Wednesday, September 29, 2010

Terran: When You've Enough Of Those Stinking Rays

So yeah I know.

That Protoss guy. He's an asshole. Your big marauder army which was meant to deal with what you thought was a 4 gate, since you saw an early gas, is now useless to the 5 voidrays that your enemy has.

You're probably like. WHATS THE MEANING OF THIS! HOW CAN 20 MARAUDERS BE TAKEN OUT BY 5 ENEMY UNITS THAT LOOK LIKE THEY CAME FROM A DOLLAR STORE IN MEXICO.


Kinda like one of those Imitation Gundam Toys

Then again no one asked you to make a purely land army. I mean there are more tactics in the Protoss army than Blink Stalkers and Immortals.

So here's a Counter Guide to Void Ray Rushes.



THINGS TO LOOK OUT FOR

Well since this is a Counter Guide, I'm going to change it a bit. Instead of the usual aggressive style of playing. To counter you need to be reactive.


Kinda like Taichi!

For example here's a bunch of things you need to look out for in case of a Void Ray Rush.

1. If you're opponents going for a Void Ray Rush, he probably is going for that double gas.

Yes he'll probably want to go for an early double gas. If your scout SCV is going into his base and all you see is 1 gateway, 1 cybernetics core and 2 Assimilators. Your opponent is either really dumb and believes his 1 gateway can send him the whole army from Shakuras or most likely your opponent is going for the Ray Rush.

2. Its been 10 minutes, you haven't seen a single enemy unit. Not even a miserable probe that comes to scout what you're doing.

Reason being they are either have been massing a Void Ray Rush or they massing gateway units to end your miserable marine army! To prevent your army from being unprepared, the only piece of advice anyone can give you instead of going for mass marines with tanks and marauders which can be easily defeated and melted away by Colossi would be to scout.

Just scout, keep scouting, save that energy for scan instead of a mule. Its a few hundred minerals but its worth it compared to losing your whole army.

3. I keep destroying them but they keep showing up in my base really fast, as fast as they are built!

Your opponent probably has a proxy base right out side yours. This works well because many lower tier players do not scout and thus its almost always that you probably could build a base in a blind spot right next to your enemy's main and not ever get detected.

So lets sum up what you should be looking out for if you suspect your enemy is going for a Void Ray Rush.

1. Early Double Gas
2. No enemy movement for a long time
3. The Enemy has a few units but they show up really quick.

So ultimately the whole point of a counter would be to scout and know what to look out for. In this case, the list up there. Basically all you need to do to be sure of anything is to know what your opponent is doing and thus scouting is the best way possible.


Scouting never lies, he bets his honor on it!

How to Counter it

And you've found out your opponent is getting Void Rays.

What should you do?

Well there are a few things you can do.

Lets start with the first one.

MASS MARINES
I know, its too simple to think about. How in the world can a whole bunch of marines deal with the epic Void Rays? Well think of it this way. By the time your enemy can get 10 Void Rays, provided you've used a 3 Barracks Opener, you'll probably have triple that amount in marines. Even better if you have a lot of Barracks and they keep pumping out Marines.


You got that right Advice Geek!

The thing here is that because Void Rays do extra damage to armored units and not so much damage to light units like the Marines. It also helps that they do 5 DPS for the first 20 seconds while your Marines with Stims will probably do a lot more, and since you out number them you'll probably out gun them 2 to 1 easily.

EARLY VIKINGS

Yep somehow these really crappy Gundam Wannabes are good ways to deal with Early Voidrays.


Fight or Flight, Yeah Right!

With their 9 Range and really fast flying, as long as you have your reactor up and made 2 Vikings and start pumping them out mass to clear Voidrays, you're probably gonna win.

Because Vikings are really fast they can fly away from the Rays really really fast and cause the Void Ray to be unable to charge up its lasers.

The good thing about the Vikings when you've massed them, their ability to attack both air and land pays off since their really good with harassing the enemy's mineral line.

You'd probably only need like 5 Vikings to deal with the mineral lines. And if you learn to lose units instead of insane micro and forgetting to macro, well then you probably could use the time your opponent is using to attack your harassers to Macro up and build up an even bigger army for your opponent!




Well I think that's pretty much all I can think of to help you deal with Void Ray Rushes.

I mean Terran has only 2 units which have Anti-air ability in the early part of the game which are easily massable.

So yeah I hope this helps you out in your games against Protoss Players!

This is Fireport with another article for thebronzeleagueplayer.blogspot.com signing off!

Monday, September 27, 2010

Terran: A Raven's Reason

So you've seen the Raven unit in your Starport but you have no idea what its for and why you should build it.

Sure you've played the campaign and picked the raven over the Science Vessel so you can have that really cool Seeker Missle and Auto Turret over Irradiate and Defense Matrix.

But do you know the real reason of why the Raven is better than the Science Vessel? Or why it replaced it?


THEORY


Looks a bit like a star ship

So what makes the Raven a good unit? Ok it detects stealth but I have missile turrets and Scan for that.

Hmm how bout that auto turret, Ok it adds DPS and that Seeker missile helps me deal with massed Zerglings.


This can also be all up in your base killing your SCVs

But the real merit lies in the Point Defense Drone that the Raven is equipped with.

Ever heard of the phrase from old Broodwar players saying that Blizzard gave Dark Swarm to the Terrans?


This but Terran =/

Well yeah they did, in the form of the Point Defense Drone. For a selected area the Point Defense Drone absorbs range fire that isn't considered splash.

That means it absorbs Hydra Spines, Stalker Lasers, etc...


Its a ShamWow Version 5000

Woah isn't that imba incase? Well no your broodlords and banelings and pretty much melee units can still deal damage. So can your sentries and High Templars. (But hey we all know what a mass of Marines can do)


That's a lot of Marines o.o

The other perk? Detection? It might cost a lot to build a raven so you might not think its worth it. But its also the most useful detector unit in the whole game.

It gives you a Point defense drone to let you run from Hydras and also a whole bunch of other weapons which other detectors don't have.

Basically Raven > Overseers and Observers.

EXAMPLES

Here are some youtube examples of how Ravens have been used.







Build Orders

There's actually not much you can do in terms of Build Orders if you want to get out that early raven which might not help much early game but it does well mid-game and late game.

But here's a Build Order I found in some little corner of an EU site.
9 Supply 10 Barracks 10 Refinery 12 Refinery 12 Factory 13 Orbital Command 14 Bunker 15 Tech-Lab 16 Starport 17 Supply Depot 18 Switch your barracks with the Tech-lab over with your Starport 18 Raven 20 Research Raven Energy



Things to note.

