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Never have I ever tried to do one of these, so bear with me. Credentials are about nill and none -- I'm ehh. At the moment, 2850 master Terran. I'm not completely got down all the timings myself, but the more I run this open vs zerg on open maps -- Metalopolis, Xelnaga, Scrap (The best map possible), the more I am falling in love with this two prong harass into a marine, tank (with siege), hellion, landed viking, medic, scv on auto repair at about 10-11 minutes after a hellion harass -> viking harass (In the air and on the ground.) I'm sure I'll have to edit and fix a ton. Just a very strong TvZ strat I've been running that on certain maps it dominates.
Long and short of it -- If they don't blind baneling you, you're set on two bases if the push doesn't win the game right there, with 1-1-1, and two OCs, with a push that hits right before mutas pop with a very possible injection cycle mess up.
General build order I use: (Cut no SCVS) 10 Supply (on 2 player map, build at ramp as soon as 100 finishes, and send to their nat. 7/10 the time you can patrol and delay their FE) 12 Rax -> 3 marines then reactor 13 gas 15 OC 16 Supply ~19-21 Factory (Depends if you bunker harass or feint one at least) ~20-21 Reactor on barracks 22 CC in base 22 supply depot Swap factory with barracks Land barracks and start a reactor on it 22 hellion 24 hellion 25 Refinery 26 starport 28 hellion 30 hellion 31 supply depot
From here depending on losses no more numbers Once barracks reactor finishes, never stop making marines. After 4 hellions, lift factory and land with a tech lab, and land the starport on the empty reactor. Make 2 vikings and use general overlord position knowledge to get your first free two kills.
When fac lands, make a tank + siege tech After 4 vikings, 1 medic 1 viking (Still making marines!) Around this time with 3-4 hellions on the field at towers, and vikings taking out OL scouting spots by your ledges/edges/sides, you have almost COMPLETE map control. This is when I land my expo and maynard my scvs and double mule. You have more than enough scvs after a CC in base making 2-3 SCVs from it then floating it.
Never give up pressure with hellions, avoid losing all 4. Pick off as many units, drones, slings etc as you can. Stay near and pick off tumors if you see it pop up.
After 4 vikings are made -- Go OL hunting! The best reaction a zerg can do is get more queens. If they fast lair for mutas, that means 3 queens at this point, max 4. Pick off as many OLs as possible -- abuse range and kite around. Appear to back off and land on a cliff/side/behind minerals/Fog of war and (1) snipe queen down. 4 landed vikings eat a queen up. If they run it, go for drones. 4 vikings 1 hit drones. Very important to NOT lose these 4.
Many a game I've landed at the cliff on scrap by nat (heaven setup, walk down and studder the queen before they can notice), behind the minerals on xelnaga, or the fog ring on metalopolis. Walk in, and mow shit down. Don't lift at all once if you kill the queen and no AA is around. Milk it. Kill queen, workers when they run, pop back up and hit the OLs again.
About 10 minutes, you'll have around 12-14 marines, 4-5 vikings, 3-4 hellions, 2 tanks (3rd coming) with siege, 1 medic, pull 12 scvs (auto repair on). Abuse your map control and pause at a tower to relish the upcoming battle. Pull vikings back and land and repair with scvs, repair hellions. Keep a scan ready to pick off tumors and delay creep spread as a little kick in the balls. Push in with the ball as a ball and mow down anything you see. Position decently with tanks, and scoot hellions to drones/zerglings if possible.
Army ball size is SO huge that if they don't blind baneling, you will walk over their army with half decent micro and positioning. Keep making marines at home, and 1 viking 1 medic 1 tank cycles. Pop two refineries down at expo, and 2 more barracks with 2 tech labs for quick stim/CS if the push doesn't infact win the game.
How to change it/spice it up a bit if you want -- Instead of 4 hellion -> swap, once port is done make a dropship, load 2 hellions 6 marines. Poke around with 4 hellions at the front, drop the rest at main and dual prong. Pull back and lift off. Then go with reactor swap, make 4 vikings, and tanks and go.
Land factory with tech lab and get blue flame and hellions instead of tanks and siege. Eats up heavy ling users badly -- even if the push falls you can lift some BFs and drop at a mineral line to roast as many bugs as possible.
Land the factory with a reactor. This is VERY all in. Triple reactor, so pull 3/4 of your scvs with your 6-10 hellions 6-8 vikings, 12-14 marines, and go and push hard and fast. The longer you let them prepare the worse it goes.
