! [G] Stylish's FPVods [06-10 Update] - Page 72
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SCB.Demonhart
Moldova5 Posts
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beenizzle
United States141 Posts
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StylishVODs
Sweden5331 Posts
Watch Flash vs Type-B on eye of the storm or Flash vs Jaedong on odd eye where he uses the strat. It's basically SK terran, taking controll of midgame to take out the third and then from 8 raxes keeping constant macro and then go in for the kill when his ultralisk-count isn't so large yet. You only need dropships if he has only two bases or islands with lots of sunkens, otherwise don't waste any units into dropships or multitask once you decide to move in for the kill. Use all your units from the 8rax macro to crush him as soon as you get 2-1 upgrades while using d-matrix on your front marines. Usually you can see that he's going ultra by scanning or scouting an early evo chamber before spire. You should tech up to vessel on 2 rax and add two ports, then add 3 more rax and then 2 more for 8 total. I wish I had more specific details right now but I haven't played for a long time so I have forgotten the exact details... This is vs 3hatch openings into ultra. Usually people switch to ultra after opening 3hatch, if he uses 2hatch you can simply open same as TvZ recent flash build (in the opening post) and cut scv's after second scv from expansion to add 2 raxes and attack with he first group of 12marines~ 3medics~ forcing him to be protective with mutas while you reinforce with 4 rax worth of units. | ||
beenizzle
United States141 Posts
On May 22 2010 02:10 StylishVODs wrote: Beenizzle, there is a specific way to play vs fast ultra builds. Flash has shown us some really good soft counters for it. Watch Flash vs Type-B on eye of the storm or Flash vs Jaedong on odd eye where he uses the strat. It's basically SK terran, taking controll of midgame to take out the third and then from 8 raxes keeping constant macro and then go in for the kill when his ultralisk-count isn't so large yet. You only need dropships if he has only two bases or islands with lots of sunkens, otherwise don't waste any units into dropships or multitask once you decide to move in for the kill. Use all your units from the 8rax macro to crush him as soon as you get 2-1 upgrades while using d-matrix on your front marines. Usually you can see that he's going ultra by scanning or scouting an early evo chamber before spire. You should tech up to vessel on 2 rax and add two ports, then add 3 more rax and then 2 more for 8 total. I wish I had more specific details right now but I haven't played for a long time so I have forgotten the exact details... This is vs 3hatch openings into ultra. Usually people switch to ultra after opening 3hatch, if he uses 2hatch you can simply open same as TvZ recent flash build (in the opening post) and cut scv's after second scv from expansion to add 2 raxes and attack with he first group of 12marines~ 3medics~ forcing him to be protective with mutas while you reinforce with 4 rax worth of units. thanks dude. currently watching flash vs type-b :D | ||
doktorLucifer
United States855 Posts
Is 15cc 15 depot then marine, scv unoptimal? I usually do it when I know for sure the Zerg is going 12hat, but sometimes it doesn't work out so well, and my natural is taken before I have enough marines to be able to secure it. Is this problem largely solved by opening with a later CC? | ||
StylishVODs
Sweden5331 Posts
Usually I go for a 2suply before CC build. And the CC is then placed on 17-18. With good scout and good third suply placement (in the natural to block off) you should be able to fend it off. I'll watch through your replay and tell you what to do | ||
Omgoodnessess
United States61 Posts
I've gone through your TvZ pack for examples and out of the 3 rax replays, the ones u have that are backstabs are NewHeartHJ and Beeswax. In the Beeswax replay, you actually never reinforce ur army and use the first group of marines to take out expansions and leave the would be reinforcements behind to fight the mutas. I dont understand how you were sure that he would backstab you and left a control group of marines behind. In the NewheartHJ replay, when the guy spawned his mutas at 7:00, he got to ur base at 7:25ish and u had one more round of marines than i usually have because of slight delay. Plus he only sent 6 mutas at first instead of rallying all 9y mutas to ur base. Im really lost in how to deal with backstabs, and i am wondering why not a lot of players try to backstab you in ur 3rax replays. I guess its because im playing with lower level players than you, mostly C players. Advice please? Btw assume Fighting Spirit in all situations | ||
