Starcraft II: Frenetic
Tagged as: Starcraft II.
Written by
darkness on February 20, 2012
Hello dwellers of the Vu!
Let us commence with the blogging.
When you're Terran, and your ally is an inexperienced Terran, and your opponents are Zerg and Terran, and you're on Discord IV, AND the Terran foe leaves, for the love of your monitor LEAVE THE GAME. It will not be pretty.
Why? Well, for starters that essentially means two free gases for the Zerg buddy. And when Zerg gets gas, that can only mean two things: fast infestors, or a HELLUVA lot of mutalisks.
And when I mean a lot, I mean A LOT. Three missile turrets will not repulse them. FIVE missile turrets are a joke. That Zerg guy will literally scramble both of your bases with glaive wurms with such terrifying ease. Expanding is virtually a no-go.
It's a terrifying ordeal when mutalisks outnumber marines. Basic math stands that the ending will NOT be pretty, stim or no.
This was a 2v2 on Shattered Temple, and my opponent had the unfortunate luxury of having a Protoss player on their side, while I had a Terran pal who had a bright idea... but that was about it.
What he did, which was a common and arguably smart tactic, was float his command center to one of the blocked-off expansions. That would have worked really well in our favor; unfortunately, he wasn't the quickest on his macro and tech.
I decided, with an arrogant determination, to pressure the Protoss base. The first push was toward the front; it appeared that he had done a fast expand. At first I took the upper hand; of course, with warp gate tech done already a few zealots added later in the firefight ended that push rather quickly. My second push came with a disturbing bit of information: a robotics bay. I, with the massed marines army, was not too thrilled about that. And by my third push--a drop into the main base--there were already several colossi on the field. Ah crap.
So I decided to pressure the other foe's base. The drops worked fairly well; I destroyed the main base with relatively few losses.
That's when the colossi began to roll in.
My main was under siege by what would accurately be a maxed out Protoss army, with stalkers, immortals, and colossi. I had vikings, but 7 vikings against 7 colossi? Surely you jest.
After a bit of nip-and-tuck, it was too little too late. With nothing but marines, I could not stand against a Terran-Protoss ball of doom.
GG.
On this 2v2, full-Terran game on Shattered Temple, I decided to go into a roughly made banshee rush. Being the complete buffoon, I failed to defend my base against a reciprocal banshee rush. Having poor turret placement is one way to quickly lose the game.
They, on the other hand, had perfect turret placement, which worked well against my poorly microed banshee.
Well... let's leave it at that.
This time, I tried my hand at a 1v1 Xel'Naga Caverns, TvT.
And yes, this time, I chose to go banshees first. I had the rare luxury of playing against a less apt player than I (those a few and far between these days), so he had a barracks-reactor first opening. Though he had an engineering bay up, he didn't have any turrets up, and judging by the lack of scanning, I'd say that I adequately put this player into a panic. He did a "gtg" comment (which I guess would work as a GG) and abruptly left as my banshees tore through marines and SCVs alike.
An admirable defense, but one not well enough.
I think I have to do two things to my strategy. I have to stop using massed marines and medivacs (it's a good strategy, but it only works on high ground). I also have to relearn how to make marauders, ESPECIALLY against Protoss or Zerg. Marauders don't fare much against a Terran opponent--their main armored unit, the siege tank, is often out of attack range, and marines usually buffer most of the damage. They do make good base breakers, though.