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Index
of the Book of Heartcutter
(actually this is just
showing how good Heartcutter is)
You can consider this a pledge to Heartcutter's
strats, and their effectivness. Or just take it as it is, the index of
the Book of Heartcutter. =)
My ladder record is horrible, I got beat
in my first three game by not one, not two, but three 4-6 pools (me being
terran). I got owned, as I didn't have more than one marine out in most
games and even with running him around with my SCV blockers, I still got
owned. =[ So I started out my last grasp for ladder breath at 919 and 0-3-0.
Onto the first game...
Map: Lost Temple (insert witty comment
about their being no other map)
Players: TheBestCow
(selected Teal
Terran at 6:00)
fencan016
(selected White Zerg at 9:00)
During the pre-game
fencan selected Zerg as soon as he entered the chat. Cow started the game
and sleceted Terran at the last second. I found my Command Center landing
at the 6:00 spot and quicly sent the 4 SCV's to mining minerals. I could
go into how I built each SCV and sent it to mining minerals, but I guess
you know how to do that. =)
My build order looked
like this (after hearing him talk about 4 pooling me)
8 Depot between
far-right mineral patch and gyser
10 and 1/2 - Rax
above gyser
11 - Depot next
to far left mineral patch
This build gave me the flexability to have some early 'rines to battle
possible early lings, and if I survived the rush, I could dominate my opponent.
After several comments such as "I am coming" "right now" "you are dead"
and having nothing happen, I sent out Deon after he built my 2nd Rax. I
had about 4 rines in a bunker guarding my SCVs (Look in the battle shots).
I scout 9 o'clock first, and find a morphing hatch 1/2 done at the natural.
Rush my behind. Deon scoots up and finds three hatches, lots of drones,
a extractor, and a 1/2 done spawning pool. -1/2 done spawning pool?!?!-
I immediatly que up 2 more rines, unload the four in my bunker and evac
Deon to the zerg mineral-only. When the bunker guys get there, Deon is
about 3/4 done with a bunker (within range of the natural hatch) and there
is a morphing sunken. It was eliminated before doing any damage.
Back
at home I have thrown up an academy, engineering bay, comsat, and then
a factory, in that order. I have 9 'rines up at the zerg natural, 4 in
the bunker, and 5 roaming outside. The hatch is quickly eliminated.
I start a CC at my natural, sending down some rines and firebats as defense
for now. Getting some free recon with my comsat, I see four sunkens have
been constructed near his extractor and at least a control group and a
half of lings running out of the base. My bunker guys, with the help of
the 5 stimmed rines standing outside, take down the lings one by one (I
love lings running in lines) without losses. My natural CC is finished
and I maynard down some SCVs and set up a bunker for defense.
Clean up time. I've got two tanks ready to do some pounding and I am about
to move up my bunker guys when fencan surrenders. The bunker guys just
happened to bring a case or five of malt liquor, and share with the rest
of the 'rines. Even Deon got some from Mia, the only medic I trained all
game.
BATTLE SHOTS! =)
Oh no! Run away! He's coming! Ahhh! =]
Offensive Bunker. This is how it's done.
Offensive refinery. I saw the chance. I took it.
Base Defense 101-By Heartcutter. I was
planning on adding another bunker next to the turret (tank was being produced)
if he broke out of containment.
I know that wasn't an exciting game, but
it shows if you play Terran right, you too can win!
Onto Game 2...
vs
Map: Duh. Temple. Again.
TheBestCow- Chosen
Terran, Landed at 6:00
TrUIYslkNG- Random
Toss, Warped at 3:00
I started out with my normal anti-random build, 8 depot, 10 rax, 11 depot,
wall-in at choke. I sent Deon scouting clockwise, so I found Toss last
at 3:00. Deon didn't even make it to the ramp the poor bastard. The evil
toss commander had placed three cannons on the cliff above the entrance
to his natural. Deon will be avenged. I also noticed a warping pylon
on the low-ground at his choke.
Cannons. Cannons mean Carriers, right? Hm. We'll see about that. I proceed
to the average Heavy-Metal build, quickly grabbing gas, academy, factory,
and some more depots (useless pieces of junk). I have 4 'rines guarding
my front door. I scan his main. A couple of cannons warping, about 10 zeals,
forge, three gates, cyber core, citadel and templar archives.
No attack as of yet. Hm. I get 2 vultures built ASAP and start on mine
research. The two vultures pop out, lift rax, send them through. Land rax.
Just how it's done. I send them to 9 and 12, making sure the one headed
to 12 goes around the left side of the lost relic to avoid possible AI
getting it shot to pieces by the cannons above his choke. I find nothing
at either expand, and place a mine at the 12:00 natural before running
the vultures home.
Still no activity. I start a CC at my natural and mine the choke area.
I eventually set up 3 Tanks/turret/bunker here also (see battle shots).
I scan his natural, nothing. Scan his base, looking for carrier tech, something,
anything. Nothing. Just a bunch (I mean a bunch) of zeals and dark templar.
Ok, he wants to produce out of one base, its ok with me. I throw up a starport,
2 armories, another factory, and then a science facility. I plan on taking
Heavy-Metal to full potential, with some extra 'bats for those nasty zeals.
I grab a dropship and take a tank and SCV and drop them over at the southeast
island to start an expand. Deon's brother, Neon, is sent to 9:00 main to
start an expand there too.
I've got 1/1 vehicles,
EMP, and Irradiate. Still no action on his part. I que up 6 vultures, adding
more mines around the path a normal player would take to go from 3:00 to
6:00. At the pylon he was warping in on the low ground earlier, there are
around 5 cannons sitting there. I feel their sting. I lose a vulture before
I can retreat the damaged ones.
I scan his natural. Ah ha! Something to hit. No defenses around the nexus,
just lots of probes. Perfect. Can you say turbo newbie? So he's gonna let
me take the map, fine by me... I expand the 9:00 natural, adding a rax
to the 9:00 main and some 'rines and a turret as defense. I load up my
now three dropships with deadly cargo: four tanks, 6 'rines, 2 medics.
Just the way it's done. I land on the plateau above his natural, making
sure the tank commanders' don't get anxious and shoot off at the probes,
revealing myself.
I love the sound of sieging tanks. When they are mine. =) With a cry out
of "This one's for Deon!" They open fire.
Boom. Maybe three shots from each tank, no more probes. No counter-attack.
No attempt to stop the turbo-newbie. Hm. Some zeals and 'cloaked figures'
run around his natural, taking tank shells in their cake holes. Several
die. He gets smart and runs them away.
I've got covert ops by now, and four running expands. He is mine. I add
two nuke silos, and start on the nukes soon after. A patrolling vulture
finds a just-warped Nexus at 12:00, and my five vulture squad exacts revenge
on the probes there. It was for Deon. All for Deon. I bet he's
I hoped you have enjoyed my terrible writing, first-defensive then finally
offensive tactics, and bad micro =). This has been an ode to Heartcutter...
now for the battle shots.
Wall-in. This is how you do it!
Poor, poor Deon.
Base set up at it's best. Only thing that's
missing is a bunker. But through my scans I saw he had no shuttle tech,
I didn't need to worry.
Rest of my base...
More base setup...
Turbo-newbie. Plain and simple. I need
a bunker and turret, but again, no shuttle tech, no worries.
Thanks for reading!
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