Starcraft Help

yoda291

Diamond Member
Aug 11, 2001
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I've been invited to a LAN party with pretty much starcraft being played(low end machines) and I don't wanna look pathetic, so help me remember some strats! Plus we bet on games too, so I'd be losing funds. I'm not terrible, I don't turtle. I could deflect the 6-zergling rush even b4 they patched it up, and I can take out 4 comps in a skirmish. I've gotten really rusty tho ever since my parents inadvertently threw out my key! gah!

so post em, details welcome.
 

OulOat

Diamond Member
Aug 8, 2002
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Zergling RUSH!!!!! Hahah, or go dt rush. But my fav was 6 shuttle, 5 reaver, 2 temp, 2 goons, 2 zealots, 2 dt drop, and 2 observers drop. Just build 4 photons, surround them with buildings, and you could last a couple rushes till you get your first reaver. 6 shuttles is nice, by that time they would have defenses up, but no way could they kill 5 reavers before their command center gets wasted. Plus, you have goons for air, dt and zeolots buffers, and temps for any large groups. Oh yeah, research faster shuttles and extra scarab damage. I got so good at this that I would drop at one base, destroy the CC, pick everyone up, drop at next base, and continue. Usually 3-4 drops before they get my shuttles, but by that time my allies would be attacking the fronts.

This all depends on what map and how many allies. Care to clarify?
 

Glitchny

Diamond Member
Sep 4, 2002
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if terran u can try just mobbing somebody with mareins and medics, but it only works in the beginning of the game eventually they start to get destroyed by highend units. golaiths in brood wars are really usefull for offence and defence. also try attacking with tanks and golaiths, and stagger the tanks so that when u move your troops the tanks in the back are still covering your guy and then just slowly advance into somebodys base
 

Splork

Senior member
Oct 9, 1999
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Hmm... I've always like the Tanks and Goliaths route. Tanks sure are hard to beat espcially with their rang. And the Goliaths have the dual purpose air/land attack so it's a win win situation. But again, what it really boils down to is what you're comfortable with, as well as your skill level with each race. I prefer Human's, but the Zerg's are faster, etc. etc. Cheers and good luck!

-sp
 

yoda291

Diamond Member
Aug 11, 2001
5,079
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Originally posted by: OulOat
Zergling RUSH!!!!! Hahah, or go dt rush. But my fav was 6 shuttle, 5 reaver, 2 temp, 2 goons, 2 zealots, 2 dt drop, and 2 observers drop. Just build 4 photons, surround them with buildings, and you could last a couple rushes till you get your first reaver. 6 shuttles is nice, by that time they would have defenses up, but no way could they kill 5 reavers before their command center gets wasted. Plus, you have goons for air, dt and zeolots buffers, and temps for any large groups. Oh yeah, research faster shuttles and extra scarab damage. I got so good at this that I would drop at one base, destroy the CC, pick everyone up, drop at next base, and continue. Usually 3-4 drops before they get my shuttles, but by that time my allies would be attacking the fronts.

This all depends on what map and how many allies. Care to clarify?

I don't think that would work. It sounds like 4 different strategies at the same time and just begging for a vespene shortage. plus I don't think 4 photon cannons bunkered inside a base would do very well against a zealot rush. Plus those 4 photons sound like a very big slowdown in the beginning. Plus, I find that, instead of a varied set of units, I find arbiter + reavers work much better. I can warp in my reavers and just stasis anything that flies. Air units stack so they're easy to stasis field.

My strategy on normal (read: not money) maps is pretty much scorched earth. I play to suck up all the resources on the map asap and fighting over the initiative. Then, I bring in the gas heavy units like temps or ghosts + nukes. The exception of course is zerg, where the classic zergling swarm coupled with meat tanks(ultralisks) is usually my game.

On money maps, I like running hydra swarm(read, 200 units with each build cycle after a while) with lurkers and defilers to punch through any defense blocks tho if I'm too slow, drops will sometimes tag me. I also like running zealots...lots of zealots right in the beginning, then temps and zealots, then archons if the temps don't cut it/have no energy and I'm in trouble. Problems with flyers tho. Against the zerg, either way, I run corsairs and dts ... unless you screw up or are too slow, I haven't seen anyone beat a good dt and sairs.

We generally do 1v1s or 3v3s with money and coin tosses. 3v3 is always money maps like teams or bgh. 1v1 is a coin toss, I prefer 1v1 since no one likes my fast approach on normal maps, but I dislike 1v1 money map.

Tanks and goliaths are a PITA to me. Damn scanner field wipes out my dts. M&M is useless against it too. I dislike zerg because I feel confined in my options, but zerglings and ultras really are the best way through tanks and gunfire. WHen there's money, I like running million man march. Even if I lose, I'm happy if I can pull it off cuz it's funny.
 

OulOat

Diamond Member
Aug 8, 2002
5,769
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Originally posted by: yoda291
Originally posted by: OulOat
Zergling RUSH!!!!! Hahah, or go dt rush. But my fav was 6 shuttle, 5 reaver, 2 temp, 2 goons, 2 zealots, 2 dt drop, and 2 observers drop. Just build 4 photons, surround them with buildings, and you could last a couple rushes till you get your first reaver. 6 shuttles is nice, by that time they would have defenses up, but no way could they kill 5 reavers before their command center gets wasted. Plus, you have goons for air, dt and zeolots buffers, and temps for any large groups. Oh yeah, research faster shuttles and extra scarab damage. I got so good at this that I would drop at one base, destroy the CC, pick everyone up, drop at next base, and continue. Usually 3-4 drops before they get my shuttles, but by that time my allies would be attacking the fronts.

