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TvZ 9min push failure
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ihcob
23 Posts
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aegisabcde
United States145 Posts
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Glioburd
France1900 Posts
The 9 min push with 2 rax / ebay factory is pretty old school, nowadays the standards are going 4/5 rax +1 or going 2 rax academy pressure into third rax / ebay factory. The goal is to pressure the zerg and try to prevent him to take a third base too easily (or even kill it). I see that you don't pressure the zerg with your first group of marines and medic, you should force him to build sunkens by going at his natural base. (Anyway in your game, the zergs blindly build 3 sunkens, so it's okay :o)) Your comsat were pretty late, you should scan the zerg earlier to check if he's going spire or den. With your first scan, you saw a hydra den with an evolution chamber. You built 10 turrets, but you were 90% sure he wasn't going muta. So that was a pretty big waste of money. If you knew he was going for lurker first, countain him with your firsts groups of bio, he shouldn't be able to go outside without meeting any marines. You should send scvs to scout where is the zerg third base. You didn't scouted his third base at 6 o clock, its pretty hard to defend those bases with sunkens, if you attacked it on the right side, you could have destroyed it. When you're going to do your first big push, scan the zerg. If you did, you should have seen that he was still on lair tech. It implies a heavy lurker play. In this case, build a second factory. You need a lot of tanks vs this kind of play, especially against hydra / lurk. The other things I noticed are some mechanicals missplay : in the second battle, you forgot one group of marine in the middle of the map, which cost you the fight. Try to be more agressive with some drop, or by making the zerg swarm then back. You camped too much in the middle of the map, (but the zerg had a too big advantage already anyway). TvZ is the most demanding match up in terms of mechanics imo, so it just comes by playing . Try to improve your macro, until mid game marines count are very important. Good luck! | ||
IntoTheWow
is awesome32236 Posts
Your first SCVs should go to mine as soon as possible, as they come out of your CC, they should be rallied to near your minerals so they don't have to accelerate. This seems kind of trivial, but the earlier advantages are the ones that snowball more into the game. Your opponent repeatedly forgot to send drones to mine, upgraded lair late, only had 2 drones in his expo while his main was fulling up, made 2 overlords at the same time at 22 supply, etc. If you sharpen your build order mechanics, you can punish people at this level for the most basic things. Examples: Your opponent made a really early sunken and never scouted you, this means the zerg has less minerals for zerglings (-1 drones, minerals used), zero map pressure and is in the dark. You can look to make a sunken bust early on for example. Scout and adapt. You also were looking to fast expand, but you built a second depot before your CC. When you saw his pool done, only 1 egg hatching and a sunken being made, you had all the green lights lit to go full eco to power up your push earlier. You floated on 400/500 minerals and 100 gas at 25 supply or so. Builds are usually gated by teach research (there's a big difference in fighting with marine range up or down, or +1/0 vs 0/0), so look to spend your minerals as soon as possible. You let your opponent get a 3rd for free. The sunkens at his expo weren't properly placed, and it wasn't until he had lurkers that he had that base properly defended. If you went around the map early on (remember, he had no lings and made 3 sunkens), you could have punished it and starve the zerg on 2 gas. Couple this with sharpening your build order, and your first M&M group would have been out earlier and with more marines. Your opponent went hydra/lurker. This is super gas heavy (and outdated), and wouldn't work at all if your pressured his 3rd. There's a couple more things to comment, but try to get this basics down, and you should steamroll zergs like this one. Try to get a standard build order down and learn it by heart. You will notice pros tailor their builds to have things right the moment they need it: like turrets vs muta. Learn a build order, notice the supply queues (CC at 15-18, depot at X supply), key time moments (mutas should be coming at X:XX), zerg should be either grabbing a third, laying a third hatch in main/ramp or getting gas. You don't have to re-invent the wheel, just have a simple decision tree to work on. What to do vs 9pool/12pool/12 hatch. What to do if he goes muta or lurker. As you play more you will nail down weirder scenarios, but the basics should come to your naturally. Good luck! | ||
ihcob
23 Posts
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arb
Noobville17915 Posts
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