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发信人: abc (snk &blizzard fans), 信区: PCGame
标 题: bw3
发信站: 听涛站 (Tue Nov 23 22:46:46 1999), 转信
发信人: bloodstar (血之星), 信区: NetBattle
标 题: Fighting Zerg 1.05
发信站: BBS 水木清华站 (Tue Oct 12 15:16:04 1999)
Fighting Zerg 1.05
by soso*
This match-up is strange in that usually one side will win by a
landslide. Given that point of view, it's very difficult to blame
stuff on balance. Like-wise depending on the strategies used in the
game, the match up may be easy or difficult. A lot of it actually
depends on being able to interpret well from scouting.
The approach you really have to take against Zerg is reactive until
the Zerg player makes his move or becomes overly passive. Once you
establish control, your chances of winning increase drastically.
That means when you see your opponent go turbo Lurker, you don't
go aggro on them like I did against Crexis in the Brood War Ladder
Finals.
When you first scout, you will see either the Zerg player going 1
Hatchery or multiple inside Hatcheries or multiple hatcheries while
expanding. From there, adjusting accordingly to his strategy is the
best advice I can offer. It may sound basic, but that's all I do.
I don't necessarily have a set strategy in a game except to counter
whatever my opponent throws at me. Here are some scenarios (in each
scenario, I'm assuming you're opening with 2 Barracks and 1 Academy
relatively early):
Against 1 Hatchery early Pool - ummm?use SCVs to fight too and/or
Bunker up. Zerglings tear up Marines in small numbers.
Against 1 Hatchery, gas, and Lairing - Obviously, he's going fast
Lurkers. I made a huge mistake in the Brood War Ladder Finals against
Crexis. I got really greedy and tried to shut him in with the off
Bunker. While it's possible to take that approach, a much more
conservative approach would be to put a tower up and double Bunker
the entrance to your base(if it's Temple or Rivalry). You will be
the entrance to your base(if it's Temple or Rivalry). You will be
out-resourcing him for a while?At this time, you have the option
of jumping to science Vessels while making another Command Center
inside your base and floating them to your expansion in preperation
for when you get rid of the Lurkers in front of your base. However,
be wary of a Lurker drop in your base as most players will follow
up with this move.
Against 2 Hatchery inside - He's either going for fast Lurkers or
going for a Hydra rush. You can off Bunker him with ease. Expect
him to research transporting since he won't be coming out form the
front.
Against 2 Hatchery (1 at expansion), gas - This is hard to interpret.
Against 2 Hatchery (1 at expansion), gas - This is hard to interpret.
This often leaves the option open to either Lurkers or fast Guardians.
In any case, to play it safe, you often need to "waste" Comstats on
both areas to make sure what he's going for before you react. Against
Lurkers, you'll have plenty of time to off Bunker and put up Towers.
Against Guardians, you won't be threatened from the front, so you can
either go for a super fast Dropship with Marines and Medics on his
main, Dropship of a Tank with a couple SCVs on his cliff or expand
and fight him with Wraiths.
Against 3 Hatchery (1 or 2 at Expansion) - He's really short on
money. He might not be able to fend a super hard Marine rush.
In any case, if you Bunker your front and keep pumping Marines,
you should be free to 2 Hall at your natural. From here, if you
keep Comstatting him, there shouldn't be any surprises. I tend
to like Wraiths against Mutas and Vessels/Irradiate against
Lurkers(can't really argue with direct resource advantage).
These are only the most general Zerg strategies. If your opponent
does something different then you should adjust accordingly to what
you feel is the best counter.
*soso:系前sc世界巡回赛冠军。
--
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