Friday, September 16, 2011

New website waiting to be launched

Brand new Terran tips website is waiting to be launched. As well as expanding to Zerg and Protoss websites as well. Will be updating new master/gm level build orders and strategies very often. Keep in touch as I will be posting more details about the website. Good luck!


Tuesday, August 30, 2011

Terran Vs Protoss


Marine + Ghost bio push
10 supply
12 barrack
13 refinery
15 orbital
16 supply
20 barrack
21 tech lab
21 ghost acadamy
21 scouting reaper
22 second refinery
22 bunker
-reactor when second barracks is done
-pump out 1 ghosts whenever you have the gas
and marines whenever you dont
-when you have enough, throw down a factory
-then second ghost with next 100 gas
then a reactored starport and only have 2 ghosts max building up energy for emp
38 stim followed by combat followed by +1 marine attack upgrade
-Attack when you have stim/combat and +1 upgrades with 3 medivacs up
emp the immortals,zealots,sentries,stalkers,sentries in that order

Becareful of dt's, use that scouting reaper effectively

Transition to to thors tanking for your ball is 1 idea
or completely changing to mech and switching tech labs with factories into seige tanks and thors

Key points to this strategy

  • If he traps you in your base, do a 1 medivac drop full of marines
  • Emp is everything in this build
  • Kite!
  • Get your emp's off early
  • You want to get the zealots off your tail first
  • This could be a 1 base or a 2 base build and branch off into more teched units if you decide to get a second
  • 1 cycle of warp gates is not enough to kill your full medivac, so use that to your advantage
  • The average time for collosi to come out is approximately 10:30 give or take, so its an ideal time to hit before then
Why is this strategy good?
You have the advantage of home base, so if his attack is too strong, you are able to pull scv's while he cant utilize his sentries to the fullest while you have the upper ground if the protoss decides to attack. Marine balls + emp and medivacs rape any gateway unit and immortals.


Weaknesses: Templar storms, and Collosus. You must emp the templars and mass vikings the collosi, or your marine army is worthless.  They will be a nightmare if you dont get rid of them before the marine battle and confrontation. At no cost if they have those 2 units, you should ever engage your units.

Saturday, August 20, 2011

Coaching

Currently looking for more students, coaching at $15/hr and can guarantee satisfaction and best bang for your bucks. Teaching from bronze to masters.

Wednesday, August 17, 2011

Terran Vs Terran (effective now due to high demand in blue flame helion play)


Reaper harass to bio ball
10 supply
12 barrack
13 refinery
-build 1 marine, then tech lab
15 orbital
15 barrack, then build reaper/scv
17 supply
tech lab, scv
- drop a second refinery when your 3rd reaper is done
-keep pumping out reapers and scv nonstop until you get 3-4 reapers
grab xel naga towers and make sure they dont see your reapers come from the back and harass scv line
- after your 3-4th reaper, nonstop build marauders and scvs and dont get supply blocked
- research concussive right when you get your first marauder out
- and research stim fairly early as well
- drop down a third barracks when you have a good amount of money supply to keep pumping out marauders and add a reactor
- drop a engineering bay and start upgrading when you have a good amount of mineral reserve and nonstop pump
- build a turret if you see if your opponent has a starport

Key points to this strategy 
  • Make sure not to supply block yourself
  • non stop pumping marines and marauders after your 3-4 reapers
  • if your money is getting out of control, throw down a command center and expand( but it shouldnt if you continuously make marauders marines upgrades and scvs
  • be sure to own the xel naga towers
  • if you can get a plentiful amount of scvs in your reaper harass, then the game is most likely yours
  • if your opponent gets banshees, get some turrets and COMBAT SHIELD with stim
  • 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 and try again
  • If your attack fails like my attack did in the replay at the bottom, get dropships and drop on their tanks (very good exmaple in my replay)
  • Marauders are really effective against tanks and you should always stim and focus them down first
  • then shoot and run marines, this will you will take minimal damage.
  • http://www.sc2replayed.com/replays/163242-1v1-terran-backwater-gulch
  • ^ that is a very good example of if your attack fails
  • while this replay is how it should look like following through your reaper and finish with just marauders: http://www.sc2replayed.com/replays/163247-1v1-terran-metalopolis

Transition(optional) after you have your 4 reapers out and a couple of marauders, expand and use your reapers to keep his units inside his base (Very effective)

Why this strategy is good?
Because of the mobility of marauders. You have control of the whole map and able to attack whenever. This strategy is good against helion builds and tank builds and mediocre against banshee builds but the combat shield you will put up a good fight against banshees and you could always pump out vikings from your starport. Even if your attack fails, this is not an all in and one of my favorite strategies. Marauders are REALLY effective against tanks can out micro marines. Good luck! watch the replay ive attatched


Weaknesses: The helion to banshee build because of the so little anti air in the beginning and the MarineKingPrime Marine build is pretty rough against this strategy

Sunday, August 7, 2011

Terran Versus Zerg

Teched Marine + tanks
10 supply
12 barrack
14 barrack
15 orbital
18 refinery
marines once barracks are done
21 2nd refinery
24 supply
25 barrack
28 barrack
keep pumping marines and scvs without supply block
35 2 tech labs
stim and combat when done
Move out at 8 minutes, that should be when your combat and stim are finished
Also expand when u move out at 8 minutes
67 factory
then another factory when you have enough money 
and 5 more barracks with no addons
2 engineering bays for upgrades
get 2 tech labs for factory pump out seige
build bunkers incase of baneling bust and spread out and micro marines not in a bunch
attack when you have an abundance of tanks and couple of reactor start port dropships (just 1 reactor starport)
take a third and make it a planetary

keep pumping out marines and scvs

Key notes to this strategy
  • Abuse your marines, dropping on expansions and not letting him expand
  • Do not bundle your marines for banelings always micro them
  • run behind tanks when he rushes you
  • Dont get caught without seige mode
  • move out slowly and keep double pronging dropship marines
  • Abuse your mobility
  • focus banelings with your seige tanks
  • Watch this replay, its very important **
  • build 2-4 bunkers for protection and be warry for mutas
  • Replay : http://www.sc2replayed.com/replays/162254-1v1-terran-zerg-blistering-sands
Why is this strategy good?
Because the power of a marine ball and the stim speed over the banelings while moving and attacking(kiting)
with the correct micro, this strategy is unstoppable if timed correctly. Good luck guys and remember to upgrade

Weaknesses: Burrowed banelings and if the creep is tumors have taken the majority of the map. Infestors are a big problem and so are broodlords at certain positions. So you must grab key point areas to move out and set up camp

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

STRATEGY 4:
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.