Subject: From: Host: Date: Re: Any advanced terran tactics? Avenger~TC~ 204.100.164.237 Wed Jan 6 07:32:58 On Wed Jan 6 07:00:57, Terranrulez wrote: > I am interested in any tactics. Try some of these, they work pretty well EARLY GAME ~Build command centers at your base and fly them to the selected expansion site ~Spider Mine chocke points to stop dark templar rushes / lurkers moving in ~Build a comsat early, you'll use the detection power a lot ~Bunker-Seige tank advance: This is a complex one. Build 2 bunkers, put the usual 3 marines, 1 firebat in each one, bring 2 scvs, 2 medics for the scvs, and 2 seige tanks. Now, have the scvs build missle turrets and bunkers, and just advance in a line of bunkers and tanks and missle turrets...hard to stop, beacuase if attacked you can just fall back along your line MID GAME ~Expand, expand, expand ~Keep up the bunker / seige attack, but also do some upgrades to your armor and guns. Make some goliaths for base defense, and have at least 2 starports ~Make air: Your force should have an equal number of valks and wraiths, wraiths as your strategic force, valks on patrol to stop enemy air, possibly with wraith backup LATE GAME ~Keep up the expansion and take some of your opponents ~Build covert ops and physics lab ~Build around 4 science vessels, making sure they have all their upgrades ~Get some battlecruisers with yamoto, attack enemy bases with yamoto taking out the turrets, dropships landing marines and goliaths to take out other targets, vultures to get the peons, wraiths / valks to cover the cruisers, and if the marines and goliaths take out the other turrets, land some scvs, to build missle turrets of your own and bunkers to guard them, ALL ON ENEMY TERRITORY ~Use ghosts to nuke his choke points, and before he can respond, rush some upgraded vultures throught the gap, right for the peon line, and have a ghost squad, specifically to be on the move snipering him Well, I hope some of these are of help to you. Just remember slow advances and ALWAYS UPGRADING / PRODUCING, and you should do pretty well. Subject: From: Host: Date: Re: Terran players!! help your pal here at ladder Bobo proxy-ta.netvision.net.il Fri Jan 8 05:32:23 Well, in the early game build marines out of two barracks so you'll be safe from early rushes (against another terran you might wanna build two bunkers and go straight to tanks and wraiths), then, if you can't attack his base and do some damage, you should decide what's next depending on your opponent: Zergling: third barracks, keep pumping marines. If he made sunkens make some tanks, but don't stop your marines from coming. Hydras: a tanks-marines combo will do better than anything else. Zealots: True, fire bats rule against them, but i think that you should go more in the tanks+marines direction, so you'll be able to strike out cannons easily. Marines: bunker up with an scv around, to fix. A bunker being repaired can take out amazing numbers of marines. When playing another terran you should go for tanks if the map is fairly small, and wraiths in bigger maps, for map domination. Of course you need both of them, but make one of them in big numbers and the other just for support (for example - go for wraiths and make tanks for hitting missle turrets). Of course you should expand at some point, do it when you feel you can secure it (but never start building tons of bunkers and stuff, a minimal defence is fine, especially if you got wraiths). If the game is not decided you might wanna get Battle Cruisers (eventhough against Terran I prefare sticking to the Wraiths), and Science-Vessels, especially for the irridate, or putting defensive matrix on the BC's. Nukes are nearly worthless (too expansive) on SC, but I heard that on BW (i don't have it yet) they cost less and take less supplies. But the ghost can get useful - if they went for BattleCruisers or Carriers, locking them is very effective. In Island games it's a bit more complicated and I won't start with itm but basically against zerg, wraiths+marines then BC's, against toss Wraiths+Tanks, and the same (maybe a bit less tanks) against Terran. Well, I hope I've been helpful, I sure did my best... The time it takes to repair 1HP is different for every unit. Though I do not know exactly how long it takes to heal a BC, I think its basically the more expensive the unit is, the longer it will take. As for the cost... I did experiments about this and it turned out to be that if you heal a unit from 1HP to full, it takes around 1/3 or 1/4 of the original cost. For some units it was 1/3 and for some units it was 1/4. I think BCs cost 1/4 the original price to repair.Spartacus! Well try this load 3 overlords with 2 drones one defiler and the rest upgraded hydras then just force you're way with scourge to the nearest available island none of the races except BC's still have an efffective scourge killer and whe on the island unload quickly start a hatchery and cast dark swarm over the hatchery and the hydras and keep just one overlord there for detection and send the rest back for another pick up some zerglings to recharge the defiler and more hydras when the hatchery is done go hydra nuts on that island because spore colonies aren't worth anything because good Protoss players use disruption web. Basicly use scourge they can get the path clear for enough time to get some overlords over.Good Luck Dear Zerg player, I am a protoss player...and although I can not give you the best strats out there, I can tell you what I fear...and in that I hope you can find some answers. A double stargate tactic is great aganst zerg, it kills overlords/mutas/gardians. So the zerg must