Tuesday, July 19, 2011

Terran versus protoss

1 Barrack (marauder opener) FE Strategy by Thorzain TSL3
10 supply
12 barrack
13 refinery with only 1 scv mining
15 orbital
15 marine
16 supply
16 tech lab
18 marauder
21 Command center expansion(Put 2 more into refinery mining so total of 3)
21 marauder(no more marauders until you get stim)
22 marine
23 second barrack
24 supply
27 stim
29 engineer
32 second orbital
- start upgrades when engineer is done and throw down a bunker or 2 with a turret if you think there is a chance of dt's
- at around 40 supply start marauders production again
50 third barrack
54 factory
54 drop down 3 more refineries and saturate them
67 startport
and reactor when its done on that starport
Key Points
  • 54 drop down 3 more refineries and saturate them
  • Make only 2 marauders in the beginning and the rest marines until 40 supply and start making marauders again
  • Throw down bunkers if you think there is a possibility of a 4 gateway rush and put supplies in front of the barrack for more support
  • Attack and harass when you have 2-3 dropships and you want to try and take your third while applying pressure
  • Since your only pumping out marines after your second marauder is out, your marine count will be very susceptible to void rays as well. 
  • If there are collosi on the field, you may want to throw down another starport with a reactor
  • Great video of how a good terran player totally annihilate a very good protoss player (ogs.MC)
  • You want your vikings to engage and kill the collosi, while you kite your units back not letting the collosi hit your bio ball

Optional: Optional transition to ghosts if you see many sentries and templars and immortals

Weaknesses: Gateway all in zealot cheese, and a very aggressive 4 warpgate rush, high templars

Neat Fact: 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.

Monday, July 4, 2011

Terran Versus Zerg

1 Barrack Fast Expand(FE) into macro marine tank build

10 supply
12 barrack
15 orbital
17 command center
17 supply
18 refiner
18 2nd refinery
19 2nd barrack
21 3rd barrack
21 tech lab
21 factory
23 second orbital
27 stim
(non stop marine/scv production without supply block at this point)
28 starport
28 factory reactor to switch with starport
(optional pump out 2 vikings going different directions to snipe overlord(recommended)
^also used for scouting
- At this point, it should be close to 9-10 minute ingame time and if you see that your opponent has nothing, initiate drops or take a third with turrets and planetary

Key notes to this strategy
  • Barricade yourself in with barracks's incase of baneling bust
  • Get stim and combat shield asap with that 1 tech lab
  • build multiple turrets with the range upgrade in your engineering bay
  • Try to apply constant pressure with marine drops
  • Remember to get upgrades
  • Spread your tanks and marines out
  • Get a plentiful amount of dropships
  • 2-3 thors are optional
  • If your applying dropship pressure, then it should be safe to push out
  • Always know where the enemy is and dont clump up your whole army into 1 big ball
  • Spread them out****
  • If the creep spread get too out of control, scan and kill the tumors
  • Try not to fight on creep
  • 1-2 factories is all you really need
  • Try to snipe the greater spire/spire if you see one
  • REPLAY: http://sc2rep.net/replays/starcraft-2-replay-z-kustom-vs-t-dreamhigh-shakuras-plateau-04-19-2011
Why this strategy good?
Early economic advantage and the security of barracks wall allow you to tech to tanks, medivacs, stim, combat shield, and upgrades. Allowing you to harass behind your wall with marine drops and snipe overlords with vikings not having to worry about anti air and not having to worry about broodlords

Weaknesses: All in rushes and not knowing how to place your units properly. Not having the right vision or knowing where the enemy army is.