Friday, April 29, 2011

Free tournament with a chance to win free money!

Sign up for the CG Cup 1v1 tournament ! Casted by KiWiKaKi ! Free entry+PRIZE MONEY ! CovetGaming.enjin.com for details !

Good luck to all the entries

Thursday, April 28, 2011

Terran Versus Protoss


iEchoic's 1/1/2 Helion drop into Banshees
10 supply
12 rax
>> make marines nonstop
>> oc when rax finishes
13 refinery

(pop counts skipped from here out to account for scouts dying, other oddities, etc)
Factory
>> Make 3 hellions
Bunker
Supply Depot
Starport
Refinery
>> Make medivac when starport complete
>> medivac should pop out about at the same time that you have 3 hellions - go drop
>> As soon as medivac completes, build tech lab on starport and factory
Starport
>> Swap second starport onto factory's tech lab
>> Use excess minerals to expand and add more barracks
>> Push at 2-4 banshees

Until this point, you should be following the build order strictly. The 1/1/2 with hellion drop is stable and you do not need to branch out until you have two tech-labbed starports.

You are now in what I call the 'triple threat' position. It is called 'triple threat' because it sounds kick-ass and makes the strategy sound like it's prepared for anything. But s
eriously, this is where your 2port allows you to be versatile.



Key Points


  • Bring an scv onto the dropship just incase you need to repair
  • You want 3 barracks with tech lab and marauders after your harass
  • You want to start building you expansion at the 7 minute mark
  • You want to start building your 2 other barracks after your cc to transition into marauders
  • When you have accumulated 7-10 marauders, push out with 5-6 banshees marauders maybe some medivacs and maybe a raven if your feeling pro
  • Target immortals with your banshees and sentries
  • Keep harassing with helions and banshees until you have 7-10 marauders
  • You may need to build a bunker while your harassing
  • You should be non stop producing marines incase he gets counter pheonix's
  • You should have close to 10+ marines by the time you push out
  • Make vikings if he counters with voidrays
  • DO NOT LOSE ANY BANSHEES!
  • Here are some replays of how it should be done

  • http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&id=152192
  • and
  • http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&id=149696

Strengths: -3 Hellion drop is incredibly powerful. Basically an insta-win if your opponent is not defending, and even if prepared, you will get at least 4-5 probes if you micro well. The hellion drop is incredibly strong even if you know it's coming ahead of time.
- Hellion drop gives great scouting info and allows you to adapt with your 2starports
- 1/1/2 play allows you to account for all protoss openings
- Standard opening prevents protoss from gathering any info about build before initial scout is forced out by marine
- Very efficient use of minerals - rax and factory produce mineral-only units with no addons non-stop.
- Timings are optimized to spend all minerals at all points throughout the build order - high efficiency



Weaknesses: Early high templar feedback, voidrays if you dont transition properly




neat fact: Apm doesn’t mean anything, I play with an average of 35-40 apm in the beginning up to 100-150 when it gets micro intensive

Monday, April 25, 2011

Terran Versus Protoss


+2 armor Thor Build by Thorzain

10 supply
12 barrack
13 refinery
15 orbital
15 marine
16 supply
17 marine
18 factory
19 second refinery
20 marine
22 tech lab on barrack
22 bunker
22 marine
23 supply
- Swap the tech lab on barrack with factory
24 siege tank
28 marine
32 supply
32 marine
33 Command center
36 starport
37 helion
38 marine
39 supply
41 armory
- switch factory tech lab with starport
42 raven
43 tech lab
45 2nd orbital
46 marine
47 thor
53 banshee
58 Ground plate upgrade for thor
- After you land your expansion, build 2 refineries right away and build 3 bunekrs
104 Ground plate upgrade #2 and get blue flame upgrade
117 Third CC
126 35mm strike cannon
- you want 3 factories with 2 tech labs, 1 reactor, and 1 starports with reactors

and reactor when its done on that starport



General Idea of this build
The sturdiness and the power of the +2 armored thor and the ability to use the 35mm cannon at such a large range is hard to stop. Especially if you have a raven denying scouting observers. Having such a large surface area so zealots cannot get the surround and blue flame helions doing double the damage to zealots, its a pretty mean ball of destruction. This build is unique and unseen and the only counter i can think is an abundance of immortals or/and carriers.