Random timings -- if both harasses go decent, mutas won't be popping until 8-9 minutes, at the earliest! But, with viking harass and drone snipes you can push it back to 10+. But when harass with vikings take note of lair time, of queen count, drone count, buildings, if spires made, if he's going roaches etc.
Replays -- Some have different timings and builds depending on how the game went and opponent reacted. It's a very, very flexible build after the 4 viking harass.
2700 master Z on scrap
vs 2700 master Z on xelnaga (mess up forgetting siege and still walk)
vs 1700 master z prac partner (custom game master, way better than 1.7k) Delta Quad
Me smurfing (friends name) vs 3k zerg on Xelnaga
vs 1700 master on Blistering Sands
vs 2800 master Z on scrap
vs 2.9-3k master Z friend of mine on Xel naga
vs 2550 master Z on scrap
vs2600 master on xel naga
I hope that's enough examples and I didn't totally butcher this. I am looking for holes in it, and any changes I can make. Yes, I have lost with it. Sometimes very badly if the push down right fails. However. 9/10 it does some EPIC damage, and sets you even 2 base vs 2 base with 3/1/1. Any zergs, please poke holes through this for me. It's by no means a god sent strategy. but it sure is strong. I've had countless games that after harassing with hellion viking and then push comes in sight zergs leave lol.
Hope you enjoy and can try it! Doesn't take a lot of APM. I got 100-120 max. Just requires swapping and harassing skills.
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United States102 Posts
this is really good man, imma have to try this out. Thanks for the well written, well-thought out guide. I've long said terran is about harassing to hold the advantage while you build up, im glad to see builds coming out based off of that for most match ups.
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I assume you are building that barracks as part of your wall and if I am incorrect please let me know. As zerg when I get my lings I like to have them patrol the map and occasionally stop them in front of your base and send 1 up to poke to check your structures, army, and if your depot is down. Since you’re doing multiple switches at your front wall you let me have a higher chance of getting a run by and kill your mineral line. Not only could it be a run by due to add-on switching but it could be a careless supply depot that was left down, which focusing on switching stuff and CC.
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What if the oponent make mutas and for you to have some marines back home or to make more static defenses, is this a concern? I understand that by the timming of the build, he won't have many mutas out, and he will be very concerned about the hellion harass, but I want to know what does your experience tells about it.
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On February 15 2011 01:54 Autunno wrote: What if the oponent make mutas and for you to have some marines back home or to make more static defenses, is this a concern? I understand that by the timming of the build, he won't have many mutas out, and he will be very concerned about the hellion harass, but I want to know what does your experience tells about it.
This is a good point, because if he goes to harass with mutas and you meet his force in open combat there is no point to having the Vikings really unless you’re going to land them.
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On February 15 2011 01:48 P0ckets wrote: I assume you are building that barracks as part of your wall and if I am incorrect please let me know. As zerg when I get my lings I like to have them patrol the map and occasionally stop them in front of your base and send 1 up to poke to check your structures, army, and if your depot is down. Since you’re doing multiple switches at your front wall you let me have a higher chance of getting a run by and kill your mineral line. Not only could it be a run by due to add-on switching but it could be a careless supply depot that was left down, which focusing on switching stuff and CC.
This is easily solved by paying attention to your base.
The only way for you to see if anything is misplaced is to have a scout up there, which I doubt, because marines are very good at repelling overlords and lings (with cover). Your chance is only high for the above requirement, and it becomes null if you can't see the wall because of the terran denying scouting.
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On February 15 2011 01:59 iChau wrote:Show nested quote +On February 15 2011 01:48 P0ckets wrote: I assume you are building that barracks as part of your wall and if I am incorrect please let me know. As zerg when I get my lings I like to have them patrol the map and occasionally stop them in front of your base and send 1 up to poke to check your structures, army, and if your depot is down. Since you’re doing multiple switches at your front wall you let me have a higher chance of getting a run by and kill your mineral line. Not only could it be a run by due to add-on switching but it could be a careless supply depot that was left down, which focusing on switching stuff and CC. This is easily solved by paying attention to your base. The only way for you to see if anything is misplaced is to have a scout up there, which I doubt, because marines are very good at repelling overlords and lings (with cover). Your chance is only high for the above requirement, and it becomes null if you can't see the wall because of the terran denying scouting.
