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"I've never played Heartcutter because I think he's afraid of me."
-YourRoleModel




#1 Sexy^Orangutang (spider-tm023.proxy.aol.com)[20400]
First comment, whoohooo!!!!!!!!

kewl report

#2 Sexy^Orangutang (spider-tm023.proxy.aol.com)[20401]
i mean...kool tips

#3 <font color=orange face=xenotron>Phoenix-S-</font> (lrar5pp29.alltel.net)[20404]
Yeah. Whatever. FIRST COMMENT STEALING JERK! I HATE YOU!

#4 Heartcutter (209.185.98.79)[20405]
Also, I'd like to thank the crew at Nohunters for the name. Far and away, the most popular name for this strat was Deep Six, created by Hard Drive 99.

Thanks everyone for participating.

-HC



#5 Heartcutter (209.185.98.79)[20407]
BTW: The optimum placement of the factories and rax is illustrated on the top picture.

-HC

#6 ]CrEw[Kefka (client-151-198-137-4.bellatlantic.net)[20408]
yeah i know what placement is about for the terran game man... it is soo hard to keep up with the depot/production and micro of ur units thats why i suck with the ever so powerful terrans but i will take ur advice and use some of ur strats and build placement HC=] thnx
#7 T_Mac (ts3-9t-4.idirect.com)[20411]
This would put a pretty big thorn in my side, since i love to early expand vs heavy metal. With that infantry support instead of vultures, my cannons and zeals wont do as well. Someone smart think about this and post a counter, i dont like doing long posts or thinking too much.
#8 I-ball (ip51.tucson3.az.pub-ip.psi.net)[20413]
WELL!, this has absolutely nothing to do with this br, sorry for taking up space. Im just trying to let everyone know that the new channel for NoHunters is STARCRAFT NH. This way adding the starcraft makes the channel public and the moxes and sins cant take over the channel like assholes.

and DONT spam me because you hate me =D
BALL~


#9 [o]Mercury (208-48-61-85.nas2.TBR.frontiernet.net)[20414]

One slight problem is that you need a lot of gas no matter how you put it. If your not playing on a map where you have a natural, it's rather easy for a protoss to shred that 2 tank/bunker/turret combo. I think that one reason why I dont win as much anymore using terrans, is that they no longer have the adequate defense to defend an expansion early on {dweb and that one turret=gone your looking at dts}.
#10 _CraZy_ (px1he.ss.wave.shaw.ca)[20418]
THANKS for deep six heartcutter








_CraZy_








#11 Capster (Terran Specialist) (206.dayton-06-07rs.oh.dial-access.att.net)[20426]

Heart, can you explain some things.

1. Ghost assassination, how the hell do you kill high t's before they storm?

2. You said no vultures....100/100 dam it seems excess money can go into this. Give me a message if ya see me I gotta tell you bout optic/flare--vulture strat....so observers cant see your mines.

3. What do you do if enemy d-webs you?

Caps




#12 Aluren. (149.99.115.129)[20429]
Nice strat, sounds interesting, but toss still own terran, heh heh, except when good ppl are playing of course,

Storm>Deep Six
T_Mac=Gay
Pokemon= =)
#13 Heartcutter (office-208.x.beyond.com)[20430]
1. It's called the cloaked ghost hunt. You stay out of site with your drop. You scan. You see HT, and you cloak up and shoot him. I've been doing it for awhile. Works great when there are no observers. And sometimes you will lose ghosts to cannons. But you got a templar...

2. Up to you. Build vultures. I don't mind

3. Fight. Die. Build more troops. The end result is you have a dead army. Build a new one.

-HC
#14 TheBestCow (24-216-2-36.hsacorp.net)[20431]
Capster -
1.) I think what he means (like the pic) --> 6 Ghosts (i'm speaking non-upgraded here) do 10 damage each. 6x10= 60.

HT shields + armor (unupgraded) 40+40 = 80.

In 1 shot out of each of the ghosts, plus another 2 shots = dead HT. Or you could stim and rush them, assuming the player wouldn't be microing his troops since he didn't know the attack was coming. =)
#15 TheBestCow (24-216-2-36.hsacorp.net)[20432]
Even though I was slow I still was right, so ha! =)
#16 TheBestCow (24-216-2-36.hsacorp.net)[20434]
Even though I was slow I still was right, so ha! =)
#17 T_Mac (ts3-1t-47.tor.idirect.com)[20439]
You're funny aluren, u and your gay pokemon :P
#18 Ioti (slip-32-100-95-166.co.us.prserv.net)[20442]
Wow, a ghost stimpack hack? Where is this? :-)
#19 NewbieMcNasty (20Gigboy.pittsburgh.resnet.pitt.edu)[20443]
Yeah, just about every Protoss I play goes goon containment vs heavy metal. I use a "delayed" heavy metal now. I build barracks, factory, academy, CC, then 5 more factories (with SVs). One factory of tanks and 1 barracks of M&Ms is plenty to ward off dragoons to get an expansion.