Despite Ravens having offensive capabilities, remember that they are still mainly spell-casters if anything.

That means that they aren't meant to be a main attack force or anything close to that manner. They are pretty much made of paper and can be destroyed and their usefulness as an attack unit ends when its energy runs out.


That's probably the most hardcore thing on this site.
Too bad that's not a Raven.

I mean if you really want to have a nice harass and a quick game to finish you'd probably get Banshee and Cloak for them and try to get them to clear out the enemy economy as fast as possible while you defend your little Terran Turtle.

Here's a mental checklist for you.
1. SCV's
2. Mule
3. Gas
4. Tech lab at Barracks!
5. Lift off to change to Starport
6. Get that Raven if you suspect your opponent of using cloaked or burrowed units.
7. If you're getting that Raven get Auto-Turret.


I know its not a lot but this post definitely tells you about the uses of Ravens and shows videos of how Ravens have been used.

Most people who use Ravens usually only do in the late game or when their trying some weird auto-turret Harass build.

Raven has many weird uses, especially when you're dealing with Zerg players since the Seeker missiles could help turn the tide of the battle when you spam them against Hydras who are off creep.

I hope this tutorial can actually help instill the use of Ravens in your gameplay.

This is Fireport writing another article for thebronzeleagueplayer.blogspot.com Signing Off!

Sunday, September 26, 2010

Shoutout: Lag in the posting

I haven't been able to do any articles at all in the last few days due to camp and me being too tired from being in camp and stuff.

I hope this won't actually slow down the number of articles I'm able to churn out.

So yeah I'm just posting this in case I might not be able to get up next Monday's article on time.

I tend to write a lot of articles and slowly do editing before posting them up a week before time.

So I hope I can recover in time to get the articles up.

For any questions just email me at fireport@gmail.com

PS: I've been plugged in at HDPhoenix's channel check it out at http://www.youtube.com/user/HDPhoenixx

Friday, September 24, 2010

Protoss: Going into the Void

Void Rays....

I hate them... I seriously do.... As a Zerg player they are my bane and I hate them because the protoss players can get them out so darn fast.

But that's provided I decide to go macro and not Roaches.

Well anyways despite my dislike for the Void Ray, this is a tutorial on how to get that early void ray and how to use them to end your enemies.

THEORY

Looks cool? Wait till it charges

So whats up with the Voidray?

Its an air unit with a laser which hurts like hell. Sure it might look small and takes time to charge into its awesomeness.


I don't want to face that

When charged its DPS is insane.

Here's a piece from liquidpedia.
The Prismatic Beam consists of 3 stages: The first two do not differ in terms of damage and only slightly in graphic effects. The third, however, doubles the base damage and comes with a bonus against armored units on top of that. This third stage is visually indicated by the central ray becoming brighter and thicker. The approximate DPS of the Void Ray is as follows:
  • Against non-armored targets
    • Stage 1: 5(+1) dmg / 0.6sec = 8.33 dps (+1.67 per upgrade)
    • Stage 2: 5(+1) dmg / 0.6sec = 8.33 dps (+1.67 per upgrade)
    • Stage 3: 10(+1) dmg / 0.6sec = 16.67 dps (+1.67 per upgrade)
  • Against armored targets
    • Stage 1: 5(+1) dmg / 0.6sec = 8.33 dps (+1.67 per upgrade)
    • Stage 2: 5(+1) dmg / 0.6sec = 8.33 dps (+1.67 per upgrade)
    • Stage 3: 25(+3) dmg / 0.6sec = 41.67 dps (+5.00 per upgrade)

After one initial attack, it takes an additional 6 consecutive attacks to reach the next stage: The Void Ray is therefore fully charged after its 13th consecutive attack (7.2 sec)
It remains on its current stage for another 5 seconds after having ceased fire. (Briefly) attacking anything, friendly units or structures included, within that time frame will reset the timer.

Source: http://wiki.teamliquid.net/starcraft2/Void_Ray

So as you can see. The liquidpedia entry pretty much tells you that the voidray is pretty much one of the best Air Siege units they have in the game.

Also since they attack both air and ground and fly fast with good range you can use them to take out Marauders.



They do well against Thors too!





EXAMPLES

Here are a few video examples on how to fast-tech to Voidrays and also transitioning.

This is a Video by UEN.tv


And another video by corranhorn666


I know the first one isn't much of an example but its pretty much the situation you'll see if you're gonna use the void ray rush.

Build Orders

Since both of them don't have Build Orders here's the one which I use.

9 pylon
10 Gate
10 Gas
12 Core(When your first gas finishes here send all your probes to the core)
14 Gas (the 2 food here is zealot)
16 Stargate
16 Pylon


And this is what I use when I transition. Since its a transition and its mid-game, I'll probably have double gas by then.

38 X2 Stargate
38 X2 Pylon


Things to Take Note Of

In a sense to do a Void ray rush is really so much of an all-in build but to transition to Void Rays is not as difficult as you think.

Since you pretty much need only 1 Stargate but if you're going for mass Void Rays you have to remember to build a second Stargate if you need to.


I think it works just like this one

Its always good to hotkey your Stargate at an easy to reach number like 5 or 6.

Hotkeys are really essential in this game. Most times people would go for 1 to be the main army, 2 as the flank, 3 for Spellcasters and 4 for any additional army/Nexus.


That Chick should be on Group 3!

So if you have 4 as your nexus and 5 as your stargate. Hit 5 twice and then press V then hit 4 and chronoboost that Stargate so you can get your void ray out as fast as you can.

Since if you're rushing for a Stargate at the start of the game you'll need to have that early core keeping your drone count to 16 till you get your first void ray out is pretty much advisable.


Not so important yet.

Remember since you don't have a defense yet you could probably fit in a forge into your Build Order. Most people do since its pretty much the only defense you can afford if you're rushing out Void Rays.

The Main thing about a Void Ray Rush is the element of surprise. Don't let the enemy scout you. If you need to go watch the match of IdrA vs Lotze.Prime on the recent GomTV Starcraft League Tournament.

You'll see on the second match how Lotze.Prime kept his star gate at the far end of the map instead of in his base.

Proxy bases do work on occasion. Just don't do it often.

And again this build only works if your opponent doesn't have a lot of anti-air so it doesn't work well against Terrans but good against most Protoss and Zerg players since AA for them requires a bit of teching up.

