On September 12 2017 09:29 AcMilan91 wrote:
I didnt know how to respond to that i would just blindly go 3 hatch muta whatever i see with my scout, but i wikl change that, i just need to know coubter for each strategy
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On September 12 2017 06:06 L_Master wrote:
"KMFVD" Rep:Okay so in the game with the 8 marines and medic...that was a one base terran. Moreover, he had 3 medics, not one. I think with three sunkens you would have been fine. With a one base terran, that's an aggressive, rush style tactic. The marines come so quick because he isn't expanding. You saw that with your scouting and should have been a little more prepared. Definitely would need to add a few sunkens against that, sometimes as many as 5-6 depending on exactly what T is up to. In this case, 3 (or two with some lings) would have been plenty. Adding these sunkens and lings will delay muta some obviously, but that's fine against one base.
Your build looked good and on point, you just didn't react quick enough adding sunks or recognizing the one base threat.
Original Rep: You handled the bunker rush pretty well. It's worth noting that in most cases it's better to move the drones ahead and try to intercept incoming marines rather than attacking the bunker directly.
Oh man that was close with those sunkens. If it's 2 rax academy type play (can look at marine count and medic timing to determine) you usually need to have at least 2 creeps down before terran moves out. When terran moves out, morph to sunken.
After defending that attack, it's good you go across with the muta. It's not as good that you fly over his marines, taking some damage. You rally muta up to terran, right over his marine path, so you have 3 more muta that get extremely softened up. Little too much focus on killing the turrets too. Just run around and draw his marines off, then go back later to a turret if it seems more exposed/vulnerable. You got a few kills, but not that many. No marine kills though.
Good news is you're getting 3rd + hydra den, so it's still not that bad.
Except you are forgetting lurkers microing your muta. That can come back to bite you in a hurry. Executing build is priority one, microing muta for harass is definitely a lesser priority.
At about 9:45 terran is moving out with a shitton of marine/medic. If you had been a little more closely focused on your build, you'd have lurkers and there would be nothing his tankless army could do to you. Unfortunately, your lurker is late. You could have held on with large numbers of panic sunkens, think 8-10, but you didn't really know he was coming for you. He then A moves and kills your 4 sunkens easily, as muta become almost useless against very large groups of marines.
Primarily you lost that game because of late lurkers. Had you made lurker 20s faster or so you'd have defended easily at the natural, secured your third, and been 3 base to 2 with hive tech on the way...against a terran that didn't even have a factory started. You'd probably have swarmed in his nat before he even had a vessel out.
"KMFVD" Rep:Okay so in the game with the 8 marines and medic...that was a one base terran. Moreover, he had 3 medics, not one. I think with three sunkens you would have been fine. With a one base terran, that's an aggressive, rush style tactic. The marines come so quick because he isn't expanding. You saw that with your scouting and should have been a little more prepared. Definitely would need to add a few sunkens against that, sometimes as many as 5-6 depending on exactly what T is up to. In this case, 3 (or two with some lings) would have been plenty. Adding these sunkens and lings will delay muta some obviously, but that's fine against one base.
Your build looked good and on point, you just didn't react quick enough adding sunks or recognizing the one base threat.
Original Rep: You handled the bunker rush pretty well. It's worth noting that in most cases it's better to move the drones ahead and try to intercept incoming marines rather than attacking the bunker directly.
Oh man that was close with those sunkens. If it's 2 rax academy type play (can look at marine count and medic timing to determine) you usually need to have at least 2 creeps down before terran moves out. When terran moves out, morph to sunken.
After defending that attack, it's good you go across with the muta. It's not as good that you fly over his marines, taking some damage. You rally muta up to terran, right over his marine path, so you have 3 more muta that get extremely softened up. Little too much focus on killing the turrets too. Just run around and draw his marines off, then go back later to a turret if it seems more exposed/vulnerable. You got a few kills, but not that many. No marine kills though.
Good news is you're getting 3rd + hydra den, so it's still not that bad.
Except you are forgetting lurkers microing your muta. That can come back to bite you in a hurry. Executing build is priority one, microing muta for harass is definitely a lesser priority.
At about 9:45 terran is moving out with a shitton of marine/medic. If you had been a little more closely focused on your build, you'd have lurkers and there would be nothing his tankless army could do to you. Unfortunately, your lurker is late. You could have held on with large numbers of panic sunkens, think 8-10, but you didn't really know he was coming for you. He then A moves and kills your 4 sunkens easily, as muta become almost useless against very large groups of marines.
Primarily you lost that game because of late lurkers. Had you made lurker 20s faster or so you'd have defended easily at the natural, secured your third, and been 3 base to 2 with hive tech on the way...against a terran that didn't even have a factory started. You'd probably have swarmed in his nat before he even had a vessel out.
I didnt know how to respond to that i would just blindly go 3 hatch muta whatever i see with my scout, but i wikl change that, i just need to know coubter for each strategy
You can still more or less go 3 hatch muta. Just can't go all the way to muta without any lings or defense depending on what terran is doing