Firstly, I cant kill drones at his natural as he has a queen and spines
When i moved up to his main, he has 2 queens ready to defend but i did see his baneling nest. I also didnt know when to expand. It was basically GG from there. I always lose to zerg when i cant kill his drones early in the game.
My opening was a
1) 1 Marine reactor
2) switch factory with rax
3) double hellion to harass his natural
4) siege tech
5) marines and siege tanks as mid game army.
Replays might help, and could u tell us particular part of the unit composition ur having trouble with? Perhaps its counter attacks and runbys?
If you keep on having problems, just go mech
My marine and tanks were totally outnumbered. I couldnt mass up enough marine and tanks to destroy his natural. I think my build order needs reworking. Please help me. I definitely am getting personal with those bugs iBan3
The game was over when ur scvs were completely DESTROYED by that nydus baneling, but i guess u'd already know that >.>
The hellion reactor thing is actually a fast expansion build. u should have 400 minerals little bit before the factory finishes, so build the command centre then.
basically, 12 rax, 13 gas, 16 orbital, reactor after 2 marines.
After u get the reactor factory up, build AT LEAST 4 helions to deny creep and harass, but unless ur doing a mech build or going banshees, sacrificing ur helions for few drones arent worth it. Take map control(means prevent zerg from scouting, taking watchtower, etc), deny creepspread( stay just outside of zerg's creep so u can snipe tumors) and prevent third from going down, or at least try to.
After that u can usually go three different ways, 2 base siege tank timing, marine stim medi timing and triple CC.
I personally prefer going the 16 marine + 2 medivac + 4 helion push, but u might prefer a 2 base siege timing, so i'll give u a quick standard build.
reactor helion expo -> when u switch rax with factory, build a techlab there, and when it finishes lift up and build an another techlab. after 4 helions, put the factory afterwards on the spare techlab, and start siege tank production, and research stim. Build a rax on the spare reactor and build 2 more rax, giving u 4 rax + 1 fac production. Up until now, ur on 1 gas only, and when ur natural CC goes up, build 2 more gas, which gives u 3 gas income. Push at 9:30-10min with siege mode and while ur moving out, build ur 3rd and a starport.
It's just a standard build designed to kill off quick 3rd base zerg. Since you don't have a medivac, save stim.
Also when it comes to marine tank engagements, easiest way is, stim marines back first, then make siege tanks attack on banelings, by click, shift click shift click etc.
I'll tell u more about drops when u get better
Or you could go mech, and i could teach you a good mech build as well if you wanna go down that path
I'd like to also add, the value of 2 helion expo is, apart from the versatility of builds following it, is MAP CONTROL AND SCOUTING. However, neither is important in lower leagues imo, because checking how zerg's using his queen/existence of spine, gas existence and etc aren't that meaningful, because they usually don'tfollow the standard "style." (like if zerg's pumping with both queens without spines, u can be sure that's it's a commitment to roachling or baneling, but you can't assume that in lower leagues)
Because of that I'd recommend a 1 rax expo into 3 rax stim timing, because u can practice micro vs lings and focus-firing banelings and medivac arcade micro as well.
If you want i can give u the replay of me doing the build described above.
Don't get too bogged down worrying about what he's doing. In bronze, it truly doesn't matter. Just focus on executing your build order, getting your expansion up and making lots of units. Aim to have your expansion at least started before 7:00 (depending on your build). It is the same old boring advice that you might have seen given to many bronze players before, and you've probably heard it plenty already, and I'm sorry, but the fact is that you scouting a baneling nest just flat out doesn't matter in bronze (it's great that you get into the habit of noticing - this is important. You are developing the skill. But it doesn't impact the game at all right now, as what I'm saying)
I'd also suggest to forget the reactored hellion opening for now. Come back to it when you're silver/gold, sure. But at the moment, it's not nearly as effective for you because your minimap awareness isn't good enough to keep them alive/scout/deny creep effectively. For now, just focus on making a lot of marines, securing your expansion, getting combat shields, stim and medivacs, then bolstering your army with tanks. Force yourself to attack at around 12 minutes with a couple of medivacs (with more rallied to your push), a couple of tanks and as many marines as you can manage. Keep it simple - it will help you develop the important skills you need before you can use the openings you see in the GSL. Experiment with gas timings and upgrades (if I'm going for stim and fast medivacs, when do I need to take my second gas? when can I afford +1? How does that affect my tank production?)