Now here's a mental checklist to help you keep a note on things if you're rushing.
1. Build Pylon yet?
2. Early Gate?
3. First Gas?
4. Early Core?
5. Second gas up?
6. PROBES!
7. Stargate?
8. CHRONOBOOST!
9. Pylon?

If you're transitioning you won't need much of a checklist. Its more of remember to build pylons instead of probes and remembering to get gas and stuff. Unless you're going for a mass zealot build which I hope none of you are doing since its the easiest thing to counter, you'll probably already have double gas.



Well I hope that tutorial would be able to help you.

I really had to scour all over the net just to put that one together man. Most people do the Void rush weirdly and stuff. Its quite common in the lower tiers already for protoss players.

Just most of them do it wrongly and I hope this tutorial actually helps them do it right.

They tend to miss out on the defense part when they rush and thus they start to fail.

But I hope they actually can improve instead of just rushing void rays all the time.

This was another article by Fireport written for thebronzeleagueplayer.blogspot.com Signing Off

Wednesday, September 22, 2010

Zerg: Interview with HGHX

So I have Terran Interviews and Protoss interviews.

I finally found the Zerg Interview I've been waiting for!

Recently I had the chance to catch up with Justin aka HGHx for an email interview about how Zerg players should deal with Terran Turtlers.

Here's the interview.



Hi, HGHx how are you today?

HGHx: Hey man, i'm doing fine. Haven't been laddering alot, settling some of my personal life issues. But i do spend 1-2 hours clocking up 9-10 ladder games per day still.

Many lower tier Zerg players have been having trouble with 1 Base Turtling Terran players. What's your view on this?

HGHx: Basically if a terran turtles up in his base to just build up an army for the push onto your base, its very important to get scouting information on what is his exact unit composition (number of units + type of units). In fact in all games, its important to know what your opponent is going for. Because Zerg is so much of a reactionary race in Starcraft II, it is crucial to understand your opponent's units before making decisions on making your own army. The ability to sacrifice overlords into your opponent's base at the right time probably is the difference between having a sweet victory or a crushing defeat. If he continues to turtle up, just macro up and expand. You don't really want to macro too hard, so at least you're still prepared for a timing push from the Terran. Of course, macro is the hardest part of the game, lower tier players will need to practise alot in order to master this. As of now, I feel Muta+baneling and speedlings are key to winning in a Z V T matchup.

So what do you do when you face a Turtling Terran with all the might of his Bio-Ball and tanks?

HGHx: Burrowed and upgraded roaches does farely well against tanks, but I would still prefer to stick with Muta+banelings with speedlings tanking for your banelings. The timing of the engage must be perfect, otherwise your ground army will be toasted by the tanks. Catch your terran opponent off guard when he unsieges his tanks so you can ram your banelings and speedlings into the bio ball, with the marines dead, your Mutalisks can fly over and destroy the tanks. All these need practice, it might sound easy on paper, but when you play its a different story altogether.

And if they decide to use fast reapers despite Turtling?

HGHx: Even better. If they turtle up and just make reapers, you have the clear advantage. Make sure to spread your creep well and get roaches out fast while making sure that your speedlings still maintain defensive control over your base. Remember, you cannot win a 5 rax reaper build only with 1 base, so i cannot emphasize enough how important it is for Zerg players to expand and get their 2nd hatchery at their natural for the income and larva. Only with this economic advantage, you'll be able to pump out roaches at a much faster rate to counter the reapers. If they still stick with reapers despite seeing your roaches, just gather 20 roaches and push into his base for the win. Most of the time, they will transit into a bio ball comprising of more marauders than marines to counter your roaches, so just get enough mutalisks to snipe off the marines, and the marauders are all yours to eat :)

Ah Alright, So do you have any words of advice and encouragement for the lower tier players?

HGHx: Hard work pays off in Starcraft II . You cannot learn good macro in a single day. Continue to learn and focus on defending against timing attacks. A fast reaction really helps in being a Zerg player. And remember, no one is stopping you from going a 7 pool if you think its the right decision. At the end of the day, there is only 1 winner, not whether you CHEESE or MACRO. :)

Thank you HGHx for your time :)

HGHx is one of the best players on my friends list and he ranks 2nd in his ladder as a Diamond Zerg Player. You can hear him cast next to HDPhoenix at Phoenix's channel which can be viewed here.

I definitely learned quite a bit from HGHx and it has helped improve my game a bit.

As a Zerg Player I think this interview will do more for you than reading tutorials and guides.

SO FELLOW ZERGLINGS GO OUT AND TRAIN!

This is Fireport here with another interview for thebronzeleagueplayer.blogspot.com signing off!

Monday, September 20, 2010

Terran: To Tank or not to Tank

Ah Tanks, the most annoying thing in the Terran army. Even in Terran vs Terran you'll see lots of tanks around.

I can't even remember a single match where I never had to face the siege tanks of my Terran enemy.

As a zerg player, they annoy the hell out of me as they clear out my roaches,zerglings,ultralisks and hydralisks like they were paper and the tanks were some form of acid.

It just hurts.

But hey here's a nice way to transit into the ever loving , ever hated Siege Tank


THEORY

The Terran Answer to Most ground Enemies.


Well lets get started on the theory of the Siege Tank and why you'd like to use it.

First of all your tank has splash damage. What that means is that if you attack 1 unit, all units around it for a limited distance gets hit.


Your Opponents army after a few Siege Rounds

With the upcoming 1.1 Patch you'll notice that tank damage will be nerfed and that will affect a lot of high level play. However it doesn't really affect anyone from silver and below. After all most of the time in Gold and below the match comes down to who has a better macro and who's a better cheese defender.


Probably what you're gonna need to do after the patch.

Ah also the merit of the Siege Tank lies not only in its splash damage but the long range of its siege attack. By sieging on a hill or high ground you'll be able to hold off majority of your enemies ground forces.

With the exception of a Colossus walking up your cliff and deciding to BBQ you, you pretty much have nothing to worry about until the Mutalisks or Voidrays show up.


Pretty much the only ground unit you need to be afraid of

Just to be clear your siege tank is able to shoot anything it sees. So if your opponent is hiding on a hill and you're tank range is in range, just fly an air unit up there and your enemy is toast.

Most times when you need the extra sight, its accompanied by a banshee or a viking depending on your preference to defend your tank from Air attacks or decimate your enemy's army of soon to be ketchup splatter.



Examples

And again here are some examples of Siege tanks either in play or how to get to the siege tank.

