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Topic: Starcraft 2 Tactics thread Page: < 1 2 3 4 5 >
gamer
Posts: 975
Location:
Post up the tactics that have worked for you for the newbies among us to give them a try.

here is one that I found (i welcome improvements from sc2 gods)

Protoss: Dark Templar rush. Good against terran/protoss (especially if they are trying to rush air) - not so good against zerg. (Note: always have 1 probe queued at any time)

7probe -build refinery
8probe -build pylon
9probe -build gateway + send 3 probs to refinery (for cybernetics core gas)
10probe-build cybernetics core
11probe-build 2nd refinery
12probe-build pylon + send 3 probes to rebinery
14probe-build twilight council
15probe-build dark shrine + second gateway (when gateway finished start non stop dark temp building max 1 at a time)
17probe - build a 3rd gateway (when gateway finished start non stop dark temp building max 1 at a time)

First 2 dark templars send out to bust open the rocks that seperate your side of map with the enemy player's side.

For every 3 sets of dark templars coming out you need to add them to the control group with your existing and move them towards the enemy base, when inside, move past any defence they have and get into their economy. If there is say 2 cannons and 1 pylon defending their base, just kill the pylon and move on so they cant see you.

With duel refineries going you should have _just_ enough gas to keep up the 'round the house' production of 3 dark templars at once.

It's very important to be using your excess minerals to be placing DUEL pylons behind your economy and aroudn your base with at least 2 cannons in each corner of your base, as you dont want the enemy sneeking in a couple of flying units and taking our your economy while your DT rush, you'll have heaps of spare minerals as your gas will be the limiting factor for this strat, so use it to defend against air.

It's vital to think smart when you get your first 4 dark temps into their base, most players will only have 1-2 cannons up, or one bunker (without a comstat or turrent yet). Zerg a little harder with overloards giving sight, so just get in and make a judgement call, if your DT's can kill their military then go for their military/turrents first and then go onto their economy, if their military is bigger then yours then just walk straight into their economy and smash as much of it as you can.

The general idea with this strat is that you beat a protoss player to an observer (and get their cannons down) so they cant see your DT's. Same with Terran, you beat them to comstat, science vessels and kill their missile turrents (or just beat them to making one). Zerg are harder as you need to make a judgement call if the rush will work and move onto another approch if it wont.

---

What strats do you guys have? What can you reconmend?
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taggs
Posts: 4340
Location:
being an utter sc noob (didn't play sc1) i've gone protoss and am currently just trying to get the basic zealot BO down but this is how i roll so far (copied BO from another site):

8/9 - Pylon (scout if enemy went random)
10/17 - Gateway (scout if you have not already)
12/17 - Gateway (11/17 if you scouted late)
13/17 - Zealot, Pylon (in that order, hotkey and rally gate to choke)
17/25 - 2 Zealots, Pylon* (in that order, hotkey and rally other gate to choke)

from there it depends on what the opponent is doing. depending on the map i sub a cyber core in for the 2nd gateway (close maps that are good for rushing i go dual gate, bigger maps i go the core)

if anyone else has some rad protoss build orders i'd be super keen to hear em, i'm so nub atm.
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Superform
Posts: 6278
Location: Netherlands
1/1/1

http://www.youtube.com/user/HDstarcraft#p/u/27/-XUUpXPkfGY

4 gate

http://www.youtube.com/user/HDstarcraft#p/search/2/rYURoBXkFeA
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Mephz
Posts: 453
Location: Brisbane, Queensland
Fast DT's will lose to any sort of M/M/M (or Ghost or Siege) in placement of Medivac's.

Provided the Terran doesn't suck the nut by skipping the OC at 15. And if they wall off, you're not getting in anywhere anytime soon, by the time you build a prism to drop, the army value will cut your DT's down in half a second under scan, after that there's a push to your base + probably a Starport being thrown down and a raven being made to catch up with the rest of the push, in the meantime, should be enough scans (if it wasn't used on mules) in between micro.

Your strat is a sort of all-in build, it'll be very hit and miss later on against better opponents who scout a bit better etc.

The amount of times you said "turrent" made me lol.

Go to Hogfathers SC2 site there's a section dedicated to strats:
http://www.starcraft.org.au

Plus keeps the 500 threads on QGL down I guess + awesome site.

last edited by Mephz at 15:32:55 28/Jul/10
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paveway
Posts: 12624
Location: Brisbane, Queensland
the stats seem very much like warcraft 3, fast game play building lots of towers is useless it's all about getting an army up

Am i on the right track?



"You see i'm buying this hotel, and i'm setting some new rules about the... pool area"
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Mephz
Posts: 454
Location: Brisbane, Queensland
yes that's pretty much correct.