Your denial of scouting has to be absolutely spot on because if the zerg decides to sac the ovi for scouting you will need to really put the hurt on it and almost before it even enters the base.
Also what is your actual goal with the Vikings? Is it to snipe ovis or to counter the mutas? If it is to counter the mutas it might be best to not hunter ovis and give the zerg a chance to decide if they want to add corruptors to their unit mix.
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Interesting...I like the opening! Marines + Reactor -> Reactored Hellions makes for a solid early game push. However the transition is iffy...I personally would leave it more open and react instead. Too allin for my taste, but a good opener to expand behind nonetheless.
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Just from the read of it this sounds really nice. I will take a look at the replays as soon as i get home, but already thumbs up for the nice writeup.
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I only have the vikings in the air to OL hunt. Otherwise, they're on the ground to add to the insane DPS.
To the ling run by guy -- Of course it's at my wall. No, you won't get a ling in. I have 3 marines there just for that exact situation. By the time my hellions are out, unless you pool first, I got a minute + without sling speed and 2-4 hellions on the field.
If you see spire, you put down an ebay, and a turret at each mineral line. They cannot, CANNOT afford to go harass. You obviously didn't watch a game, or else that wouldn't even be said. The size of this army requires full zerg attention.
Please explain what you will see if you sack an OL? I put fac and rax at front, both reactor. You'll see that. You better get it in before 7 minute, because after that vikings are out and you KNOW they're out and I'm picking off EVERY OL that's a spotter. Those marines are in the base to be put at the edge where OLs like to sneak in.
And, the most mutas I've had pop on me was like 5-6 when my push hit. With the 10-12 marines + lifting 4-5 vikings the mutas stand no chance. Range of viking lets them not try to even begin to pick off a tank or a medic.
Watch it and try it. Most zergs won't even make it to mutas unless they blind bane and repel you with banelings. Infact, that's about the worst reaction I've faced was fast right to mutas.
I have no trouble if they scout my base and see reactors. I can very well sac my push and continue to harass/drop harass and take my 2nd safely and push out at 2 thors if need be.
Interesting...I like the opening! Marines + Reactor -> Reactored Hellions makes for a solid early game push. However the transition is iffy...I personally would leave it more open and react instead. Too allin and 1 basey for my taste, but a good opener to expand behind nonetheless.
...1 base? I expo at 7-8 minutes. I push at 10. I have 2 bases by the time I leave and do enough damage that I could transition to mass scvs and win most times.
By having the 2nd CC in base for the first 2-3 scvs, you have successfully over saturated your main, to transfer 10 or so, and pull 10 or so for the push. You can afford it because of mules and staying on 1-1-1 you can afford scvs/depots/marines/tanks/vikings/medic. All of em without issue.
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On February 15 2011 02:10 iAmJeffReY wrote:I only have the vikings in the air to OL hunt. Otherwise, they're on the ground to add to the insane DPS. To the ling run by guy -- Of course it's at my wall. No, you won't get a ling in. I have 3 marines there just for that exact situation. By the time my hellions are out, unless you pool first, I got a minute + without sling speed and 2-4 hellions on the field. If you see spire, you put down an ebay, and a turret at each mineral line. They cannot, CANNOT afford to go harass. You obviously didn't watch a game, or else that wouldn't even be said. The size of this army requires full zerg attention. Please explain what you will see if you sack an OL? I put fac and rax at front, both reactor. You'll see that. You better get it in before 7 minute, because after that vikings are out and you KNOW they're out and I'm picking off EVERY OL that's a spotter. Those marines are in the base to be put at the edge where OLs like to sneak in. And, the most mutas I've had pop on me was like 5-6 when my push hit. With the 10-12 marines + lifting 4-5 vikings the mutas stand no chance. Range of viking lets them not try to even begin to pick off a tank or a medic. Watch it and try it. Most zergs won't even make it to mutas unless they blind bane and repel you with banelings. Infact, that's about the worst reaction I've faced was fast right to mutas. I have no trouble if they scout my base and see reactors. I can very well sac my push and continue to harass/drop harass and take my 2nd safely and push out at 2 thors if need be. Show nested quote +Interesting...I like the opening! Marines + Reactor -> Reactored Hellions makes for a solid early game push. However the transition is iffy...I personally would leave it more open and react instead. Too allin and 1 basey for my taste, but a good opener to expand behind nonetheless.