UEN.tv has a video on how to use Siege Tanks defensively and also shows you how to defend your tanks from other units since Siege Tanks in Siege mode can't attack close.



Here's ForceSC2 on how to use deal with Fast Expand using Hellions and Tanks


Here's A Psystarcraft video explaining Tank Damage and how it works.


Remember these are prior to the 1.1 Patch. The techniques may be the same but the damage may be lowered.

BUILD ORDER

Somehow there is no build order for this Mid-Game Transition.

ForceSC2 Used a Standard opening which would be.
10 supply 12 barracks 12 Refinery.
And basically just go on from there depending on what you need.

Usually people would go for 2 more Barracks and getting a factory as fast as possible.

Things to Take Note Of
Remember Siege tanks can only attack ground units and thus if you know your enemy is going for air units the best advise will probably not to go for a siege tank defense or go for a mass siege tank army.


Your tank after an air raid.

Of course then again you could also have marines there to defend your tank. Which is pretty much the basic of any tank use. You'll need a nice bio-ball to defend your siege tank.

Sometimes mixing in Medivacs with your bio-ball is a good idea since they heal your buffer wall that defends your tanks.

Tanks are dual use units in this game. They can be your big gun that takes a while to fire, or they can be the nice wall that makes your enemy unable to take you down.


Kinda like this but better

Then again you could also be an ass and tank drop into your enemies base.


So now here's a mental checklist for you to take note of if you decide to go tank.
1. Do I have my Gas?
2. SCVs!
3. Is my opponent going air?
4. Do I have enough units to defend my tanks?
5. Did I research Siege Tech?
6. Get the high ground.
7. Air units, do I have a defense against them?



So there you have it. The Siege Tank Tutorial that will probably help most Terran players beat everyone else in a epic Siege battle since the only Siege unit in the Zerg army is the absolute last unit in the back of our minds and the only way to counter the Siege tank army would probably be a whole bunch of Dark Templars and Colossi.


You probably don't want any of these near your tank

Well then till next time everyone!

This is Fireport here with another article for thebronzeleagueplayer.blogspot.com Signing Off!

Saturday, September 18, 2010

Shoutout: Z33k.com 128 Man SEA MONSTER Tournament

We here at the Bronze League Player are proud to announce that we will be working with Z33k.com to hold an 128 Man SEA MONSTER Tournament which is open to all leagues.


Sign ups are here at http://www.z33k.com/starcraft2/tournaments/6-sea-monster

Friday, September 17, 2010

Zerg: The Hydra Approach

I know I've been through the mutalisks and basically now its time to look at the other mid-game transition. The Hydralisks.

I don't wanna be near that set of teeth!

Ok lets look at the perks of a Hydralisk, it has a long range for a ground unit and works really well on hills and on creep.

Now lets start on the Tutorial

THEORY

So what's the point of going Hydras instead of Mutas? Well for one they have a much longer range than the 3 Range Mutalisks. They have 5 normally and 6 when the upgrade is done. And trust me that +1 Range upgrade is really really really useful.



Its like giving your Hydralisks one of these!

The Role of a Hydralisks with its low health and armor yet insanely high DPS when massed would be as the main attack force which requires a lot of units in front of it to tank the damage.


What your Hydralisks army will look like without units to tank for it!

So since the Hydralisks is pretty much a glass cannon, you'll definitely need either a lot of Zerglings or have a nice line of Roaches by mid-game to support your Hydralisks.


What your Hydralisks Probably look like to your enemy.




Examples

Here are a few youtube examples of Hydra builds and how to use Hydras.

ForceSC2


Well I could only find 1 Video example for you.

But looking into games. As long as you go to SC2Replayed.com, you'll probably find more examples of how to get to the Hydras.

BUILD ORDER

Here is ForceSC2's BO
(14) Extractor
(14) Spawning Pool
(16) Queen
(18) Metabolic Boost
(20) Hatchery
(20) Queen
(23) Spine Crawler
(34) Lair
(38) Hydralisk Den

Now I don't usually do this but I'm going to get into this build order and analyze it a bit for you.

You notice that he goes for a 14 Gas 14 Pool and a 16 Queen?


Wish it was this Queen!

That would be the standard Zerg Macro Opener which you can use for things such as Muta Rushes or Early Expansions and other such things.

The Early gas allows you to have speed lings and a faster lair than lets say a 9 pool build or the horrible horrible 6 pool.


You'll probably need like 10 of these.

The aim for this build is to get your Den out as fast as you can while massing Zerglings, and for that you need a strong economy.

So remember 14gas 14pool is a standard ZERG MACRO OPENER.

THINGS TO LOOK OUT FOR

Always remember that when you're going for tech rushes or transitioning into a mid-game build your economy has to be strong.


See that rising line? That's your drone count.

Here's a few things ForceSC2 states.
- Make Zerglings early on to scout your opponents ramp, as well as handle any early Reapers you may see

- When you do expand make sure you have a Spine Crawler or two, this will be what saves you from an early push

- Hydralisks dominate terran ground if there are no siege tanks on the board, take advantage of that

NOTE: Build orders should never stay static and are subject to change based on what your opponent is doing! Remember this is an RTS: use your brain, be adaptable, profit.

I'd listen to what he says about the fact that Build Orders should never stay static.

Make sure you adapt to your enemy no matter what.

Here's a mental checklist for you.
1. Drone Count Good?
2. Get Gas yet?
3. Is your queen out?
4. Supply capped?
5. Zergling Speed!
6. Drone Count!
7. Hydra Range!
8. Supply capped?

As long as you keep asking yourself these few questions you'll be fine.






I hope this Hydralisks tutorial will help you guys in due time. Till Next time People!


This is Fireport with another article for thebronzeleagueplayer.blogspot.com Signing Off!

Wednesday, September 15, 2010

Shoutout: October SSL

Hey everyone the Singapore Starcraft Leagues October Sign Ups are up and running you can join at http://www.sc2kaki.com/challenge-gatherings-events/392-%5Bsg%5D-ssl-october-%5B%24250-cash-prize-pool%5D.html?pagenumber=

Terran: The 3 Barracks Opener

Ah the Nomadic Terran with their super strong infantry that gives everyone a pain in the ass. How do we go about this? I mean the enemy's gonna 2 proxy gate or 6 pool me. HOW DO I DEAL WITH IT? Well the answer is clear of course, wall off and do a 3 Barracks Push. But whats a 3 Barracks Push? Well time to find out,
THEORY

Nice little Marine right?
Well the 3 Barracks Opener is a fast Bio-Ball Push usually done in lower tiers by mass marines. I mean who doesn't like marines? They are 50 Min and 1 food, also they attack both air and land. and with 2 marines you could easily take down 4 zerglings and 1 zealot easily with proper kiting!


