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Star Craft: Brood War

What Race do you use to win in Star Craft: Brood War

  • The Terrans

    Votes: 10 38.5%
  • The Zerg

    Votes: 0 0.0%
  • The Mighty Protoss

    Votes: 3 11.5%
  • The Protoss Dark Archons to capture SCV's and Drones for all 3 races at once

    Votes: 11 42.3%
  • Run!!! Infested Kerrigan is coming

    Votes: 2 7.7%

  • Total voters
    26

Sobassis

Arch Duke
Joined
Aug 20, 2004
Messages
110
Location
Hell
:D Just put this up to try and find out what some peoples strategies are for Star Carft: Brood War, and what races they play and how they win with them in large melee maps.

Merry :xmas: from Sobassis
 
Thats what I do and funnily enough I just can't figure out why it keeps working when I have Archons, Carriers and Dark Templars grouped with Seige Tanks, Wraiths and Battle Cruisers with Zerglings and Ultralisks for support with some ghosts and nukes thrown in for the hell of it

Merry :xmas: from Sobassis
 
When i played 5-3 years ago in earlier versions and less experienced players, i started playing Terrans because they were by far the most difficult race. If you won with Terrans you were good, you were cool and you deserved respect. Unfortunately, new patches have helped terrans to arise from their underdog position and Slayers Boxers succes with Terran have made many people to study and play this race. So since then i was no longer cool, brave, good and respected :(.

I still do think Terran is the most enjoyable race for its diversity and for being extremely strong if you know how to use them and extremely frustrating for those who don't (know how to handle lurkers, DT, carriers etc)

I have quit playing a year ago, but if any of you want to play some against me on battle net, send me a PM. Starcraft will always have a special place in my heart.
 
WackenOpenAir
You can still make playing with the terrans hard, you simpyl start a melee map with zerg and protoss on it and then your only choice is to build up fast and the bunker down for the inevitable whopping that you shall receive from your many enemies. Lurkers are Easy to kill any way, use a sensor sweep and then and then use siege tanks or wraiths to take them out from a range or height that they cannot do any damage to you. To kill carriers use a sceince vessels EMP and then swamp them with goliaths, stimmed marines and wraiths.

Merry :xmas: from Sobassis
P.S. I'm :confused: what are DT?
 
I found these two scenarios online a while ago at:
www.starcraft.org/scums/maps.shtml

I thought they were really good and would like other people opinions on them, the Black Hawk down level will require a lot of time and planning as well as some siege tanks and battle cruisers. The SST the Hunt level will just require some patience and careful attacks.

Please find zip files below
 
hehe, the problem with lurkers is that they can come in 5 minutes. IF you tech for tanks in that time, you don't have a good versatile army. If zerg dicides to go mutas rather than lurkers you are toasted. (zerg can very quickly chance directions, which is zerg's power)

Another issue is that good zerg players will not be taken by scan sweeps, they will make you waste sweeps on single lurkers till you are out of energy.

I have learned that all the many ways you can defend against lurker rushes will cause you to lose against zerg's flexibilty. You must keep yourself flexible and learn to beat lurkers with marines.

Carriers have the anoying habbit of comming into battle while you are very busy with ground battle against dragoons, zealots and templars. Then all of a sudden you have to swich to golliaths or wraiths to handle the carriers. Also do they attack while being on high ground where you don't see them and thus can't counter attack them.

DT's are dark templars. You see many beginner terrans doing very weird things to defend against these like building multiple bunkers with turrets. A sure way to lose.

If you are interested, i will gladly show you some of these things in reality on battle.net. Just send me a pm to make a battle.net apointment.

btw, with a mellee map with zerg and protoss you don't mean AI players do you?
If you practice against AI it is the standard to do so against 7 of them ;)
 
WackenOpenAir
The Zerg are Evil, they change direction to quickly with their simoultaneous unit building ability. Sneaky little bugs. Another way to defend against lurkers is to build science vessels ASAP and then research their irradiate ability to irradiate any lone lurkers, and siege tanks in siege mode have a range of 12 which means that if you have 3-4 of them in siege mode they will kill any lone lurker that comes within range so they won't pose a problem. DT's should be tied to a stake and burnt for their permanent cloaking abiltiy, any way to defend against them is to build 2 bunkers and put 3 marines and 1 FB in the bunker and then build a MT behidn it so the DT can't sneak up on the bunkers. Also for the zerg to lurker rush you they need lots of resources, like

I also find later in the game that DT's are only a real problem in the enemies base because protoss in melee like to use DT's to patrol the outer borders of their base so they can deal good damage to any unit that wanders to close to the base.

