Subject: From: Host: Date: Re: Try a strategy, not a tactic Squigy p15-condor-gui.tch.cableol.net Thu Jan 7 18:20:28 The things you list are tactics. You do them to increase the effectiveness of your troops. You will still lose if your strategy is bad, against a reasonable player. You should do the following. Scout the enemy as soon as you are producing troops, with an SCV. If the enemy is zerg, once you have found him do the following. If he has several sunkens, but few troops, move all of your marines to just outside of his base, with at least 2 SCVs. Build a bunker. Go straight for siege tanks. Get them *AS QUICKLY AS POSSIBLE*. With 2+ SCV's repairing a bunker, the zerg player will lose too many men to destroy it. As soon as you get siege tanks, move them up, and lay siege to the zerg player, advancing into his base. Build towers as you advance, to stop any threat from lurkers. The zerg player will have no response, except a few queens at best (unlikely though). Even if you do not kill him off, you have bought yourself a breathing spot with which you can expand to a couple more spots, build defences, and general start to dominate the level. This advantage will let you crush the zerg player, who has no expansion of his own, because of your clever strategy, even if I do say so myself. If he has not got any/few sunkens, build at least 3-4 barracks, then an acadamy, attack the instant you have stimpacks researched. He will not have lurkers at that point, and neither will he have enough to stop you (hydralisks and zerglings do not defeat the same cost of marines, with stimpacks). Against protoss, you should try the same sort of thing.. If he has gone for photons+early tech, get siege tanks quickly, build a bunker as close to him as you can manage safely, crush him with siege tech, whilst expanding. be sure to have a missile tower behind the bunker quickly, just in case, as well as to scout for dark templar. If he has gone for straight zealots, build lots of firebats, but try to get siege tanks quite quickly too; they are essential for defence, and most attacks. With 3-4 barracks making firebats and marines, you can crush the protoss zealots, and then destroy his base. If he has photon cannons, lay seige rather than bothering to risk taking them on; it is much safer that way. The most important thing is to scout early, and frequently. You should always be aware immediatly if the enemy has left his base. You should do your utmost to block him into his base, so you can expand quickly. One tactic is to build supply depots to completely block his base's exit, then position marines behind it. He will need reavers/templar or photon cannons to deal with this. If you rush to siege tech you will get there at the same time as, or before, he gets psi-storm/reavers. Make use of your advantage, and you should have a much easier time getting early expansions, which really help a hell of a lot. Obviously, it is possible to beat these suggestions, but beating them basicaly means using them first, in most cases. Please, respond. I find my posts generate no replies, most of the time. Maybe I should say things like 'I hate hunterzz' & 'u suck ur mum dumbass I rape u' more often? :) Subject: From: Host: Date: Re: Try a strategy, not a tactic Narf's Shadow 162.seattle-13-14rs.wa.dial-access.att.net Thu Jan 7 20:54:54 You know, you are right about the strategy/tactics thing. The funny thing is that I know how to use them right, and encourage other people to use them right, yet I still use them wrong myself =). Anyways, when I asked for strats, I really did mean a little of both. In reply to your post, I both like and disagree with some of the things you said. First of all, I am the type of guy that aboloshes rushing, and encourages long, full tech games. Sure, I know it is part of the game, and I should do everything in my power to win, but still, that is the general 'idea' I try and work with. I am not saying I will not try, and if successful, use your help. I am just saying I will try to avoid it if possible. I do know that this is particulary deadly, but there are a few delemas I have to ask you about first. First of all, what if the player is zerg, builds lots of lings to support himself early game, and then begins to tech up? Basically what I am saying is, is that marines are pretty easy to defeat using other base level units. If he overcomes your stationed troops, the situation revereses, and you fall behind. A bigger worry would be from protoss, especially since it would be easy to play a couple of cannons just outside of your marines, to hit your supply depos (a lot of toss go early cannons, with a few zeolots for support, your idea may have problems with this). How are you supposed to get the marines to the zergs base so fast? You make it sound as if they teleport =). Any skilled player will also scout, EXPECIALLY zerg, with overlords. Chances are, they will see your scv building whatever it