional SCV if your opponent has scouted you with a drone and is harassing your builder.
15/18 Depot:
Build this with your 15th SCV that comes out. You will need to stop marine and scv production for a short time in order to get this. There are other ways to do this, but of all possible options this is your most economical bet. Use a similar position to your first with this one, keep it out of the way and by your minerals.
15/18 SCV:
Start SCV production as soon as you have 50 minerals
16/18 Marine:
Start marine production as soon as possible.
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See no hathery/don't see opponent:
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Tip: As your barracks finish if you dont see your opponent, take your SCV that finishes the barracks and place it in the chokepoint of your natural expansion. This allows you to spot early zerglings in time to pull scvs as well as lets you build CC in nat immediately after spotting a 12 hatch.
Seeing pool first:
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On March 11 2009 11:18 Artosis wrote:
couple suggestions:
if your opponent goes pool first, delay your cc and get more marines.
this build is for vs 3 hatchery builds. 2 hatchery muta will beat it. if they go 2 hatchery you need to push the factory timing and 3rd rax timings way back, turrets faster, range faster.
couple suggestions:
if your opponent goes pool first, delay your cc and get more marines.
this build is for vs 3 hatchery builds. 2 hatchery muta will beat it. if they go 2 hatchery you need to push the factory timing and 3rd rax timings way back, turrets faster, range faster.
On March 11 2009 12:06 IdrA wrote:
if they overpool and you scout them first, make a bunker on the low ground by your exp and cc after 2 marines, unless theyre gonna ling allin. scvs blocking ramp.
if they overpool and you scout them first, make a bunker on the low ground by your exp and cc after 2 marines, unless theyre gonna ling allin. scvs blocking ramp.
15/18 Depot:
Build this with your 14th SCV that comes out. Use a similar position to your first with this one, keep it out of the way and by your minerals
15/18 1 Marine:
Place on ramp to ward off drone scout and to spot zerglings. If you suspect 9 pool you can place marine in your mineral line to ensure it survives(or pull scvs on ramp). This marine is massively important so make sure you watch this more then anything else. You will only have this lone marine when zerglings come if early pool.
16/18 SCV:
Continue SCV Production
19/26 CC:
If you have scouted the zerg and know he is not 9 pooling you can build it in your natural, if you haven’t scouted the zerg or he is 9 pooling build in main and lift. There are exceptions for the rule (some maps you can non-lift even vrs 9 pool) but this is a general rule of thumb.
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The only difference in these two paths is that the 15 CC one doesn’t get a supply depot before CC. This is still 100% safe if your opponent is going 12 hatch. If your opponent went 9 pool, there are so many variations of what could have happened the few reps I got of han bang vrs 9 pool differed so greatly I couldn’t get an even result on what exactly to do.
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18/26 Marine:
Start constant marine production
Edit(thanks IdrA): If you spot a 12 hatch after you have already started 2nd depot and 2nd marine, cut marine production and get 2nd barracks, gas, and acad before resuming marines.
20/26 Barracks:
This seems like a very early barracks to me and it was one of the major errors that I had in my play. This helps your MM midgame presence a lot and also gets your tech out faster. Make sure to put your barracks next to your first one for easier macro, as you should have set aside room for at least 3 additional barracks.
22/26 Gas:
While the gas isn’t as early as it could be, it comes up in time to support immediate stim as well as medics, bats, and +1 weapons.
23/26 Bunker or Supply Depot:
If you had to go depot+marine before CC, then place a supply depot here as your CC won’t finish in time, and you should be safe enough to not need a bunker.
If you went CC before marine, I would recommend getting a bunker although it isn't needed.
This I guess is preference for me, but against zergs I think this is ALWAYS a good idea to place your depot in your natural expansion. You don’t HAVE to place a bunker and many progamers don’t, but again I would recommend this as it is safe play.
Edit(thanks 404.nintu): Remember that the purpose of the bunker/depot is not just to protect your natural, but also your main from zergling runby. You want to build it close to your ramp and about 2 hexes away from the wall in your main. Good zerg players can always spot openings like weak bunker placement and take advantage of them.
24/26 6 SCV Transfer:
This is only if you did 15 cc. You want 6-8 scvs in natural expansion, so if you have any scvs sitting around blocking ramp, protecting marines, or afk make sure you transfer accordingly.
Supply Notation
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I have removed maximum supply from the next few steps because depending on when you placed your cc you may not have this supply.
26 Academy:
Academy placement is preference. Most players build the academy in with their supply depots, but I have seen some who do things like place it into the natural expo to repel ling attacks. It’s useful but make sure you don’t get it killed later by mutalisk harassment as it has 600 hp and takes a long time to build. This is a solid academy timing because it is extremely early, enough to have 2 scans out and stim for 2 hatch builds but still is economical and after 2nd barracks for added protection.
SCOUT:
By now I want to add in what your SCV scouts. By now your scv probably died (mine almost always dies during the time I maynard the 6 scvs). ALWAYS send 2nd scv after academy starts. You use this SCV to scout the middle of the map and scout hidden expansion. Since you are powering economy and getting tech up shortly, you need to be sure opponent isn’t massing up zergling or hiding expansion. There is no reason to ever lose this scout because you are not entering his base with it, but if any time scout is killed by zergling always send another. You will continue using this scv to find zerg third base.