Also, is 6 barracks / 2 facts enough for two expansions? I use 10 / 2 against zerg.
#20 SisterRay (hal9000.resnet.tamu.edu)[20447]
Somebody asked what would counter this... Presuming you started out with goon containment, when you start seeing huge amounts of infantry you should probably start getting templars. Fast. And what are you doing with all dragoons anyway? Throw some zealots in there for heaven's sake!Temps, zealots, and goons do pretty solidly against a heavy infantry + light tank combo. Make sure you have lots of temps. If your opponent's main force is infantry, you should have tons of the lil' bastards. If you have templars before the first wave of infantry hits, you should probably be able to hold your position for a rather long time. Obviously this strat is designed to beat somebody who isn't using templars (Heartcutter says early on that heavy metal is better against a HT maniac), so as soon as you suspect a Deep Six, get them! If you storm correctly and keep your gateways pumping, your forces should snowball and eventually run them over... (It's lame, but use DWeb if you've gotta). When you start expanding, defend with the usual cannons and temps, and perhaps patrol your ledges with a few units (zealots, dragoons, whatever) so you can run over and zap them right when they start dropping...

Searchin for my main line,
SisterRay
#21 Fractal_Wave (24.65.24.97.bc.wave.home.com)[20453]
Disclaimer: I do not play protoss, and i suck when I do.
But.
Where's the Reaver protoss people?

What if in that Dragoon containment from hell, you put two shuttles of 2 reavers each...then drop 'em on the tanks, or out of infanty & tank range and blow the heck out the poor infantry. Reavers out of shuttle also make fun tank poppers. At the very least, they'll scare the piss out of the terran and give your zeals & dragoons time to rip into the terran.

Or, is the cash better wasted on Templar? I've just noticed a distinct lack of reaver in protoss games lately.

And SisterRay knows Exatcly what she(?) is talking about. Mixing zeals and goons means that the terran has to mix firebats in, and the goons will blow the piss outta them with their superior range.

All the best,
Fractal_Wave
haaates protoss
#22 (real.nauticom.net)[20455]
Not that I could actually beat Heartcutter, I can't... archons and darkarchons (not huge numbers) could really help. Archons would get close enough to the infantry to kill it with their splash + tank splash, and Dark Archons have maelstrom and even mindcontrol for those dropships later on. Maelstrom + storm could do pretty well on mass infantry, or storm and gayweb...

I know all about EMP and Archons, but sometimes it's quite a while before a Terran gets around to using EMP.

Just a thought, chew it up and spit it out... maybe someone good with toss can give this a shot in some combination or another.

Early archons are great vs tanks AND infantry, except firebats, and do enough damage to overcome medic support... AND they go right over mines... but vultures can shred them pretty well. Maybe? No? I don't know...
#23 (dt030n35.tampabay.rr[20458]
Fork I forgot what I was gonna say.
#24 Heartcutter (1Cust175.tnt20.sfo3.da.uu.net)[20459]
I've gone roughly 7-0 now with this strat, and I've found something else out...

many protoss players are still stuck on doing anti-Heavy Metal strats. I've turbo-newbie'd no less than 3 times on early expansions that Deon finds on his way out of the enemy base. Furthermore, choke ramps are effectively cannoned in to stop vultures, now more than ever.

....And this strat thinks it's a beautiful thing. You land your attack squads near the peon lines of enemy expansions. Burning down a nexus has never been easier.

So, remind Deon to check the enemy natural every time he leaves the enemy main. You'll may be buying him malt liquor later.

-HC
#25 (pool0775.cvx10-bra[20465]
Im with Bob
#26 <img "/images2/n_fls.gif"> (I.have.a.very.cool.ip.address.here)[20466]
YRM,

Infantry and tanks own archons when there are over 8 rines per archon.
#27 Rupeo (1Cust138.tnt9.sfo3.da.uu.net)[20467]
Thanks for the guide Heartcutter. But how does the stratagy need to be adapted on maps other than lost temple?

And correct me if I am wrong, but correct placement of turrets should deny a drop right next to defending tanks.
#28 The=CrafTer (dhcp26130214.columbus.rr.com)[20481]
Dear HeartCutter,
when is the right time to attack tozz? I mean, what are your armies when you send your 1st attack?