go a differant strat. Instead of going for mutas, build 2-3 hatcharys at home base and build hydras. Upgrade there speed/range. Upgrade overlord speed and transport. Drop Hydras outside base if it is an island map like "snowbound." Than use the hydras to push your way to expantion. If it is a true island map, than try to sneek some overlords in and drop hydras at toss main base. If toss went double stargate and corsiers, than they will have weak ground force, so if you can find a gap in the cannons, they will fall. Now, expanind on true island map...if a toss is GOOD and he has all the bases and your base watched by corsiers, than you need to create some scourge and than send overlords to expantion full of hydras and a few drones. Dont let him expand...Use scourge to scout expantions, and if you see him start expanding...kill shuttle with scourge or hydra drop around the new expantion...remember, if the corsiers dont get the overlords before they drop their load, than corsiers die..cant attack ground and hydras chew them up. If you notice, i dont mention mutas...mutas on island maps, as far as I have seen, are not worth the time. Even the new heavy air unit is unimpressive. Go hydra heavy with scourge and do recon ALOT to stop toss from expantion. In later game, create defilers/queens/scorge because a carrier fleet is on its way. Many of this can be expounded upon and improved, but I hope it gives zerg players a few ideas aganst toss, for it does seem that the roles have been reversed on island maps with brood war. www.starladder.com Subject: From: Host: Date: I find the new terran almost useless, but... The Antar ps2he.ss.wave.shaw.ca Thu Jan 7 17:09:13 On Thu Jan 7 16:37:27, HELP! Narf's Shadow wrote: > Ok, I got broodwars a while ago (a few days after Christmas, my > parents didn't but it for me =( ), and have been having a few > problems using terrans. I used to think of myself as (almost) a > terran guru, or at least well on my way. I enjoy the race a lot, but > lately I have been having some... difficulties... using them against > other experienced players using either zerg or toss. Me too. Although I am a terran at heart, I must admit, we got the shaft. I think that valkyries needed to be stronger for their cost, they just aren't worth it. > Let me say right here what I am looking for: Good, solid > _strategies_ for BW terran, that if fail, will not necessaraly put me > extremely behind (like building marines and medics for the first 1/3 > of the game, to have them be slaughtered by the toss's first > templar). When (if) you reply, try and post in detail, not like > "build 12 tanks, 12 goliaths, upgrade both, and attack". I > want a way to build torward a nice attack force while retaining good > defence (so I don't get rushed/swarmed/out-expanded, etc). OK...I prefer early tank-jumping to medics. The only problem is that its a LITTLE bit slower on the comsat, but no different on the E-bay if you need detection. An early tank push is a great game ender, especially vs zerg (zealots tend to kick a$$ against them early). Hmm...make sure you scout, but here is my order. Note that it is pretty tough to stop a double rush or so with it, but it can stop most single rushes. 8th SCV depot When done depot, make barracks (should be right after 10th SCV) Next two drones make depot, then barracks. the barracks one (first rax, that is) makes a vespene geyser. Make an ebay, bunker, and a few marines as scouts and early defense. When you have the refinery done, get 3 SCVs on it (usually the ones who build the depot and barracks finish just in time to do this, so you don't need to take any SCVs off minerals). One factory at 100 gas, then another when soon after, when you can afford it. This order works because of the immense advantage it gives you in peons. You are a good 2-3 peons ahead of someone who goes 7th-barracks early game, but you are more vulnerable to a rush. Also, that blasted 6-ling rush sometimes works, but not always (if you use peons and marine dancing, you can usually live on...). > Here are some things I have tried, and why they don't work: > > Medics and marines: OK, this one really does vary on usefulness, but > against a good player that tecs up reasonably fast, it just fails. > Any marine (even while being healed) that is being attacked by more > than 1 unit, just plain can't take it. It would be cool if multiple > medics could heal the same target, but they can't, so it isn't =(. > Also a limiting factor are units that do a lot of damage in a single > hit, and most any spellcaster. These are like sunkens, photons, > ultras, archons, etc. and templars, defilers.. you get the idea. The key is to hit earlier with this attack. You *can* effectively get on off around the same time a second DT is coming out. IF you have a comsat, you can probably take him out. NOTE: Rushing a protoss is REALLY risky nowadays (dts ROCK rushes). This force is a good anti-zerg force, because sunkens are killed by marine/medic forces with few losses. Of course...beware of lurkers, and don't rush if they have them. Basically, rushing tends to lose games in Brood War, and this is fine with me. > Tanks and marines: OK, when I try this, I basically get maybe one or > two bunkers (for temporary use), 3 or so barracks, and two factories. > I get 12 or maybe 24 marines, and 4-5 tanks. I try and make it as > fast as possible, so more likely to have 12 marines than 24. This > sometimes works REALLY well (expecially against those toss using > early and heavy photon defence), and sometimes it gets creamed, > leaving me with little or no deffence, no army, and no expantions. > It usually