is you are building. And in come the zerglings that can be made in 30 seconds =/. Many people underestimate how quickly produced or how powerful 12 zeolots or 24 zerglings are. I guess for the most part though, I have to agree with you. Just one little spin-off. What if this (like most games I play) is a team game? More than likely, the other player will launch a rescue mission for the bunkered player, and that can only lead to dead tanks and marines, and a happy zerg free of capture. Thanks for the help Narf's Shadow NarfsShadow@hotmail.com "I like stories." =) Subject: From: Host: Date: EB to the rescue! = ) (long,read at own risk) Evilboy 204.221.190.101 Fri Jan 8 00:05:55 Did you know that the doctors have found that the rate of the inflation of my ego directly correlates to how many posts I make about terran strategies?= ) Enough of that, on to the STRATS First off, I'm going to assume you are a generally competent player. That assumes these things: - You make a good deal of SCVs at mineral patches. 2 per patch with 4 on gas is usually optimal. - You try to expand when possible to increase your income. - You know how to micromanage. That doesn't mean you have to be a Zileas style "Shuttles that shoot scarabs" player, but that means you can actually use spells, hit and run, etc. etc. - You know what recon is and try to use it. I too am a terran-based player, which has heavily influenced my entire SC playing style. The thing to note with Brood War is that every player on b.net and their mother has a fever with this game that ensures that they will not only build, but will FOCUS on the new units. Protoss like dark templar, zerg like lurkers, and terrans like medics. Unfortunately, dark templar and lurkers are both excellent ways to kill marine / medic combinations. Some of the oldest and best strats are now more effective than ever. Since I am assuming you've got basic skill, I won't go into build orders. Heck, I don't even use them. I build a supply depot on the 8th SCV and wing it from there. Infantry: Marines: Good anti-dragoon units and great general support, the marine loses effectiveness quickly thanks to reavers, dark templar, psi-storm, maelstrom, and carriers. However, keep a few around, since they are great units when you can't really tell what is coming and are cheap enough so that a squadron of 12 won't hurt your economy. Against zerg, marines are a must. Every unit except defilers, adrenalings, and lurkers fear massed marines, and if you bring medics things only get messier. Don't forget the upgrades, either. If you have level 2 or 3 upgrades and your opponent is stuck at level 1 or 0, marines will kill just about ANYTHING they come out with, = ). Firebats: Now with Dark Templar killing marines in 1 hit, zealots being favored since protoss need gas like mad, and area-effect spells stlil hurting terrans, firebats are great. Don't rely on them, but even a few of these guys in a marine / medic group can turn zealots into that blue-flame stuff like nobody's business. Firebats can help against psi-storm in select occasions, since a psi-storm will generally hit the firebats and whatever they are trying to kill, but don't take that as TOO much of an advantage. Against zerg, firebats are useful. With medics they slaughter zerglings and adrenalings, making them important late-game, and aren't shabby against hydralisks either, at least when marines and medics are at their backs. Darkswarm is another reason, unless the zerg has ultralisks, darkswarm is a TERRAN's friend, since firebats will kill anything in it. Medics: Ahh, every terran's favorite unit nowadays. Medics don't make marines do what they didn't do. Marines never did kill templar, reavers, or carriers that well (ok, they did kill carriers until 1.04, so what?). Medics just take what marines are good at and make them that much BETTER. Since infantry isn't the safest build against the high-damage and splash-happy protoss units, medics are of limited use. Restore is damn near useless against a protoss, but optic flare can help against certain attacks. Don't rely on them, but keep a few around. Against zerg, medics are a MUST. Restore takes down almost every zerg spell there is, even devourer acid spores. Heal makes hydralisks, mutalisks, and zerglings much less useful, and optic flare makes having 1-2 overlords for detection pointless. Ghosts: THIS is what I call some anti-protoss INFANTRY! Lockdown is a protoss player's WORST nightmare. Lockdown takes a 1 food unit and allows it to disable not one but TWO units, which almost ALWAYS cost more. Reavers, dragoons, scouts, corsairs, carriers, shuttles, arbiters, even observers can be locked down. Lockdown is a great way to snipe units before a fight. If your 12 marines don't really want to fight that 4 dragoon 2 reaver combo, 1 ghost can make that an easy battle to win. Don't build in mass because of the micromanagement required, but ALWAYS have a few ghosts against