Tuesday, September 13, 2011

Terran MMM Build order and Strategy


  • 0 – Supply at Choke
  • 11 – First Barracks at Choke, place carefully (an addon needs to fit)
  • 13 – Gas
  • 15 – Orbital Command ~ Get 1 or 2 marines to fend off lings.
  • 16 – Supply Depot (complete wall with this if required).
  • 17 – Engineering Bay and a Reactor on first rax.
  • 18 – Second Barracks
  • 20 – Third Barracks
  • 21 – +1 Weapons Upgrade
  • 22 – Supply Depot
  • 25 – Tech-Lab on second Rax
  • 30 – Reactor on third Rax
Let's break it down. The number on the left is how much supply you have used. You will start the match up with 6/10 supply. That is, you'll being the game with 6 SCVs and one Supply Depot (+8 maximum supply) plus one Command Center (+2 maximum supply) giving you a maximum of 10 supply. You'll want to always be building SCVs until you can get three on every mineral patch and 2-3 on every Vespene Gas geyser. As you do, you'll start using up your available supply. The instructions on the right let you know what to do when a certain supply point has been reached.
When you create 4 more SCVs in addition to the 6 you start with, you'll be at 10/10 supply. You need to increase you maximum supply to be able to build any more units. Order an SCV to build a Supply Depot (+8 maximum supply), preferably on the ramp leading into your base so you can create a choke point for any incoming armies. When that is done you will be at 10/18. Keep pumping out SCVs and when the next one rolls out (11/18), have it build a Barracks next to the Supply Depot you just created. While that is in progress, two more SCVs will roll out of your Command Center eating up two more of your supply and bringing the total to 13/18.
At 13 supply, you'll want an SCV to build a Refinery on a Vespene Gas geyser. Why 13? Why not 6? Why not 20? Different build orders have different timings depending on what armies you want to field, but it's generally unwise to collect gas at 6 supply as you will need SCVs to focus on collecting minerals to pump out a few early Marines and additional buildings. Marines don't need gas to create and you'll need to get some kind of unit protecting your base as early as possible to stop a Speedling RushZealot Rush or Marine Rush from your opponent. On the other hand, most units after the Marine will require gas and you'll want to start collecting it sooner rather than later. Especially if you are trying to form a bio ball of Marines and Marauders to go rip up the other guy's base before they can get up the defenses to stop you. And you will need gas for Armor/Weapon upgrades that are key to this build.
The SCV building the Refinery will start collecting gas from it automatically unless you've queued another order for it. Don't forget to put your next two SCVs on the Refinery. That will bring you to 15 supply.
By the time you get to 15 SCVs, your Barracks should be done which allows you to upgrade your Command Center to an Orbital Command. This will not tie up an SCV and when done will allow you to call down a super-SCV (aka Mule) to collect minerals at a faster pace and to use a scanner sweep to view what your opponent is doing without sacrificing any units. Also, since the Barracks are done, immediately build 1-2 Marines to deal with any early attacks and take out any of your opponents scouts. Each Marine will add one to your supply total.
At 16 build a Supply Depot next to your Barracks and the first Supply Depot you created at 10/18 (leave room for the Barracks Addon to fit) to wall off your ramp entirely. This wall of buildings will buy you time against incoming attacks while you continue with your build order. Don't worry about the Suppy Depots blocking your exit out of your base. You can lower them into the ground to let your forces pass and the raise them back up.
The strategy behind the rest of this build is on Team Liquid's 3 Rax BO page, but here are some things to watch out for with any build:
  • Don't get supply blocked. That is, always have a Supply Depot ready to build before you max out. Notice how the build order has you create a Supply Depot at 16/18 and not 18/18? By the time it's done building the Supply Depot, you'll probably be at 18 supply and need your max supply increased. Build orders are designed to have buildings finished right when you need them. Also, keep creating Supply Depots every time you get close to max. Some build orders assumed you are doing this and don't tell you to, just like they assume you are always building SCVs until you have the max on each resource field.
  • Assign an SCV to repair your Barracks and two Supply Depots at your choke point if attacked. You can also place your two Marines behind the buildings to attack from short range without getting attacked back by Zerglings or Zealots.
  • Use the MULE's from your Orbital Command to gather minerals quickly, but save your OC's energy for an occasional sensor sweep of your opponent's base
  • Send out an SCV/Probe/Drone to scout sooner rather than later. Some players send one of their initial 6 workers, some wait until there they have build a supply unit and a building capable of pumping out combat units on the theory that there is nothing to see at your opponents base until then anyway.
For Protoss players, build orders are much the same except probes can initiate a building, then do another task while the building warps in. Unlike SCVs, they are not tied up while the building completes, so the build orders are little different to reflect that.
For Zerg players, build orders are a little wacky since your drones sacrifice themselves to become the building so you'll see supply numbers drop and then come back up in their build orders. There is also a common tactic of using a drone to create an Extractor on a Vespene Gas geyser, creating two Zerglings, then canceling the Extractor before it's finished to get the Drone back and be at 11/10. Those build orders will state that explicitly.