...1 base? I expo at 7-8 minutes. I push at 10. I have 2 bases by the time I leave and do enough damage that I could transition to mass scvs and win most times. By having the 2nd CC in base for the first 2-3 scvs, you have successfully over saturated your main, to transfer 10 or so, and pull 10 or so for the push. You can afford it because of mules and staying on 1-1-1 you can afford scvs/depots/marines/tanks/vikings/medic. All of em without issue.
Whoooooooooops I missed THAT part of the post xD.
Ignore me, solid strat still. I just prefer a different type of mid game Sorry!
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On February 15 2011 02:10 iAmJeffReY wrote:I only have the vikings in the air to OL hunt. Otherwise, they're on the ground to add to the insane DPS. To the ling run by guy -- Of course it's at my wall. No, you won't get a ling in. I have 3 marines there just for that exact situation. By the time my hellions are out, unless you pool first, I got a minute + without sling speed and 2-4 hellions on the field. Lings can run by a bunker with 3 marines no problem if there is an opening. You will manage to kill some but the majority would get by. If you see spire, you put down an ebay, and a turret at each mineral line. They cannot, CANNOT afford to go harass. You obviously didn't watch a game, or else that wouldn't even be said. The size of this army requires full zerg attention. Please explain what you will see if you sack an OL? I put fac and rax at front, both reactor. You'll see that. You better get it in before 7 minute, because after that vikings are out and you KNOW they're out and I'm picking off EVERY OL that's a spotter. Those marines are in the base to be put at the edge where OLs like to sneak in. There are many zergs who instead of scouting with a drone or with a scouting drone, sacrifice and overlord at around the five minute mark, which could give them an idea of the route you are going or at least see the CC being built. Also I can’t speak for other zergs but I set two ovis around my opponents base with one on each side and if I poke 1 way and marines are sitting there I try the other. This also means that those 3 marines are now not in the bunker defending your front, I think you are hypothesizing about having more marines to accomplish the defense at front and denial of scouting. But as I have said, I have yet to see your replays so I could be wrong and you have amazing gosu sense about unit positioning. And, the most mutas I've had pop on me was like 5-6 when my push hit. With the 10-12 marines + lifting 4-5 vikings the mutas stand no chance. Range of viking lets them not try to even begin to pick off a tank or a medic. Watch it and try it. Most zergs won't even make it to mutas unless they blind bane and repel you with banelings. Infact, that's about the worst reaction I've faced was fast right to mutas. I have no trouble if they scout my base and see reactors. I can very well sac my push and continue to harass/drop harass and take my 2nd safely and push out at 2 thors if need be. Show nested quote +Interesting...I like the opening! Marines + Reactor -> Reactored Hellions makes for a solid early game push. However the transition is iffy...I personally would leave it more open and react instead. Too allin and 1 basey for my taste, but a good opener to expand behind nonetheless.
...1 base? I expo at 7-8 minutes. I push at 10. I have 2 bases by the time I leave and do enough damage that I could transition to mass scvs and win most times. By having the 2nd CC in base for the first 2-3 scvs, you have successfully over saturated your main, to transfer 10 or so, and pull 10 or so for the push. You can afford it because of mules and staying on 1-1-1 you can afford scvs/depots/marines/tanks/vikings/medic. All of em without issue.
Also I see no reason for why your so aggressive and angry with your post. You asked for people to poke holes in you strat if they could so try not to sound like a dick when you response to something you ask for.
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...1 base? I expo at 7-8 minutes. I push at 10. I have 2 bases by the time I leave and do enough damage that I could transition to mass scvs and win most times.
By having the 2nd CC in base for the first 2-3 scvs, you have successfully over saturated your main, to transfer 10 or so, and pull 10 or so for the push. You can afford it because of mules and staying on 1-1-1 you can afford scvs/depots/marines/tanks/vikings/medic. All of em without issue. Seriously, if you expo at 8 minutes, and take 10 SCVs with you to the push, unless it does a HUGE amount of damage, you are going to lose. Your build is basically a 1 base all-in, that gets an expo for no really good reason. You should either focus on getting the most possible units for damage from 1 base, in which case more marines for example, would be superior to more SCVs, OR instead, focus on getting an expansion up, and then once you get extra income, and thus extra production from the expo, push with that.
