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Posts Tagged ‘sc2 1v1 sure win builds’

Starcraft 2 how to win with terran sc2 1v1

So ive been playing a bit of sc2 lately, and getting slightly pwned. dam myself for being a noob.

Anyway i found the following, which i hope will assist me in my strats… and winnings, unless other people read this.

This thread is to highlight what was originally used in a 2v2 strat, but has now been optimized for use in 1v1s

When I previously tested out Terran Infantry I found that while building Ghosts early was powerful it suffered from a lack of scouting and on occasion would wipe due to low energy or if your opponent built a hard counter right off the bat.

Both of these problems can be elevated by the simple addition of adding in an SCV. The SCV is fast enough to scout alternate routes so your base doesn’t get flanked when you push out and can also setup proxy Bunkers to let you continue to pressure an opponent’s base when you would otherwise have to retreat:

http://www.youtube.com/watch?v=6SEdetbTHIE

That Terran Player had the counter built before I got to his ramp and obviously didn’t have to push out so what should you do against an opponent who is less eager to engage?

The answer is usually going to be a soft transition from Marines to Marauders with Concussive shell upgrade:

http://www.youtube.com/watch?v=Zqg1H_X1ZY0

The Protoss Player had his army Emped once previously, but just fell back. Trying to provoke a fight with a proxy Bunker worked with some limited success, but ultimately it took the upgraded hard counter to force the fight and end the game.

So what should you do if you get to their ramp and you’re terribly out matched. . .You even fell back to the proxy bunker and that got destroyed along with all your ghosts; now what?

Well chances are you’d be looking to transition out of MGS, but if your opponent is a Zerg not only are you going to stay with it, but you’re going to wait for your Ghost’s energy to hit full so you can hit them with it hard!

http://www.youtube.com/watch?v=YiQt1uRzUJw

Download the Replay of the above clip

Since all Zerg units are biological it makes MGS one of the best matchups. If you do get pushed out the natural transition from MGS is simply going to be to get an expo so you can get more MGS.

-=Matchups and Transitions=-

MGS vs other Terran Openers:

  • Fast Banshee: Very Favorable
  • MMM: Favorable
  • Pure Marauder: Even
    “Fall back to the Proxy Bunker and reinforce with Marauders. Keep pressuring with snipe to eventually push in and win”
  • Fast Mech: Countered
    “Keep threatening to push in and salvage bunkers to rebuild them farther back if you need to. If some of your original Ghosts are still alive put down a Factory for Nuke while you research Cloak. If your Ghosts are dead Expand and spend your gas to get Banshees or Mech of your own.”

MGS vs Protoss Openers:

  • Zealot + Sentry: Very Favorable
  • xGate + Robo: Favorable
  • Fast Voidray: Even
    “Focus Fire the Rays, but if they run put up an Eng Bay to pressure with Turrets instead of Bunkers”
  • Pure Stalker: Countered
    “Place extra Bunkers to hold while you wait for Marauders with the Concussive Shell Upgrade”

MGS vs Zerg Openers:

  • Speedlings: Very Favorable
  • Fast Lair: Favorable
  • Spinecrawler Spam: Even
    “Contain any expansion if possible and put down a Factory so you can nuke ASAP or if there are only a few of them sacrifice a unit to walk past them up into the Zerg’s main”
  • +X Roaches: Countered
    “Build an extra Bunker and keep pressuring until you lose all your Bunkers and Ghosts. Expand and let your new set of Ghosts fill up their energy before you push in again”

-=Taking no Risks=-

For the best chances of winning play Random or use this build against someone who is playing Random themselves. Open with a Barracks at 9 following by a Depot and Orbital Command at 11. This will allow you to get Marines out early enough to stop any attempts on your base by rushes without sacrificing economy.

Later remember to add an SCV to your army when you leave your base so you can scout any possible flanking attempts and setup proxy Bunkers to hold the line against an unknown foe.

-=Tips for Better Timing=-

  • Your first Ghost should be your on your 20th supply being produced from your only Barracks immediately after your 3rd Supply Depot Finishes
  • Start building a second Barracks soon after you start producing your first Ghost
  • If you want to wait for your Ghosts energy to build you can start a +1 upgrade soon after the ghost finishes. . . when that upgrade finishes is when you should move across the map since your ghost will be full on energy by the time you reach your opponent’s ramp
  • When you build a Factory leave the SCV unqueued. This way you will be alerted that there is an idle SCV when it finishes and can start building a nuke immediately.

Hope this was a good read. . .

this came via here