a protoss. Nukes + EMP are great attacks, I posted above about nuking strategies, I don't have the link but just look, those and Raid's should be enough to help you nuke protoss for a long time. Ghosts aren't great against zerg, and should only be built for nukes and perhaps anti-mutalisk support if marines aren't cutting it. Mech (Stuff from Factory): Vultures: Know why the vulture biker has just a bad attitude? BECAUSE EVERYBODY HATES HIM! Vultures are underused and damn powerful in the hands of a pro. I'll go on to spider mines below, here is the vulture's moment to shine. Vultures, when using hit-and-run strats, decimate zealots and dark templar like nobody's business. They also kill templar real good. Ever tried to psi-storm a speed-upgraded vulture? Might as well try to shoot an arrow through a fly! A few vultures are a great way to pick off templar just waiting for marines to psi-storm. In fact, if you spot a templar, it might not be a bad idea to run vultures in during combat just for the sake of templar-killing. They do it real well. Vultures are amazing expansion-killers, running past all but the best laid defenses and decimating peons. Speaking of which, against lightly guarded protoss bases, running in 6 vultures just to kill peons is a damn good idea. Against zerg, vultures are excellent ways to kill poorly defended zerg expansions, but aren't too effective after that. Spider Mines: Ho ho! Perhaps the most cost-effective defense on the ground. Build vultures for all their uses above and get spider mines to boot! What a deal! Spider mines, in clumps of 4-6 can severely damage an incoming attack force, imagine if your front line of marines suddenly died and a good deal of your tanks took 125 damage. Ouch. Mines are also great scouts (nothing leaves their base without you knowing about it), and are the most cost-effective way to watch expansions, not even taking the food of a burrowed zergling. Place these boys in front of bunkers or even BEHIND chokes (in between a choke and a base) for an extra suprise attack. In fact, having a dummy turret + bunker at a choke just to distract enemies from mines isn't a shabby idea. Against zerg, mines slaughter lurkers (they can't even shoot back, poor babies = )), decimate zerglings, hurt hydralisks if layed in clumps, and make ultralisks think twice about coming into darkswarm. If you meet a zerg player that leaves lings of hydras burrowed in clumps without lurkers, lay a few spider mines in that area and watch the fun = ). Goliaths: OH YEAH! The best anti-air unit of the game takes charge! With an impressive +4 per upgrade, natural armor, low cost, reasonable build and a cheap range upgrade that leaves air forces crying, the goliath is your answer to any and every air fleet there is. With a few lockdowns these things are even SCARIER! Great support for siege tanks. Against zerg, these are beasts. Mutalisks and Guardians can't touch them, and they make queen's think twice before using broodlings on tanks. The queen may broodling the goliath instead, but at least your precious tank is safe = ). Siege tanks: Heh, my favorite terran unit. The longest range in the game and massive damage makes this mac-daddy a unit to be feared. On defense they keep forces back, and make reavers explode in a nice array of sparks. On the offense they kill templar before they storm (2 tanks kill a templar in one volley), decimate cannons, and provide excellent anti dragoon / reaver support. Just make sure to support these guys. Marines, Goliaths, Vultures, Wraiths, BattleCruisers, Ghosts, Firebats, ALL are great combinations with a siege tank. Think zealots will do much to a tank / firebat / medic combo? I didn't think so either. The range of a siege tank is so massive that you can usually build a bunker outside your enemies line of sight BEFORE you begin sieging their base. Marines or firebats die to psi-storm, but bunkers don't. In fact, the siege tank is even one of the best island units, able to take down anti-air defense from nearby islands safely! This is a unit that MUST be used, unless your opponent is going pure air with no defense at all, siege tanks are a must. No terran should fear even the largest protoss defense, one siege tank is all it takes. Guess I like em, huh? = ). Against zerg, siege tanks are a MUST. Lurkers, Hydralisks, Zerglings, Ultralisks, all fall before the might of the siege tank. Darkswarm offers little protection, and tanks outrange a defiler's plague. Airborne units: Yeah, after all that I have even MORE to write! Wraiths: An important terran unit overlooked. Sure, every base and its mother now has cloak detection, but where? Spoiled protoss players who only build cannons at their choke are in for an unpleasent suprise when a few wraiths decimate their peon line. The rule of wraiths is that they are good not for what they do, but for what they FORCE your opponent to do. 3 cannons at each peon line in each base with