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Scrub Terran Teaches Terran. l33t.
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Author:znzf
IP:CPE00201XXXX
Date: 02/23/02 08:02
Game Type: Starcraft
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Lifetime Rating for znzf: 4.0769
Sleep: That's all you really need if you have a bad day. anyways... yup yesterday I had some of the worst possible news in my life.. so.. ignore the last report post plz or delete it - i dont want my overall mark here to get worse. I fail enuff in life anyways.. haha..

Here you go testing_testing ;) I couldn't think until morning - my mind was FULL of shit last night. OK - SO heres a strategy guide from a semi-decent player with a fucked up mind occasionally. Here we go...

Strat Guide Legend:

Terran: A race that has traditionally been called the weakest, seemingly now and
forever until that Kor Slayers'Boxers beat everyone with them easily and made a
name for himself.

Terran Wallin: I assume you know how to do this. The basic's.. 2 supply depot's and a barracks to cover the area, to block near all unit's except zerglings if done right.

Queing: Putting more than one unit on your barracks or factory.. u know.. clicking it twice. Usually late game when you have too much money you want to que up 5 - 6 times on every one of your 50 barracks
Expo's: Expansions
Econ: Economy - how well you use your money, money related things
Macro: How much you build. Includes how much you build units and buildings/expo's
Generally, 30 minutes in the game you are hopefully having at least 6 barracks and 4 factories.
Micro: How you control your units.

offbunker: the strat term used to describe putting a bunker offensively, early and defending it with 2 - 4 scv's.

BC - BattleCruiser
Rines - Marines
Bats - Firebats
depot - supplay depot
Barracks - barracks. But i might say gates or gateways accidentally.
Vessel - science vessel. I assume you research irradicate
Ghosts - Useless creatures that shouldn't even be used versus carriers. U won't ever hear me talking about them. Use nukes for fun versus newbs.

Note: If you have killed an ovie early on. It doesn't mean shit. Play the same way. Unless you killed an ovie in the first 3 minutes then rush him down.. but you are rushing anyways right? ^_^

General Stanard Terran build order
supply at 8, (newbiemcnasty says 9, but if you do that your scv has a better chance of being attacked and bothered, slowing you down), barracks at 10. It gives you better econ for 9.

then from there on another rax at 10 if your rushing very fast, losing econ but good for doing a turbo fast off bunker or killing a 12 drone hatch zerg with 8 rines. I don't like this.. but do it once every 4 games tho vs a zerg player. Your econ hurt won't lose you the game.

another rax at 12, then pump scv's, depot when there is 2 - 3 food left, and then another depot.

Terran Vs Zerg - semi-specific detailed strats

RUSHING
The best strategy versus a zerg player is to rush him. How many marines, firebats, and medics you use is relative to the number of zergling's you scout, whether you guess burrow or not (you can only do this by scanning, zerg players usually burrow 1 ling at your entrance at wallin but gives it away by doing so unless he does it during an attack, right after your choke so when you walk past he will unburrow and counter or flank. The flank is what you are worried about since usually your newly made firebat's/vultures/wriaths and scv's mixed can kill
lings easily, and your force can counter and kill. That place, or right before your natural or right after his after. When he does that there is really nothing you can do except be lucky and when scouting early, see a lot of lings, make a lot of firebat's (like 8 along with your m&m), and kill him while haveing 1 bat and 1 medic for defence at your choke. Yup, that's right. you dont need anymore because you are building more constanly anyways.

If you see a teching zerg without a 2nd hatch by the time you have bat's.. well.. hes a newb and your going to win anyways. Don't bother checking for expo's now just concentrate on killing his main, scout with a dropship for other expo's after you find out that you can't kill him. He goes muta with sunk? turtle and get a semi large force of marine,medic, and tank with scan then move out. Semi large force.. meaning at least 6marines/2medic's/1tanks to 16rines/3meds/4tanks depending how long it takes you to put up 4 - 6 turrets. Turret's are cheap, so just abuse them when you see muta like this - hes dying from econ anyways

If you see a teching zerg without a 2nd hatch going TURBO fast lurks. That's a different story. You have more options, but the best way is build the same as if you were to fight muta. Marine/medic/tank and scan. 2 marines patrol the outside of your temple ( in lost temple) so that he can't cheeze you with a fast lurker drop and also constant harrasment such as drop's, 1-4 wriath microed vs ovie's and drones. If you have teched, it is riskier and also harder to scout because you are not really on the offensive, and your opponent can trick you and expand and go mad drones if he think's you are turtling for too long.

If you see a teching zerg going hyrdas from 4 hatch (pretty common medium skilled strat). There are again, a lot of things you can do. The best way to attack this is to scout, guess it, and ledge drop the zerg. If you succeed in killing 1 or two hatches, NEVER MISTAKE the game for having ended. A zerg can easily scrunch up a decent force of an all out attack force such as ling and lurks to drop or whatever and you have to defend your main with a bunker and 2 turret's, with a tank still. I turtle a little like this because I know my opponent will be desperate for a way to win, and dropping is usually what they will do - if they go muta then just go valkrye, marine,medic, and vessel. If you aren't confident you can kill him that fast, bring 4 tank's too. Expanding or not is your choice, it depend's on how many drones you have killed and how large his force still is. If he has a large ground force, expand cautiously and secure his ledge carefully (8 turret's 1 bunker, your already tank or 2 tanks there). If he has a a half/half air to ground force, do the same - and watch for scrouge when you put more unit's up on his ledge.

