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TvZ early scouting
remoDate: Friday, 2015/April/24, 4:12 PM | Message # 1
Thursday, February 12th, 2015
Group: Administrators
Messages: 1010
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These are my notes from my practice session with Liqht and Qualia this afternoon. Thanks to both these players for the help.

This scouting is based around my standard (and quite greedy/fragile) TvZ open of:
14 cc 15 rax 15 gas reaper marine reactor factory
This build scouts with the depot scv and again with the reaper. These notes are based around what you will see with those specific scout timings. The SCV makes four rings around the main hatch and then leaves. The reaper tries to see behind the mineral line without being killed, move command instead of attack move.

We identified four major catagories of early pressure that can mess this opening up.

1 base speedling w/ or w/o banes

SCV Scout:
pool and gas
pool researching
no hatch when SCV leaves

Reaper Scout:
Pin opponent on build based on SCV scout so do *not* reaper scout. Build marine first.

Reaction:
Bunkers, make wall double thick. Where possible to introduce airspace between layers, do.
Get Factory with first 100 gas and build directly into wall. Hellions.

1 base roach

SCV Scout:
pool and gas
no research in pool
roach warren
no hatch when SCV leaves

Reaper Scout:
Pin opponent on build based on SCV scout so do *not* reaper scout. Build marine first.

Reactor:
Build bunkers as close to ramp as possible. Goal is to maximize field of fire with bunkers not preventing bust like you would with banes.
Build factory away from the wall and get immediate techlab to start fast as possible tank. Should be safe once you have two tanks.

2 base bane or roach

SCV Scout:
hatch in natural first then pool
gas timings can be quite variable, maybe early single gas or maybe later double gas
no research in pool at time of SCV scout

Reaper Scout:
Reaper scout arrives approx 5:20 and *must* stay alive.
Bane nest or roach warren should be about halfway finished.

Reaction:
This reaction is later as it occurs based on reaper scout. Build mines from factory and get bunkers as per above.

Proxy Hatch

SCV Scout:
late pool
late gas
no natural expansion

Reaper Scout:
Pin opponent on build based on SCV scout so do *not* reaper scout. Build marine first.

Reaction:
If possible build first bunker directly touching the hatch with minimum surface area exposed.
Bunkers close in on ramp like you would versus roaches. Want to be able to fire on the spine crawlers.
Factory away from wall with immediate techlab for fast tank.
Double thick wall to protect against banes.


In each case, once you've held off the early pressure get a fast third orbital and you should be able to win in a macro game.
 
remoDate: Friday, 2015/April/24, 7:49 PM | Message # 2
Thursday, February 12th, 2015
Group: Administrators
Messages: 1010
Status: Offline
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I think, and please correct me, that 4spawn maps are best scouted directly cross spawn. Nearly every Zerg will send overlords to the vertical and horizontal spawns first. If you really learn your timings you can judge when to check for overlords poking around your base and spot the ones that are being careful. That will reveal the Zergs placement fairly quickly. So, if you cross spawn scout on this timing and you don't find him, you should be lined up to send it directly to his correct base at that point. Saving you the need to possibly scout all three.

Yes. I will start doing this.

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I'd consider three alterations. One, engineering bay block the natural. It can slow down the lings, and it slows the hatch followup if not. It tells you when he is ending the pressure or can as well.

I've got mixed feelings here. I feel like i need the money for bunkers *immediatly* in a one base bane situation. While I agree with the logic I'm not sure I can afford it and live. We should do some play testing and find out.

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I'd also consider a single widowmine in the wall with the hellions. Can be a total shutdown on banes/lings.

I think as a rule the factory and any unit it produces is a bit late to help actually defend and is more for the counter attack or map control. In both of these cases hellions are better. Further, I feel like small number of mines, 1-3 are very coin flippy. One bad shot on a single zergling and you're screwed whereas the hellions are a bit more of a stable/reliable play. One mine feels like a gamble.

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I'd also consider it a priority to get that marine to snipe an overlord. Even if you lose the marine it's probably worth it on an all in like that.

If they dive in with the overlord yeah, sniping it is huge. I need to be very careful to not succumb to the retard magnet tho.

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I'd leave the scouting SCV back behind the natural mineral line. Wait until the roaches have moved out and still consider the bay block. Same reasons, just accounting for the damage of the roaches.

Yeah, this needs to be standard play. As you said earlier, knowing when the allin is over is critical information and this is a great way to get it.

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I still like a widow mine here, but getting to the tank is huge so that's a question of where you gas is at this point. I'd probably go mine to banshee instead of to tank.

As per above I feel like this is coin flippy in low numbers. The tank is the stable play and the goal in defending is to live, not take risks to get ahead. The roach bust is over before I could even consider getting a starport.

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For the two base roach/bane. Consider scv scout making a bunker at zerg's natural in the mineral line to drive a reaction. You've already walked over. If they pull drones then you can get ahead just by virtue of annoying them and delaying mining. If they let it finish you can stage the reaper out of it.

Neat! We will def have to play test that. I feel like this is somewhat more affordable in the two base bust situation.

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For Proxy Hatches, consider the creep tumor snipe a priority. Often the only real goal is to delay the natural landing and force scans.

I have so few units for this tho. It's like a spine crawler poking at a bunker with my very first marine in it.

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/Quickthoughts

Like hell quickthoughts, that is some pretty good analysis. Thank you.
 
VegetaDate: Saturday, 2015/April/25, 11:37 AM | Message # 3
Sunday, March 1st, 2015
Group: Forum Visitor
Messages: 134
Status: Offline
Remo, this is fascinating! I am speechless!


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