Don't wanna face that

But its also in the virtue that as a Terran player the more barracks you have the faster you can produce units and basically eventually build an army so huge so fast that your opponent won't be able to counter it.
Well of course there are exceptions where your opponent rushes you.



Well then again its not like they rush all the time anyways.


EXAMPLES Here's a good video by Microstarcraft2 which shows the Fallen Style of the Push

Here's another video by MrFishyPete who shows a variation of the Push by adding Marauders to the mix.



And Micro shows the build against Protoss players.


And another variation to the 3 Rax Opener by RAINCAST0 Which has Reapers

BUILD ORDER Micro's Fallen Style BO
10 - Supply
11 - First Barracks at Choke

13 - Gas

15 - Orbital Command - 1 or 2 marines to fend off lings.

16 - Supply Depot

17 - Engineering Bay

18 - Reactor on first rax.

18 - Second Barracks
19 ~20 - Third Barracks
21 - +1 Weapons Upgrade

22 ~23 - Supply Depot

25 - Tech-Lab on second Rax

30 - Reactor

This is MrFishyPete's MM Build Order

10 Supply Depot

12 Barracks #1

13 Refinery

14 Supply Depot

15 Marine (get him as soon as the barracks is finished)

17 Techlab Barracks #1

17 Marauder

18 Orbital Command
18 Barracks #2

18 Marine

19 Barracks #3

20 Reactor Barracks #2
21 Techlab Barracks #3
21 Marauder from Rax #2

23 Supply Depot
24 Refinery

And here is RAINCAST0's Build Order

4 SCV - Supply depot

2 SCV - Barracks (1)

SCV - Refinery
SCV - Supply depot

SCV - Orbital Command -
Marine -
Barracks (2) - Tech Lab (1)

2 SCV - Reaper - Barracks (3)
Concussive Shells

SCV - Marine

SCV - Marauder - Supply depot - Reactor (2)
SCV - Marauder - Refinery
SCV - Supply depot

SCV - Marine - Marine - Tech Lab (3)...
ALWAYS SCV (until game ends), always train 1 unit from every Rax. Stimpacks - Engineering Bay upgrades - Combat shields Factory - Starport - More Rax - Expand, etc.
THINGS TO NOTE
No matter which build variant you decide to use, remember this is an OPENER and thus should be the opening to your full game build which can transition to MMM, MM Tank(DESTINY CLOUD FIST), or even Thor-Marine. Its always important to have that early marine to fend off Overlords and Zerglings! Especially with the wall off, even 1 early zealot won't be a problem.


NOT A PROBLEM


Having this opener allows you to contain early Expansions and possibly end the game early. However without proper micro and constant reinforcement you'll end up losing the match.
Constant Producing of SCV's are also required in the game!


NEED MORE!!!!!!

Well then now here's a Mental Checklist that you should have when you do this Opener
1. Did I wall off?

2. Do I have enough supply Depots?
3. Are my Barracks up?

4. Do I have my first marine?

5. Are my barracks constantly making units?
6. Build SCV's

7. Opponent might be going air do i have enough Marines?
8. BUILD SCV'S
Well there you have it.

The long awaited and long promised 3 Barracks Terran Opener.


Finally after all the time I finally finished it.


I hope it can help Terran players in the long run!


This is Fireport here with another article for thebronzeleagueplayer.blogspot.com Signing off!

Tuesday, September 14, 2010

Shoutout: Hilarious SC2 Comic

Hey wanted you guys to read this hilarious SC2 Comic from DA

http://fc02.deviantart.net/fs71/f/2010/118/9/9/99da9eeb6cfb61c080fa3b07f7af6941.jpg

Shoutout: Update changes and Reposting!

It has come to my attention that because my school term will be coming I'll have to edit my Updates and make this a 3 times a week blog.

So every Monday, Wendsday and Friday will be my new update Schedule Starting Tomorrow.

Don't worry I still will have content up and running and I'll keep what I have already here.

However I will be re-posting some of the older post to make it more reader friendly by maybe having more pictures and more videos instead of just wall of text.

I do hope you guys keep reading!

Till next time!

Monday, September 13, 2010

Protoss: Interview with TheGreenMachine

Hey guys, I recently did an email interview with TheGreenMachine after my friends asked me a few questions about how to deal with Terran Mech.

Here's the interview.


Hey TheGreenMachine, How are you Doing today?

doin great

So many players have been complaining that Terran are OP after they go mech, whats your view on this?

I think mech vs zerg is very strong, in my games I have experimented with zerg you are forced to go hive in order to do some damage to a mech ball. Everything below hive feels ineffective vs tanks and thors even catching tanks unsieged.

And so, how do you deal with the mech ball?(feel free to post a wall of text)

'As a protoss player I don't feel mech is very strong at all, I've fought lots of meching terrans and I just out-expand them. I keep 1 base ahead of them at all times and mass tier 1 zealots and stalkers off gateways. Its known as the "macro style protoss". Later on when terran feels content with his pure anti-ground army I can just cut all ground army production and hit him with 6 stargates making 100% voidrays and he often dies instantly. A big strength protoss don't often use is chronoboost, it allows you to tech-switch extremely efficiently.

A problem some protoss have is they feel like they should make a little bit of everything to fight off terran's little bit of everything 'marine, tank, hellion, thor, medivac, viking' army. Best way to fight it is to counter whatever he is defending strongest with. If hes going heavy marine you could go collosus or templar, if its low anti air mass voidrays, if its lots of ghosts go fewer stalkers/sentry, if its mass viking just go immortal instead of collosus. As soon as terran has a super mech+ghost ball he thinks is invincible just go for a wild 180 degree tech switch and chronoboost it off your multiple bases, he will usually die instantly.

Also, never let the terran army siege up outside your front door. If he gets to a point where he can siege your mineral line or keep you from expanding, you have already lost. Instead, do things like warp prism harass, voidray harass, sending in a few units after his army leaves, or intercepting his army en route. All these things will keep the terran from getting in a static position in a place that will hurt you. Maps like steppes of war are very strong for a marine+tank player because they can leap frog to your base fairly easily so be prepared to fight off tanks head-on with a map like that.'

Ah that's interesting, so do you have any words of encouragement for lower league players?