Thanks,
The=CrafTer
#29 Skarsnik (proxy-ext2.omen.net.au)[20482]
Hi, ive just got a few questions for this strat.

1) If i am playing on a map WITHOUT a ramp or choke, what do i do?
2) what ratio should i biuld all the units in?
3) Your strategy says attack after expanding, what happens if i dont have an expansion
i can easily grab?

Just questions.
Anyways GOOD TIPS

-Thanks
#30 AngelRebirthed (THE-BEAST.MIT.EDU)[20483]
Another great installment by Heartcutter...personally I agree that many toss are taking that quick expansion vs. heavy metal and so my initial tech. is always to dropships...I take an island, securing with tank/bunker/turret as well as turbo newbieing the natural expansion...almost every game goes this way...if he hasn't expanded that probably means he's teching hard to either a reaver drop or dt...I'll try a vulture drop here...even if it doesn't succeed, it's not really such a big loss...

BTW heartcutter, what do you think about goliaths? My personal preference would be to make a 3rd factory for goliaths...but perhaps you need the gas for ghosts?

Time to go work on my terran micro...lockdown owns...

AngylOfDeath
#31 Blank (60.hartford-11-12rs.ct.dial-access.att.net)[20486]
This strat obvious requires a close by expansion. If their isn't one, USE A DIFFERENT STRAT!!!!!!

duh duh....

der....

Blank, not totally convinced about this strat:) <-- and has the feeling you need 4-6 more rax:D
#32 probe (dt121n41.tampabay.rr.com)[20493]
fuck, while reading blanks comment i forgot what i was gonna say

sigh
#33 HardDrive99 (eag40481.corp.novatel.ca)[20499]
Who hoo... cool name. 8^)

As for dropping reavers on tanks with bunker/turret support that's just asking for a dead shuttle. What works great is a 2 zeal/reaver drop. Drop the zeals first to draw the tank fire and then drop the reaver. The zeals should give the reaver the chance to fire.

Similary, if faced with a tank/turret/bunker combo and you want to storm his peons then drop a zeal followed by a high temp. Sacrafice the zeal to tank fire and then storm away and reload before the next shot.

From my reading this strat I think the biggest weakness is what Heavy Metal counters DTs and HTs. Biggest strength is what HM lacks... anti-air and late game survival against carriers. Scouting/recon is ultra important it looks like so keep a good eye on what that toss is doing.

But I don't think it would take much to transfer from one mode to another if the situations arose. I've had some success faking HM with the wallin and then going hard infantry to take out the goon containment. By the time DTs are on the scene you've got your opponent back in his main.

Thanks HC...

HD
#34 (strangers.bragg.ar[20509]
This is essentially about timing, as just about every strat of high level players is. The key to defeating this one is to prevent the early expansion. To defeat this strat as protoss you're gonna have to make certain sacrifices. To effectively interdict the early expansion you may have to sacrifice your own expansion for tech and troop count.

My suggestion is quick dark templar, followed by a scout rush. Yeah, I know it sounds nuts, but if you gain a little mometum it works great.
#35 ccf-22 (hoproxy2.proxy.lucent.com)[20511]
i needed this it should improve my game play u r the shit heartcutter and any one else that helped u thanx
#36 Blank (168.hartford-06-07rs.ct.dial-access.att.net)[20520]
W00T! I confused probe:D

Scout rush..... err.... now I know I suck:)

Blank
#37 [e]Scipio (host134.campbell.pvt.k12.ca.us)[20527]
How can you make your decision so quickly by the time you're building your first factory. It's impossible because you won't know whether they're going HTs or not at that point. Not only that, but there is no way to know, because a non-retarded protoss plugs their ramp to not let an scv get through. Even if they were so retarded to go for dragoon containment, although they should attack you as soon as they spot expand so early, they would switch to templar. Also, you emphasize keeping the pressure on, but what would happen if they were to expand to somewhere not near their base. You would let the expand keep going, or let up pressure? Also, you say assassinate temps, but most logical protoss don't keep their templars at their front line so they can be picked off by vults or in this case, ghosts. I'd prefer heavy metal over this strategy any time just because of the fact that it seems so easiliy countered. Well, I suppose this strategy can have some potential, but dweb would own it because dweb engulfs like 12+ marines, and also temps would own it because storm cuts down marines in less than a second. Also, this I would advise 1 more fac, or two more rax. I can say this is all conjecture because I've never actually faced a strategy quite like this. However, I'd like to play you using it. I'd just go goon containment to see if it lives up to what it was designed to prevent. Channel: x17, otherwise, have a nice day.
#38 Heartcutter (209.185.98.79)[20529]
Scipio,

If you ever visit nohunters, look me up. We'll play.