doesn't work when the opponent gets heavy grunt level > units, like zeolots or zerglings (melee units only, really). They > rush the marines, then take out the tanks at leasure while they try > and unseige (cause the attackers are too close, or that the firing > tanks are killing other thanks that a few lone units are attacking). Try moving out with about 18 marines and 2-3 tanks. This force will clobber zerglings (keep marines in FRONT of tanks), because zerglings tend to die easily to marines alone, let alone marines with siege fire in front of them. Either hit earlier, or wait longer and bring in the firebats and medics (with comsat). Firebats rock zealots and zerglings, medics keep them alive, and tanks rock defense. Its probably more worth your while to be patient, now that I think about it. > Tanks and upgraded goliaths: This just seems too hard to manage. > Goliaths kick ass against air, but against ground it is a different > story. If I can put it together, I can usually make a lasting > impression on their base, but almost as frequently, I get massed by > heavy air or heavy ground, not a combination of both. So I have 12 > goliaths, they attack with guards (maybe), and a ton of mutas. I may > kill the mutas, but often 2 or 3 are left to kill undefended tanks. > Other situation is that 30+ hydras or zeolots crush my tanks and the > pathetic goliaths trying to poke a hole in their damn carcases. Hmm, sounds like you need Science vessel and air support. About 4 SVs and a squad of wraiths will help deal with these things. Just keep wraiths away from corsairs unless you like losing wraiths insanely fast. :( > Mass wraiths: I have had NO, none, nada, or ANY success from these. > By the time I get enough to do anything useful, the opponent has > hydras or templars, and that just plain sucks. Even if I rush for > them, it is still too easy to kill 24 wraiths in 5 seconds with a > single templar, or 12 hydras (and early detection is very common > because of DTs, most people will be prepared for cloak). Hmm...yeah it takes work. I seem to have luck keeping wraiths alive, that is, until I run into corsairs. Oh well, keep trying to dodge those psi storms, because it IS possible to do. Wraith+tank forces work well too, just not vs corsairs (this is recurring). > Mass BCs: Just get killed by temps, defilers, devourers, and scouts. > Nuff said. You need to support BCs with EMP. Also, spell casters are the biggest threat, so don't hesitate to yamato any spell casters nearby. Just remember that psi storm doesn't work after the templar has been EMP'd. > Mass BCs with other stuff: Sometimes the other stuff gives the > darkswarmed hydras something to chase after when the BCs are dead =). > Irradiate really sucks against hydras (most players just burrow that > hydra, and even if they don't, at most it may kill 2-3 hydras, and > doesnt do much against a force of 24). I have yet to try tanks and > BCs, but I have high expectations of this. Not many other useful > combos. High expectations is an understatement! I love this attack. Just make sure you back it up with SVs. Oh yeah one other thing, I'd go with about 8-10 BCs and a squad of wraiths, that speed and cloaking really helps out an attack. Just watch out for corsairs. > Nukes (along with another strategy): Ooh. Nukes are really cool! > That is, except when the other player (experienced player) recognizes > the position of the ghost at once, and with one of half a dozen > detectors that he got early on for DTs, uncloaks, and kills. Other > dispensive tactics are stasis, psi storm, lurkers, patroling > overlords.. (list goes on). The other disadvantage for nukes, is > that unless your opponent is rediculously stupid, it is impossible to > kill someone with nukes alone. Maybe take out their choke, maybe > their army (rarer, because most of the time it is on the move), maybe > even a hatch/nexus and surrounding probes. Almost NEVER all 3 at > once (these are the first 3 places a player will check), and that is > if he even lets one get by at all. Try nuking flying units to hide the dot. Works wonders. Also, nuke with two ghosts on one spot at the same time, only one warning goes off, and killing the ghost usually lets people know they've stopped the nuke. A double nuke guarentees that one will hit (if you spread the ghosts out somewhat, of course). > Geez, I am out of strategies! Valks are cool, but I don't find a > practacle use for them until late game, but that is when they really > suck the most because of armor upgrades vs splash damage upgrades. > You rarely see swarms of air until they are at least partially > upgraded, and I know I never really use mass air until at least > upgraded to 1/1, at a bare minimum. > > So what do I do? Has someone found a flaw in my strategies? I try > using stuff together, but it usually falls to a concentrated force of > something or another. Hate to say it, but is there a terran > imbalance? Their biggest disadvantages include the lack of a really > good massing unit, and the lack of a solid 'area attack' spell, like > psi storm or plauge. EMP is cool, but it takes too much to cast, and > so temporary, that it's limitations are limited. OK, so someone > daring enough.. pleasy respond to this, and try and contribute > something. I'd apriciate it a lot. Thanks. =) Once you have a tank/marine force early, expand. At least, this is my timing, and it tends to work. Take cliffs with flying CCs if you can, they are much safer than ground expansions. > Narf's Shadow > narfsshadow@hotmail.com > "Never send a boy to do a man's job." "There is method in his madness" The Antar More questions? EMAIL me.