30/36 Depot:
Now your economy is doing better so you don’t need to worry about economic depot placement as much as convenience. There should be an easy line that your marines can travel from one side of your base to the other with no depot obstructions, and your depots should be relatively close together. If you were forced to build 2+ marines in the beginning and place depot, your CC will finish now so you do not need this depot.
30/34 8 SCV Transfer:
This is when you transfer SCV if you had to do depot->barracks->depot into CC. You can see the difference of supply is 6 between transfers, so this is a long delay – which is always why you want to get early cc and scout zerg first.
40/44 Stim Research:
Research stim immediately after academy finishes. This allows you to defend 2 hatch build easier, put pressure on zerg early, and get marine range out in time for 3 hatch mutal.
40/44 2 Medics:
The general best option once your academy finishes is to make two medics. This makes your marine force much stronger against early zerg units and gives your medics time to build up energy. After your medics pop you build firebats depending on how suspicious you are of the zerg going for lings. The safest bet is going for 2 firebats, which is what I’m going to recommend. This allows you to minimize damage from a ling all in build but doesn’t really hurt you after.
40/44 Supply Depot:
Same as above, I will stop explaining supply depot
42/44 Engineering Bay:
Only if versus 3 hatchery build. This is late ebay in terms of some players but for 1 vessel 3 tank hanbang replays this is the latest you can get it for turret timing on 3 hatch muta and have +1 upgrade for attack.
Edit(thanks IdrA): +1 is good but it isn’t needed until the push unless they are going for heavy mutalisks. If you see 2 hatch opening or for whatever reason you know the person is going to dedicate more then 11 mutas, then get +1 first. Otherwise we’ll be waiting for the factory start to upgrade +1 weapons, it still finishes on the push,
43/44 2 Firebats:
As I explained above with the medics, this is a probably the most standard number. Get your marines and medics up first, then make firebats to help against ling attacks. You can build up to 2 additional firebats after this but only if you see zergling speed and an excess of zerglings.
44/44 2 Comsat Stations:
After comsat finishes scan once on third hatchery and once on main(stop putting your spire in natural zerg noobs ) These are the most common places for zerg to place spire.I guess this is only up to experience and luck so it is not important. ALWAYS use both scanners. Even if you scan 1ce and see hydra den or see spire, you want to make sure they are not doing switch strategy. Never suspect lurkers unless you know there is no spire or see evo chamber and no larve being saved.
45/52 Barracks
You place your third barracks at this point, right after you get your academy tech out. After third barracks is down one difference between many semipro/progamer and foreigners is that Koreans stick to these 3 barracks until their full tech tree is out, while foreigner often makes 4th/5th barracks before then. Maybe it is because of playstyle difference or lower macro(high resource).
46/52 Sunken Threat:
Once stim and medic+firebat finishes you can move towards zerg natural to force zerg to place sunken colony. If you are against ICC or noob user this will be the first time you will know If your opponent is good. If he is playing properly he will only have 1 sunken as you leave your base and as you go he will build more. As you reach his base if he has more then 1 just hang out there for a minute and then retreat back to your base. Also as you are doing this try to do anything you can to be annoying to zerg/demoralize them/get advantage. This can mean
1. stim and run next to zerglings to kill when opponent is macroing
2. scan or lift and kill overlord above natural
3. Make army seem bigger then it is, threaten sunken break with stim
Authors Note:
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When I struggled with TvZ one of my issues was this attack, I knew it was almost always safe to move out here and it was a good thing to do but sometimes opponent would run in with 500 hidden zerglings or surround my army with them when I was macroing. You do not always make this push and sometimes you just have to use your gamesense and let the zerg sit with 1 sunken. Watch for suspicious actions such as:
Low drone count
Abnormally early zergling speed
Saving larve when you are near hatchery
2nd hatchery in natural expansion
No gas in natural expansion in time for mutal
Suspicious scout denial(early sunkens or drone ramp block)
Although these things may not mean he is making zerglings 100%, most of the time he is either sacrificing econ to do suspicious things(or hes bad) or he will do massive ling attack and you will win the game because you are prepared for it.
Low drone count
Abnormally early zergling speed
Saving larve when you are near hatchery
2nd hatchery in natural expansion
No gas in natural expansion in time for mutal
Suspicious scout denial(early sunkens or drone ramp block)
Although these things may not mean he is making zerglings 100%, most of the time he is either sacrificing econ to do suspicious things(or hes bad) or he will do massive ling attack and you will win the game because you are prepared for it.
Edit(thanks sMi.lols): There is no need to push all the way to the zerg natural, just enough to force sunkens. Letting a zerg get away with 1 sunken every one in a while is better then losing to ling backstab.
Original Text:
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You don't want to go all the way to his nat, since there is no way for you to tell whether he has 12 speedlings ready to counter. Push out 1/3 distance is enough to force sunkens. If you really want to push, push out with first bat and medic but hang close to your nat until you have an additional bat and medic to block the ramp.
Best way to tell how good Z is at this point is to see whether his lings are keeping track of your army. Good Z will run lings close by to see exactly where you are, this is difficult for lower level or just slower Z players cuz they have to multitask while keeping contant check on his lings so they don't run into marines and die.