Why the +2 armor Upgrades on thors? Thorzain explained:

"It's mostly to be able to fight heavy gateway units compositions, as they deal relatively low damage but shoot fast (zealots have 2 attacks for example). This lets me worry more about the actual "power units" so to say, the units that aren't gateway units. And as long as i can counter them properly (colossus/air = vikings, mass immortals = more Thor heavy) I feel comfortable in the big fight.
Key Points

  • Use raven to deny scouting observer
  • You want about 6-8 vikings,1 raven
  • You want about 4-6 helions
  • You want about 6-8 Thors and only attack when you have +2 amor
  • Use your 35mm cannon on the collosi
  • Put a couple of point defense drones down during the fight
  • Bring a couple of scv's after the fight 
  • You want to attack around 160-170 supply
  • Very unique build
Here is a replay of Thorzain using this strategy perfectly against oGs.MC

Weaknesses: Gateway all in zealot cheese, and a very aggressive 4 warpgate rush, carriers(because thors will automatically target air first when you want them to target ground)




Neat fact: You want to use your mules on close patches because of the limited time the mule has

News:

I'm about 90 points off from being rank 1 in my division and i play to start streaming soon either end of this month or the next month due to internet issues.

Dizon:425 top 250 NA terran player

Also if you have any inquiries or need help directly or need me to review your replay, come to channel TerranSC  in the sc2 chat

Sunday, April 24, 2011

Saturday, April 23, 2011

Hard counter to spanishiwa's no gas strategy that most zergs are trying on ladder



Due to the popular spanishiwa strat, if you can scout it earlier enough I recommend the 4 Barrack all-in yet, I have yet to lose with this strat and here is the replay of the strategy. Because the zerg player is getting no gas, your marines will dominate anything of the zerg with the correct micro. The power of a marine ball not having to worry about banelings is just unsettling. Zerglings/Drones/Spinecrawlers/Queens are the only things you have to worry about and having 4 barracks constantly pumping out marines into a marine ball will be totally one sided. This strat also works against zergs that dont use spanishiwa, the only hard counter to this strategy is all in fast roaches and all in fast banelings, but you can still out micro and beat those strategies with this one.

This replay is against a Grandmaster, and it works beautifully
http://www.sc2replayed.com/replays/167600-1v1-terran-zerg-xelnaga-caverns

These are other replays of me 4 barracking at high masters punishing people using the Spanishiwa strategy
http://www.sc2replayed.com/replays/167601-1v1-terran-zerg-xelnaga-caverns
http://www.sc2replayed.com/replays/167602-1v1-terran-zerg-xelnaga-caverns
If you can scout out the no extractor it means hes doing the spanishiwa strategy and you can stay in your base longer and get more marines
latest should be 6:00 ingame time tho

BUILD ORDER

STRATEGY 1:
4 barrack push all-in cheese **very tricky, do not attempt if you dont havnt read EVERYTHING**
10 supply
12 barrack
13 barrack
14 orbital
15 barack
- cut scv unless you're certain you wont delay marine production
16 barrack
16 supply

keep pumping out marines ( and some scvs) until 5:30 and push out with marines and 12 scvs

