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| Holy shit, that was a fast lair! | | | Author: | | | IP: | XXXX | | Date: | 05/26/99 09:05 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 3, Max: 8, Min: 7 Lifetime Rating for Heartcutter: 7.5238 |    | Map: Lost Temple
Heartcutter: Terran 9:00
Clyde: Zerg 3:00
This was probably my 5th game yesterday as terran. I was getting a little cocky (cocky arrived when I fought terran and locked down 4 siege tanks one after another) . I only lost once to a toss player, and he earned it. Every game, I'd select terran and let them scoff.
Every game I'd have a U-238 round with their name on it.
So this game I proceeded to do my standard build of 8depot,rax,rax,3 more depot, academy. Rally all the marines to the ramp. I begin to scout 12:00, but accidentally leave him there for 'just' a little too long. A zergling comes and tears him to pieces. Sigh. Send in the clones. SCV #2 is instructed to scout out the 3:00 exp. He arrives and sees something that just plain terrifies me. He's at lair already, and with a den. This is what's known as the 'ah, shit' stage. Had I sent my marines just a little earlier, I'd have had a shot at a bumrush. Now I'm scrambling to build detection. Ebay is immediately ordered. Refinery required (he was FAST! I didn't even have gas!).
My peon leaves with zerglings hot on his tail (and a drone).
Peon #2 gets taken down. I know what that drone is for...
So I keep pumping marines, go for tanks and put a turret on the ledge. Lurkers arrive before my factory is finished, and are dissuaded by about 18 guys with guns (Uranium tipped rounds, for extra comfort). I know the game is going to come down to 'if I can expand to my natural, I have a shot. Otherwise, I die' I know that a lurker has hidden out near the gas jet of the natural. Began a new CC at my base.
So I get my tank, put it on the cliff and scan. I flatten a bugger. Unfortunately my friend at the gas jet is still there. I've got to wait to charge up to 50 before searching again. Man, lurker containment sucks.
In the meantime, I keep up the production, and I have scores of peons/marines. Starport coming on line... I scan and come down with a shitload of marines. Whacked a lurker. Now I expand. Floated the CC down and Maynard transferred a score of SCVs to the new exp. Full expansion production online in a matter of seconds. The new CC didn't even build any SCVs. It just landed and began a comsat station. I have terran expanding down to a science.
I then send a lone marine to the enemy base for lurker fodder. Yep. He found one, no two. Arrgh. Worse than spider mines. I'm gonna need mobile detection before hitting his home. I scan his natural. No exp. Drat.
I scan 12:00. Paydirt. He was afraid of turbo newbie, and took a starting exp instead. I had a target.
So I get a sci facility, add a control tower and start getting Irradiate. I scanned his main earlier and saw a spire. Most lurker rushers depend on mutes to finish the job, and I had no worries about this. Send all the mutes you want. I've got a bullet for every one of 'em (I've always got THAT many marines). Sci vessel finishes. We're going hunting...
Something wacky then happened. That hollow 'bong' noise. Guardians!!! 5 of those crusty critters, backed up by scourge. Doh! I irradiate one of them, then my sci vessel gets cooked by the flock. Dang! My marines are frosty however, and backed up by stim, they go after the buggers...
And right into the lurkers.
I lose 8 marines to the lurkers but manage to pop one guardian. The irradiated one is toast, so we're down to 3 of them. I get wraiths building and start another starport.
His expansion is killing me, and I know I need to waste it. As the wraith finishes building, I begin a dropship. If it bleeds, we can kill it.
I scan his exp. 2 sunkens and a spore. I can deal with this. My marines are 2/1 and pissed off. As my wraith is engaging the guardians, it gets cut down by 2 more scourge. I know he's hurting for gas now. More wraiths, it's working... I load up the dropship with 6 marines and 2 medics, and land it undetected near the bottom edge of the plateau at 12:00. Dropship goes home.
Thats the stuff... Wait for healing... NOW!
6 crazy marines carve their intials in a sunken. The sunken cooks one marine. Down go the drones. Down goes the other sunken. In come the lurkers. We play this game where I shoot at buildings, they burrow, I run and shoot at different buildings. Fear the 5 marines, for they bring vengeance. I scan. They whack a lurker. But the other lurkers take their turn, and the 5 perish. Poor medics. They ran like the wind, and it saved their asses. I landed the dropship with another 8 marines and together they pretty much finished off everything except for the hatchery. Unfortunately, between the guardians and the lurkers, they were eventually wiped out.
But they left their mark. They did take another guardian with them. It was going to be a while before production came back. Their sacrifice was not in vain.
Now, with the reinforcement of another sci vessel, I was out for blood. 20+ upgraded marines, 4 medics, 1 sci vessel and a tank were the instrument of choice. It's amazing how fast you can kill a solitary lurker with this strikeforce. This happened on 3 occassions on the way to his main. I arrived at his base with a greeting of some meager zerglings and a guardian. Suffice to say, it was time to deliver that U-238 with his name on it.
At the end of the game, he said 'I hate this matchup.'
-Heartcutter
Lessons learned:
**Kill expansions.
*Don't turn it into 'all or nothing' with terran. Had I came in with my marines early on, he had adequate defenses and I had no upgrades (remember, no gas). I would have most likely lost everything.
*One dropship with meds and marines is truly fearsome.
*If you're fighting guardians with marines, lure them out, then stim and attack. Concentrate fire when you do.
*Break out of containment, but do it correctly. It could have gotten really messy if I tried to take on lurkers with just comsat and marines.
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