Best way to tell how good Z is at this point is to see whether his lings are keeping track of your army. Good Z will run lings close by to see exactly where you are, this is difficult for lower level or just slower Z players cuz they have to multitask while keeping contant check on his lings so they don't run into marines and die.
Author note:
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Coming from a zerg player who wants to know the terran wont attack so he doesnt have to make sunkens. =) Just kidding though, as its usually a good idea not to run around the map without good scouting. I think there are many instances when it is good to push to the natural though so I'm gonna leave both sides into it. This guy is a good B~ level zerg player so what he says coming from a zerg perspective is more then I can offer though.
49/52 Depot:
49/52 Factory:
Place factory somewhat near barracks but still give 2x2 square room for tanks to come out. This is biggest impact of learning this timing attack build at a lower rank. This is a very nice factory timing and you are still extremely safe with high marine count and good upgrades. Don’t worry 100% about the factory placement, because you do have a time window after it finishes to lift it and move it when you make the addon.
edit: Biggest problem people had with the guide was the factory timing, so I revised it and it now comes much earlier.
Original Text:
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+1 first isnt necessary either, although it can be better in some situations. +1 is a big help vs mutas, so if theyre doing extended muta harass the faster you have +1 the better, but its hard to know how much theyre gonna dedicate to mutas before you have to decide. that ones more of a judgement call, but always fac before range.
52/60 Marine Range:
Comes just in time for mutalisk harass. This is important to get precisely on time though, because it finishes just in time for mutalisks.
53/60 +1 Weapons:
Finishes in time for the push. 53 isnt a concrete number as it depends on your macro. If you have been making scvs and macroing well, you will have enough to get range and +1 at the same time. I just added 1 to range to note range comes before weapons if you go fac first.
53/60 Depot:
58/60: Spire Finishes:
This is just a note to get your sense of timing attuned. Don't panic though, as he still has to build mutas and get them to your base.
60/68 2nd Gas:
Your factory should be near completion at this point, and when your starport finishes you are going to have a huge gas load upon you so you want to take your gas here. Remember to put 2 more scvs on it as you are going to be microing vrs mutas.
61/68 Turrets:
This is a BO guide not a strategy guide for the most part, so I'm not going to go into turret placement and how to defend against mutas. Basically as a rule of thumb always make turrets in pairs. Right at 61/68 pull 2 scvs off nat and build 2 turrets, pull 2 scvs off of main. After those first 4 finish his mutas should be flying to your base, build another 2 at each mineral line and you can also add perimeter turrets if you want. Basically I would recommend this setup: 2 pairs of turrets at each min line, and a pair protecting your barracks and your ramp. Then add 2-3 turrets as necessary (perim on andromeda, cliff on othello, cliff on medusa).
edit: Nintu pointed out to me that my turret positioning in my game was quite poor, and I will probably agree as I have never really studied in depth how to place perfect turrets. If someone(maybe nintu, stylish, idra) would like to write a few paragraph description about turret placement to add to this section it would be appreciated -- but I don't quite think I'm qualified for that.
Artosis on Muta Defense:
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vs muta micro just mirror what they do exactly. if the mutas are running away from your marines then run away from the mutas. when he turns around you stim and turn around. make sure you TARGET mutas. if you just attack move into them you will get destroyed. you must thin the muta numbers. make sure to refill your medic supply. you have to stim so much vs mutas that you will run out of energy. just make some more medics instead of marines every now and then.
63/68 Starport:
Your factory may have been finished for about 5-10 seconds but you want to make sure you get your initial turrets down in time before you place your starport. Although it may not seem like it, this is one of your most importantly placed buildings. You MUST place it in a protected position that is easily accessible by marines as well as turrets. You cannot afford to lose the scv building the starport without dealing heavy damage to your opponents mutalisks.
63/68 Mac Shop:
At this time you can also reposition your factory if necessary, or even lift for a few precious seconds for help against mutas. Build tank immediately after the mac shop finishes
Authors note:
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From here on out you will be dealing with muta harass, so not only will your timing not be flawless but you're most likely going to start losing units and supply so it makes it a difficult gauge to go by. I'm just going to loosely describe the last few things you need to do before the push.
Science Facility:
Use same placement rules as starport.
Engineering Bay:
Start about the same time as sci fac so you can start +1 armor immediately.
Once science facility finishes:
Build Science Vessel
Build 2nd Tank
Research Irradiate
Research siege mode
Upgrade +2 Weapons
Upgrade +1 Armor
Build constant M&M
Build constant SCV
Build 3rd Tank
After all of this is done, you will have a sizable M&M army, depending on how much you lost to mutas., 3 tanks, and a vessel. If you time everything perfectly you will be leaving with 2 tanks and your third tank follows. There are two different things the zerg can be doing, and a scan at his lair will give you an immediate answer.
1. Delayed Lair - This is generally when a zerg wants to get more lurker tech out, so he delays his defilers in hopes of having a big enough army to stop you from taking him out. If this is the case, you wait until you get a 2nd vessel, 2 more tanks, and another control group of MM (I would add atleast 2 or 3 firebats also). At this time you can also add a third CC to lift as well as up your barrack count as you econ is going to be beautiful at this point assuming you kept making SCV.