4 hatch hyrda - This is much, much, harder to stop when there are no ledges. You cannot rush a 4hatch hyrda player. The risk just isn't worth it - unless you are sure, the map is small and rushable, or your opponent is a newbie. The reason is you cannot tell for sure if he only made a couple hyrdas and actually has a ton of burrowed lings everywhere just waiting for an opportunity, or how great his force is. It is VERY hard to find out how much of a force a zerg player has. Usually the winner of a TvZ is either the Terran who scout's and scan's well and constantly and makes use of the info from his scouting, or the Zerg who misleads the terran by tech, from no flanking strats to flanking strats, or generally faking out. Usually a zerg player hides his force, so scout everywhere! especially places where you don't think he has any unit's, late game. sometimes when the game is back to back and there is a lull, besides dropping , expanding, macroing, and all that good shit. Randomly scan until you see a patch of unit's or some burrowed unit's, and then scan again to see how big a force your opponent has. Usually, most player's will go late game, Hyrda/Lurker/Guard + some lings they made before into cracklings.

3Hatch builds- treat them as 4-hatch hyrda until to scout and find out otherwise.

2HatchLairLurker (not expanding): This is what the pro's do (like me. hehe). Well it's not really 2hatch lurker. It's usually 15 speedling's burrowed /flanking position/ attacking constantly or whatnot then lurker to rush or contain. Usually it will be an all out attack, find out they cannot win, expand's. A slight variation is when I find my opponent to be a turtle, then I place a zergling before his expo and mad drone. This is the hardest strategy for a terran to master against, without a doubt. Terran cannot scout because of the early lings, must use his scan's well, and watch/expect for something to attack his main (drops, muta). Terran doesn't have many options. I believe a perfectly played zerg using this strategy will own a terran 100%. Of course, this is just personal opinion, I have always found it easier to use terran vs zerg anyways but when I have played really, really good Koreans it's close, but I lose. I would usually go 2 rax marine, then shoving some shit down my choke. Whatever you want. 2 scv's and marine's a little back so lurkers won't kill all of them or just 1 scv. Whatever really, just stuff that choke! 1 lurker can ruin your day if it run's past. We are human, and we make mistakes. Don't panic if they do it too early and you are slow, and have no tank, when you get attacked, watch for lurker runin's and stim and aim at lurker when they come. either that, of if you see very little lurkers and have at least 2 scans and an engineering bay 50% built, kill all the lings first and then the lurkers, then expand, not counter.

Anyway's, back to this 2hatch lurker strat you have to kill. You have to master many to all aspect's of terran player to beat this strategy.

These are just some general strats too, I might add. You have to do a little of everything. Drop 2 tank's RIGHT WHEN YOU GUESS they will expand (early on). Don't even scout with the dropship or scan the expand. If you do, it will give away your drop. Try not to drop RIGHT after you scout with a unit (scv/marine) too. Wait like.. 1 minute before you drop.

Another thing you can do is to drop marine/medic/bat/scv whatever into zerg expo's consantly. Note I say scv too because usually you want to play so fast you just grab whatever is near the dropship it doesn't really matter what, just fill it up.

Almost never drop a heavy load into the zerg's main base, unless he's already hurting badly from econ and his unit's are far away - which is hard to tell. Even if it's empty, zerglings are fast, and so are muta. Don't ever bring more than 1 or 2 dropships into the main - I've done it and regretted it many a time.

Zerg can switch to mutalisks anytime. If he does, and you saw hyrda earlier, then don't attack. He problably has lurkers containing you and going guardians. He might also be going muta too. Scan often and watch is lair. Some REALLY tricky zergs (me) will upgrade a hidden hatch into a Hive but that's just stupid. A fun trick versus a paranoid scanning terran tho ;) What you do versus mutalisks

So what do you do if zerg has guardians and defilers along with his zergling/hyrda/lurker attack force and is consantly attacking and the match is slightly to his favor, and his drops are more successful than yours? Usually in a TvZ, whoever has the pace of the match going in his favor will usually have more successful drops as well. This sucks, that's why I like protoss. Storm drop own ^_^ *cough* anyways. This is because Wriaths or Scrouge/muta will intercept drop's easily and the guy with extra money will be making more of these (useless) things.

