PDA

View Full Version : Best Strategies Ever!!!


SilverPenguin
01-17-2005, 5:22 PM
Most melee games in Battle.Net has become too un-strategical, and usually the winner is the one who built the most amount of units in a shorter period. People(Like I used to be) always lose in like 5 minutes because of rush, and if they servive, they get crushed by like 20 carriers.

So, giving up trying to build faster, I decided to use some strategies. I listed some really good ones, but I'm still trying to come up with more strategies.

I wanted to use this to help those like me, just to display some strats, and for those of you who has really good strategy but never has a chance to deem your self, use my thread!

Here are some of the really useful strategies. Submit your own! Or simply read the strategies listed below.

[Strategies]
REaver Drop: Everyone knows this. Works really well in the fastest stage because they can kill all the stacked up workers in one shot. If you could manage to destroy the resource building(whatever u call it), they cant build it next to the mineral field, so that would really slow them down.

Early worker extermination: Sneak a Firebat in early in the game(Sneaking your barrak works best) and kill the workers with your firebat(s).

Dark Swarm: This works really good. Get several defilers, get a few lings, and Hydralisks with upgraded range. Make sure your defilers have enough energy for dark swarm. Send one ling into the base. The place they die by the enemy defense is where you need to Dark Swarm. Make your path of Dark Swarm to the Enemy base. In case of siege Tanks, make your defilers go under the Swarm. They last for quite a bit, but do this fast and send your hydralisk in. The hydralisk will be invulnerable from ranged attack from out side the Swarm, while the Hydralisks destroy the enemy base. Keep some defilers in the Swarm to re-Swarm when it runs out, or to make a fresh path after the hydra's destroy the enemy's first line of defense. I killed someone so hard with this, there really isn't any counter for this except maybe zealots or ultralisks.

Stimpack with Medic: The name says all.

Spider infront of the enemy base: The name also says it all. They use this alot though, and if they do it to you theres a way out. If you dont have detector, send one of your cheapest unit out. Several spidermines will follow and kill it. Send another one, and keep doing this until theres no more mines left.

Recall: this is much more effective than drop, because it brings your units all at once, and they'll be cloaked. Using Stasis Field to freeze the counter unts and going in their base with another arbiter(the same arbiter if he has 250 energy) will probably the safest way. Scouts can distract the turrets or stuffs like that.

Broodling attack: Get about 10 queens. They're not that expensive. If the enemy comes to attack you, use spawn broodling on the enemy forces(the expensive ones if they have more than one type). Not only will this reduce their army, the broodlings will do a lot more help, cause the enemy will attack them, and your real defense will take them out while they are distracted. This will work when you are attacking too as long as your forces are descent. Know that the Queens are only 100min 100gas, so if you use them against like hydra's or zealots more than once, its already killed more than its worth.

Kill the BC!!!: Psionic Storm, Feed Back(if they have like 200 energy, which they mostly do since they tend to save up for yamato gun, it will do 200 damage.), EMP(to keep them from using Yamato gun), Mind Control(BC's way more expensive than Dark Archon), LOCK DOWN, And units good against them are: Scouts, Dragoons, Upgraded Attack Goliath(4+ per up), thats all i can think of for now

Kill the Zerg: Reavers are probably best against Zerg. Both Hydralisks and Zerglings die in one hit, and Ultralisks don't last very long. Just have Dragoons or Scouts for backup, then the Zerg are dead.

Rush, Rush, Rush!: Zealots are both marine and Zerglings counter. Best unit for rushing!

Freeze right there!: I never really tried this, but if the enemy brings like 100 marines, and you MaelStorm them all, it would be pretty funny. Probably works on lings and hydralisks.

Double Race: Drop your Dark Archon and two templars behind the enemy resource field, mind control the worker, load them both in the shuttle, psionic storm all the workers until the templars energy runs out, then fuse to get archon. Having two races can be really useful, such as medic+zealots, Hydralisk+DT, they all work nicely.

I'm gonna stop here. Post your own strategies!

theblueknight
02-04-2005, 6:13 PM
dont forget lurkers on workers too, they will quickly get rid of them and work on the refineries and CC's.

on ZC maps if ur terran u can float barrackes over the gap and start making marines and such. if the enemy doesnt notice it it makes for a great counter strat---or u can bypass their main defense and really put the hurt on their workers.

the_invisible
03-08-2005, 8:28 PM
not forgetting the reaver pop
where you drop the reavers then they fire the scrab then you pop them back in.

