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Showing posts with label Choke. Show all posts
Showing posts with label Choke. Show all posts

Monday, October 25, 2010

Some new tips!

Hey everyone, wasn't able to get to that cast up today. I actually ended up casting a game that was from the beta stages and it turned out to be kind of a waste of time lol. My mistake, should have checked beforehand. Anyway, probably tomorrow I'll have it up. Here are a few tips to tie you over until then.

By the way, if you have any videos that you want me to cast, or saw something interesting, send me a line at sc2stratguide@gmail.com

New site email!

Zerg:

-Get an overseer relatively early and use it to your advantage. It's easy to bring an overseer into someones base and find a vulnerable spot then drop a changeling. Most people have a hard time noticing one before it's too late and you've scouted everything already. If you're really lucky, you can group it into their army and they won't notice!

Protoss:

-Make the choke point in front of your base with strong buildings. If you're opening into a 4gate, then make it gateway/cybernetics core. This will help protect your base with stronger buildings protecting it while at the same time allows you to tech up.

Terran:

-If you're going into an infantry based army don't forget to tech up! Get the slow missiles for marauders as well as the combat shield for marines. Make an engineering bay or possibly even 2 if you want to get upgrades out faster. Upgrading and teching will make your units exponentially times stronger.

Tuesday, September 28, 2010

Terran - Basic Wall

I'm going to lay down another basic strategy today. It is the simple terran wall and how to put it up effectively. The first thing to do is to build an scv and make sure you mine the minerals. Around 8 food you should send an scv out to the choke point of your base and lay down a supply depot right on the edge. Make sure you always have an scv in your queue so that you can keep mining constantly. A little bit after the depot finishes you should be able to get 150 minerals in which case you should put down a barracks next to your depot.


With these two buildings, you now have a choice. If you are going to go defensive, then it would be in your best interest to wait for the barracks to finish and put a bunker to fill in the last slot. If not, then build another supply depot to close off the hole as soon as you can. This is crucial if you're playing against a zerg player as an early ling rush can easily be fended off with a supply depot wall and one or two marines chipping away at the zerglings. Against another terran or protoss though, the bunker is a safe move to make. 

As with any wall, putting stronger buildings will yield a stronger wall, so if the choke is larger such as in a 2v2 or 3v3 map, it would be worth your while to put another barracks or even a factory in your wall. Later on, be sure to add a tank or two for added ground support.

Monday, September 27, 2010

Protoss - Double Gating

Today's strategy is far more general than the speedling rush and this will be a relatively quick post. For protoss, double gating is something that should be done in order to get out units as quickly as possible. It is most often associated with zealot rushing and if need be, an expansion into 4 gate. The term "gating" just refers to Gateways or Warpgates in which the gateways turn into. With a double gate method you generally want to put the two near the front of your base and initiatie the choke point, which I will get to at a later time. 

Of course the first building should be the pylon near the choke point of your base, but not on the outside or too far out so that ranged units can attack it. Once you hit 150 minerals, plop down a gateway and continue gathering minerals. Meanwhile keep training probes. Once you hit another 150 minerals, be sure to throw down another gateway. As soon as possible start training a zealot at your first gateway and chrono boost it out. This will prevent any sort of rush on you. From here on out you can decide to start mining gas and throwing down a cybernetics core or continue to pump out zealots. With double gate though, it is very common to do a zealot rush which will generally work well against another toss player or even a zerg or terran if their defense is lacking.

Again, I'll try to put up a video when I get the chance and sort out the whole video process.