-HC
#39 IceD-Tree (charlotte.TCNJ.EDU)[20538]
I consider myself a pretty good toss v terran... Here is my counter which works very well.
On temple I always do early exp vs. terran w/ two cannons to protect against both an early 8-10 rines or vultures if they decide to go that route. I tech to robo-facil asap to protect my cliff from tank drops with zealots and goons which i land on my cliff. I then quickly make a third gate to overpower an early tank push. With two assim running i also am capable to tech to high temps and crank out a few observers to thwart exp attempts. Since you already made a shuttle or two to protect your cliff from drops, you can do the anti-tank high temp drop on their natural if they took it. In this drop you use 2 zealots and 1-2 high temps. Drop the zealots first and they will take any tank shots allowing each of your temps to get off 1-2 storms, which should decimate their peons. Make sure to control group each temp seperately for quick selection and storm after they're dropped. From here on out just harass and contain, exp again and again with temp/goon support to thwart m/m. Go 3 forges till full upgrades are achieved, massive amounts of gates, dweb if necessary to break them...
My build starts something like this: pylon 8, gate 11, pylon 13, nexus 22/23 (2 zealots), pylon at exp choke asap, forge when you get 150 min (don't make zealots while saving for the forge), another zealot, 2 cannons at exp choke. Start a Maynard transfer when nexus is around 600, 2nd gate when enough money exists despite constant zealot, probe production.
#40 IceD-Tree (charlotte.TCNJ.EDU)[20539]
Bah, Harddrive99 posted parts of my strat b4 me... I need to read the other comments more carefully =*(
#41 IceD-Tree (charlotte.TCNJ.EDU)[20540]
um.... heartcutter... its not too hard to go 7-0. For a really good person such as you certainly are, there's not much real competition until you get at least to the 1250-1300 ladder range.
#42 JSH (martinsix.ne.mediaone.net)[20546]
Enough of all the theorycraft, people.

Just play it and see what happens.

So far the only person I've heard use it is HC himself. And he says it's good. So let's try using his strat for a while before cutting it down so harshly?

Side note: How can this get a 6 when Ghost Lizard gets 7's?
#43 GhOsT~LiZarD (1Cust40.tnt9.tco2.da.uu.net)[20547]
Why delay the deep six, I get like 6 rax off 1 exp w/1-2 facts making tanx. It worked so far =]
#44 Heartcutter (209.185.98.79)[20551]
IceD,

No offense, but I'd hand you your head on a platter.

You would be hit with the fastest possible turbo newbie I could muster. You wont have shuttles at that point in time. The fastest response I've seen vs. the turbo is a 2 zealot drop. And 2 bats + 1 marine deal with it easy.

My build would look exactly like this:
Wallin (depot, depot, rax)
Fact
Rax
(Deon finds out that you're expanding)
Starport
Academy
Ebay

You make me expand later, but I'm willing to pay that cost.

-HC
#45 Boyd of ZINJ (poplar.usaa.com)[20583]
id i miss something...
who was the Protoss... what did the Protoss do..

who won?!


Where is the BR



Boyd

<pssst this was an information debriefing on how to play Terranz>


Let me just say... I like playing Terranz from time to tme... but what youcalled for... requirez HUGE AMOUNTZ of resourcez and a LONG build time... 6 - 8 rax, atleast 2 factories... plus other thingz... !!!! Whoa. What Protoss letz me build up like that?! I want a win... er.. game !!!!
#46 GhOsT~LiZarD (1Cust202.tnt26.tco2.da.uu.net)[20590]
I tried this on a 1300+ toss player, I got raped =[ Me will stick with fact rush or mass infantry off the bet.
#47 shockwave (exchange1.sensable.com)[20592]
Seriously, guys, I agree with JSH: be like Ghost~Lizard above me and <B>TRY THIS STRAT OUT before you try to discredit it with theorycraft</B>. It's fine reasoning through it; but even if you think it's suicidal, go play. Heartcutter is a solid enough player that he wouldn't post a strat without having had good success with it against what might be considered "obvious" counters that are pointed out to poke holes in it. When Grrr...'s 1-gate PvZ build was first advertised, everyone thought it was suicide until people actually started trying it. Remember that HC is a solid player, not some newbie pulling strats out of thin air, so it bears the benefit of the doubt even if you think you yourself are a 1600+ or whatever player. And remember, 6 marines counters reaver/shuttle, infantry OWN (heh, sorry, inside joke from my forum ;-) ) !