2. Quick Hive - This is standard tech timing, more popular with korean and higher level zergs. If you see this then you must start marching towards opponent.
Well thats officially the end of my build order guide. I'm going to reserve this next area for tips and comments left about what to do after the push starts.
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imBLIND
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TvZ pushing should be done whenever the zerg is trying to force you to stay in the map. That is a clear indicator that they do not want you roaming around the map because they are either powering drones, teching, or expoing. The entire purpose of mid game ZvT is for the Z to contain the terran until they have hive tech, and it's the Terran's job to hinder his tech. There are at least 3 exploitable timings that zergs have
1. Before pool is finished - The zerg is vulnerable to their overlord being sniped if they are too careless about their scouting path. The zerg will also be forced to waste 2-4 larvae on lings to deter 4-5 marine harassment at their natural.
2. Muta/Lurk tech transition
This is when the Zerg is still researching lurk tech. If his muta harass is subpar, he will have no choice but to defend ur push. 16-20 marines will easily rip apart through anything he can throw against you with ease, provided you have a couple firebats and don't walk into a trap. Be cautious though, some zergs like to bait you with a seemingly vulnerable position, only to completely wipe out ur force with a muta/ling force the size of the screen.
3. Hive tech
Obviously this is the most critical timing there is. You really don't want him to have map control and hive tech, so at the very least move out and proceed to kill his 3rd gas. This is also the most ideal time so far to start an expansion while you are still competing for map control.
Also, some zergs will also have exploitable timings due to their slower scout/reaction time, so other timings appear such as sunk break timings, run-by, or pushes when they start their 3rd gas.
Pushing is simple enough with pure marine; you just run when they attack you. Most zergs aren't dumbasses and will attack you with a respectable flank. All you gotta do is run back and allow them to funnel, and then proceed to shoot everything. If you get completely surrounded, you didn't scout enough and walked into a freakin trap. If u have tanks, it's almost like a TvP timing push except with MnM.
1. Before pool is finished - The zerg is vulnerable to their overlord being sniped if they are too careless about their scouting path. The zerg will also be forced to waste 2-4 larvae on lings to deter 4-5 marine harassment at their natural.
2. Muta/Lurk tech transition
This is when the Zerg is still researching lurk tech. If his muta harass is subpar, he will have no choice but to defend ur push. 16-20 marines will easily rip apart through anything he can throw against you with ease, provided you have a couple firebats and don't walk into a trap. Be cautious though, some zergs like to bait you with a seemingly vulnerable position, only to completely wipe out ur force with a muta/ling force the size of the screen.
3. Hive tech
Obviously this is the most critical timing there is. You really don't want him to have map control and hive tech, so at the very least move out and proceed to kill his 3rd gas. This is also the most ideal time so far to start an expansion while you are still competing for map control.
Also, some zergs will also have exploitable timings due to their slower scout/reaction time, so other timings appear such as sunk break timings, run-by, or pushes when they start their 3rd gas.
Pushing is simple enough with pure marine; you just run when they attack you. Most zergs aren't dumbasses and will attack you with a respectable flank. All you gotta do is run back and allow them to funnel, and then proceed to shoot everything. If you get completely surrounded, you didn't scout enough and walked into a freakin trap. If u have tanks, it's almost like a TvP timing push except with MnM.
IdrA
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dont continue tanks (vs 3 gas hive). it is good to switch back into tanks once youve secured a 3rd gas for a while, but you need all your gas for 2 port vessels and mines are more useful against lurk/defiler anyway, so you should cut tanks for mines for a while before you both get better econ established.
Authors Note:
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I hope anyone who read the guide enjoyed it and it benefited your game play. I just rewrote some of it by request for some people that like it. Thanks to echo_O (terran in opening story), 404.nintu(building placement), imBLIND(push strat), IdrA(gas and factory timing), and Artosis(awesome muta micro strat that I ripped from his thread)
Good TvZ Strat Quotes:
I'm going to keep a list of all of the good TvZ information not directly relating to this guide that I find browsing the forums. If anyone has a problem with me listing their work just let me know and I'll take it off
IdrA on 2 hatch muta defense
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if he makes more than 2 lings get a bunker at your natural, and keep scouting. if he keeps making lings or you see speed before his mutas are out hes 99% gonna attack so have have some scvs blocking.
generally you have to cut an scv or 2 (never stop marine production) in order to get up turrets to stop the first wave, generally youll want 2-3 at each minline and 1-2 above your ramp (and by your barracks, assuming theyre in that same general area). your marine range shouldnt be done at that point, so just keep your mm in among the turrets hes nearest. once you have marine range you just try to mirror him, when he trys to engage your mm stim, pull back a bit, and then charge forward and focus on a single muta. you also want to make sure hes coming in perpendicular to your marines, ie your marines are in a line with the mutas coming in like this l<-, so all your rines fire at once.
other than that, just make sure you keep adding turrets to your min lines and try to get to vessels as fast as possible, if you know you arent gonna have 2(preferably more) vessels with irad by the time his guards are out go 3 port wraith instead.
