Tuesday, September 21, 2010

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!