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-=1999=-'s 6 pack vs Schizo the Lurker Rush Inventor
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Author:-=1999=-
IP:XXXX
Date: 07/18/99 09:07
Game Type: Starcraft
Labels:Starcraft(1), Text Only(1)
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Report Rating: 7.8, # of Ratings: 5, Max: 8, Min: 7
Lifetime Rating for -=1999=-: 6.7500
There have been many recent debates on the forums between certain zergs and terrans about "is the lurker rush inbalanced?". Well here is the first of two very good examples of what could happen when two very skilled crafters of their respected races square off on Lost Temple.

Me,-=1999=-(white) was terran.
pkt.Schizo(orange) was zerg.

-=1999=- landed at the bottom of the map(12:00).
Schizo spawned in on the left(3:00).

I know its coming. The Lurker Rush.

First six zerglings come on his 9 pool start.

I know if I can keep my marines alive without building a bunker, I will still have a chance to rush his rush after the zerglings are killed.
I had three marines when the six zerglings came. I took advice from a Mark4 character to put 3 instead of 2 scvs on my ramp to stop the zerglings assault. With the 3 marines behide the 3 scv's drinking hard liquor and taking bets to see who hits the most zerglings, the zerg commander decides to attack another day. Losing one zergling.
I have been busy during this attack. My academy is almost finished. I have just enough cash for the stim research and a medic. My 3rd depot is finishing about the same time as my academy is finished. I decide that I do not have time to spare. Fearing the earth will start erupting with spines, I take off without the doctor. I know she's a babe and all but I got business to take care of. 3 scv's and 4 marines take off to stop, delay, and harrass anything that looks orange and moves. Especially a Lurker Rush. ;)

As my marines & scvs leave the natural's choke, a horde of 5 zerglings runs past them into my base. I follow ever so closely behind with my forces, scv's and all. A medic that was following far behind and a marine that just popped out engaged the lings at the choke. Stimpacks are still reasearching. I clean up with the "Mob Squad" of marines and scv's.

Off I go for real this time!!

Hydras engage me at his ramp first. I dance the "Mob Squad" around till I cross the ramp. I believe my forces dwindled to a marine or two and 3 scv's still. There sat a lurker egg beside the Hydra Den. I engage and kill the hydras he has till I realize its getting too late to do anything. I retreat.

I have been very busy during these attacks. I have hit the space bar every single time a multi-task pops up, and mirco managed my troops. My tanks are on going to be on time! Siege is researching and a tank is building. I put my tank in my minerals. My first turret goes at the top of my CC. He wisely places his lurkers beside my gas. I scan. I have 5 marines, 2 medics, and two tanks and three scv's for attacking. I kill the first one. But he has waited to rush....
I see 2 and then a third lurker coming up the ramp, bypassing the turret there. I seige, stim, and scan twice. Thats right twice. I repair the gas as he hit it with 3 scv's enough time for the mana to hit 50 again. I have defended the lurker rush!! And man that early comstat was nice when it came down to it.

I get a 2nd racks ASAP, and a starport cause, "I don't wanna be contained!" Thats the point of the early academy build order. Agressiveness.

I have hit the armor upgrade for my infantry a long time ago and its 3/4 the way done.

He expands to his natural. I see lurkers there and 1 sunken. I must build up forces and get vessels.

He techs to a spiral. Muta harrassment begins but my marines always pushes them back. The turrets up also help.
I try a dropship but 4 hydras guard the cliff. I have sci vessels now. I have two bays now and 1/1 marines. You might as well say the marines are the lawn mowers of this game.
He gets scourge to stop the vessel. I put it over my marines in the valley that my new expansion is in. A fight insues over the territory. The marines mow the grass there, then smoke it.

I find he has expanded to the top and has a hive in the makings. I have three racks and 24 M&M's with tank support.

I take off and wipe out the natural first. Here at his natural, I get everything but the kitchen sink throw at me. A swarm attacks me from two different points. Mutas come from his main while 3 fat lurkers come from his top base. I mirco manage to kill the lurkers first. My 4+ medics keep the unupgraded mutas at bay while I hit the lurkers. I leave the hatchery and gas and head straight for his tech buildings.
He sends the whole zerg muta force at me from each hatchery.
I stim and mow the grass. My lawn mowers now have a +2 attack upgrade and are getting outta hand. As I kill his greater spiral and Hive I cried a thoughtful tear for the terran commanders who had died to the rush many times before me on this same hallowed protoss ground. I sent control groups of marines to each other base and mopped up.

LESSONS LEARNED:

Any rush can be defeated. Remember it is a rush and he is at a risk before the lurkers come. The six lings are what makes Schizo's Build Order so tough. Not to mention he morps the eggs on his ramp, Or else the 6-pack would do better against this. I'll stick to the 5 pack+ 3 scv's(Mob Squad) against this. It works this game but the next game shows you how NOT to play against this Build Order as his lurkers take revenge on me.

I didn’t do any major damage with the 6 pack, but it did accomplish a major goal. It stopped the unstoppable. And the early academy build order worked perfect.

Famous Quotes:

Schizo said, "It’s psychological man." Talking about the lurkers morping his ramp in most games.

-=1999=- said to Johnny after the game, "I teched hard, to a medic."

GG Schizo



























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