In your case, the expo serves no purpose. If you fail to do damage, since you sacrificed 3/4th of your SCVs, you are still dead, despite having an expo, because you are now way way behind in economy. If you do do damage, then great. But since you sacced 3/4th of your SCVs, you still have to do a ton of damage, so its basically an all-in. So if you didnt expand, you could probably have done even more damage instead.
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On February 15 2011 02:33 P0ckets wrote:Show nested quote +On February 15 2011 02:10 iAmJeffReY wrote:I only have the vikings in the air to OL hunt. Otherwise, they're on the ground to add to the insane DPS. To the ling run by guy -- Of course it's at my wall. No, you won't get a ling in. I have 3 marines there just for that exact situation. By the time my hellions are out, unless you pool first, I got a minute + without sling speed and 2-4 hellions on the field. Lings can run by a bunker with 3 marines no problem if there is an opening. You will manage to kill some but the majority would get by. If you see spire, you put down an ebay, and a turret at each mineral line. They cannot, CANNOT afford to go harass. You obviously didn't watch a game, or else that wouldn't even be said. The size of this army requires full zerg attention. Please explain what you will see if you sack an OL? I put fac and rax at front, both reactor. You'll see that. You better get it in before 7 minute, because after that vikings are out and you KNOW they're out and I'm picking off EVERY OL that's a spotter. Those marines are in the base to be put at the edge where OLs like to sneak in. There are many zergs who instead of scouting with a drone or with a scouting drone, sacrifice and overlord at around the five minute mark, which could give them an idea of the route you are going or at least see the CC being built. Also I can’t speak for other zergs but I set two ovis around my opponents base with one on each side and if I poke 1 way and marines are sitting there I try the other. This also means that those 3 marines are now not in the bunker defending your front, I think you are hypothesizing about having more marines to accomplish the defense at front and denial of scouting. But as I have said, I have yet to see your replays so I could be wrong and you have amazing gosu sense about unit positioning. And, the most mutas I've had pop on me was like 5-6 when my push hit. With the 10-12 marines + lifting 4-5 vikings the mutas stand no chance. Range of viking lets them not try to even begin to pick off a tank or a medic. Watch it and try it. Most zergs won't even make it to mutas unless they blind bane and repel you with banelings. Infact, that's about the worst reaction I've faced was fast right to mutas. I have no trouble if they scout my base and see reactors. I can very well sac my push and continue to harass/drop harass and take my 2nd safely and push out at 2 thors if need be. Interesting...I like the opening! Marines + Reactor -> Reactored Hellions makes for a solid early game push. However the transition is iffy...I personally would leave it more open and react instead. Too allin and 1 basey for my taste, but a good opener to expand behind nonetheless.
...1 base? I expo at 7-8 minutes. I push at 10. I have 2 bases by the time I leave and do enough damage that I could transition to mass scvs and win most times. By having the 2nd CC in base for the first 2-3 scvs, you have successfully over saturated your main, to transfer 10 or so, and pull 10 or so for the push. You can afford it because of mules and staying on 1-1-1 you can afford scvs/depots/marines/tanks/vikings/medic. All of em without issue. Also I see no reason for why your so aggressive and angry with your post. You asked for people to poke holes in you strat if they could so try not to sound like a dick when you response to something you ask for.
It's because some of the suggested counters to this strategy are utterly dumb. If you watch the replays you'll see that saccing Overlords is exactly what he wants you to do, because if you do that puts you behind big time, allowing him to stretch the field even more by harassing non stop with Helions/Vikings early.
People also make very funny assumptions that this is an all-in, when it is not. It is a strong pressure/harass build that can outright kill most Z players who do not multi task well, that punishes Z for early droning and not making defenses early. If you watch the replays he puts an expansion up at 7 and has it up and going around 10, and that is when his first big push hits. It is a build that if you can defend the harass well, you are on even footing at best because you have to build units to defend against this, and you have to build crawlers in the right positions. Making the mistake of waiting to the last second or making just one crawler in case of a 2 rax bunker push is stupid, and that is what cost most Z's games against this build.
Plus, the players he beats / plays against are legitimately good players.
On February 15 2011 02:48 morimacil wrote:Show nested quote +...1 base? I expo at 7-8 minutes. I push at 10. I have 2 bases by the time I leave and do enough damage that I could transition to mass scvs and win most times.