generally you have to cut an scv or 2 (never stop marine production) in order to get up turrets to stop the first wave, generally youll want 2-3 at each minline and 1-2 above your ramp (and by your barracks, assuming theyre in that same general area). your marine range shouldnt be done at that point, so just keep your mm in among the turrets hes nearest. once you have marine range you just try to mirror him, when he trys to engage your mm stim, pull back a bit, and then charge forward and focus on a single muta. you also want to make sure hes coming in perpendicular to your marines, ie your marines are in a line with the mutas coming in like this l<-, so all your rines fire at once.
other than that, just make sure you keep adding turrets to your min lines and try to get to vessels as fast as possible, if you know you arent gonna have 2(preferably more) vessels with irad by the time his guards are out go 3 port wraith instead.
intrigue on general TvZ tips
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- scout better. you should have an scv or marine at each main, ideally patrolling the nat. every zerg knows that having an scv bitch their drone out of an expo is annoying as hell, and you're really paying 50 minerals to delay his expo by minutes. at the very least you will know of their existence and can stop them before they become profitable or well defended.
- if he is going faster hive (like immediately after his first group of lurkers), it becomes much easier to go for his expoes. bunker up a bit at home, keep tabs on his main army and go around aiming to stop him at 2 gas. he won't be able to do much this way once his hive tech comes about. if he is delaying for more lair units, you can oftentimes just roll over his nat since higher upgraded terran armies become stronger and stronger compared to lair tech armies as upgrades, tank concentrations and vessel counts go up.
- upgrade, upgrade, upgrade. this helps you spend a bit of money, but this really makes or breaks you if his hive stuff is out. you REALLY want those damage upgrades marines against his 850932581 armor ultras, and armor upgrades to render his lurkers basically useless without swarm.
- start using 2 dropships full of mm during hive tech, matrixed if he has lots of scourge flying around. drop his main, kill his ultra den, defiler mound, and tech buildings. this buys you a lot of time and gives you the opportunity to kill a lot of his stuff. if you can handle it, do two at once. a lot of zergs especially at low levels will simply have only enough attention to focus on one, giving you a free base to kill.
- mines and tanks and vessels and other imba shit - if it's getting to late game and you feel your mobility is restricted by the threat of a swarm counter or whatever, get mines and lay them at possible counter routes. send your army the other way to other bases, and smile at him suiciding into mines. be careful though, you often need a lot more mines than you think and you still have to have mm + tanks behind the mines to kill his units after they've been softened up. finally, if you manage to have a third or fourth gas definitely start spending all your excess gas in vessels. after a critical count you have an irradiate basically every 30 seconds, allowing you great mobility and a lot of free kills.
- if he is going faster hive (like immediately after his first group of lurkers), it becomes much easier to go for his expoes. bunker up a bit at home, keep tabs on his main army and go around aiming to stop him at 2 gas. he won't be able to do much this way once his hive tech comes about. if he is delaying for more lair units, you can oftentimes just roll over his nat since higher upgraded terran armies become stronger and stronger compared to lair tech armies as upgrades, tank concentrations and vessel counts go up.
- upgrade, upgrade, upgrade. this helps you spend a bit of money, but this really makes or breaks you if his hive stuff is out. you REALLY want those damage upgrades marines against his 850932581 armor ultras, and armor upgrades to render his lurkers basically useless without swarm.
- start using 2 dropships full of mm during hive tech, matrixed if he has lots of scourge flying around. drop his main, kill his ultra den, defiler mound, and tech buildings. this buys you a lot of time and gives you the opportunity to kill a lot of his stuff. if you can handle it, do two at once. a lot of zergs especially at low levels will simply have only enough attention to focus on one, giving you a free base to kill.
- mines and tanks and vessels and other imba shit - if it's getting to late game and you feel your mobility is restricted by the threat of a swarm counter or whatever, get mines and lay them at possible counter routes. send your army the other way to other bases, and smile at him suiciding into mines. be careful though, you often need a lot more mines than you think and you still have to have mm + tanks behind the mines to kill his units after they've been softened up. finally, if you manage to have a third or fourth gas definitely start spending all your excess gas in vessels. after a critical count you have an irradiate basically every 30 seconds, allowing you great mobility and a lot of free kills.
zulu_nation8 on marines vs mutas
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1. Attack only one muta at a time. If your opponent is truly a patron of "sick mutaing", he will turn his mutas away instantly after the spikes come out, giving your marines virtually no time to attack the muta clump. But given that 8 mutas and 10 mutas differ by a lot, 10 mutas can kill two marines almost always with one good hold, 8 rarely can, you should always try to deal the most damage in the shortest time span possible, which would mean to attack one muta at a time.
2. Try not to stay still when mutalisks are near your marines. When zerg players practice sick mutaing, most use only two methods, attack-move + left-click and hold. For both the player has to first right click within range of the object the player wants to attack and then perform the command he wants to do. The absolute key to sick mutaing is to turn away as soon as the command takes effect, which means when the spikes come out, and because of this, zerg players will only press the attacking command once and then right-click away immediately after; which means if the attacking command does not take effect, that is if the mutas do not attack, they have to turn away anyways because the right-click command has already taken effect. So in turn, the procedure for a muta raid is to right-click until mutas are within range of marines, hold or attack-move once, then right click away.
