I'll play the map Fighting Spirit for this match.
I've already completed the " Escape from F " tutorials, but just keep in mind the opponent is an F-rank.
My opponent is a Protoss.
If there is a build you want to see, let me know.
Until now..
There hasn't been a Protoss that has went up the Ladder.
As there are 3 Protoss players, I believe at least 1 will go up.
As this is a TvP match, there is no use for Valkyries.
My SCV's are placed very well ?
How are you placing yours, that you're commenting on the placement of my workers ?
Double CC ? In Protoss matches, this is a very big risk to take.
This is because if the Protoss goes for a quick Gateway, you will be in big danger.
This can act as a double-edged sword for you.
I do in fact turn on my broadcast in the evening.
I'll analyze the ASL Season matchups then.
I'll go for a Barracks, double CC build.
Once again, this is a Barracks, double CC build.
Build a Barrack at your natural, at 11 supply.
Begin to scout at 12 supply.
There's a lot of fun matches happening lately in the ASL.
I'll begin my analyzation broadcast at 7 PM.
Keep track of your scout.
You can block a 9-9 Gateway build with this Barracks, double CC build.
However, you'll only be able to block it if you scout the opponent early.
The Barracks, double-CC build is generally not favorable against quick Gateway builds.
Scout another location as soon as you've checked that there's nothing at the natural.
Beware of any cheese-rushes in this build.
That is so, even if you went for Barracks first in your double-CC build.
You build your Barracks at your natural to make your " Sim City ".
The second CC goes up at 15 supply.
You can see the Probe coming down from the North.
You can cancel your Marine, and try to be as resourceful as possible, as our positions are in a diagonal.
Complete your Sim City with the Supply Depot.
You can then make a Marine after you've done so.
The reason why I've only checked the natural at 5 o' clock with my scout is,
because I would reach the 1 o' clock position too late if I checked the main base as well.
I guess the Probe scouted a bit early.
Build a Bunker as soon as the Supply Depot is completed.
At the same time, keep building Marines.
Because my opponent only brought a Probe, at this point I assume the Protoss won't have any Zealots.
Thus, this build will actually be very useful.
I see the Dragoon blocking the ramp.
I haven't seen the Protoss' main base yet.
As a result, you should beware of any Dark Templars.
I'll build a Factory now.
As I have to scout the opponent's main base, I'll build an Engineering Bay.
You can build the Bay with available resources after you've started your Factory.
Take your SCV out to scout any nearby enemy proxies.
Scout.
At the same time, you should have around 4 Marines.
I don't see any proxies for now.
I see a Dragoon outside my base.
As long as the Dragoon Range upgrade isn't completed, I'm fine.
Build a Turret at your natural.
The Dragoon Range upgrade is usually completed when the Factory is done.
However, I don't see the Dragoons attacking my Bunker yet.
This means that the Protoss will bring Dark Templars.
I can promise you this.
Actually, I don't see Dark Templars. This is probably an expansion.
I don't think the enemy is on top of his game.
Why isn't he attacking my Bunker ?
Anyways, I saw my enemy expanding.
I see he's attacking a bit late.
Because the attack is late, the Terran wastes less resources in protecting it.
You can protect the Bunker by adding the same number of SCV's to the Bunker as Dragoons attacking.
You can then wait for the Seige Mode upgrade at this point.
There's no reason to feel pressured, as the Siege Mode will be completed soon.
Siege Mode is completed.
Rather than building Vultures,
make a 3rd CC.
I'll create an army based mainly on Tanks.
By not making Vultures, your 3rd expansion can be make quicker.
Whilst your 3rd expo is rather quick, you may feel pressured by the enemy.
However, if your expo is quick and you defend well,
you can make your situation advantageous.
I'll build another Supply Depot.
Your supply shouldn't be limited in your timing build.
Build an Armory.
As you should beware of Reavers & DT's, build 3 Turrets in your main base.
Build an Academy with available resources, while building Tanks constantly.
Move out with your Tanks, as your 3rd CC is about to be completed.
You should build your defense, while upgrading the Vulture Mine capability.
Use an Engineering Bay to block the opponent.
Move out.
Make Vultures when you've made sufficient Tanks.
It's difficult to maintain your 3rd expo here.
It's easier to do so if you make prior placements.
What are the difficulties with the map Fighting Spirit ?
It's the difficulty of taking a 3rd expo.
If you do as follows, you won't have any problems at all in defending it.
Your Sim City should be completed at your front line.
Defending should be a breeze.
Place mines at the front line.
Don't use Vultures wastefully before the Speed Upgrade is done.
You can push out once the Speed Upgrade is done.
I'll make another Refinery now.
Let's see what'll happen.
The Protoss make a 3rd expo quickly, but it's fine as I expanded quickly as well.
At this point, you can go for a timing attack.
There aren't any big differences between our 3rd expos.
Expand the number of Factories.
Make up to 8 Factories with your available gas.
This will help your timing attack greatly.
Keep expanding Factories.
Attach the Comsat Station now for scanning purposes.
An important note for timing attacks -
Scan your opponent's base near the Gateways, while expanding Factories.
You can see a lot of Gateways.
I see around 9 Gateways.
Even if you did a timing attack, keep in mind the Protoss has a lot of units.
The Protoss hasn't expanded beyond his 3rd expo.
Thus, you shouldn't extend beyond your reach.
You should make gradual movements.
The exit for your units shouldn't be blocked.
Rally your units as you wish.
I can't tell you every single detail, such as where to rally.
All you have to do is practice.
Push forward while scanning the area you are pushing.
Scan the front of the enemy's base as well.
I don't see any Zealots at all.
Because there aren't any Zealots, you can just push aggressively.
If there were any speed-upgraded Zealots, it would have been dangerous.
Make placements while pushing, and scatter mines near the Dragoons.
My attack upgrade is completed, now I can upgrade my armor.
This is GG, as long as I've destroyed my enemy's natural.
Keep scattering mines.
I see my opponent went for mass Gateways, as there were a lot of units.
There's no reason to fear the opponent because of mass Gateways.
You can see the number of units at the natural, as well as the scale of the army with your Vulture movement.
You have to calculate your timing attack as you see the scale of your enemy's army.
This is to see whether I can overcome his army or not.
This is beneficial information for my timing attack.
I use a mini-op mouse.
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