'Just start out with a simple BO every protoss should use up until 20 supply, then slowly add on any structure you need while constantly making probes. Expand when your opponent expands (or before them), scout often, micro your units. Remember that seconds matter in PvT: 1 missed forcefield, 1 late immortal, 1 missing observer, or 1 good EMP could lose you the game immediately, so keep your build order and unit control tight. Don't forget that every lower league game loss is because of 1) letting your macro slip or 2) not scouting. Don't let either of those happen and you'll get into diamond in no time.

Thanks The Green Machine.

TheGreenMachine is a diamond ranked protoss player in the NA Server. He helps out a lot of new players at SC2Armory.com.



Wow that was rather insightful. I mean like I have never thought of dealing with the Terrans by forcing them to move around like that.

Well anyways I hope that was useful for all the Protoss players out there who read this blog and I hope that you guys get up to Diamond soon!

This was another interview done by Fireport for thebronzeleagueplayer.blogspot.com.

Fireport Signing Off!

Shoutout: If you have a Tactic you want to share!

If you've read this blog and want to share tactics and tips feel free to email me at fireport@gmail.com

I'll go through them as fast as I can and try to put them up as well as I can.

Of course I'll edit them so they be readable but if your email has a really awesome guide in it already I'll just go ahead and post it!

Well till later when I'm posting my next Tutorial

This is Fireport Signing Off!

PS: Look me up for training on the SEA server my character Code is 119 and my name is Fireport

Sunday, September 12, 2010

Zerg: The 9 Pool Opener

Well now that I've rose a league.

And that I have a good use of this opener. I think its time I start sharing more about it to help us low tier players attempt to hike into plat and above.

I'm talking about the 9 pool. The epic 9 pool which gives you the choice to rush in with zerglings or tech up straight into muta's or roaches.

It is the most versatile opener in the Zerg Arsenal as it allows early attack units and also does not harm your economy as much as 6 pooling or 7 pooling.

Many people might call it cheese but it actually is just an early push or a rush. Not a bad one that can't be defended but actually one which people just tend to over look.



THEORY

The theory behind the 9 pool is to allow an early army advantage while minimizing your losses in economy while you store up an army. 9 Pool is an opener and should not be encouraged to be maintained the way it is later in the game.

It's always advisable to build more drones and to constantly tech up if your initial push does not go through.

Also its kind of a 50/50 thing. If your Zerglings can push in and you can actually start clearing them up and cleaning them up with no cannons or bunkers in sight. You'll definitely win as long as you remember to spawn larvae and keep pumping zerglings.

If you see a wall, go roaches, banes or even mutas. You have the ability to bounce back economically. Just build a few more zerglings to force them into 1 base and expand on your side.

After all the basics behind Zerg Play is Expansion.


EXAMPLES

Here's an example of the 9 pool in action.

DevilStarcraft



BUILD ORDER
Well he does it differently from me and like way differently. His version of the 9 pool actually sets him back a bit because of the timing of his Overlord.

His goes something like this
9 Pool
8 OL
8 Drone
9 Zergling
10 Zergling
11 Zergling
12 Queen
14 Zergling
15 OL

Now this is mine
9 Pool
8 X2 Drones
10 Overlord
10 X6 Zerglings(cause the timing for this is perfect)
13 Zergling
14 Queen
16 Zerglings
17 Overlord
17 Drone

Its the same build but the timings are way different.

Cause of the timing of my queen and overlord I'm able to use the spawn larvae and by the time the Overlord comes out my excess larvae is out and I have an insane number of Zerglings.



THINGS TO WATCH OUT FOR

Always look for holes in the wall and try to sneak in.

If the opponent walls off just try to sneak in. If he does it right after your first few zerglings just retreat and tech up.

If you do get in and take out either a pylon or the barracks. Keep pumping zerglings. This build is extremely versatile and allows you to change from zerglings to your next unit in a snap.

If you see bunkers and things look out for backdoors or something. Usually 1v1 maps which have back doors allows you to go for it.

Of course make sure your Overlord is there and watching it.

This builds most important ability is in its macro as an early opener.

Here's a mental checklist for you if you're using this build.
1. Am I optimized before my pool drops?(Do I have excess minerals)
2. Did he wall up properly?
3. If he did have I dropped my gas?/ If He hasn't am I constantly pumping zerglings to stomp out his army?
4. Am I supply capped?
5. Is my Queen out?
6. SPAWN LARVAE!




I hope that this tutorial and build will be able to tide you through your journey in the lower tiers and hope it can help other players who were in bronze rise to silver and beyond.

Personally I'm still in silver and still trying to perfect this build of mine.

Well until next time.

This is Fireport with another article for thebronzeleagueplayer.blogspot.com signing off!

Shoutout: My Entry into Silver

As of right now I'm in Silver League!

I won a few round and lost a few others today but won most. Entered into the Broodlord Xi Ladder with a rank of 25.

I'd like to thank the people who've helped me rise from bronze. People like Gemini who helped with my macro and people like HGHx who taught me a standard opener which i can use to my advantage.

To HDPhoenixx who has helped me set up this blog by giving me the idea.

Well I won't be changing the links neither the name since this blog will be for Bronze League Players.

Even if I entered Diamond I wouldn't change and stop uploading.

Look forward to more updates daily

Fireport Signing Off.

Protoss: The 4 Gate

So you've played Starcraft 2 for a month and you've heard of the Protoss 4 Gate.

So what is this 4 gate that they are talking about?

People in the lower tiers usually go for the 2 Gate Proxy which is basically a rush and a form of cheese.

Well ok nothing weird about 4 Gate. Its nothing special after all. Its just 4 Warpgates right? OR IS IT!!! DUN DUN DUNNNNN!


THEORY

Again with the theory. Isn't there enough theory to go around!!!

And the answer is No.

We always need theory and the theory behind this opener/mid-game build would be Macro.

Why is it Macro intensive! ITS PROTOSS!

Well that's why its macro intensive. Because you have 4 gates and you need to keep pumping out troops for this to work.

This works better than the 3 Barracks push which the Terran has and definitely causes Zerg players a lot of misery if they don't know how to deal with a 4 gate.(I'll come up with the counter in a bit)

The 4 gate allows you to create a good strong mixed army in he early game and with additional gates you'll probably have a nearly unbeatable army by the time mid-game ends and you're about to reach like tier 3.5 tech or something.

The whole theory behind it in a nutshell would be to get units out as fast as possible and as efficient as possible.