Monday, September 12, 2011

zerg Mutalisk rush

First of all, employing the tactic of  Zerg Mutalisk Rush against the Terran is the least effective any mutalisk rush could ever be most especially against the Marines. However, against any Zerg player or any Protoss player, you have a big change to toppling down any enemy while they are on early expansion.  Word of advice, if you already have your Mutalisks ready, go ahead and attack your enemy immediately.  But before that, you need to expand really quickly and build your Mutalisks while building Zerglings to harrass your opponent. In other words, you should be saving your gas for the mutas later on.  And once you have enough gas quickly upgrade to lair but then again just make sure you are running both of the extractors while consuming your gas for the quick upgrade. Then at the same time, pump out your zerglings to harrass your enemy. Once you have finished upgrading to Lair, build your spire behind your minerals so your opponent will not be able to see it then when that is finished, build as many mutalisks as you can. After which, send them to the back of your enemy base camp where the workers are located. Destroy as many workers as your mutalisks can. That way, you can squeeze out and topple down and minimize your opponent’s economy. And you may turn to your roaches or hydralisks to completey defeat them. Now if your enemy is doing the same thing, it now becomes the race for the mutalisks, so build out quickly, then attack as soon as you have enough mutalisks, perhaps using the zergling rush as well.

Thursday, September 8, 2011

Terran Unit guides


MARINE:

Race
Weak Against
Okay Against
Strong Against
Zerg
Ultralisk, Baneling, Brood Lord
Hydralisk, Mutalisk, Roach
Zergling
Protoss
Colossus, High Templar, Archon, Zealot
Carrier Dark Templar, Mothership, Sentry, Stalker
Immortal, Phoenix, Void Ray
Terran
Hellion, Siege Tank
Banshee, Battlecruiser, Ghost, Marauder, Reaper, Viking
Thor


Marauder:
Race
Weak Against
Okay Against
Strong Against
Zerg
Brood Lord, Mutalisk, Hydralisk, Zergling
Baneling
Roach, Ultralisk
Protoss
Carrier, Mothership, Void Ray, Dark Templar, Immortal, Zealot
Colossus, High Templar, Sentry
Stalker
Terran
Banshee, Battlecruiser, Siege Tank
Ghost, Hellion, Marine
Thor, Viking, Reaper

REAPER:
Race
Weak Against
Okay Against
Strong Against
Zerg
Ultralisk, Baneling, Brood Lord, Roach
Hydralisk
Zergling
Protoss
Colossus, High Templar, Archon, Zealot, Stalker
Dark Templar, High Templar, Sentry
Zealot
Terran
Banshee, Marauder, Siege Tank, Thor, Viking
Ghost, Hellion, Marine

GHOST:
Special Abilities

Snipe: This ability allows the ghost to snipe biological units from a distance with a 45 damage attack that ignores all armor. The ability has a range of 10 and can be shift queued for multiple snipes in a row. With a couple ghosts and good micro your able to take out a a large group of biological units very quickly with this ability by quickly sniping them all while cloaked.

Cloak: This allows your ghost to become invisible while slowly draining it’s energy and will remained cloaked till canceled or your energy runs out. The cloak ability is very useful and is used to get off most of the other’s ghosts abilities such as Snipe or Nukes with out being seen as a Ghost is a fragile unit.

EMP Round: The EMP Round Skill allows you to fire off a AoE EMP shot which will remove all shields  and energy in the area of any unit by 100. This is most commonly used when fighting against Protoss as all Protoss units have shields and this will essentially take their health down half way if used right before you enter battle.

