Saturday, April 9, 2011

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.


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