Key notes to this strategy
  • Try to keep opponent from knowing you have 4 barracks's
  • Grab watch towers with 4-5 marines and hide your other marines
  • Have your scvs protect your marine at all costs when attacking
  • If you have a chance, stick to a wall
  • AGAIN!! have your scv's protect your marines at all costs
  • attack and move (kite)
  • dont go for the expansion unless there is a spine crawler in your path, then kill that and move into main base
  • Quickly look for a banelings nest, if there is BE VERY CAREFUL spread your marines and everything
  • If not watch out for drones and marines and queen surround and dont let him get the surround
  • rally point your barracks's to his base
  • When you want to rally your new units to your old units the old unit has a habit of dying, leaving your new units at the production-facility. You can shift-click the rallypoint to make them have a backup-rallypoint
  • This strategy still works in high masters if you do it properly
  • ****Grab your 10 scv's and marines and move out at 5:30, you should have approx 31 supply count
  • MICRO MICRO MICRO!!
  • This is the only strategy you need against zerg to get to masters, I had a 90% win rate with this strategy even in masters. This is a replay on how to do it properly, its a little sloppy but it got the job done (there isnt any kind of micro, but it shows how strong this composition is)
  • If he is in your base with a drone for too long, throw up a refinery and take your scv off from building it when it gets too close to finish and cancel it once the drone is out of your base, fooling him into thinking you are teching so he is teching
Why is this strategy good?
Because the power of a marine ball with scv's tanking is unbelievably strong and there it is nearly impossible to stop this timing attack with the right micro!

Weaknesses: If zerg straight up rushes roaches (you can stop it if you see it and turtle into marauders and helions), and if zerg rushes banelings, then it will give this strategy a hard time


Neat Fact: An easy way to check if you have enough workers at a base is to select all workers on minerals. If you see 2 rows (16) that is optimal saturation, 3 rows (24) is maximum saturation

Friday, April 22, 2011

Idra vs TLO - 1 base 7 rax cheese

Amazingly amusing game by TLO




Important Fact: When you want to rally your new units to your old units the old unit has a habit of dying, leaving your new units at the production-facility. You can shift-click the rallypoint to make them have a backup-rallypoint

Sunday, April 10, 2011

News

Due to clutterness of my blog, ive decided to just post a new post everytime there is news or new strategy

Saturday, April 9, 2011

Terran Versus Terran


STRATEGY 1:
Helion Harass, banshee play
10 supply
12 barrack
13 refinery
-when you reach 100 gas, build a factory
15 orbital
19 refinery
- when you reach another 100 gas build another factory
tech lab when done
research blue flame
no addon on second factory
when you reach 4 helions move out and harass scvs
double star port when you can afford it
produce banshees if you know hes not going banshees
build 1 or 2 vikings if u see a banshee in production of opponent
research cloak and banshee/helion harass till win

Key points to this strategy
  • constantly be pumping out scvs
  • constantly be pumping out marines until your factories are done
  • if they wall off, build an early dropship
  • only use your helions to kill scvs and marines, anyhting else.. run
  • if you do enough damage, your banshee play will finish them off
  • you may want to wall off your entrance
  • call down mules at opponents base if you need to repair banshees
  • you should have a couple of marines 5-8 by the time you have 4 helions, you may send them out as well for a really aggressive push
Transition(optional) after you have you've successfully bombarded most of his scv's you can transition into 3 more barracks and finish him with bio ball considering his economy is so into the slump


Why this strategy is good?
Because of helions mobility and effectiveness against terran. Helions part in the game play is to destroy all of your opponents scv and marines. So they would focus on rebuilding their economy and focusing on building units to kill your helions while your banshees are air which will finish your opponent off.


Weaknesses: Preemptive early viking build, triple barracks marauder/marine bio with combat shield because it takes 3 banshee hits to kill a combat shielded marine

STRATEGY 2:
"MarineKingPrime" Marine build Strategy made by Marine king prime the legend
10 supply
12 barrack
13 refinery
-1 marine tech lab
15 orbital
16 supply
-keep pumping out scvs 1 by 1 until you have accumulated 300 minerals
then drop 2 barracks
double reactor
upgrade stim/combat when you have enough money with your 1 tech lab
nonstop pump marines scvs and dont supply block yourself
build an engineering bay and upgrade 1 attack
by the time you finished your combat shield you should head out and attack

