"Do me a favor: Pour gasoline in your hair, stand on your hands up against a wall, and ignite yourself, if necessary get your mom to help you. Send me a photo." -SCV~007
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| Gen_Khalsa beating me down | | | Author: | | | IP: | XXXX | | Date: | 07/09/99 01:07 | | Game Type: | Starcraft | | Labels: | Starcraft(1), Text Only(1) | | Report Rating: , # of Ratings: 1, Max: 6, Min: 6 Lifetime Rating for Lemuroo: 5.2609 |  | Well, you know how i said before that zerg vs toss is rough on toss because a wrong tech choice would screw him? Gen Khalsa was kinda enough to prove me wrong by givng me a sound trasing.
The map was lost temp, i the zerg spawned at 3, khalsa spawned at 9.
I decided to six pool it to do some early damage, and then lay down a sunken behind my pool to fend off any counters. Much like Ashcar did against me the last game.
Unfortunately, the lings went to the wrong place, and arrived to find 3 zeals. I managed to kill off two probes though and only lost 2 lings. But alas, my economy was woefully behind.
Khalsa didn't counter right away, which was a bit unexpected. Rather, he cranked zealots for a bit. This gave me some confidence, so i laired right away, hoping to outtech him. His counter finally came with 8 zealots, but they ran into two covered sunkens. He retreated right away, but not before losing one. But alas, that wasn't the end of it. Zealots, being the dorks that they are, aren't too good with directions. Going down the ramp, three zeals got lost and started wandering apart from the group. My lings quickly dispatched those.
So, i decided to use what i thought was a major advantage for me.
I laid down a spire, and soon had 7 mutas. They went over to khalsa's base, took down a guarding cannon, and started hitting probes. Only 2 probes were killed before 4 goons came.
In the ensuing battle, all the goons were killed and only 2 mutas lost. But, goons having a crapload of hitpoints gave him enough time to send in an archon. Sigh. So i fled like a coward.
At around this time, khalsa took his natural, so i did as well. We both started cranking units while i added lurkers to my tech.
Deciding that khalsa's expansion was a major threat (i know, i'm just a SC God for figuring that out) i sent a bunch of lurkers/hydras/lings over.
Got past the lone cannon and the lurkers set to work, but not before being toasted by temps.
Things were pretty much down hill from there. He took his second natural, and basically just ran over me.
Oh well.
We actually played two games, but the first one was just too embarassing even for me. Well, actually, it involved me getting killed by a zealot and 5 goons. Sigh. i experimented with forsaking an academy for an early factory, and paid for it with a complete lack of reconaissance and a dreadful lack of medics.
Lessons learned:
Temps/archons are the answer to all things zerg. 1 archon really sends mutas running.
Khalsa had squat for detection, so i thought lurkers would own him. Yet, he just psi stormed them. I'm thinking that if i had went with more lurkers, things woulda been different. However, his choke was fairly tight, with a cannon below the cliff and one on top. Getting chunky lurkers through was tough as it was with only 3 zealots.
But, perchance, a toss might be able to make the choke really tough for lurkers. The pylon below the cliff, with a cannon right by it, to take up maximum space. And then maybe a gate there too. Your troops can go out and assemble for assaults, but lurkers coming in would run into a heavy traffic jam.
Interesting.
Anyhoo, six linging it doesn't seem like a completely retarded thing anymore. Put your next to your hatchery, and then after the attack, place a sunken in between. That'll own any counter with a few lings.
Moozers.
I'm guessing a 6.5 on this BR |
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