Just amassing a defense (turtling) will never win you any RTS since you'll mine out your resources while the other person is free to keep throwing the rest of the maps resources at you in an expendable fashion.

Eventually you'll have no defense (or will have no defense against long range units for example) and will get stomped.
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paveway
Posts: 12625
Location: Brisbane, Queensland
yeah ok sounds just like warcraft

I never played the first one but am getting dragged into the hype, considering getting it



"You see i'm buying this hotel, and i'm setting some new rules about the... pool area"
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Strik3r
Posts: 1782
Location: Brisbane, Queensland
void rays.

that is all.
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Draxy
Posts: 1036
Location: Brisbane, Queensland
Some simple Rushes to get you past the bronze leagues.
Remember to build about 2-3 resource gatherers per mineral and 3 on each gas.

Protoss:

10 Pylon @ Ramp
10 Gateway @ Ramp (should leave space for one unit to get through. Place the Probe in the gap and set it to hold position. But be careful cause it wont auto attack.
pylon, Assimulator.
cyber core & 1 zealot to replace probe at ramp. Send probe to scout.
Forge. Assimulator.
Pylon & 2 Cannons at ramp.
Starport
Void Rays. Spamming Chrono Boost on it.
You should have enough to get 1 attack upgrade on ships at Cybercore too.
When you have 3-4 rays (or 2 if you are sure of victory). Go for their main.
Take out their main building if you can, if they have anti air, focus hard on that first unless it can be avoided.
Profit.

Alternatively. Build a pylon near their base but not somewhere they will scout (ie. not on their scouting path). And get 2 gateways there. Pump out zealots with Chrono.
Profit.


Zerg:
10 drones.
Build Overlord. As its about to spawn select 3 worms and hold down 'D'. All 3 will build as soon as Overlord pops.
14 Fast Expand
15 Pool
get a Queen, insta spray hatchery with larvae. Pump out lings.
When expansion is up, maybe one sunken to protect path to both bases.
Rush and try to lure out the turtle. Otherwise, transition to Mass Roach, Mass hydra or Mass muta/ling. Scouting is important and build appropriate counter.

Terran:
Wall in. Get factory with Tech Lab Attachment. While thats building build the Starport. Lift Factory and land the Starport on the tech lab. Pump out 2 Banshees. Rush their mineral line. Research cloak.
Profit.

That's just some fast ones =] They can be countered but they get most of the copper/bronze players.
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darkjedi
Posts: 2674
Location: Brisbane, Queensland
Zerg Rush kekekekekeke

Or am I doing it wrong?
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gamer
Posts: 977
Location:
draxy you just got me my first two wins, super you got me my third :) ty
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Infidel
Posts: 3233
Location: Netherlands

is the starcraft 2 pc dvd for mac as well ?
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TicMan
Posts: 6174
Location: Melbourne, Victoria

Infidel - yep
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paveway
Posts: 12626
Location: Brisbane, Queensland
yeah think i'll give this a miss, having the strict build orders and shit i can't be fucked with

i was never really good at warcraft 3 with all the build orders and shit



"You see i'm buying this hotel, and i'm setting some new rules about the... pool area"
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deface
Posts: 14
Location: Melbourne, Victoria

DT rush is quite effective against zerg since they have no early detection, on the flip side toss can have obs out real quick so its not so good. Its rather hit and miss against terran.
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gamer
Posts: 978
Location:
arnt overlords detectors?
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ctd
Posts: 8991
Location: Brisbane, Queensland
no
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fpot
Posts: 18059
Location: Gold Coast, Queensland
Build heaps of zerglings

Click and drag

Click
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Scooter
Posts: 3146
Location: Brisbane, Queensland

A long long time ago Draxy use to pwn me in WC3 and SC, When I pick up the game i'll be sure to follow your strats!
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Mephz
Posts: 455
Location: Brisbane, Queensland
yeah think i'll give this a miss, having the strict build orders and shit i can't be fucked with

i was never really good at warcraft 3 with all the build orders and shit
Build orders aren't necessary to follow.

I'm no pro player but I'm not flat out crap either and build orders are great to follow to get the first idea of the game for awhile, but otherwise, the perfect build order won't help you if you misuse it which is EXACTLY the problem with these 'build orders'.

They are fantastic for say, fast thor ship, fast reapers, fast void ray etc. etc.
But 9 times out of 10 these are terrible build orders depending on what the other player is doing.

Thus scouting and creating your own build order that suits YOUR style of play and plays to your strengths/weakness better is far more efficient than some pro gosu's build order.

Granted some general concepts is handy to adhere to (such as 15 supply for an Orbital Command as terran is nearly -always- a perfect time regardless if you went 9 rax or 12 rax) - this is simply timing based on the earliest that you will either need a scan, or the mule minerals.

The single player is also extremely well done, best of an RTS etc.
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