Examples


Well after looking around the net for a bit I've found that HuskyStarcraft has made a youtube video on how to do the 4 Gate.



And again here's another video by ForceSC2


And this is Day9's Video



Build Order

So this is Husky's Build Order

9 Pylon
10 Chrono boost 2 workers
12 Gateway
12 Chrono boost 2 workers
13/14 Assimilator
16 Pylon
18 Cybernetics Core
18ish Assimilator (asap)

And this is Force SC2's

(9) Pylon
(11) Gateway
(13) Assimulator
(15) Cybernetics Core
(21) Warp Gate Research
(25) Gateway
(25) Gateway
(26) Gateway

If you can't really tell the Husky's build is slightly slower compared to Force's due to an early double gas drop instead of reaching for Gateways first.

It helps in macro in the long term however.


Things to take note of


From Husky

Put 3 probes on gas ASAP. You should have 100 gas for Warpgate/Stalker as soon as the cybernetics core finishes.

You should push out after your first wave of units spawns from your warpgates. Continue pressure for 2-3 waves of units. If you cant end the game then, back up and start to macro up! Remember, you are not behind if you do this build correctly as long as you save some units from your original attack.

From Force

- Use your scouting probe to drop proxy pylons near your opponents base, drop in multiple locations for support if one pylon gets destroyed

- If you see a fast expansion in conjunction with high tech (Lair / Hydra Den) push out as soon as Warp Gate is finished researching, giving them too much time will put them at a huge tech and economic advantage

- Hydralisks are very dangerous to your gateway units especially on creep, be careful and micro properly

NOTE: Build orders should never stay static and are subject to change based on what your opponent is doing Remember this is an RTS: use your brain, be adaptable, profit.

In General the basics apply. You have to scout and you have to make sure that your build can push through in the first push before you force it through.

If you like because of your warp tech you can actually add a proxy pylon near your opponents base and you can reinforce your enemy really really really fast.

Here's A Mental Checklist:

1. Have I Scouted?
2. Have I been scouted?
3. Do I have my gate?
4. Is my Gas out?
5. Have I gotten my Core for Warp?
6. Is he getting a 4 gate counter?

Counters that are known for the 4 Gate.

Zerg - Mass Hydralisks with Roaches on Creep.
Protoss - Watch for 4 gates as a counter. Also if they go for high Templars start teching for Air
Terran - Marauders and Siege-tanks. Look out for the Dusty Cloud Fist!



I've compiled this from fighting 4 gate players and also from seeing many different replays and basically running around the net for the easiest ways to learn the 4 gate.

I hope it has been useful for all you Protoss players out there for this is equivalent to the ultimate fall-back tactics of the other races like the 3 Barracks Push or the Early Hatch Mass Lings/Mutas.

This is Fireport here with another article for thebronzeleagueplayer.blogspot.com Signing Off

Saturday, September 11, 2010

Shoutout: 100 Unique Views!

Finally I've reached 100 unique views!

Hurray!

Well ok this is a first for me and I started this blog hoping to get people but not sure how many people would actually look at it.

It is this milestone that I've looked forward for.

Tomorrow I'll have more interviews and a few more tutorials for beginners!

SO STAY TUNED!!!!

Shoutout: SSL Casts!

Hey there this is a shout out to all the readers of this blog. If you're interested in seeing the Singapore Starcraft League's September Tournament you can check it out at HDPHOENIXX's youtube channel here.

Hope you enjoy our Singapore matches!

Fireport Signing Off!

Protoss: Different Openers

So you're new at the game and you don't really have any idea what to do using the Protoss. I mean hey the Protoss are freaking gold-armored glowing aliens(in Ultra). So yeah they are freaking cool with their lasers and what not.

Not to mention those ever noob-slaying DT's.

But how would I start?

How do I get there?

Is there a method for me to get there without sacrificing early economy?

Well now there is, its called the 12 Gate Opener.


THEORY

Following tradition here's a little theory to tell you why you should use this opener.

Well firstly I know you could easily go for a 10 gate opener but then again that would set you back by a few probes. Also its harder to recover your economy with 10 Gate. Having a 12 gate will ensure that your economy is well maintained and also allows you to get gas for Stalkers and sentries who are both really important for you.

This allows you to rush out stalkers in case of a 5RR also helps you with dealing with zerglings who rush in in case you didn't wall up in time.


Examples
Here is an example of a 10 gate but a good way to go for 12 gate too courtesy of Plexa

Here's another video by Gemini where he shows a basic Protoss Opener

Part 2

Part 3



BUILD ORDER
Here is a build order from Gemini

9 pylon
12 gateway
14-15 gas
16 pylon
17 core
19-21 gas

This is Plexa's
Plexa's Korean Style Warp Gate Rush

10/10 Pylon
10/18 Gateway
12/18 Gas
15/18 Cybernetics Core
18/18 3x Gateway
18/18 Pylon
- Build several pylons near / in your opponents base
- Warp in Zealots



Things to Take Note
From Plexa
- Probes are only shown as +1 supply in the build order
- Use Chrono Boost for probes between 10-12 and 12-14
- Chrono Boost the Warpgate Research as many times as possible
- Pull of Probes out of the Assimilator, when you have 50 gas
- Since you cut your economy early on, you have to deal your opponent a heavy blow. If it works, you can either finish him or macro up to get ahead in economy.
Here's a Team Liquid Forum link to read if you're into Plexa's 10 gate: here

And basically thats all there is to note for actually except if you do see a early refinery in your terran opponents base make sure you make Stalkers instead of Zealots. They deal with Terrans better anyways.

Here's a Mental Checklist
1. Did I make Probes?
2. Have I chrono boosted what I'm supposed to be building?
3. Do I have enough pylons?
4. Whats my opponents starting attack unit? (Zerglings - Zealots, Pretty much everything else - Stalkers)



Well I hope this guide despite my inability to play Protoss was help full.

This is Fireport here with another article for thebronzeleagueplayer.blogspot.com signing Off

Gemini is a diamond league player who plays on the NA Server, his main race is as a protoss player. This article was written with his help. You can check him out at http://www.youtube.com/user/GeminiStarCraft

Friday, September 10, 2010

Terran: Interview with ALEEEEEEEESA on TvT against Reapers

I've noticed by going around the net that TvT does have some reaper play so I asked ALEEEEEEEESA from SC2Armory.com what he thought about it.


So there are quite a few players who after watching MorroW at the Intel Extreme Masters have started to train up their reaper rushes and basically end up rising up the Ladder with this opener. What are your thoughts on the reaper rush?