Ghost_Assasain
03-12-2005, 11:53 PM
Archons in Zerg: Kinda like the Reavers but really only works with Zerg. You either Drop or Recall a group of Archons into a Zerg base. The Splash Damage works wonders on Zerglings and they kill off buildings pretty fast. But always Target Workers and Hives first.

Spartan-II
03-13-2005, 1:57 AM
NEVER target hives first. Go for their tech buildings. Spire -> Ultra Den -> Hydra Den-> Spawning pool -> W/e else.

Jeff
03-13-2005, 3:03 AM
Moved to Tactical Chamber.

While I'm here, my favorite strategy is dropping off ghosts behind the enemy's base and dual-nuking it! It's probably not the most useful strategy, but I have one friend that it seems to always work on :)

DS-Shadow
03-13-2005, 6:21 AM
The fact is that these stratergies require alot of APM and time. Arbiter tech is expencive and I would rather have 36 more goons then 2 Arbiters. Spider mines are easy to get rid of with any ranged unit, M&M stimpack is not a stratergy its a necessity.

Freeze right there!: I never really tried this, but if the enemy brings like 100 marines, and you MaelStorm them all, it would be pretty funny. Probably works on lings and hydralisks.

Kill the BC!!!: Psionic Storm, Feed Back(if they have like 200 energy, which they mostly do since they tend to save up for yamato gun, it will do 200 damage.), EMP(to keep them from using Yamato gun), Mind Control(BC's way more expensive than Dark Archon), LOCK DOWN, And units good against them are: Scouts, Dragoons, Upgraded Attack Goliath(4+ per up), thats all i can think of for now

Firstly no one makes marines in PVT, And if they do your zealots would cream them anyway. Secondly I doubt unless you are playing fastest that you would make DA's a solid counter to BC, anyway you would win because the fact he is making Battlecruisers in a PVT shows he is a noob.

Rush, Rush, Rush!: Zealots are both marine and Zerglings counter. Best unit for rushing!

o0, actualy the zergling is better because

a. you get them faster
b. they move faster
c. They have a chance to get through before the enemies wall is done.


Early worker extermination: Sneak a Firebat in early in the game(Sneaking your barrak works best) and kill the workers with your firebat(s).

After spending 200 minerals, moving your baracks (if your in ZVT your messed at this stage), and making a firebat you find that either he moves the drones/probes away and you get messed by his zealots/dragoons/Zerglings/Hydralisks. I doubt this has any practical use unless you are in a heated battle over some expo.

Double Race: Drop your Dark Archon and two templars behind the enemy resource field, mind control the worker, load them both in the shuttle, psionic storm all the workers until the templars energy runs out, then fuse to get archon. Having two races can be really useful, such as medic+zealots, Hydralisk+DT, they all work nicely.

This is pretty useless unless you are playing fastest NR20 min. In a map like nostalgia, building a base from scratch is costly and microwise, expensive. If you have the micro go for it but in a 1on1 with a good player I doubt it will come to any good

People(Like I used to be) always lose in like 5 minutes because of rush, and if they servive, they get crushed by like 20 carriers.

Double Race: Drop your Dark Archon and two templars behind the enemy resource field,

This convinces me you are a fastest n00b, because if you get rushed (which weakens his economy as well) Its highly unlikely 5 minutes later your going to be attacked by 20 carriers.

Sambo83
03-14-2005, 4:10 PM
Moved to Tactical Chamber. WRONG. Should've been closed or moved to SC Debriefing room =/

Firstly no one makes marines in PVT, And if they do your zealots would cream them anyway. Zealots beat marines? News to me, I always thought storm was the counter.

This thread is so retarded ....

ZeroCross
03-14-2005, 4:50 PM
Hmm, not too horrible stratagies. A bit well known, but they're ok. I would have to say vultures are another good worker killer if you can race them past your enemy's defence quickly enough. And I can't beleive you forgot the "how to keep a melee guy off a terran marine wall-up with a flying building" trick. Seriously, most everything else you posted is either common sense, or outdated tactics.

Archons against zerg? Nice. However, if the enemy has any sunkens near your archons, you can kiss them goodbye. Sunkens rape archons like no tomarrow.
Zealots beat marines? News to me, I always thought storm was the counter. Meh, depends on if they have medics, a higher ground, a wall, etc. If not, those marines with their bb rifles won't be doing mush agains the zealots. Or at least this has been my experience.

This thread is so retarded .... Now now, don't blame the thread for it's creator's disposition.

theblueknight
03-14-2005, 7:04 PM
marines can destroy zealots depending on the situation. if u have just a few firebats to stall the zealots the marines can pwn. the bats hold them down and hit tem for a lot while the marines finish the job. and this thread is pretty dumb because everyone is just going to complain that the person who posted before them is a newb.