By having the 2nd CC in base for the first 2-3 scvs, you have successfully over saturated your main, to transfer 10 or so, and pull 10 or so for the push. You can afford it because of mules and staying on 1-1-1 you can afford scvs/depots/marines/tanks/vikings/medic. All of em without issue. Seriously, if you expo at 8 minutes, and take 10 SCVs with you to the push, unless it does a HUGE amount of damage, you are going to lose. Your build is basically a 1 base all-in, that gets an expo for no really good reason. You should either focus on getting the most possible units for damage from 1 base, in which case more marines for example, would be superior to more SCVs, OR instead, focus on getting an expansion up, and then once you get extra income, and thus extra production from the expo, push with that. In your case, the expo serves no purpose. If you fail to do damage, since you sacrificed 3/4th of your SCVs, you are still dead, despite having an expo, because you are now way way behind in economy. If you do do damage, then great. But since you sacced 3/4th of your SCVs, you still have to do a ton of damage, so its basically an all-in. So if you didnt expand, you could probably have done even more damage instead.
Did you even watch the replays? He is killing tons of drones early, queens, and all other sorts of shit early. He is either ahead or even with the Zerg the entire game on worker production (most of the time ahead). He can afford to pull scvs to push because Mules can temporarily supplement his economy during this push, and it will force the Z to pull his drones to defend against this. If both trade armies the Terran is well ahead because of the massive amount of eco damage he did, because the Z literally has to throw EVERYTHING he has to defend against this push.
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Who was being aggressive and angry? I was merely telling you that the theory craft sling run by won't happen. If they commit to sling/bling bust, I just make my wall thick, and dominate them with vikings.
I only build a bunker if they roach me. Otherwise, hellions keep slings at bay, as most zergs tend to avoid staying slings vs hellions, especially once the OLs start popping.
It's one thing to find a hole had you seen it in action. It's another to theorycraft things that just won't help or affect the game.
The timings is such that I marine/bunker/scv harass their FE if they do it, they repel me. By the time they get to my base, 2 hellions are already out. As I said, no slings speed is up yet if they hatch first, even if they don't I don't think sling speed is out. That point, my hellions reign supreme. It's not but 2-3 game minutes until 2 vikings are flying seperate into OLs. It supply blocks 7/10 zergs when you pop 1-2 OLs. That supply block, plus queen sniping to mess up an inject, or drone sniping to mess up minerals makes it so when you push you're up about 15 food, with a high high DPS ball with auto repair and a medic for marine/scvs.
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I'd like to say that I've been using Jeffrey's build vs Zerg for quite some time now with amazing success. I was one of the ones to say, "You should make a TL thread about this!" Though the mainstreaming of X Build vs X Race (ie, iEchoic) may have a detrimental effect in how X Race deals with it, I feel it is always a good thing to increase one's tool belt.
Thanks for elaborating on the build and offering additional replays!
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super nintendo sega genesis! Nice job through, good !
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i was attempting this build when i saw you talk about it in some random thread a week ago, but failed miserably. to be fair, i was probably doing it horribly wrong. now that youve written a comprehensive guide, ill have to give it another try.
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Well there are legitimate zerg strategies where at around 24 food a zerg can sacrifice and ovi, which for zerg is between 5-6min unless something drastic occurred, in which case it probable means you already won with the bunker rush.
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On February 15 2011 03:10 P0ckets wrote: Well there are legitimate zerg strategies where at around 24 food a zerg can sacrifice and ovi, which for zerg is between 5-6min unless something drastic occurred, in which case it probable means you already won with the bunker rush. It's more so just a feint. If I can get it up, I get it up and load 2-3 marines in it just to delay mining at their expo and force slings + spines.
The more overlords sacced, the better. I'm going to be going around killing them anyways, so if you sac it you'll see me FEing, get a sense of safety, and drone up. If zergs drone up, they lose. If they speed to mutas, they lose. If they try fast tier2 roach they lose. It's such a huge ball of units that preparation is kinda silly for it since it's much like a 2 rax -- I can scan, see I don't want to go, and sit at my expo and take an early third with 3 tanks and marine medic with vikings harassing until mutas pop.
Unfortunately, it's not too easy to pick up =/ It took me a LONG time since I saw a variation of it to make it work for me. You gotta be able to keep hellions alive, but still apply pressure. And at the same time be swapping tech paths, and constantly making marines and scvs and viking harassing.
It's dependant on harass. However, the vikings are hitting about the time zergs are VERY vunerable..right during lair tech.
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