Reaper rush is very race specific, morrow's reaper opening isn't really considered a rush rather than a transitory opener for a fast expansion specifically against zerg. Against protoss however, the speed of the stalkers greatly deters reapers. This is why morrow never does it against huk in the GosuCoaching ShowMatch series on husky's channel.

In addition patch 1.1 is going to affect 5RR greatly as well and it only works on specific maps (IE not SoW) and doesn't work too well against 1 base muta if unscouted.

So what do you do to counter it when you face a reaper rush?

I play T and reaper rush isn't very common because of marauders and marines which are both fairly good against reapers in reasonable number. Reapers are generally only good against melee units who cannot attack back.

So do you have any words for the lower ranking players who face problems against early game rushes?

Scout with your 9/10th worker. If T, build a marauder, or else a bunker and a marine. If P, get a zealot, when that zealot dies pull off 5 probes and stall till stalkers. If, Z get 2 queens asap and get roaches if more reapers are coming while transitioning into mutas. Infestor ling, I've heard, works alright as well.


Thanks for your words ALEEEEEEEESA.

ALEEEEEEEESA is a diamond level player from the NA Server in SC2 who specializes in Terran play. He also has a youtube channel at http://www.youtube.com/user/AleesaSC which shows many different 1v1 and 2v2 techniques.

Well it seems that in top level play there is little reaper play since basic barracks units are good enough to deal with reapers.

I hope this was good for all of you who play Terran and face Terran players who use reapers in the early game for rushes.

This is Fireport here with another article for thebronzeleagueplayer.blogspot.com Signing Off.

Zerg: Macro Trainers

Here's a little something my partner found for me on the Team Liquid Forum and I hope it helps all you Zerg Players with Macro !

Link

Protoss: Dark Templars

Ah the magic of Zeratul and his brethren who are permanently cloaked.

The Dark Templar are a bunch of guys who cut away from the Khala and thus cut away from the light.

Well at least they still need a little to actually see.

But yeah the Dark Templar despite being Expensive and easy to kill are, in the right hands, the most effective way to deal with your opponents.



THEORY

Since you're in lower tiers and many of your opponents are probably massing units and 1 basing, having Dark Templars are a good method of dealing with many of your opponents. They are especially effective against Zerg players who tend not to have any overseers to help detect units.

Dealing with Terrans are easier with the Dark Templar. You can easily sneak into his base when he opens his gate and clear out his mineral line while his army marches towards your base.

Even if he did scan out your Dark Templar. As long as you've made it into his base and started killing his SCV's. You're probably already at an economic advantage over him.

However against Protoss players you might have some trouble fighting them since Photon cannons themselves are detectors.

So if you scout a cannon early game remember not to go DT. Unless you mass them.


EXAMPLES


and Part 2


Those 2 videos brought to you by Starcraft Noob Trainer are quite good examples at how you can go for a DT rush and win in the game via macro.




TACTICS


Well Since you're gonna be using the DT's its always good to remember that micro is very important and start by taking out Queens then drones or in a Terran base take out the mules first before SCV's. That way you stop the super mining before cutting them down for supply incase your enemy is supply capped.

DT's are also permanently cloaked and thus without overseers or Turrets you're probably safe until the Terrans start Scanning around for you.

Another method that you can do is include DT's into your Massed army to deal extra damage without losing more units than needed.



THINGS TO LOOK OUT FOR

Well for one look out for ravens and overseers moving around and also observers who may be scouting your base. So to do this rush its quite advisable to have cannons around incase they scout your Dark Shrine.

Another point would be to HIDE YOUR DARK SHRINE.

No matter what since the Dark Shrines take forever to build keep them away from easy scouting.

Here's a Mental Checklist

1. Do they have detectors?
2. Whats the build?
3. Did they see my Shrine?
4. Have i boosted my DTs out?
5. Do I have my expansions and have i dealt with his?




As much as I'm no expert on Protoss I'm pretty sure this tutorial can assist you abit with getting Dark Templars and using them effectively.

This is Fireport here with another Article for thebronzeleagueplayer.blogspot.com Signing Off!

Zerg: Reaching For the Mutas

So early game just ended. What would you do next?

You're zerglings and your roaches have just been destroyed but your enemies are destroyed as well.

Whats the next step?

Should you go for the Mutas Or Hydras?

Well for this tutorial we'll be going Mutas.



THEORY

Why go Mutas when you can go hydras?

Well the answer would be speed.

Mutas are faster than hydras on creep and are more mobile than hydras since their air units and with them in critical mass you pretty much own the skies.

Yes some will argue that Hydra's and basically most units can kill Mutalisks really easy. But you're forgetting one thing. 30 Mutalisks pretty much can out fly anything and even though the opponents may have Thors and mass marines. As long as you have 15 Mutas you probably could GG the opponent. Just keep pumping mutas.

Mass Mutas are One of the best Zerg attack forces at the present moment.


Examples
Here's a video of how to achieve fast Mutas courtesy of ForceSC2


Here's a video on Mutas by Love4Starcraft showing ways you can use the mutalisks



TACTICS

As you can see there are a few ways to use the mutalisks.

And as you can see the Magic Box with Focus Fire is the most effective way to deal with most enemies since your muta's do not bunch up together and get splash damamge.

Mutalisks are also more of a harass unit than an actual air force. But remember the moment you hit 20 mutalisks you're probably at the amount for a proper counter to most small armies.

Mutalisks are really good at harass since 4 of them with proper micro could clear a mineral line before the main army arrives to kill them.

Also if you keep pumping out mutalisks and have expansions, you're probably going to win the battle against any 1 baser or anyone who does a late expansion.

For this tactic to work you'll be required to mass expand and get a lot of gas. A LOT OF GAS


THINGS TO LOOK OUT FOR

Well just keep a watch for Thors, Mass Marines, Carriers, Missile Turrets, Battle Cruisers, Photon Cannons and Hydras.

Mass Mutas easily deal with Vikings, Void Rays, Phoenixes(when you flank them) and basically any ground unit that can't attack air.

And now for a mental checklist that you should have

1. Do I have my extra Gas?
2. Do I have enough Larvae
3. Is my Expansion up?
4. Am I bunched or in magic box?
5. Does he have things that can clear out my mutas?

Remember to always scout and remember to get your expansion out!

Well I hope that this Tutorial will help you and get you up and at it

This is Fireport with another article for thebronzeleagueplayer.blogspot.com Signing Off!