Key points to this strategy 
  • Make sure not to supply block yourself
  • This strategy works best on xel naga towers
  • send a marine to certain spots to watch out for banshees, drops and just to have the complete map vision.
  • send a marine to his expansion
  • by the time your combat shield is finished, you should have stim/combatshield/+1 attack and a bunch of marines and should be an easy win
  • make sure to stim move and attack move and attack
  • this strategy is a very MOBILE and HEAVY VISION control strategy and very very effective. if your attack fails, dont fret
  • make an expansion and dropships
  • and keep the harassment up
Transition(optional) After you have prevented him to expand and you have your expansion fully saturated, you can transition to tanks as well to help with your position


Why this strategy is good?
Because of the mobility of marines. You have control of the whole map and able to attack whenever. Marines are strong in a bunch and it takes a lot to kill a marine ball with stim and combat shield. Only hard counter to this strategy is mass helions or seige tank rushed with seige mode. Utilize your mobility and your vision and move out at key times like right when you've completed your combat shield or when hes unseiged and moving out.


Weaknesses: Mass blue helions, Tank turtle and expansion.



Terran Versus Zerg


STRATEGY 1:
4 barrack push all-in cheese **very tricky, do not attempt if you dont havnt read EVERYTHING**
10 supply
12 barrack
13 barrack
14 orbital
15 barack
- cut scv unless you're certain you wont delay marine production
16 barrack
16 supply

keep pumping out marines ( and some scvs) until 5:30 and push out with marines and 12 scvs

Key notes to this strategy
  • Try to keep opponent from knowing you have 4 barracks's
  • Grab watch towers with 4-5 marines and hide your other marines
  • Have your scvs protect your marine at all costs when attacking
  • If you have a chance, stick to a wall
  • AGAIN!! have your scv's protect your marines at all costs
  • attack and move (kite)
  • dont go for the expansion unless there is a spine crawler in your path, then kill that and move into main base
  • Quickly look for a banelings nest, if there is BE VERY CAREFUL spread your marines and everything
  • If not watch out for drones and marines and queen surround and dont let him get the surround
  • rally point your barracks's to his base
  • When you want to rally your new units to your old units the old unit has a habit of dying, leaving your new units at the production-facility. You can shift-click the rallypoint to make them have a backup-rallypoint
  • This strategy still works in high masters if you do it properly
  • ****Grab your 12 scv's and marines and move out at 5:30, you should have approx 31 supply count
  • MICRO MICRO MICRO!!
  • This is the only strategy you need against zerg to get to masters, I had a 90% win rate with this strategy even in masters. This is a replay on how to do it properly, its a little sloppy but it got the job done (there isnt any kind of micro, but it shows how strong this composition is)
  • http://www.sc2replayed.com/replays/161933-1v1-terran-zerg-xelnaga-caverns
Why is this strategy good?
Because the power of a marine ball with scv's tanking is unbelievably strong and there it is nearly impossible to stop this timing attack with the right micro!

Weaknesses: If zerg straight up rushes roaches (you can stop it if you see it and turtle into marauders and helions), and if zerg rushes banelings, then it will give this strategy a hard time

STRATEGY 2:
Late game Mech by Jinro
10 supply
12 barrack
15 orbital
15 marine
16 supply
16 marine
18 marine
20 command center
drop 2 refineries asap
drop another barrack
(non stop marine/scv production without supply block)
grab your 2 refineries asap once you've landed your command center (you need the gas)
get factories with your gas once you have 100 and another once you have another 100
get a tech lab research blue flame and a reactor and send 4 helions out for constant mineral harassment
Dropships are optional for harassment
get another 2 factories with tech lab seige mode and armory
you are still constantly producing scvs and marines
attack when your at 140-150 supply you want 3-4 thors, an abundance of tanks, 6-8 helions and a bunch of marines
****always scan or send a marine ahead of you and dont get caught without seige mode or its gg.****