Ragnarox
03-14-2005, 7:42 PM
marines can destroy zealots depending on the situation. if u have just a few firebats to stall the zealots the marines can pwn. the bats hold them down and hit tem for a lot while the marines finish the job.

Or you could park your marines on a Mesa overlooking a canyon which could be the only way to the ramp to get up the hill. The marines would just pound the zealots from above.

Probably doesn't work as well as your strategy though...

MidnightGladius
03-14-2005, 7:57 PM
Well, you're kinda assuming that the zealots with walk right underneath the cliff so that your marines can "pound the zealots from above".

Besides, if a terran actually builds marines in abundance during TvP, just tech to storm. Ownage.

Well blueknight, the fact is, they do point some fingers at certain people. Some strategies posted by the first person simply don't have practical applications in serious games or are common knowledge.

Also, need I point out that these aren't "strategies" at all? A strategy is a long-term approach. 4gate goons (for example) can be called a "strategy". Or Deep Six, or whatever that thing is called. These are all just short-term tactics.

Ragnarox
03-14-2005, 8:05 PM
Also, need I point out that these aren't "strategies" at all? A strategy is a long-term approach. 4gate goons (for example) can be called a "strategy". Or Deep Six, or whatever that thing is called. These are all just short-term tactics.

Well, the actual defenition of a strategy is a collection of tactics brought togehter in unision to accomplish a single goal.

I think some people put multiple tactics together to acheive a single goal.

Of course, theres the common goal...

DESTROY THE ENEMY!
BURN THEIR HOMES!
PILLAGE THEIR LAND!
HEAR THE LAMITATIONS OF THEIR <Gory stuff here>!

Calibur
03-14-2005, 8:51 PM
Ooh Ooh I got a couple.

Here is my favorite

Distraction + Zergling drop:

What you need:

1-guardian (optional)

10-16 hydras

1-2 defilers

5-10 overlords (preferably 10)

Here's is how it works first you will start loading up you zerglings into a group of overlords preferably about 10 or 12, fill up around six or seven of them full of lings (6*8=48). Next move the overlords within a considerable distance from a regularly unprotected side (IE: No the main entrance). Once your overlords a set up move your hydras near the enemies main entrance making sure they are not within range of any long range units. Next move in with your guardian and lure the enemy forces towards you hydras... put a coloud over your hydras and be ready to plague a good group of units. Once you see your hydras have attracted the enemies attention move in around the side and drop your lings, the extra overlords a for extra dection and to draw fire away from the ones that are loaded. If your lings have speed upgrade they should tear through the enemie's building in less than a minute.


Tank Drop + Quick Bunkers:

The main point of this strategy is to divide and conquer.

What you will need:

2-dropships

2-tanks

4-marines

2-Scv

Good chunk of minerals (about 300-350 mineral and 200 gas)

First start by scouting the enemies base, try to find a spot where he has no buildings and that their dont seem to be many units around. Next go for a distraction, I don't feel like getting into detail on this part you can think of something. In this next step speed is key, first unload the rines and scv's with one scv build a bunker and with the next build a barracks, once the bunker is set up load the marines in and get your tanks seiged up. ONce the barrack is up start build more bunkers and training marines. If all works out well you should have around 2 to 3 bunkers within around 1.5 to 2 minutes. Keep moving foward slowly with your tanks and bunkers, taking away land from the enemy. If you want and have sufficient minerals build a factory too and make some more tanks. All the while your enemy has been busy trying to kill you outpost in his base you should have already ammassed a good size force in your own base and now you can send you units in and rip him good. :P


Zergling burrow/attack:

This one is simple and all you need are a bunch of zergling that can burrow. First find the enemy base, once this is done pick a spot with in running distance of the base but where they would normally not search(usually bases have some small corners to their side). Once you've found your spot burry a good group of lings and about two or three more in a path from the enemies base leading to your(chances are he wont send detectors at first.) when you see he sends forces out rush in with your lings woop him.


I'll type up some more anothere time.

theblueknight
03-14-2005, 9:59 PM
one thing i have never been able to test because it takes a bit of patience/boredom to try, but make like 30 extra ols and just make them patrol around the enemy's defenses. then have a bunch of ols full and ready to drop and just bypass the air defenses while the extra ovies are taking the hits.

MidnightGladius
03-15-2005, 4:14 PM
Well, the actual defenition of a strategy is a collection of tactics brought togehter in unision to accomplish a single goal.
I stand corrected :D.

