Strategy How to improve your Starcraft II skills in 30 games a week.

Rhydian

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well i've worked on the advice you gave me and i do feel like im starting to win more :O. been working on my tech play instead of mass Marines / marauders (lol)

just lost a game because vikings move too fast. POOR MICRO IS POOR
 

Bloodcount

Starcraft II Moderator
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I am glad it helps you. The micro is generally one of the hardest things in the game, It is one of the assets which for the smallest of mistakes punish the most ^_^
 

Rhydian

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Hello again, once more im in a spot of bother. i've been playing zerg recently and am constantly being beaten by terran 1 bases. i don't understand how but i think it has something to do with siege tanks and mass marines.

so far i've been reading that you beat it by beating his economy, this howeever doesnt seem to work for me. i may be using the wrong units, any tips?
 

Accname

2D-Graphics enthusiast
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Hello again, once more im in a spot of bother. i've been playing zerg recently and am constantly being beaten by terran 1 bases. i don't understand how but i think it has something to do with siege tanks and mass marines.

so far i've been reading that you beat it by beating his economy, this howeever doesnt seem to work for me. i may be using the wrong units, any tips?

Terran one base marine + siege tanks push?
First of all, scouting is very important, you need to know when the terran is moving out.

The very standard tactic against terran siege tank + marine is mutalisks banelings zerglings. However, if he is pushing very early you might not be able to get mutalisks in time.
The idea behind this counter is that your mutalisks can easily take out reinforcements he is sending through the map, they could also try to snipe out the siege tanks when the marines are not nearby or the other player is not paying enough attention. The banelings and zerglings would be used to kill the marines, once the siege tanks are sniped by the mutalisks you could move your zerglings around the marines for a surround while the banelings come from the front, this way the marines cannot run. However, if the siege tanks are still alive it is best to split your zergling + baneling forces in multiple smaller groups if possible to try to avoid most splash damage. This is micro intensive and most likely too much work for a beginner though.

Another possibility is to quickly tech to infestors, their fungal growth can do wonders against marines. 2 Fungals and you could kill up to 20 marines in 8 or less seconds. This would require a very fast tech and good positioning by you. If possible, try to place some infestors on the high ground with a range advantage to fungal your enemy on the low ground.

If you are a really fast techer you could try to get ultralisks in time and some additional zerglings, i have never tried it myself, but if you send just 1 ultralisk first it will tank the siege damage so your swarms of zerglings can quickly move into the enemy army and take them out in melee battle.
 

GFreak45

I didnt slap you, i high 5'd your face.
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is there any recommended way to work on hotkeys? I naturally micro due to massive ammounts of wc3 playing, and thats also how i memorized the hotkeys for it, but i prefer a faster way to memorize them for sc2 : /
 

GFreak45

I didnt slap you, i high 5'd your face.
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and i dont know about the above post, siege tanks and marines just dont mix, target the wrong thing and woopsies i just blew up half my own army
 

Accname

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and i dont know about the above post, siege tanks and marines just dont mix, target the wrong thing and woopsies i just blew up half my own army
Do you double post on purpose?
How can you say siege tanks and marines are a bad combination? Thats the most basic terran strategy around. Vs terran and vs zerg there is nothing being used more often then siege tank + marines.
 

GFreak45

I didnt slap you, i high 5'd your face.
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its bad because as soon as you get a zergling on a marine and the tank unloads you can put a hole in your own army, and i have used this against many terrans and won decisive battles because of it, and sorry for double post, it was 15 mins later and i was at work... kinda preoccupied

i find the marine/medivac combo much better
 

Bloodcount

Starcraft II Moderator
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Accname is right. Bio-mech is really viable in tvz. You make a field of spread out tanks and you contain the zerg. If he doesn't come out to fight you use the marines and medivacs to constantly drop him and macro up. If he comes out you must stim and run to the tanks so that you won't take any damage from them.

The shell shots which were mentioned earlier are devastating, that is why the tank's place is to deal 2-3 shots of these and then tank the other shell shots. They are the backbone of this composition, but the marines are the ones who seal the deal- they deal the final blow. The tanks are very important in bio mech.

Bio is not really viable in tvz any more without huge amounts of micro which even I don't have. It is proven by people like Kas (but then again after 20+K games you tend to be able to win with anything vs anything)
 

GFreak45

I didnt slap you, i high 5'd your face.
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lol not when ur me... 20k anything doesnt matter when half the time you play you get 0.2 frames per second :p my good comp is in the shop atm : (
 

Rhydian

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been a while since i posted, been hard at work practicing all my games :D

im silver league now (could probably push for gold) but i have a problem coping with protoss forge fast expanding, im not sure whether im missing timings or im reacting too late to a large force, any tips?

(rocking zerg <3)
 

Accname

2D-Graphics enthusiast
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If your game mechanics are somewhat decent you can try the Idra tactic and double fast expand. At 15 and 20 supply throw down a hatchery at your natural and third.

A protoss who is going fast expand with a forge is likely to bunker himself in and wait for a six gate or something.
Thats the perfect time to take map control and go into full macro mode.

The hard part is to realize when you should stop to macro and build up an army.
Fast expanding protoss tend to focus on sentries to force field early pushes. Keep this in mind.
They might also go for very early upgrades since they got their forge so fast, you need to keep up.

One thing you can do is try to tech heavy, into infestors or mutalisks for example.

If you tech to mutalisks you will be able to harass a little bit. Kill a probe here and there. Destroy pylons at the edges of the base. basic stuff.
Going for fast infestors is more "save" because fungal growth can really hurt an early game protoss sentry stalker ball. The most important thing is that fungaled enemies cannot run from your lings. (they can still force field though).

If you want to tech really crazy (only do this if you notice your enemy is not going for early aggression after his expo) you could try to get ultralisks. They will tear through sentries, even if you have only a few of them. together with a nydus worm inside their main they will be really deadly.
 
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