Tactical Nuke: NUCLEAR LAUNCH DETECTED! This is the Ghost’s Trademark skill which allows you to launch a nuclear missile at a target spot that deals 300 damage (+200 to buildings) in a 10 range radius. All nukes must first be trained in Ghost Academy before they can be launched. Tactical Nukes are a very powerful skill although must be used in the right situation, once launched it takes a couple seconds for the nuke to come down so trying to cast a nuke on a mobile army is not a good idea. One of the best uses for nukes is to cast one on your opponents minerals which would allow you to kill all of his workers.

HELLION:
Race
Weak Against
Okay Against
Strong Against
Zerg
Brood Lord, Mutalisk, Ultralisk, Baneling, Roach
Hydralisk
Zergling
Protoss
Carrier, Mothership, Void Ray, Archon, Colossus, Immortal, Stalker
Dark Templar, High Templar, Sentry
Zealot
Terran
Banshee, Battlecruiser, Marauder, Siege Tank, Thor, Viking
Ghost
Marines, Reapers

SIEGE TANK:
Race
Weak Against
Okay Against
Strong Against
Zerg
Brood Lord, Mutalisk, Zergling
Baneling, Roach, Ultralisk
Hydralisk
Protoss
Carrier, Mothership, Phoenix, Void Ray, Dark Templar, Zealot
Archon, Colossus, High Tempar. Sentry, Stalker
Terran
Banshee, Battlecruiser
Hellion, Marauder, Reaper, Viking, Thor
Marine, Ghost

THOR:
Race
Weak Against
Okay Against
Strong Against
Zerg
Zergling, Baneling
Brood Lord, Hydralisk, Mutalisk
Roach, Ultralisk
Protoss
Immortal, Zealot
Carrier, Void Ray, Dark Templar, High Templar, Stalker
Archon, Colossus, Mothership, Sentry
Terran
Banshee, Marauder, Marine, Siege Tank
Battlecruiser, Ghost, Hellion
Reaper, Viking

VIKING:
Race
Weak Against
Okay Against
Strong Against
Zerg
Hydralisk, Zergling
Baneling, Corruptor, Roach, Ultralisk
Brood Lord, mutalisk, Overseer
Protoss
Immortal, Stalker
Archon, Dark Templar, High Templar, Sentry
Carrier, Colossus, Mothership, Void Ray
Terran
Marauder, Marine, Siege Tank
Ghost, Hellion, Reaper, Thor
Banshee, Battlecruiser

BANSHEE:
Race
Weak Against
Okay Against
Strong Against
Zerg
Corruptor, Mutalisk, Hydralisk
Queen
Baneling, Roach, Ultralisk, Zergling
Protoss
Carrier, Mothership, Phoenix, Void Ray,
Archon, Sentry, Stalker, High Templar
Colossus, Dark Templar, Immortal, Zealot
Terran
Battlecruiser, Viking, Thor
Marine, Ghost
Hellion, Marauder, Reaper, Siege Tank

RAVEN:
Detector: The Raven is able to detected any cloaked / burrowed unit making it the only portable detection unit for Terran. Detection also allows you to detect any hallucinated units.

Build Auto Turret: This ability allows the Raven to drop an Auto-Turret at any location which lasts for 180 seconds and will attack anything within its range. These are very useful for harassment as a couple of these dropped behind your opponents minerals will quickly take out their workers while the Raven can fly away once they are placed.
You can also use Auto Turrets to block your opponent off from entering a choke point or as extra offense in a battle, I tend not to use them in battle as they some of the other Raven’s abilities are more beneficial and tend to only use Auto-Turrets to harass my opponents minerals.

Build Point Defense Drone: This is an automated defensive laser that intercepts enemy projectiles. They last for 180 seconds and start with 200 energy and will shoot down 20 ranged attacks before running out of energy. This is probably the Raven’s most useful ability, by placing  2 of these down in front of your army right before you start a battle will give you a huge advantage. They will shoot down 40 ranged attacks preventing them from hitting your units.
As you would guess this is very useful against any unit that has ranged attack as it prevents the attack completely while allowing your units to continue their attack so you can quickly take out your opponents army out without taking a lot of damage.

Hunter Seeker Missile: Allows the Raven to launch a missile that chases down its target. The Missile will chase down the target for up to 15 seconds dealing 100+ area damage.

Which race is most difficult to play