Ruken
United States858 Posts
On May 29 2010 05:48 Omgoodnessess wrote: Hey stylish do you have an replays of you use Flash's 3 rax pressure build and the mutas just tr to backstab you instead of defending his third? Because I've been experimenting with this build a lot lately and when i move out (like u said) with 20 marines 4 medics and 1 firebat, 3 out of 4 zerg opponents I play try to backstab my base. Even if i put turrets up before factory, he usually tries to just bypass the turrets and completely rape my scvs since I only have like 4 marines and 1 medic out by then. So, i return home with my main army like u said in the thread, and leave like 6 marines to take out the third expo. However, my economy becomes absolutely horrible compared to him only losing a third because of the huge loss in scvs I've gone through your TvZ pack for examples and out of the 3 rax replays, the ones u have that are backstabs are NewHeartHJ and Beeswax. In the Beeswax replay, you actually never reinforce ur army and use the first group of marines to take out expansions and leave the would be reinforcements behind to fight the mutas. I dont understand how you were sure that he would backstab you and left a control group of marines behind. In the NewheartHJ replay, when the guy spawned his mutas at 7:00, he got to ur base at 7:25ish and u had one more round of marines than i usually have because of slight delay. Plus he only sent 6 mutas at first instead of rallying all 9y mutas to ur base. Im really lost in how to deal with backstabs, and i am wondering why not a lot of players try to backstab you in ur 3rax replays. I guess its because im playing with lower level players than you, mostly C players. Advice please? Btw assume Fighting Spirit in all situations One of his two posted games vs progamers the zerg makes the mistake of not defending. The idea is if they don't defend with mutas, you should have enough to break their nat and kill them. | ||
StylishVODs
Sweden5331 Posts
I usually follow a logic pattern when moving out.
Its important to have a bunker up at your natural. It's a safe haven for marines to be able to reinforce turretlines at the natural. This will also make it safe for mutalisk+lings to break your front, so the only threat here is 9 mutalisks flying over your turrets and into your main. If you pull all main scvs to the natural and at the same time move home with most of your forces while leaving some to take care of his third, you will likely not lose too many scvs. Since they will be pulled to the safe natural. This means you will mine from 1 base for a while but without that many scv losses. While his 3rd is going down. Then when your forces are back home you can chase his mutalisks away and use scvs in your main again while your small troop on the map looks for a possible new expansion of his. One way to insure that he will not be able to do too much damage, is to first place turrets close to your macroarea, the barracks, so that newly made marines +2-3 turrets can defend any mutalisks trying to attack there. If you move scvs quickly he will have to attack buildings with his mutalisks while your 3 barracks keep making units that will not be sniped because you have marines and turrets close by. This is very important because it lets your marinecount grow while he is in your base until you have enough to attack his mutalisks instead of being sniped off one by one. If you feel confident in fending off his mutalisks with mewly made marines you might not have to pull your army back to your base but instead threaten his natural even more, forcing him into not only losing his 3rd but also putting down more sunkens. If he loses his third and doesn't get another one up quickly you will be ahead if he does this. I'll look for more replays where I play this style for you to studdy. GL | ||
Omgoodnessess
United States61 Posts
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doktorLucifer
United States855 Posts
Stylish, if you could provide some general tips, that'd be appreciated. (I'm at D/D+ level) In the end, I think I never really had a problem with 2hat lings unless I was just not focusing. Either way, is there some trick to getting my vessels NOT SNIPED? I believed I had rines on hold or attack ground, and those scourge just sniped them every time. My very last army was simply raped because I didn't pay attention/lost focus. | ||
Omgoodnessess
United States61 Posts
On May 29 2010 06:41 StylishVODs wrote: Omgoodnessess: I usually follow a logic pattern when moving out.
