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Terran vs Zerg · Bio

Terran vs Zerg

Marines and medics, backed by siege tanks and science vessels

Terran Zerg

Resumen: haz esto

  1. Open with one barracks and expand early. Zerg always expands first, so you must too.
  2. Academy by 3:30: stim, marine range, medics, and a comsat station for detection anywhere.
  3. Add barracks until money stays near zero. Three by 5:00, five by 8:00, more on three bases.
  4. Engineering bay by 5:00: +1 weapons, then +1 armor, and never let the upgrades stop.
  5. A factory with siege mode by 7:00. Tanks exist to kill lurkers from outside their range.
  6. Starport, then science facility, then two science vessels by 10:00 for detection and irradiate.
  7. Third base around 9:00. The army moves out when stim, +1/+1 and the first vessels are done.
  8. Scout at 2:30 with an SCV and at 6:00 with a scan, and answer what you see (below).

Por qué funciona

Marines with medics are the cheapest army in the game and beat everything Zerg makes early; with stim, range and upgrades they stay good all game. Zerg's answers to them, lurkers and defilers, are answered in turn by siege tanks and science vessels. So the plan is simple: expand early, spend everything through many barracks, and let tanks and vessels handle the two things bio cannot.

Si recuerdas una sola fraseTake two bases, build more barracks than feels reasonable, keep marines and medics streaming, and make siege tanks the moment you see lurkers.

La construcción

  1. Suministro9 Tiempo1:05 Supply Depot Supply Depot Never be blocked at 9 or 10. It is the first habit.
  2. Suministro11 Tiempo1:35 Barracks Barracks One marine for safety and the academy later.
  3. Suministro12 Tiempo2:00 Refinery Refinery Gas for the academy, stim and the factory.
  4. Suministro16 Tiempo2:55 Command Center at the natural Command Center at the natural Two bases of income is what pays for five barracks.
  5. Suministro16 Tiempo3:15 Supply Depot Supply Depot Ahead of the cap, always.
  6. Suministro18 Tiempo3:35 Academy Academy Stim, medics, marine range and the comsat all come from here.
  7. Suministro20 Tiempo4:20 Comsat Station and Barracks 2 Comsat Station and Barracks 2 Detection anywhere; production must start growing now.
  8. Suministro24 Tiempo4:45 Engineering Bay Engineering Bay +1 weapons first; upgrades matter most for an army of marines.
  9. Suministro28 Tiempo5:20 Barracks 3 and a second Refinery Barracks 3 and a second Refinery Three barracks keep two bases of minerals moving.
  10. Suministro32 Tiempo6:00 Factory with Machine Shop Factory with Machine Shop Siege mode, then tanks, before lurkers arrive around 8:00.
  11. Suministro40 Tiempo7:00 Barracks 4 and 5 Barracks 4 and 5 Five barracks is the two-base standard.
  12. Suministro46 Tiempo7:40 Starport, then Control Tower Starport, then Control Tower The road to science vessels.
  13. Suministro52 Tiempo8:30 Science Facility Science Facility Vessels, irradiate and +2/+2 need it.
  14. Suministro60 Tiempo9:00 Third Command Center Third Command Center Three bases pay for eight barracks and constant upgrades.

Investigación, en este orden

  1. Stim Packs
    Stim Packs en Academy

    Marines and medics fight at half again their speed and rate of fire. Nothing else comes close.

  2. U-238 Shells
    U-238 Shells en Academy

    Marine range. Hydralisks and lurkers are fought at range.

  3. Comsat Station
    Comsat Station en Command Center

    A scan reveals lurkers and shows you their base. Keep one energy in reserve.

  4. Infantry Weapons +1
    Infantry Weapons +1 en Engineering Bay

    Marines kill zerglings in one fewer shot.

  5. Siege Mode
    Siege Mode en Machine Shop

    Sieged tanks outrange lurkers and splash hydralisks.

  6. Infantry Armor +1
    Infantry Armor +1 en Engineering Bay

    Zergling and hydralisk damage drops by a step.

  7. Irradiate
    Irradiate en Science Facility

    Kills defilers, lurkers and mutalisk stacks.

  8. Infantry +2/+2
    Infantry +2/+2 en Engineering Bay

    Needs the science facility. Keep both going all game.

El ejército, fase a fase

  1. Opening

    MarineMarine

    One or two marines at home until the academy finishes.

