Let's say you're playing a 1v1 against Terran and you scout two plain barracks at your opponent's ramp and quite a few marines, early in the game. How would you respond to this, and what race are you playing?
Thankies!
Edited for internet tldrity
Game » consists of 10 releases. Released Jul 27, 2010
As Zerg, I would make sure I had a lings in scouting position to see when the opponent moves out, throw down some preemptive spines, and get a bane nest if I didn't have one already. If nothing came at me soon, I would sac an overlord to try and see what was really going on.
As Terran, I would chuckle as I kept on building preigniter hellions.
As Protoss, I would build an extra sentry or two to buy myself enough time for my Dark Shrine to pop. Also I would do my best to make sure I had a pylon somewhere in proxy position.
As zerg, sounds like a bunker rush. Get a spine up, scout around expo for any bunker going up, get queens asap, and 3-4 sets of lings initially.
As toss, well, just build units from gateways. It depends if these baracks have any tech labs though.
As a zerg I'd throw down a spine crawler, then get a roach warren while making sure I have enough lings to delay the marines until roaches pop
"FUCK!"
And then click surrender.
Not, not really. I don't really know though because it's been a long time since I've played.
Edit: To make this not completely worthless: As protoss I would probably hard-wall off and get a forge+cannons unless I was going an early aggressive build, in which case I would try to hold off his push and counter attack I guess.
As zerg I would throw down a spine crawler at max range of any potential bunkers and prepare to pull drones to defend a bunker rush. Get out a bunch of lings and micro them to hold it off.
As protoss I would get an extra sentry or two to hold the ramp until i have sufficient units to push out.
As terran I would be doing a 2 rax expand anyway so it would come down to micro.
I main zerg.
For clarification, you haven't seen a refinery, the barracks have no add ons, and you probably saw it some time between 3 and 6 minutes. Depends on your scouting pattern and mine, and the front door will look more or less the same for quite a while regardless.
Sounds like the general preference is to turtle up rather than anything with worrying offensive potential. The reason I asked is that I'm getting back into Terran and trying to figure out what do try after starting with 2 barracks marines. From the sounds of things, I can probably get away with an immediate expansion and late gas if I play responsibly.
So the next step..... a couple minutes have passed and you've been at most pressured with a few marines, you scout (right?) and see an expansion and more marines, and a tech lab if you're lucky. Where do you go now?
That's a big time gap. As a player who really doesn't know an exceptional amount (and main Zerg), here's my take.For clarification, you haven't seen a refinery, the barracks have no add ons, and you probably saw it some time between 3 and 6 minutes. Depends on your scouting pattern and mine, and the front door will look more or less the same for quite a while regardless.
Sounds like the general preference is to turtle up rather than anything with worrying offensive potential. The reason I asked is that I'm getting back into Terran and trying to figure out what do try after starting with 2 barracks marines. From the sounds of things, I can probably get away with an immediate expansion and late gas if I play responsibly.
So the next step..... a couple minutes have passed and you've been at most pressured with a few marines, you scout (right?) and see an expansion and more marines, and a tech lab if you're lucky. Where do you go now?
I'd uninstall StarCraft 2 and play TF2 instead.
Seriously, that's what I did after playing SC2 multiplayer
not enough info. I'd scout the rest of his base. does he have 1 or 2 refineries? if none, I'd throw down one bunker (as a terran player) and continue with my plan. If there is no refinery, i'd assume a quick expand is next or a semi-all-in. i'd keep a scv close to spot when he moves out as well.
not sure why people say to make roaches as zerg just build a baneling nest and 2 banelings + 1 spine crawler and you can hold off any number of marines. expand of course and win
@Killboyy777: You didn't see a refinery in your worker scout (since there weren't any), and I guess you'd be seeing a quick expansion afterwards. I'd be curious to know what you plan is, and how you'd respond to the aforementioned expansion. However, I have a gut feeling the strategy I'm developing here won't be as effective against Terran as the other races, simply because Terran can prevent my pressure from doing damage without significant investment or delaying their expansion (since they can build the CC in-base). Mirrors are always weird though, so this will take some more thought.
@moztacular: The problem is that a few banelings and a spine crawler cannot really put on any pressure, while a few roaches can, and you can more easily scale roaches up into an effective kill move (since I already have 2 barracks at my ramp). My whole thinking with this opener is to feint just enough aggression to make someone turtle (read: not expand), but keep my early marines alive and take a quick expansion instead of committing to the attack. If a zerg (or any race, for that matter) does indeed just defense up then expand, I'm at an advantage since my expo was faster (also worth noting, I'm not cutting workers at any point in this). The problem for me is if they either expand first (in which case I need to actually do some damage with those marines), or if they can turn around and balance taking their expansion while hitting me enough to nullify my expansion, or just kill me outright.
Now I say this knowing that when I play zerg against a 2 barracks opening, I do go for a spine crawler and, if I'm feeling nervous, a couple banelings because I open hatchery first so I'm ok with the Terran fast expanding. As Terran, I'm looking for my marine pressure to hit the window between when the hatchery finishes and when the creep fully spreads, when there are probably targets other than the hatchery, but also the minimum spine crawlers and I can get off creep in time to kill the banelings and escape the zerglings that don't have speed since zerg went hatch first and got banelings by the time it finished (or that don't exist if zerg got enough gas to do both before hatch finished).
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