"Your terran is my bitch Mark4!" -Johhny_Vegas
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| Lurker Invitational, Final Round | | | Author: | | | IP: | 46.freehXXXX | | Date: | 12/24/99 03:12 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 1, Max: 5, Min: 5 Lifetime Rating for Silent Strike: 6.7143 |  | Before you start reading this, make sure you have read round 1, round 2, and round 3.
Map: The Lost Temple
Speed: Faster
Opponent: 1st~Spaz Random Zerg 9
Me: Silent-Strike Random Terran 12
I start with my conventional anti-random order as shown in game 1. However, my scout sees a zerg hatchery morphing at Spaz's natural expansion just before the time that I usually make my refinery. I decide to go hard marines, and chuck up my 3rd rax. My order ends up going something like this.
8 depot
11 barracks
13 barracks
14 depot
17 barracks
22 depot
24 refinery
25 academy
This is pretty much the strongest academy rush build there is. However, it hits with stim about the same time a protoss will have DTs if he one gates or a zerg will have lurkers if he one hatch to lairs. So, it's something I don't do in 1 on 1 often.
Back to the game. After stim finished, I charged his expansion only to be smacked around like a little bitch. He had one sunken on his ramp, 2 at his expansion, a handful and zerglings and a couple hydras. My ~12 marines and 3 medics ended up as 4 marines and 2 medics hightailin back to my main. On the bright side, I almost killed a sunken ;-).
All is not lost. With reinforcements from my 3 rax, I could hold him off if he tried to charge up my ramp. From here I got a little risky. Instead of getting tanks as an anti-lurker precation, I just used teched to starport and addon. I was planning on dropping hard with a marine/medic squad. I added two engineering bay for detection and upgrades. I didn't get hit with any lurkers, thankfully. Though, I might have fended em off okay with stim and targetting.
I scanned his main, a lair and hydra den, and drones are all to be seen. Yum! Dropship 1 finished, Dropship 2 finished. 13 marines and 3 medics get a magical ride above the risk of lurkers and the ability to bypass sunkens. I unload my marines and medics at the perimeter of his main, just barely in view of an overlord. I stim up, and kill quite a few hydras, zerglings, and drones. The zerglings used Agent911's expert straight line method of attack, enabling them all to die without killing a single marine. Then he followed with another wave of zerg hydralisks and zerglings, just barely killing my attack. However, do to stim and superior positioning, I killed about as many hydras as I had marines.
I continued up the tech tree to vessels. I now had 3 dropships and I went again to drop the zerg main. Despite two lurkers, his main fell to my marine/medic/comsat combination. He said "gg". I waited atop his ramp for the rest of my forces and hit his natural expansion with all I had. It fell easily.
Congratulations Me :-)
Mistakes in this game:
-I shouldn't have suicided my marines into his sunkens, it's just not smart.
-Spaz should have reconned better and went lurkers.
-Upon seeing my dropships unloaded in his main, Spaz should have hid his drones and grouped all his attacking units before charging my marines. The straight line formation just isn't that smart.
The tourney was ran pretty well. I was waiting for a long time to get my opponent for the finals, but nothing can be done about that, Spaz had 2 long games beforehand. My 2 previous games didn't last a half hour combined. Also, it would have been nice to play a map besides The Lost Temple during the tourney, but it was fun anyway. |
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