![]() ![]() Thought process of Zerg players upon seeing Hellions are usually as followed Building excessive amount of Spine CrawlersĪll of these actions slow down Zerg's production capability which gives out the opening for Ghost usage. ![]() Halt Hellion production and produce more Marauders.ĭuring Nuclear Launch, use Hellions to distract and eat away any fleeing Drones! Against Roaches: Build Bunker on the choke and build 2 more Barracks with Tech Lab.Get Ghosts rather than Marines to snipe Mutalisks. Against 1-base Mutalisks: Build Engineering Bay immediately and get turrets around the base.Use Hellions to kill Banelings or have them stationed behind the wall-in if Zerglings can overwhelm Hellions. Against Banelings: Extra wall-in and a Bunker are needed.Pick off any fleeing Drones with remaining Hellionsĭepending on the scouting information that SCVs, Scanner Sweeps, and Hellions can obtain, some variation openings are possible to counter a Zerg's strategy.Drop and nuke Zerg's Hatchery while 3 stimpacked Marauders attack the targeted building (Hatchery or Tech buildings).100% Viking - Make way for drops to natural or main base.Starport - Switch Starport and Factory.Variation - get Marines instead of Marauders on maps like Lost Temple and Desert Oasis to use the nearby cliff to your advantage.Marauder - Ghost, then 2 more Marauders.Switch Factory and Barracks 2 Hellions and throughout., get both Factory and Reactor on Barracks.Variation - Supply Depot before Refinery to block off the ramp in order to deny Drone scout.Diminish Drone count and deny saturation of resources.There are 3 goals a Terran player can achieve with this strategy: Success of this strategy heavily depends on the use of the Hellion to buy time for the surprise attack consisting of the Ghost. And you have to get lucky with terran hoping he techs or doesn't scv wall.Įdit: Look everyone, I CAN post helpfully, muhahahaha.This build emphasizes the element of surprise and disruption of Zerg's economy line. You can chose to do w/e you want after the initial 3 hatch is up, but I prefer to keep it an 8 minute game myself.Īs for ZvZ and ZvT, 12 pool will rape your 9 pool if zerg is any good. If he lets you exp, power drones for a small while and get gas in main and just 3 hatch hydra for awhile. ![]() If toss attacks you build your lings, beat him back, and then exp. 12 hatch below ramp so that toss can't run up your ramp (make sure it's not in way of exp), 11 pool, then depending on what toss is doing I either save for lings or expand. 12 hatch inside main, 11 pool, 11 gas and then after you either rape the initial rush or find out toss is teching, you exp (and if need be, get a spore and move ovies in).Ģ. Only thing he would have to worry about is not letting zerg get a sunken up in time.ġ. And a toss who is smart enough to use probes with his attack force vs that 9 pool, most likely has the game in the bag. Any toss who has decent micro can rape a 9 pool. And if he 2 gated, he just finishs you early cause you only have 1 and 3/4 hatch. And then he can tech to sairs, and while he rapes your ovies and has you preoccupied he expands while teching storm and cannoning up choke. A good toss only needs to 1 gate to hold a 9 pool. There are only 3 ways to win with 9 pool opening and they are: Luck out on positions (12v3 is the obvious spots), get lucky and sneak your lings in while he is making wall or just playing stupid (best to keep your ovie on ramp) and the third is to have a dumb enough opponent not to capitalize on his eco advantage. 9 pool is a horrible opening vs toss, and requires more luck then micro. ![]()
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