Its important to have a bunker up at your natural. It's a safe haven for marines to be able to reinforce turretlines at the natural. This will also make it safe for mutalisk+lings to break your front, so the only threat here is 9 mutalisks flying over your turrets and into your main. If you pull all main scvs to the natural and at the same time move home with most of your forces while leaving some to take care of his third, you will likely not lose too many scvs. Since they will be pulled to the safe natural. This means you will mine from 1 base for a while but without that many scv losses. While his 3rd is going down. Then when your forces are back home you can chase his mutalisks away and use scvs in your main again while your small troop on the map looks for a possible new expansion of his. One way to insure that he will not be able to do too much damage, is to first place turrets close to your macroarea, the barracks, so that newly made marines +2-3 turrets can defend any mutalisks trying to attack there. If you move scvs quickly he will have to attack buildings with his mutalisks while your 3 barracks keep making units that will not be sniped because you have marines and turrets close by. This is very important because it lets your marinecount grow while he is in your base until you have enough to attack his mutalisks instead of being sniped off one by one. If you feel confident in fending off his mutalisks with mewly made marines you might not have to pull your army back to your base but instead threaten his natural even more, forcing him into not only losing his 3rd but also putting down more sunkens. If he loses his third and doesn't get another one up quickly you will be ahead if he does this. I'll look for more replays where I play this style for you to studdy. GL Im still really confused about reinforcing. I've watched almost all of your replays in ur TvZ New replay pack and in most of your 3 rax replays, after forcing him to make sunkens with first group, you reinforce and go straight towards his third regardless if its not close to his main ), and he tries to defend with mutas. Only in like 2 of the replays i mentioned before do you move out with only 1 control group of marines out of like 25 3 rax replays. And you also make about 4 turrets only after ur army moves out, so i feel that if he were to send 9 mutas to your main, ur scvs and base would get raped. Is it because of ur awesome gaming sense that you know if the zerg is going offense or defense? Or is there some indicator of it? I think the most obvious one would be the initial mutas engaging your 1st control group, and then obviously I will reinforce it. If its only 9 mutas and he decides to attak my first group, then i know he's offensive and i can use marine micro to drive them away and buy time for my reinforcements to come. However, some zergs like to pump like 9-12 lings with their mutas by cutting a few drones/delaying third, and when I realize he is offensive because this zerg army attacks my first group of marines, the control group is dead before my reinforcements arrive and the reinforcements cant engage the zerg army either because he lost almost nothing to my first control group. Then, im behind and forced to play defensively with my would-be reinforcements. I dont know if this all makes sense to you, but basically i want to know how you would know if the zerg is offensive or defensive. I feel like the choice of reinforcing or not is a blind decision since if i reinforce and move towards his expo and the zerg is offensive, my main/scvs/eco will take heavy damage. And if i dont reinforce and he decides to be defensive, he can overwhelm the 1st group with almost no losses, leaving me to play defensive and him having a superior economy. | ||
doktorLucifer
United States855 Posts
Think of how little zerg has in terms of buildings, in a destruction race, terran will just win. And, if you can get even a few turrets up before his mutal arrives, you can still defend with a few mnm, unless he really knows exactly how little you have. | ||
Gumper
United States16 Posts
On June 02 2010 11:00 Thesecretaznman wrote: I'm not totally sure about this, but if your army can break into his base, he will lose more over any given period of time than you lose. Think of how little zerg has in terms of buildings, in a destruction race, terran will just win. And, if you can get even a few turrets up before his mutal arrives, you can still defend with a few mnm, unless he really knows exactly how little you have. If the zerg scouts your backstab, he can easily make sunkens and the terran is completely screwed | ||
Blyadischa
419 Posts
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JL_GG
Canada249 Posts
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og_slipknot
Cuba14 Posts
I think this post so I can help improve my strategy TVZ, which is now applied more Mech, but there is something I fail, and as I have seen that this is a very active community, needed to hear his advice, applied in Mech Match Point, or Pholar Rapsody, I think these maps are not good for this strategy? If I am in error can be rectified, I'm noob, but with enough desire to play, I hope you can help me, I put the link to a replay of a game that just finished recently, I hope your critics, Thanks http://www.repdepot.net/download.php?type=rep&id=36216&name=Gu1sMo[NeT] vs MotherFucker.rep | ||
No_eL
Chile1438 Posts
On June 21 2010 03:56 og_slipknot wrote: Hi, i`m a player from the Havana StarCraft League. I`m only have 14 years old. But, i play as a normal person . I think this post so I can help improve my strategy TVZ, which is now applied more Mech, but there is something I fail, and as I have seen that this is a very active community, needed to hear his advice, applied in Mech Match Point, or Pholar Rapsody, I think these maps are not good for this strategy? If I am in error can be rectified, I'm noob, but with enough desire to play, I hope you can help me, I put the link to a replay of a game that just finished recently, I hope your critics, Thanks http://www.repdepot.net/download.php?type=rep&id=36216&name=Gu1sMo[NeT] vs MotherFucker.rep i watched ur rep, and i think u need to watch stylish vods first.. ur mechanics are nice, but u need to think about your main strategy and basic economic concepts.. ur expo was delayed too much!! invest in mines and speed its risky because your tech was delayed, but the first reason of your lose was not paying attention to scouting and your lack of economy. Try to put pressure with less tech and invest in expo before, then go mass and tech and work in your timings. Stylish VODs are the best terran material ever.. check it out!! | ||
StylishVODs
Sweden5331 Posts
I don't have starcraft and can't get it on this computer. | ||
og_slipknot
Cuba14 Posts
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