This all depends on what map and how many allies. Care to clarify?

I don't think that would work. It sounds like 4 different strategies at the same time and just begging for a vespene shortage. plus I don't think 4 photon cannons bunkered inside a base would do very well against a zealot rush. Plus those 4 photons sound like a very big slowdown in the beginning. Plus, I find that, instead of a varied set of units, I find arbiter + reavers work much better. I can warp in my reavers and just stasis anything that flies. Air units stack so they're easy to stasis field.

It does work but it requires a very specific build order and some help from your teammates. I haven't played in like 3 years, but the build order goes something like this.

(I'm imagining the map is BGH, the build might have to be altered for other maps)
1) 4th or 5th probe get plyon on the center of nexus on the opposite side of the minerals
2) When the plyon is about to finish, with whatever probe that pops out of the Nexus get a Gateway on a corner of the plyon, so there is room for a cannon (so only one side of the cannon is open, the others are surrounded by Nexus, plyon, and Gateway), then a Refinery
3) While constantly making probes, get a cannon asap, place it in that slot close to the pylon. You should have 4 extra probes getting minerals when the Refinery is done. Move them to gas.
4) If I remember correctly, Gateway and Cannon should finish at the same time. Get a Zealot and second cannon on the opposite side of the pylon of the first cannon. (if no money don't get the zealot)
5) If you are going to get rushed now would be the time. Use your probes to defend the cannon.
6) As soon as you get the money/gas, get cybernetics core, right above the second cannon.
7) While that is building, get a second plyon right inbetween the Gateway and Cybernetics core(so you are basically building a line coming out of the Nexus). While saving the money required to build a robotics, get two more cannons, one on the open side of the first cannon, second on the open side of the second cannon.
8) Get Robotics (this you want to hide in a corner or something) and citidal of adun (in front of the Gateway) as soon as cybernetics is done.
9) As that is building, now you should have plenty of minerals. Get another zealot as defense.
10) Get Robotics support bay and another robotics. Build a shuttle with the first.
11) As soon as support bay is done, get a reaver. Continue from now on to build reaver in one and shuttle in other (might want to switch between Robotics, since shuttle builds faster than reavers). This comes before anything else, so if you get short on gas, get reavers before other stuff
12) Once you built your first reaver, you are basically good to go on defense, very little units can survive cannons and reavers. Get a temple after your first reaver.
13) While getting the 5 reavers, you should be collecting extra minerals/gas. Get items in this order, speed upgrade for shuttles, 2 high temps, 2 dark temps, 2 dragoons, dragoon range, temp mana, sacrab damage, observer speed, 2 zealots. This will take some practice, but once you familiar with it most of the stuff should be built right when observers come out (next step)
14) You need to get two observers, but when they are built depends on the availiablity of your resources. If you don't have enough gas to get a reaver, get an observer instead. After practice, I usually just built observers last.
15) As your reavers come out, load them 1 per Shuttle to minimize losses if you loss a shuttle.
16) Once your observers pop out, go drop.

Key to this drop. Let your reavers do all the work. If they have defenses near their CC (smart player), the defenses would usually attack the zealots or goons. Use them as buffers. If they attack your reavers, just pick it back up. But nothing should last long against 5 reavers. When they retaliate, just storm them. Zerg and toss are helpless against this drop, I can drop right on top of 4 lurkers and not lose anything. I would be careful about tanks though, by now they should have several. Right after you get their CC, or if it lifted, just load your units and take out their friends.

Oh yeah, a very very important part of this drop is your friends. Your friends need to harass the enemy constantly, making fake rushes so that the enemy will move their units up front. They might get lucky enough to kill a guy too. GL
 

NewSc2

Diamond Member
Apr 21, 2002
3,325
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0
Mass Muta-ling, mass hydra.

Rush Mutalisk, building only the necessary buildings, and use the drone-extractor trick while your overlord is building if you really need to.

(Send a drone to build an extractor when you're 10/10, when you go down to 9/10, build a drone, then cancel extractor, and now you have 11/10 supply, but extra drones mining)

Works great especially on toss, if they're human build some zerglings too and micromanage your mutalisks to take the brunt of the damage. Tech up fast to Guardians, keeping check on their air, and you should pwn.
 

yoda291

Diamond Member
Aug 11, 2001
5,079
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I have no trouble playing toss vs zerg. Reasoning is that the corsair seems the IDEAL unit to tap out a zerg player. If you don't believe me, start popping overlords with a small stack of them...great fun. plus, drop a disruption web on top of some hydras, for some reason, it issues a continuous stop command on everything in there...causing all sort of micromanaging havoc and lets you clear detectors easily. The only way to amass any sizeable force against dts and sairs is to bottle up, which just begs to be smacked down.

OulOat, you strat seems like it'd work on a shared base map with team mates buying you time, but on a 1v1, by around stage 8-9, I'd have 7 or so zealots knocking on your door with l1 atk upgrades and more on the way...seems like a lot of risk there.

I used to play lots of terran, but it's just too much micro... especially trying to lockdown a stack of flyers. Irradiate is fun tho.