additional anti-air available should things get messy JUST to counter WRAITHS. Observers are powerful, but vulnerable to comsat (have it hotkeyed, use it on fleets, if they have observers kill them and then attack, otherwise enjoy the feast). In fact, it has been a LONG time since I've seen a protoss player include observers with their attack force before it was too late = ). Psi-storm is a pain, but can be dodged if you are quick at the keyboard. Wraiths decimate scouts and carriers for the cost, and do great upraded. Against zerg, they are useful simply because of the vulnerable overlord. The zerg's main detector is so damn vulnerable to attack that wraiths can bring it down in just a few volleys. If your opponent only brings 1-2 overlords on an attack, well, = ). Dropship: Moves units, 'nuff said. Great way to set up bunkers and siege points. Try dropping a ways behind an enemy's peon line, building a bunker just outside siege mode, then putting a tank in siege so it shoots the peons. Build a turret for cloak detection and watch those peons run! Valkyrie: Well.... I don't like it, others disagree, but generally you're safer off going with Wraiths or Goliaths for your anti-air. It does look damn cool, however. Against masses of pure mutalisks, the valkyrie shines, but throw in a few scourge or a good amount of devourers and the valkyrie is scrap metal again. Better off using irradiate agaisnt zerg. Science Vessel: Did someone say "irradiate"? Perhaps the best spellcaster in the game. Why? Does it have psi-storm? No. Does it have recall? No. Does it have Plague? No again, but it is cheap for a spellcaster, detects, is fast, long sight range, and is probably the best hit-and-run unit out there. Irradiate zerg. Irradiate three units then run for the hills, repeat as desired. Irradiate templar to weaken protoss defenses and ensure protection from psi-storm beyond mere EMP. Irradiate medics and laugh as the marines she tries to heal she hurts with irradiate! Irradiate dark templar to piss off a protoss player, = ). EMP everything the protoss have, period. Defense matrix is awesome, a great way to keep your vessels safe while making them useful. Science Vessels are amazing units, really, use them in every game you can. Remember, science vessels fly, and as long as they have irradiate, no peon line is safe = ). BattleCruiser: Hated, loved, this unit is almost as big a controversy as the vulture. Don't rely on them, but don't shun them either. Against the protoss, yamato is a great way to slowly decimate cannons, reavers, scouts, wound carriers, kill corsairs, or pick off dragoons. It isn't fast, but it is hard to counter. Against zerg, don't rely on them because of their vulnerability to scourge, hydralisks, plague, darkswarm and devourers, but keep them around. They make excellent all-around support, and almost always pay for themselves in damage absorbed and damaged dished out. Upgrades are a must. Well, now that I've made you read all this, You MIGHT have a slightly better terran playing skill. Just to finish it off, I'll include a few "strats" to use. - Vulture rush. Spider mines ensure that ground-based counterattacks will be mostly inneffective while vultures prevent expansions and decimate peon lines. Great for anybody who relies on infantry a little too much. Easy to alter to siege tank / goliath combo as well. - Tank push. Everyone's favorite. Just use tanks + any anti-air unit + anti-infantry (for protoss mainly). If you have comsat, detection isn't even a problem. Very powerful. Very underused, as well. Actually, a Goliath + Tank combo is one of the most versatile and powerful combinations out there, and belongs to the terran = ). - Wraith rush. Wraiths probably won't kill your opponent, but they will weaken them severely. If peon lines are well-protected, use cloak and slaughter those poor probes / drones / SCVs. Destroy buildings that aren't protected, contain your enemy by forcing them to build massive amounts of detection and defense at any base just to use 1 siege tank with those wraiths to bring it all down. Wraiths probably won't destroy every building your opponent has, but they will make them spend 10x as much on defense. - Infantry push. Heck, nothing wrong with a little marine / medic combo. You don't even have to make it large enough to destroy a base, just something to remind your opponent "hey, I'm watching". Use this to make them defend heavier then they usually would and avoid expanding for a while. Sometimes called a "piss-rush", even a small attack force can make an opponent think that "The Big-One" is just around the corner. Well, hope all that helps, if it doesn't.... well, tough, you read it anyways. BTW, The Antar has Protoss Fever, the only known cure is to observe 3 successful vulture rushes in a row. We are currently working on treatment, but as of now our "Look at how cool ghosts are" treatment has not been as successful as we had hoped. = ) - Evilboy