Since Carriers attack in the middle of a fight you should always keep a group of 6-8 goliaths around free to engage any Carriers that try to sneak up on you. This works very well when you combine it with an EMP froma science vessel because their is instant no shield for the carriers. The other way is to EMP the Carrier and the use a BC's YC on the Carrier which does 260 damage like dat.

I would happily play you on Battle.net but I need to find a day that I am free.

And I naturally play against 7 players unless I don't feel like a challenge then I will play on something like challenger.

Merry :xmas: from Sobassis
 
WackenOpenAir
I forgot about the other special ability that the zerg have, that is the zergling bum rush with which they can produce 6 zerglings in a few minutes. Then you can go and rip apart your enemy before they have any defensive units.

Merry :xmas: from Sobassis
 
The problem with starcraft is that the strategy element goes away very quickly if you are good. It becomes ALL about speed, even more so then other RTS.
 
Monk
The Strategy Element doesn't go away if you are good and you are playing on a map with lots of zerg players or lots of protoss players and you are playing as the Terrans as you MUST, I repeat MUST, build up the proper defenses or you will surely be turned into a bright red goo on the cloes of a zergling or on the psi blades of a zealot. Zealots must be killed with FB's and so must Zerglings, but you must also put at least 2 marines in every bunker unless that bunker is only being rushed with Zerglings, then just put lots of FB's in the bunker and for Zealots you need an equal amount of FB's and Marines in you bunker to take their shields down from far away so the FB"s can roast them as soon as they get close.

Merry :xmas: from Sobassis
 
Monk said:
The problem with starcraft is that the strategy element goes away very quickly if you are good. It becomes ALL about speed, even more so then other RTS.

You know that program that measures Action Per Minute?

I had only 70-80 APM, yet i generaly won against opponents up to 200APM.

The pro players (those who get payed for playing) sometimes have 300+ APM.

Yes, speed is a very important factor in starcraft, and definately THE factor that prevents me from being a pro player in it. I know (or knew if i have forgotting some things, but should come back quickly) everything (strategies, counter strategies, deeper game mechanics etc) about the game in great depth and detail, i played it competetively for 4 years, every night.
That should be enough to get a long way. If i had a decent speed instead of my incredible slowness of 70-80 APM.

So yes, speed is very important, but its not the only factory. I think i won against about 95% of battlenet when i was playing regularly while my speed was slower than that of 95% of battle.net. (On asian non-blizzard servers there is much better competition though)

And about those defences i can only give soba one advise: stationary things cannot attack. If you cannot attack your opponent properly he will have free reign to expand all over the map. Therefore building static defence in starcraft is delayed suicide. That is what i meant with having to learn how to beat lurkers with marines. You really need flexibility. Only case to build static defence is when you do a fast expand before building any real army. In that case the benefit of the expansion outweights the cost of losing flexibility. You must then however be ready to strike twice as hard when the expansion is running or you will be giving your opponent freedom to make multiple fast expands. This is the most common strategy for zerg who do have best flexibility to strike hard in multiple ways very soon after their expansion is running. Also used by protoss and terran though. Terran and Protoss only use bunkers/cannons in this strategy if they are playing against zerg though. (In Toss v Toss, both a fast expand and building a cannon lead to a certain loss btw) The only good bunker is a bunker built in the opponent's base.
 
WackenOpenAir said:
The only good bunker is a bunker built in the opponent's base.

WackenOpenAir
I don't find this to be true when you are being rushed by zerglings who are coming through one passage and you have lots of minerals 4 firebats a bunker and 1 SCV because if you have the FB's in the Bunker and the SCV repairing the bunker then you have an almost inpenetrable defense

Merry :xmas: from Sobassis
 
I play all races, but I'm slightly worse as Protoss. I think I might be best as Zerg, but I voted Terran anyway.
 
Wacken
I said nothing about an inpenetrable defense being able to destory a base that was just you jumping to conclusions, but if you have an inpenetrable defenses then you can build up a force to attack your enemy without being interrupted by a horde of enemies when you know you defenses will hold up.

Silverflame
I fail to see how someone can be bad with protoss, you just build lots of Zealots, Dragoons and Dark Templars and then go and crush your enemy like bug. One must also use Arbiters to cloak your units.

Speaking of arbiters I am playing a scenario where arbiters can't be created, is that lame or what, I mean arbiters are funny, you move them into the middle of an enemy base and then use recall to bring in you arcons and zealots and then watch the carnage.

Merry :xmas: from Sobassis
 
Protoss don't really fit my playing style. And it's too tempting to mass carriers. :p
 
Yes, Damn those expensive carriers and the fact they are oh so good at killing things en mass. BTW what is your playing style exactly???

Merry :xmas: from Sobassis
 
wouldn't it be faster to move the arbiters into the enemy base and then just recall your troops into the middle of the base and then watch the massacre

Merry :xmas: from Sobassis
 
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