  2. Two bases

    MarineMarineMedicMedic

    About four marines per medic. Add a few firebats against mass zerglings.

  3. Mid game

    MarineMarineMedicMedicSiege TankSiege Tank

    Four to six tanks with the army, sieged before you fight lurkers.

  4. Late game

    MarineMarineMedicMedicSiege TankSiege TankScience VesselScience Vessel

    Two vessels with the army, more later; irradiate defilers first.

Si exploras y ves…

A spire (mutalisks coming)

A spire (mutalisks coming)

Cuándo 5:30 to 7:00, by scan or a scouting SCV

Haz Missile turrets at every mineral line, keep marines in one ball with medics, add valkyries if the mutalisk count keeps growing.

Por qué Mutalisks kill workers and scattered marines; they lose to grouped stimmed marines under turrets.

A hydralisk den and no spire

A hydralisk den and no spire

Cuándo 5:30 to 7:00

Haz Siege tanks with the army, siege mode done, and a comsat scan or vessel beside them. Do not stim into lurkers.

Por qué Lurkers kill marines that cannot see them; tanks outrange lurkers; detection lets everything shoot.

A spawning pool before 1:30, zerglings at your ramp by 2:40

A spawning pool before 1:30, zerglings at your ramp by 2:40

Cuándo Your first SCV scout

Haz Wall the ramp or bunker the natural, pull SCVs to repair, delay the expansion a little.

Por qué Twelve zerglings beat two marines; a bunker with repair beats twelve zerglings.

A third hatchery before any tech

A third hatchery before any tech

Cuándo 4:00 to 6:00

Haz Take your third command center sooner and attack at 7:30 with stim and +1.

Por qué Greedy Zerg has few units then; a timing attack punishes it, and your economy keeps pace.

A hive, defiler mound

A hive, defiler mound

Cuándo 12:00 onward

Haz Vessels first, irradiate defilers on sight, keep tanks sieged behind the bio, never stim into dark swarm.

Por qué Defilers make bio useless under swarm; only tanks and irradiate work through it.

Contramedidas

Ellos tienenRespondes con
ZerglingsZerglingsMarines and medics with stim; firebats

Zerglings die to splash and to focus; medics keep marines alive through the surround.

HydralisksHydralisksMarines with range and +1, tanks behind

Hydralisks trade evenly with marines until upgrades and tanks tip it.

LurkersLurkersSiege tanks in siege mode with detection

Tanks outrange lurkers; without detection nothing can shoot them.

MutalisksMutalisksGrouped marines, turrets at mineral lines, valkyries

Mutalisks lose to stimmed marines under turret cover and cannot fight valkyrie splash.

DefilersDefilersIrradiate, then fight; tanks through swarm

Dark swarm stops ranged bio; irradiate kills the caster.

UltralisksUltralisks+2/+3 marines with medics, tanks, firebats

Ultralisks soak damage; upgrades and numbers wear them down.

Los errores que pierden este emparejamiento

  • The bank climbs

    La señal Over 1,000 minerals after minute 8 with everything producing.

    La solución Add barracks, two at a time. Money in the bank is army that does not exist.

  • Supply-blocked

    La señal At the cap with money, twice a game.

    La solución Depots when 10 supply from the cap; two at a time after minute 10.

  • One base too long

    La señal No natural by 4:00.

    La solución Expand at 16 supply after the first marine; Zerg is already on two hatcheries.

  • Marines into lurkers

    La señal An army lost with kills in single digits.

    La solución Tanks sieged first, detection beside them, then stim.

  • Never scouting

    La señal Surprised by mutalisks or lurkers.

    La solución SCV at 2:30, scan at 6:00; read the fork table.

Por nivel

Principiante

Learn the macro cycle before anything else: every 20 seconds, SCVs, marines, a depot if you are 10 from the cap, a barracks if you have 500 minerals. Get the academy at 3:30 and stim first. Make tanks when you see lurkers. Ignore every other unit and upgrade for now.

Aprendiz

Hit the timings above within thirty seconds, scout at 2:30 and 6:00, and act on the fork table. Keep +1/+1 going from 5:00. Move out for the first time around 9:30 with stim, +1 and vessels, and take the third base behind it.

Competidor

Drop play into the main while the army pressures a third base, vessel control against scourge, tank lines that hold a third against lurker and hydralisk, and the defiler war: irradiate first, science vessels in pairs, and a +3/+3 army by 16:00.