From the terran player's perspective, the logical reaction would be to make the mutalisks miss as often as possible that one attacking command the zerg player uses. To do that, terran has to move their marines away from the mutalisks' range when you're not in good formation and when your marines are too few to deal any damage. The most important aspect of this is that stimmed marines move faster than mutalisks. So by stimming and moving away suddenly in the direction parallel to how the mutas are coming at you, you can most of the time make the muta clump miss because when the zerg uses the attack command the marines are in range but when they actually attack your marines will be out of their range.
3. Attack in good formation. A good formation is when a lot of marines stand perpendicularly to mutalisks
Good formation:
xxx
xxx
xxx _________________ x <- mutas
xxx
xxx <- marines
When you're in this situation you should retreat when the mutas are coming at you and then move towards mutas when they are turning away and then aim at one muta. All while stimmed. Because of this formation, most of your marines will be in range of the muta cluster therefore able to deal a lot of damage in a short time, and because stimmed marines are faster than mutalisks you will be able to catch up to the mutas when they're turning away to attack, and then quickly turn back when the mutas attack you. It is much easier said than done. But this should be your basic philosophy to dealing with muta raids, retreat when being attacked, and attack when mutas retreat.
Bad formation:
xxxxxxx <- marines ______________ x <- mutas
In this formation, the marines that stick out in front are asking to be killed. They are far away from medics and when you attack, and only a few will be in range of the mutalisks when you attack. With one good hold, mutas can kill most of the ones that are sticking out, and the ones that don't die will have to catch up to attack, and then they will be killed too.
4. Don't stim too much. Don't stim when there are no medics nearby, don't stim twice in a short period. Obviously this is because clumped mutas will deal way more damage to stimmed marines and with splash, many will die.
5. Do not chase when your marines are stimmed and in bad formation. This goes along with 2 and 3. Especially when you're attack moving and not aiming for one muta and when you don't have a lot of marines.
6. Have lots of medics available, an extra medic or two will really cancel out the splash damage, saving your precious marines from otherwise certain deaths.
2. Try not to stay still when mutalisks are near your marines. When zerg players practice sick mutaing, most use only two methods, attack-move + left-click and hold. For both the player has to first right click within range of the object the player wants to attack and then perform the command he wants to do. The absolute key to sick mutaing is to turn away as soon as the command takes effect, which means when the spikes come out, and because of this, zerg players will only press the attacking command once and then right-click away immediately after; which means if the attacking command does not take effect, that is if the mutas do not attack, they have to turn away anyways because the right-click command has already taken effect. So in turn, the procedure for a muta raid is to right-click until mutas are within range of marines, hold or attack-move once, then right click away.
From the terran player's perspective, the logical reaction would be to make the mutalisks miss as often as possible that one attacking command the zerg player uses. To do that, terran has to move their marines away from the mutalisks' range when you're not in good formation and when your marines are too few to deal any damage. The most important aspect of this is that stimmed marines move faster than mutalisks. So by stimming and moving away suddenly in the direction parallel to how the mutas are coming at you, you can most of the time make the muta clump miss because when the zerg uses the attack command the marines are in range but when they actually attack your marines will be out of their range.
3. Attack in good formation. A good formation is when a lot of marines stand perpendicularly to mutalisks
Good formation:
xxx
xxx
xxx _________________ x <- mutas
xxx
xxx <- marines
When you're in this situation you should retreat when the mutas are coming at you and then move towards mutas when they are turning away and then aim at one muta. All while stimmed. Because of this formation, most of your marines will be in range of the muta cluster therefore able to deal a lot of damage in a short time, and because stimmed marines are faster than mutalisks you will be able to catch up to the mutas when they're turning away to attack, and then quickly turn back when the mutas attack you. It is much easier said than done. But this should be your basic philosophy to dealing with muta raids, retreat when being attacked, and attack when mutas retreat.
Bad formation:
xxxxxxx <- marines ______________ x <- mutas
In this formation, the marines that stick out in front are asking to be killed. They are far away from medics and when you attack, and only a few will be in range of the mutalisks when you attack. With one good hold, mutas can kill most of the ones that are sticking out, and the ones that don't die will have to catch up to attack, and then they will be killed too.
4. Don't stim too much. Don't stim when there are no medics nearby, don't stim twice in a short period. Obviously this is because clumped mutas will deal way more damage to stimmed marines and with splash, many will die.
5. Do not chase when your marines are stimmed and in bad formation. This goes along with 2 and 3. Especially when you're attack moving and not aiming for one muta and when you don't have a lot of marines.
6. Have lots of medics available, an extra medic or two will really cancel out the splash damage, saving your precious marines from otherwise certain deaths.
Day[9] on larve
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The idea of killing larvae based units is an idea i've mentioned to some regarding decision making during certain battles. Essentially, people think in terms of gas and minerals fairly easily. IE, don't build a hydra den in ZvZ to kill an overlord because it wastes about ~100gas which is 1 mutalisk. I find it useful also to think in terms of larvae.
Oftentimes, when fighting an opponent (of any race) one sometimes chooses to focus fire certain units. Typical examples are targeting templars in ZvP, tanks in ZvT, or lurkers in PvZ and TvZ.
What I argue is that, specifically in PvZ and TvZ, when faced w/ the common but oh-so-effective lurker/ling combo, when is it a good idea to target the lurkers and when is it not?