Key notes to this strategy
  • If your opponent 6 pools you, it will hit your base at approximately 3:00, just be aware
  • Remember always be nonstop pumping marines/scvs
  • Grab your 2 refineries asap
  • you only need 2 base unless your attack fails or you have opportunity to grab a third with a planetary
  • have a couple of turrets positioned at your base incase of muta harss but you have marines and thors to deal with them so its optional but ideal
  • grab 2 bunkers (not side by side) to protect your expo
  • you may salvage them after you get 3-4 tanks
  • Focus your tank shots on the banelings and hide your marines behind thors while thors are spread out
  • Get stim and combat shield and a reactor once your good on cash
  • Helion harass to keep him on his feet and from harassing you
  • **When you attack, it is vital for you to know his army position... THIS IS A MUST KNOW WHERE HIS ARMY POSITION IS..**
  • So scan and do everything to know so you dont get off guard (not in seige)
  • pretty much once you've seiged hes gonna come to u and back up your marines so you dont get baneling busted and stim and it should be good to go
  • And a raven is also optional for the point defense drone for soaking up muta damage and spotting creep tumors (optional but ideal)
Why this strategy good?
Because the power of tanks against anything ground is unstoppable while thors handle the tanking of the banelings and the owning of the mutas. Only thing you have to be worried about is getting caught off guard and this should be a really 1 sided battle once you have your army and positioning.

Weaknesses: Depending on how you play, this strat depends on the players ability to micro and as well as if opponents have broodlords. Must not let zerg get a surround or caught off guard.


Terran Versus Protoss

STRATEGY 1:
Marauder Push
10 supply
12 barrack
13 refinery
14 barrack
14 orbital
tech lab
marauder
tech lab
supply
marauder
Concussive Shell
You should be at his base at 5:30 ingame time with 3 marauders
5:45 at the latest - Due to the fact warp gate finishes at 5:30 - 6:00 ingame, its an ideal time to attack during 5:00- 6:00 because of this twilight zone for the protoss

Then push out when you have 3 marauders together, rally point the 2 barracks to the marauder and attack, if done correctly, you should have 3 marauders at his base by 5:30, takes 4 marauder shots to kill a probe


Transition to a 3rd barrack reactor, ghost acadamy and ghosts 
or you could transition to seige tanks and dropships after this push and double prong drops

Key points to this strategy

  • Marauders are priority on your mineral list after you have 3 marauders out, only make scvs if you have enough to keep the marauder count pumping out
  • Be aware of an early sentry, so you might want to send a scv in to check so you dont get trapped on the ramp
  • You could bring 0 scvs, 2 scvs, or all ur scvs for an all in, but I do this strategy in 3800 masters with only marauders and no scvs and it still works
  • Focus down the stalkers first, then sentries, then zealots ( shooting and moving away from zealot taking as least damage as possible )
  • When there are only zealots left, shoot and run ( kite )
  • If there is only 1 pylon supporting his gateways focus down pylon after you've killed all his units
  • If there are 2 pylons, focus probes (takes 4 hits to kill a probe from a marauder)
  • Make sure your rally point is still on your marauder (incase it dies)
  • You should be extra careful when his warp gate is out, his research finishes at 5:45 - 6:15
  • ^ cannot stress that enough you must be warry on when to get out and if its worth it to stay in.
Why is this strategy good?
Because the power of the marauder beats any gateway unit of the protoss. Combined with kiting (running and shooting) and focusing down the range. Marauders reign supreme. As well as the timing of this push is vital to your success. By the time you get to his base, he should have 2 units at max and in a position where he is transitioning into warp gates allowing a good amount of time before he can pump out units. Capitalize that time between!


Weaknesses: Early stargate void rays, when they can get them out by 6:30-7:00, you have no anti air. As well as early 2-3 sentries which is very rare.

