Showing posts with label Siege Tanks. Show all posts
Showing posts with label Siege Tanks. Show all posts

Friday, December 3, 2010

Jungle Basin


This map has probably given me more trouble than any of the others. I have played on this map 5 times since its release and have only had one win on it. My usual strategy is to 4 gate or grab a Robo and do some early aggression, but I am quickly finding out that the positioning of the bases and their ramps have made early aggression easily defended against.

The natural expansion is also easily defended and hard to harass as the entrance ramp to the main is so close to the natural ramp so there is no reason to take it early. With a Sentry or two you can easily prevent your opponent from sneaking in. Terran Siege Tanks can easily defend both from the same spot. There is also not much room in the back of each main to hide air units like in Desert Oasis. So a frontal assault and harassment are both easily negated, so how do you defeat your opponent without relying to heavily on either tactic? In most cases your opponent will not try to do some massive attack early on, instead relying on Void Rays, drops, or Banshees to keep you on your toes or catch you unprepared and finish the game early.

As a Protoss, I realized that I too can take that an early expansion and that Colossus cost only slightly less than Carriers but require the same amount of tech structures to create. Why not go Carriers? If you watched Day(9)'s daily on how effective Carriers can be. People didn't realize that each Interceptor does 16 damage (2 shots 8 each). The majority of my opponents went primarily ground assault forces, very little anti air was ever made. With the distances between the bases so far, and an expansion easily defended, there is no reason to skip the initial tech and go straight for Carriers.

This reasoning applies to all races. On this particular map, take that natural early and get some more advanced tech, you will be surprised how fast you can get it and how easily accessible it is.




Thursday, November 4, 2010

When and what to push


In the early game, Zealots are the slowest units,
but make excellent meat shields to Marauder fire.

Immortals are great to use for early pushes in all
match ups. They do 50 damage to Roaches,
Stalkers, and Marauders





Pushing is something I have been having trouble with recently. I am still in the mentality that if I want to win, I should be pushing really early on, something that carried over from all those matches I four gated every time. In fact I rarely had a match that lasted longer than 18 minutes. I would always push when I felt I could do enough damage. What I didn't take into account was things I should wait for to make my push 100% better.

What to wait for
Things like waiting on a Forge upgrade, or a couple of Immortals, or even Charge. Things like that can make that push that much more effective. So now instead of pushing with a large force and surprising your opponent, you know have an upgrade that makes that large force much more powerful, and that upgrade isn't even noticed until after the battle starts. You might see 6 Zealots assembling at your front and think oh all I need is 3-4 roaches and I can kite em around, but what you don't see is 6 Charged Zealots assembling at your front and suddenly kiting is suddenly near impossible to achieve.

You never want to push into your opponents base without scouting what he has or what he was going for. Constant scouting can help you determine what you should be making or if that push you were making was going to work.

Also, don't plan to defeat your opponent early unless you know for 100% you can. In most cases its more beneficial to wait on that upgrade and do small pushes to help you establish that expansion. However waiting to push until you have a higher tech unit is generally Ok. Good units to wait for would be the Immortal, Collossus, Hydralisk, Siege Tanks, Medivacs.

So far we have  two elements that should be considered before pushing, upgrades, and scouting. Going for specific unit counts before you push is only useful if your going for a build where all of your resources are going straight into unit production, like the 4 warp gate build because your objective with pushing is gaining an advantage, not losing it.

Defenders advantage and the proxy Pylon
Another problem with trying to push early on to win the game is something called the defenders advantage. No matter how many units you have, your opponent will be able to reinforce himself faster if he is defending against your push. This is why proxy Pylons are so GOOD! I tend to always build a Pylon near the Watch towers. They are usually the half way marker between our bases and cut my reinforcing time down by half.

Tuesday, September 14, 2010

Know thy Enemy….





Being aware of what your opponent is doing is key in all games, especially in bronze and silver level play. Most non-diamond league players will not even bother putting in the effort to kill your scout (Overlord, Observer). Knowing what your opponent is doing effects what you should be doing.
That first scout you send in can tell you more information than any other scout for the rest of the game. That first scout tells you effectively what you should be doing and preparing for.

If you scout your opponent and see 2 Stargates coming up pretty early on, then that means you need to build some anti-air, and fast. Terran always wall themselves in, so being prepared for a bio ball, or Viking push is a possibility, however to properly defend against it, you need to find out what.

If your Terran, then putting a well placed scan can help, if your toss, most Terrans don’t put up Missile Turrets unless they see air coming in so sending in an Observer can be a huge help, and if your Zerg, you should always have an overlord or two nearby keeping an eye on things, again most Terran do not put up Missile Turrets and most Bronze and Silver level players won’t make the effort to kill that overlord off.

It is important to remember that there is no perfect build that can hold out against everything. All strategies have their weaknesses. If your opponent is smart and scouts right, he will know what he has to do, and it is up to you to anticipate it and be prepared for that eventuality. It’s better to be safe in some cases than sorry. Always know what your limitations are.
The Xel’naga watch towers are a huge help in a lot of cases. They give you extended sight of what your opponent is doing before their units get in range to attack.

It’s better to know that your opponent is nearby than be paranoid that he is always right outside your field of vision. This is especially true against a Terran player using Siege tanks. The right time to strike would be when he is moving his tanks. Instead of attacking an entrenched position, you can possibly get close enough to hit his tanks or his units before the tanks have a chance to morph and get a shot off. Two armies of equal supply, one being Terran the other anything else will most likely lose to an entrenched Terran with Siege Tanks.

Suntzu said it, and it is a well known fact, as well as rule in a lot of strategy board games, “The defender always has the advantage.” Whether it is high ground or knowledge of an incoming attack, a player who is ready for an attack tends to win. That’s why you attack when he’s not. Watching and waiting are key. Watch him until he begins to move or get complacent, wait until he is in a vulnerable position, make sure he has no way of seeing you ahead of time, and then strike!.