Oh, and blueknight, that works, except that the other player tends to kill them if they're just patrolling around. Then you're 3000 minerals and 240 population down. It works better when you send them together with the drop force (in front but not TOO obviously so).

GoatseS_BoxeR
03-15-2005, 7:27 PM
money map is gay

Spartan-II
03-15-2005, 11:29 PM
Goatses, try to stay on topic. I know blueknight can be a newb but be patient.

I like some of Calibur's strats, although those seem like Mid-Late game finishers. (The 1st Zerg)

Jaguar_King
03-16-2005, 7:47 AM
Correct use of Irradiate:

If you have a tank in Siege Mode, attacked by a few zerglings or zealots, and if you have a vessel nearby, rather than irradiate one of the zerglings, cast the spell on your own tank instead. This will harm all of the zerglings attacking your tank, not just a single irradiated and the ones standing besides it; if you do irradiate a single zergling, only that unit will die, but if all of them are affected, you can kill them all pretty easily with marines, goliaths or whatever unit is supporting your tank(s).

A single, fully upgraded tank can kill about 3-4 zerglings (with attack speed upgraded) attacking it and still survive, to improve your chances of winning against more enemy melee units you should cast irradiate as well as Defensive Matrix on the attacked tank; that might not save it, but at least you weaken those zerglings.

Same goes for Valkyries against marines or hydras, if there are a few marines attacking your valk, quickly cast irradiate on it, then make if fly on top of the marines (if possible, give it the defensive matrix as well). An irradiated valk can take care of (about) 4 marines shooting at it, and stay alive.

Calibur
03-16-2005, 4:58 PM
Hey again, couple more strategies to share.


Base Maze

Alright this is a defensive way to setup your base if your playing terran (can be done with zerg and toss too but terran is preferable since you can move your buildings around.) and are in a game that allows rush.

Here's how its setup, your base will look preatty much like a layered fortress. You will start of with your supply depo and barracks at a short distance of you minreal gatheres, keep on doing this till you reach the other side and back again. Every now and then in a space between two buildings make a bunker, also its a good idea to make a little area sorrounded by suply depos near your bases entrance and fill it with seige tanks.

Basic Zerg Defense

Just an outline for what a decent zerg defense woulf look like.

WHat you need:

4-6 lurkers

10-12 hydras

1-2 defiler

10- overlords (atleast)

couple of spore colonies

some sunkens

First lets start with the lurkers, although they are a good defence many people tend to exagerate with lurkers and make a whole bunch of them. The problem with this is that they take up alot of unit count (or whatever that thing that tells what your limit of units is). The key is to place the lurkers in strategic posistion, for example two at the entrance to the base each guarding one side to the entrance, then when some trys to go in you can sent your hydras in, cloud them and let the lurkers deliver splash damage to the enemy forces while your hydras pound them. It is also a good idea to place a lurker or two by your gatherers just in case the enenmy tries to sneak one past you, now that you've two impartant ares look around for any spot where the enemy can unload units or launch a surprise attack behind your main entrance.

Spore colonies are goo to have near you mineral gathering and main entrance, same goes for sunkens, but don't over due the sunkens lurkers more thatn cover for them.

Finally I cannot overstate the importance of having overlords patrolling your base, not only will cloked units immediatly be revealed but they will also warn you of any surprise attacks.


Guerilla Warfare

Just a couple of tips for weakning the enemy with some guerilla warfare, just remember to be succesful in these type of attacks you need to have a good grasp of multitasking it also helps to have a good hot key system set up. THe key to guerilla warfare is to be constanbt and quick, one simple attack wont work but a multitude of attacks will not only weaken the enemy but also often frustrate him. The best way to weaken enemies using this technique is not to go directly after their forces but intead the mineral gatherers

Zerg

Probably the most popular form of GW (guerilla warfare) with zerg is the use of queens and the spawn broodlin ability. Basically you qill move constantly in and out of the enemies gathering area killing their mineral gatherers.

Defiler can also be usefull for this with their plague ability however a group of around 4 defiler can wreak mayor havock with terran buildings. A combination of defilers and a small group of zergling can also be used.

Infested Terran, they're hard to get and rather low in hp but a couple of overlords full of these organic bomb shells can tear apart enitre bases. Alone however these guys can do some good damage to buildings and clusters of melee units.

(More later, don't feel like writing much more right now.)

ReD_ICE
03-17-2005, 2:56 AM
i usually go vulture + tank first in a tvp, if we're economically equal, harrassments from both sides can be taken and defended, and i made sure he's going ground, then i would get another expo and switch to the almighty tank sea =) I actually succeeded once...lol...(it felt SO good to look at 5 groups of tanks crushing anything in sight...)