STRATEGY 2:
Jinro's Mech Build
10 depot
12 rax
13 refinery
15 orbital
16 depo
18 refinery
20 factory
22 bunker
24 depo
hellion @ factory completion
tech lab on factory @ hellion completion
reactor after 5th marine
28 starport
siege tank @ tech lab completion
tech lab on starport @ completion
raven when techlab complete (note its important to respond here, 4 gate, make a banshee, 3 gate VR, make a viking, etc)
continue depots/scvs/tanks/banshee production and cut marine production as you feel appropriate to get your 2nd command center



It is important to push out early from 12:00 to 14:00 at very max to catch your opponent in an awkward timing



Key points to this strategy
  • Push out at at stated time
  • Raven has enough energy for 2 point defense drones
  • bring scv's and auto repair
  • Don't let opponent scout you with observer, abuse your raven
  • 1 or 2 banshees can do A LOT more then you think they do, focusing collossus and shielded sentries
  • This is a pretty safe build and very effective.
  • At all costs, keep your raven alive
  • Have your thors in front of your marines and behind your helions
Why is this strategy good?
The variety of units combined with point defense drones will undoubtedly overpower your opponent. Having all aspects of dps covered, this strategy will tear apart your opponent. there should be no way of your opponent breaching through your defenses with repairs and a bunker, he would only be wasting his minerals. I've attatched a replay of Adebis, using this strategy very effectively. Good luck!





Weaknesses: Heavy immortal build with phoenix's picking up your tanks and killing your ravens and banshees


(here is my own variation of my own mech build i had to think of on the spot because I was behind): http://www.sc2replayed.com/replays/165561-1v1-terran-protoss-metalopolis#c1




STRATEGY 4:
4 barrack mmm ghost/viking safety reaction safety build
10 supply
12 bararcks
13 refinery
13 scouting scv
15 orbital
16 tech lab
16 2nd barracks
17 supply
18 reaper
19 concussive
20 reactor
21 2nd refinery
- after reaper, get a marauder
30 throw down double barracks
33 stim
44 2nd tech lab
- dont get anything for 4th barracks, just pump out marines


Move out to attack at the 9 minute mark
Make an expansion right when you move out


Optional Transitions: You should usually get ghosts, medivacs and vikings if he gets collassus, but it is still viable to get seige tanks and a couple of thors to aid your mm ball



Key points to this strategy
  • When you get Mobious, it takes 80 ingame seconds to complete, so time it when its at halfway done(40 seconds in) start getting a ghost because ghosts take 40 seconds to build
  • Get vikings if he gets collossus
  • Emp zealots and sentries and mainly templars and collassus for your vikings
  • Stay with your 4 barracks unless your really getting a bit too much minerals
  • Keep attacking and adding pressure because of your 4 barracks attacks are stronger than their gateway units
  • Dont forget upgrades
  • Emp is overpowered, so use it
  • REPLAY!!!: http://www.sc2replayed.com/replays/165491-1v1-terran-protoss-slag-pits
Why is this strategy good?
The timing of the four barracks can overcome most protoss players because barrack units are alot stronger than gateway units. It is hard for him to break into your base with your heavy mm ball and expanding while you attack gives you a twilight zone of safety. Having 4 barracks's, you are able to replenish your army quickly.

Weaknesses: Key forcefields, very early collassus's and very good templar control (if you let him tech up that high)



STRATEGY 5:
2 barrack into FE into preemptive vikings
10 supply depot
12 barrack
13 refinery
15 orbital
15 barrack
15 tech lab
15 marauder
18 concussive
18 supply
19 reactor
20 marauder
23 supply
25 marauder
27 double marine
- expand at approximately 30 supply
- keep pumping out non stop marines/marauders/scvs 
- Throw down a Factory when you have enough money
- Then a second Refinery right after 
- Drop a double bunker(optional)
- Build orbital and lift off to natural
- Bring 4-6 Scvs to natural
- Research stim
- Throw down a starport approximately 50 supply
- With Reactor on factor ready to switch
- Engineering bay
- Then slowly drop down another 2 barracks with tech lab
- Your first 2 units from starport should be medivacs at approximately 10:00 ingame time and after than go with vikings depending on how many he has out and you want about a 4:1 ratio of viking to collosi capping at - 12 vikings maxed
- Float your factory to scout (optional)
- Drop down another 2 barracks with tech lab once your base is full saturated and another engineering bay with an armory for upgrades

Key points to this strategy
Why is this strategy good?
Early economy advantage, while having a good amount of units still out on the field. The damage of double prong drops is really overpowered against protoss. Vikings mobility and able to 1 shot collosi if you have enough is a must. Most protoss players get collosi so its a good bet to preemptively get vikings, but you should scout nevertheless.