If you have feeling very cocky, and your opponent has just sat there with his ultralisk/lings and you are SURE he has very very little hyrda and not that many hatches - (only like 6), then you can try BC/tank/marine/medic/vessel. Terran no matter what strat he does will ALWAYS without fail be forced to use marine/medic tank/vessel (Except Marine/Medic fast Vessel. But I'll talk about that later.). It's because it *supposedly* counters everything a zerg can throw at them. It is slow moving and can be flanked like any other force. But.. having at least 6 BC's before you attack will help a lot. Don't fall in love with your BC's.. i mean.. heh.. Don't care about them that much. Dematrix them if you want but expect them to die to scrouge one way or another. Don't drag along more than 5 reparing scv's that you usually do for your tanks unless it's late game and you have excess. On a side note, late game when everything is mined out I will sometimes attack with all my scv's into someone's main and dematrix some scv for fun, if he has no lurker and then proceed to mash all expansions. Ok that was pointless ;) Usually late game mined out it's best to play defensive and wait for your opponent out. But that's boring so just attack and take it like a man if you die.

2HatchMutaLing- What do you do versus this? Well. Standard Marine/medic/tank. There isn't anything here I can add on that I haven't already said to do.

2HatchMassMuta-So you've let your opponent expand and get two gas nodes early with very little defence? You stupid scrub, you should have rushed his ass. Scout more. Next.

2hatch... LING?
So generally, what do you do versus a 2 hatcher who goes lings and speed, maybe burrow? Well. It's hard to find this out, be aware that players can go lair, cancel lair and get two evo's and upgrade attack - then lurker later. I do things like this, and I'm sure many other's do too, but by the time you die to only lings, you don't realize it. Zerg is very tricky.. they can lair, build a hyrda den, then proceed to go all lings. What all lingers do is try to do damage early on - or keep alive until they can lair and tech. Usually by flanking your m&m and burrowing and flanking or just burrowing.

I've talked about zerg burrow before. But against many a rushs of zerglings attacking your depot's (assuming you wallined)? You have to expect this, or have a decent sized marine force at your choke already. If you expect this, bring 12 scv's. 3 to repair a depot and 1 to repair the rax, the rest attacking the lings.

NohatchRush
A rushing zerg.. well you should always start a game having the same mindset. If you opponent has rushed you in the 1st game and won, pretend it never happened and keep doin your thing but micro better.

RushingZerg before or at 9 drones is quick, and you need to bring all your scv's into the mineral bar (select all, click a mineral bar, quickly press attack button and an area, repeat) Either this, or if you are fast enough, bring 2 marines or whatever you have into your scv force, attack the lings while microing the rines so that the zerglings chase the rines while your scv's kill them. Of course no good zerg would let you do that, they will run once you do that, wait for you to go back and gather minerals, then attack again. What you do is leave half your scv's on defense, while making a bunker. When you have the bunker + 3 rines you are home free. Well not really cuz they can attack the supply depot and gas nod i guess.. but whatever. Get 12 rines and kill them. If he made more, bring 4 scv's with them. If you STILL can't get rid of them the game is problably over already. Do an all out strategy such as hidden tech if possible + drop marnie medic if you have an 2 scv's out. You know - while 1 scv builds starport the scv builds a rax, and builds another while the starport finishes, then get 6 firebats and a medic and drop the zerg main. Just an idea, I've only done it once and won with it. Or, more realistically, build a force of 10 firebats, 2 medics, and whatever else you have along with a ton of scv's (leave at least 14 scv's to keep mining and a empty bunker) and attack! research stim while you leave the base.

RushingZerg at after 9 drones from 1 hatch? We'll, this guy likes to play conservative, he won't rush and prolly will expand after. You are at an advantageous postion and should go marine/medic rush - a large one, or wriath then tank drop.

RANDOM ZERG NONSENSE
Queens.. ignore them. I use queens and only versus zealots, if they get bothersome, get some wriaths. Usually most players can't control queens well, unless they are a pro, and even then they won't use it often. Ensnarle on a group of M&M is ugly but you can counter it by having 2 dropships ready, picking up those units and running. Then again he can have scrouge or whatever nearby so you should scan ahead before the dropship touches the units.

RANDOM TERRAN STRAT'S

Bring shuttle with 8 scv's into an island
7 scv's builds turrets while 1 scv builds CC

Get 15 tanks. Place them in an area that is hard to hit them at. (behind those stupid roadblocks in temple such as themiddle and the sides near the minerals only)
You can do this versus protoss too. It's good versus lurkers. After you kill a ton of stuff. reinforce with marine medic and retreat.

CHEEZE - GAY SCRUBBY TACTICS
Offbunkering sux. Don't do it.

Anyone who does double rax before depot is a gay fag that should be shot. This strat. Sigh.. i guess i should explain it since this is a ter guide after all. If I remember correctly it's something like.. 8 rax, 9 rax, no scv's, depot. Fast marines to kill an expanding zerg. Try it once or twice if the games become dull or something.. no wait don't.. just use ghosts instead ;) That's less gay.

2 raxes floating onto your opponents main early on to kill them? No don't this even on islands. It doesn't work versus anyone good or knows how to scout. You might do this if the game is at a stalemate late game but ... no. dont' do it.

i'm bored now.. ok.. maybe I'll write one on TvZ using mech if people like this. But prolly I'll just get flames cuz this sucked ^_^ ah well. And no my terran isn't scrubby at all -_-































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