Despite the fact that MANY people will tell you to target the lurkers specifically (in fact almost everyone advocates lurker targeting in TvZ), I argue that oftentimes its more important to attack the zerglings because they are heavily "larvae based"
Lets take a very common example: ZvT. Its a mineral expo map (like korhal or nostalgia) and you have 8-10 marines, 2 bats, and 2 medics outside the zergs base. The zerg went 2 hatch fast lurker+ling and leaves his base w/ the standard 4 lurkers and 20-24 lings. What should terran attack?
Obviously a ling+lurker force is neutralized if either all the lurkers are killed OR all the lings are killed. Obviously 4 lurkers can't do shit to MnM since terran micro is so strong nowadays. And, 24 lings are going to do shit against a strong MMF force. Thus, I argue it is most important to try to kill all the lings off. For, 24 lings equates to 12 larvae. By killing off 24 lings, terran effectively delays the zerg much longer, as it will take longer to rebuild that many zerglings.
Oftentimes, when fighting an opponent (of any race) one sometimes chooses to focus fire certain units. Typical examples are targeting templars in ZvP, tanks in ZvT, or lurkers in PvZ and TvZ.
What I argue is that, specifically in PvZ and TvZ, when faced w/ the common but oh-so-effective lurker/ling combo, when is it a good idea to target the lurkers and when is it not?
Despite the fact that MANY people will tell you to target the lurkers specifically (in fact almost everyone advocates lurker targeting in TvZ), I argue that oftentimes its more important to attack the zerglings because they are heavily "larvae based"
Lets take a very common example: ZvT. Its a mineral expo map (like korhal or nostalgia) and you have 8-10 marines, 2 bats, and 2 medics outside the zergs base. The zerg went 2 hatch fast lurker+ling and leaves his base w/ the standard 4 lurkers and 20-24 lings. What should terran attack?
Obviously a ling+lurker force is neutralized if either all the lurkers are killed OR all the lings are killed. Obviously 4 lurkers can't do shit to MnM since terran micro is so strong nowadays. And, 24 lings are going to do shit against a strong MMF force. Thus, I argue it is most important to try to kill all the lings off. For, 24 lings equates to 12 larvae. By killing off 24 lings, terran effectively delays the zerg much longer, as it will take longer to rebuild that many zerglings.
{88}iNcontroL on TvZ
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JESUS TRY THE HARD LIFE OF A ZERG. WE DONT HAVE FUCKING MAP CROSSING ARCLITE CANNONS, EVERYTHING CANNOT BE REPAIRS, WE DONT HAVE WEAPONS OF MASS DESTRUCTION LIKE SPIDER MINES AND WE CERTAINLY AS FUCK DONT HAVE NUCLEAR WEAPONS CAUSE ANY GAME THAT HAS THAT SUCKS LIKE COMMAND AND CONQUER 3. ALSO, WE DONT HAVE FLYING BUILDINGS OR MOTHERFUCKING DEFENSIVE STRUCTURES THAT SHOOT AIR AND GROUND AND CAN BE REPAIRED AND COST 100$ FUCKING MINERALS. OUR WORKERS DIE WHEN THE WIND BLOWS TOO HARD AND SURE AS FUCK DONT HAVE FUSION CUTTERS. WAIT? YOU HAVE GOLIATHS THAT SHOOT ACROSS THE MAP AT AIR UNITS AND CAN BE REPAIRED AND ARE CHEAP? JESUS WHO MADE THIS GAME.
JESUS I WISH I HAD 5-6 of THE ALL TIME BEST PLAYERS TO MODEL MY GAME AFTER. WAIT? WERENT THEY ALL FUCKING TERRAN? WE HAVE NADA, BOXER, OOV, FLASH, MIDAS and XELLOS ALL KICKING ASS FOR YEARS AT A TIME WHILE WE GET FUCKING FAT ASS JULY WHO SUCKS NOW, YELLOW WHO ALWAYS FUCKING SUCKED BUT NOBODY KNEW FOR A BIT AND WE FINALLY GOT SAVIOR BUT THEN THEY DRESSED HIM LIKE HITLER SO HE SUCKED AND NOW WE HAVE JAEDONG BUT THAT KID CANT FIGURE OUT THE NEW KOREAN MAPS THAT DONT MATTER. JESUS FUCK IT MUST BE NICE TO HAVE PLAYERS THAT SPAN DECADES AND DOMINATE THE ENTIRE TIME. GIMME SOME OF THAT PLEASE.
HEY WHAT ABOUT BUILDINGS DO YOU LOSE A SCV EACH TIME YOU MAKE ONE? NO. WHAT THE FUCK? WHAT DO YOU MEAN YOU CAN ACTUALLY TELL THEM TO RETURN TO MINING AFTER THEY ARE DONE BUILDING? I THOUGHT THAT AUTO MINING GARBAGE WAS FOR HACKERS OR BAD GAMES. TERRAN'S CAN DO IT? FUCK THAT SOUNDS LIKE A SWEET DEAL. EACH TIME WE (zerg) HAVE TO BUILD WE TELL ONE OF OUR SACRED MINERS "HEY FUCK YOU TIME TO DIE" AND THEY DO. THEN WE GET A FUCKING BUILDING. WHICH, HALF THE TIME ISNT ENOUGH: WE HAVE TO PAY MOREE FUCKING MONEY TO GET IT TO DO SOME SHIT LIKE DICK THE GROUND OR SPRAY PISS IN THE AIR.