The benefit of forcing yourself to attack at around 12:00 is that 1) you kind of just realise that you can often just win with a push, and 2) it gives you a benchmark for comparison - last week, I attacked at 12:00 and had 2 medivacs, 1 tank and 12 marines; this week, I had 4 medivacs, 2 tanks and 17 marines - I can actually see the amount my macro has improved.
The game was over when ur scvs were completely DESTROYED by that nydus baneling, but i guess u'd already know that >.>
The hellion reactor thing is actually a fast expansion build. u should have 400 minerals little bit before the factory finishes, so build the command centre then.
basically, 12 rax, 13 gas, 16 orbital, reactor after 2 marines.
After u get the reactor factory up, build AT LEAST 4 helions to deny creep and harass, but unless ur doing a mech build or going banshees, sacrificing ur helions for few drones arent worth it. Take map control(means prevent zerg from scouting, taking watchtower, etc), deny creepspread( stay just outside of zerg's creep so u can snipe tumors) and prevent third from going down, or at least try to.
After that u can usually go three different ways, 2 base siege tank timing, marine stim medi timing and triple CC.
I personally prefer going the 16 marine + 2 medivac + 4 helion push, but u might prefer a 2 base siege timing, so i'll give u a quick standard build.
reactor helion expo -> when u switch rax with factory, build a techlab there, and when it finishes lift up and build an another techlab. after 4 helions, put the factory afterwards on the spare techlab, and start siege tank production, and research stim. Build a rax on the spare reactor and build 2 more rax, giving u 4 rax + 1 fac production. Up until now, ur on 1 gas only, and when ur natural CC goes up, build 2 more gas, which gives u 3 gas income. Push at 9:30-10min with siege mode and while ur moving out, build ur 3rd and a starport.
It's just a standard build designed to kill off quick 3rd base zerg. Since you don't have a medivac, save stim.
Also when it comes to marine tank engagements, easiest way is, stim marines back first, then make siege tanks attack on banelings, by click, shift click shift click etc.
I'll tell u more about drops when u get better
Or you could go mech, and i could teach you a good mech build as well if you wanna go down that path
Took the words right out of my mouth ,
The only thing I can add is that if you do not spot a roach warren, its pretty much a won game since a switch to blue flame is usually deadly but maybe it's not good to tell you this yet.
Last edited by Tshu; Wed, 4th-Apr-2012 at 3:34 PM.
The only thing I can add is that if you do not spot a roach warren, its pretty much a won game since a switch to blue flame is usually deadly but maybe it's not good to tell you this yet.
Maybe I'm reading this out of context, but queens, spines, mutas and infestors all do really really well against blue flame hellions; you don't have to get a roach warren. People with blue flame often dive into a zerg's base too deep as well. Let them in the gate and then ram those hidden banelings up their backside. Bye-bye hellions.
Maybe I'm reading this out of context, but queens, spines, mutas and infestors all do really really well against blue flame hellions; you don't have to get a roach warren. People with blue flame often dive into a zerg's base too deep as well. Let them in the gate and then ram those hidden banelings up their backside. Bye-bye hellions.
first of all, he won't have infestors or mutas during that time. 2nd of all around more than 10 hellions decimate everything and can simply shrug off 2 spines. However, it is unlikely that the zerg would not go coaches possibly rush mutas
Even the smallest donations help keep sc2sea running! All donations go towards helping our site run including our monthly server hosting fees and sc2sea sponsored community tournaments we host. Find out more here.