Weaknesses: Early all-in rush and Psi storm




STRATEGY 5:
Coming Soon!

Basic 1 - Build order and (how to play the game)

Basic Beginning Build and Basic mechanics of the game (how to play the game)
Numbers mean Supply count e.g. 10 supply means 10 supply depot count then build supply depot


Basic Mechanics of how to play the game properly (MUST READ)


  • Always keep pumping out scv's, even though you are full saturated(enough scvs for 1 base), keep
  • pumping out so you can transfer your scv's to your expansion once your expansion is up
  • Hotkeys 1 and 2 are for units 3 and 4 for unit production facilities(barrack, factory and 6 for starport) and 5 is command center
  • You can change your hotkeys so that ` is a hotkey and shift-1 is a hotkey and stuff like that
  • Siege Tanks by default attack their closest available target. Abuse this to anticipate and spread your units accordingly - or hug your enemy so they also take damage from the splash.
  • It is an ideal situation to be in a concave against any race, so spread out
  • Kiting( also known as moving and attacking is a must for any bio ball)
  • Keep building scv's and units without looking at your base with hotkeys at all times even during battles
  • Always know what your opponent is doing by scouting his base and keeping up to date
  • Dont wait too long to expand
  • Against zerg, dont let the zerg player get a full surround on you, either kite or move up against a wall where only half your army is surrounded
  • Against protoss, dont let your army get split up by forcefield, either kite or get a HUGEEEE concave
  • In a 6pool, zerglings pop at ~2.25. Add 8 seconds for 7pool, 16 seconds for 8pool.
  •  An easy way to check if you have enough workers at a base is to select all workers on minerals. If you see 2 rows (16) that is optimal saturation, 3 rows (24) is maximum saturation(do not include gas workers)
  • The fastest DT rushes hit between ~6:10-7:00

Against all Races
Standard opener Leading to many options Also Called the 1-1-1 Build
10 supply
send scv building from supply to scout
12 barracks
13 refinery
15 orbital command
16 supply
When you get 100 gas get a Factory
After Factory, get a 2nd refinery
When factory is completed, begin to get a starport

During All this, you should be constantly pumping out scv's and marines.
This is called the 1-1-1 build and it is the tree stump that can branch out to many other strategies.


What terran units counter
Protoss
Collosi -> vikings/banshees
Immortals/templars -> Ghosts's EMP
Stalkers -> marauders/marines/tanks
Zealots -> marauder/marines/tanks
Void rays -> Marines/vikings
Sentries -> Marine/marauders/tanks/banshees


Zerg
Ultralisks -> Marauder + kite
BroodLords -> Vikings
Zerglings/Banelings -> Seige tanks (and marine marauder ball if marauders tank banelings)
Roaches -> Marauders/tanks
Hydralisks -> Tanks/marines/marauders
Infestors -> anything that can kill the infestor
Mutalisks -> Marines/thors


Terran
Marauders -> marine/marauder
Marines -> marine/marauder/helions
tanks -> marauder
Any terran air -> vikings
helions -> marauders/tanks
thors -> marauder/marine

Here is a good website to stream live players www.teamliquid.net/video/streams/
Look for the players that have many viewers. That way you can tell they are high masters

I am a high level masters player giving people tutorials and how to play the game and get from bronze to masters, not made for high level competitive play, by following these guidelines


Ill also be in the channel TerranSC on starcraft 2 chat if you need some ingame advice


This is for Rudiger: how to stop a terran bunker 2 barrack rush as zerg: http://www.starcraft2strategymasters.com/zerg-fast-expand-versus-terran-bunker-rush/