WHEN YOU SELECT RANDOM, WHAT GAME SCREEN DO YOU GET IN BETWEEN? ANY GUESSERS? THAT'S RIGHT: TERRAN. EVEN THE FUCKING GAME KNOWS WHAT YOU SHOULD OBVIOUSLY HAVE CHOSEN WHEN YOU FORGOT TO SELECT TERRAN AND GOT RANDOM. FUCKING INSANE BIAS.
JESUS I WISH I HAD 5-6 of THE ALL TIME BEST PLAYERS TO MODEL MY GAME AFTER. WAIT? WERENT THEY ALL FUCKING TERRAN? WE HAVE NADA, BOXER, OOV, FLASH, MIDAS and XELLOS ALL KICKING ASS FOR YEARS AT A TIME WHILE WE GET FUCKING FAT ASS JULY WHO SUCKS NOW, YELLOW WHO ALWAYS FUCKING SUCKED BUT NOBODY KNEW FOR A BIT AND WE FINALLY GOT SAVIOR BUT THEN THEY DRESSED HIM LIKE HITLER SO HE SUCKED AND NOW WE HAVE JAEDONG BUT THAT KID CANT FIGURE OUT THE NEW KOREAN MAPS THAT DONT MATTER. JESUS FUCK IT MUST BE NICE TO HAVE PLAYERS THAT SPAN DECADES AND DOMINATE THE ENTIRE TIME. GIMME SOME OF THAT PLEASE.
HEY WHAT ABOUT BUILDINGS DO YOU LOSE A SCV EACH TIME YOU MAKE ONE? NO. WHAT THE FUCK? WHAT DO YOU MEAN YOU CAN ACTUALLY TELL THEM TO RETURN TO MINING AFTER THEY ARE DONE BUILDING? I THOUGHT THAT AUTO MINING GARBAGE WAS FOR HACKERS OR BAD GAMES. TERRAN'S CAN DO IT? FUCK THAT SOUNDS LIKE A SWEET DEAL. EACH TIME WE (zerg) HAVE TO BUILD WE TELL ONE OF OUR SACRED MINERS "HEY FUCK YOU TIME TO DIE" AND THEY DO. THEN WE GET A FUCKING BUILDING. WHICH, HALF THE TIME ISNT ENOUGH: WE HAVE TO PAY MOREE FUCKING MONEY TO GET IT TO DO SOME SHIT LIKE DICK THE GROUND OR SPRAY PISS IN THE AIR.
WHEN YOU SELECT RANDOM, WHAT GAME SCREEN DO YOU GET IN BETWEEN? ANY GUESSERS? THAT'S RIGHT: TERRAN. EVEN THE FUCKING GAME KNOWS WHAT YOU SHOULD OBVIOUSLY HAVE CHOSEN WHEN YOU FORGOT TO SELECT TERRAN AND GOT RANDOM. FUCKING INSANE BIAS.
IdrA on timing push vs non mutalisk builds
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depends on how fast theyre going hive, how many drones/expos theyre taking, and how many hatches they have.
if they took another gas after their third and/or added alot of hatcheries and show no indication of going hive then you sit and wait and build up your tank/vessel count, if they seem really intent on just massing lair tech its good to add a 2nd factory. you dont need to attack until theyre going hive unless they over extend themselves economically like taking their 3rd and 4th gasses immediately upon lurkers finishing.
if they go normal 3 gas hive then yes you should push at your first vessel.
if they go really really fast hive, like off 2 gas, then you arent gonna push at all. in that situation go mines as fast as possible (no tanks at all) while going 2 port vessel, and get a dropship as soon as your first control tower completes. mix in a healthy amount of firebats with your army. drop his main while sitting behind mines and wait for your vessel count to kick in. continue drop harass until he gets scourge. not heavy drop harass, just 1 ship to keep his attention away from swarm pushing your choke. constant vultures for mines.
its not common, its an allin thats not very hard to stop as long as you see it in time.
in most situations you wont be able to push his lurkers back before defilers are out, though that depends on your opening build and the map, and how early you recognized he was opening lurker.
if they took another gas after their third and/or added alot of hatcheries and show no indication of going hive then you sit and wait and build up your tank/vessel count, if they seem really intent on just massing lair tech its good to add a 2nd factory. you dont need to attack until theyre going hive unless they over extend themselves economically like taking their 3rd and 4th gasses immediately upon lurkers finishing.
if they go normal 3 gas hive then yes you should push at your first vessel.
if they go really really fast hive, like off 2 gas, then you arent gonna push at all. in that situation go mines as fast as possible (no tanks at all) while going 2 port vessel, and get a dropship as soon as your first control tower completes. mix in a healthy amount of firebats with your army. drop his main while sitting behind mines and wait for your vessel count to kick in. continue drop harass until he gets scourge. not heavy drop harass, just 1 ship to keep his attention away from swarm pushing your choke. constant vultures for mines.
its not common, its an allin thats not very hard to stop as long as you see it in time.
in most situations you wont be able to push his lurkers back before defilers are out, though that depends on your opening build and the map, and how early you recognized he was opening lurker.