Just as a sanity check, remember that HC didn't say this was an all-purpose strat. He says this works well against Toss players going anti-HM. So it's an anti-anti-HM strat in its core. If they don't anti-HM, you HM instead of anti-anti-HM. Get that :-) ?
#48 Heartcutter (209.185.98.79)[20595]
I want to also give some other thoughts about this that you should be aware of:

1) This is an EXPERT level strat. That means if you can't scan/stim/lockdown and siege mode within 2 seconds, you're gonna have problems.

2) If he's DT containing you, after you expand, tech to SV's. I use SV's later than most, but that's only because I'm very used to using comsat.

3) Killing his expansions will make or break you. If it's at all quiet, your opponent is expanding. Find it immediately and kill it.

4) DT defense in your base becomes a little more critical.

5) Always keep building stuff. You should have almost 0 min and 0 gas at most times.

6) Practice. You will not win a bunch of games overnight.

-HC
#49 Heartcutter (office-198.x.beyond.com)[20599]
Whoa!!!!

I've also noticed something in the posts that raised a red flag, and to paraphrase was 'do you do anything until you have 2 expansions?'

Yikes! The answer is:
You're doing everything off of only your natural expansion. All of your heavy combat begins once you are at the roughly 1/0 (1/1) stage. And I do mean heavy.

You're an animal! You're a beast! You're aggressive as shit! You want to pick a fight! You just become an all out asskicker. Unsiege your defending tanks and get 'em into combat (except for the one at the main and one at the exp). Everything. Total war!

You got that?

-HC
#50 Drefsab (rc63.Rmax1.globalsite.net)[20610]
heh heh

Heartcutter is an animal...

Good, well thought out strat

Dref
#51 Rupeo. (1Cust24.tnt4.sfo3.da.uu.net)[20639]
Very cool. Id still like to know how this can be adapted to different maps. The people I play with are not big LT maniacs and I like some variety myself. Well, probably dosent matter, since I dont have the skill to preform an 'expert level strat' anyway =[.
#52 TerranTurtle (pc59dn03.fcc.net)[20649]
My Usual Anti-Protoss/Anti-Zerg Strat: 12+ Barracks and SV support. Flood your enemy, replace your losses, laugh at storm.
#53 IceD-Tree (charlotte.TCNJ.EDU)[20662]
Heartcutter... No offense... But my strat is well tested as well... In fact, when in practice I've
gotten over 1400 ladder playing toss v terran and toss v zerg (1413 to be exact)
I get cyber and robo REALLY FAST! I often see that fateful dropship coming with my
shuttle about 2/3rd done... I merely temporarily move my probes away and drop a goon
and 2 zealots about 5 sec after the tank is sieged... If this fails, i can quickly bring up more.
the end result is I WILL NOT lose the exp to a cliff drop. What i sometimes have trouble with
is a normal tank push if I make too few gates, which is why i've learned to go 3 asap.

#54 Ahscar-X (r67h92.res.gatech.edu)[20663]
Hehe iced-tree.. i don't wanna bring back memories of that one fateful terr vs toss game we had where I simply seiged right into your base^^

And uhh I don't think I've ever been cliffed seiged successfully any time I have gone with an early expansion on temple b/cause I usually scout and adapt.. And if i see a build up of his forces I generally mass units and add gates while going shuttle a little later if not i do the my usual gate, early exp, cybernetics, robotics, shuttle build order. But I doubt any of the terran players I played in the past were looking to cliff seige me early so I dunno^^
seems like a legitimate build.

Ahscar-X
#55 bAd_heD_aKE(OT) (cacheflow.ici.net)[20676]
I read this strat, and the only thing that bugs me is how disruption web will take my turrets and temporarily take out my tanks. If I lose that expansion, then I am SOL.
I like the aggressiveness, attacking, rebuilding attack force, attack, repeat, rinse.
Although lately I have found games being decided before I need 6-7+ barracks.
I like the fact that heartcutter posted this strat, and I will certainly try it out if I find the chance.
Los Risuenos Lobos
#56 (poplar.usaa.com)[20679]
~~~

1.) I think what he means (like the pic) --> 6 Ghosts (i'm
speaking non-upgraded here) do 10 damage each. 6x10= 60.

HT shields + armor (unupgraded) 40+40 = 80.

In 1 shot out of each of the ghosts, plus another 2 shots =
dead HT. Or you could stim and rush them,

~~

hmmmm

i never seen a stimmed ghost

I would love that one though.. <injection noice> Oh yeah... "NUCLEAR LAUNCH DETECT"



Boyd
#57 Barage (Downs-112.resnet.westga.edu)[20683]
Now that is a wild build.

In a sence, the Deep Six is fighting the Protoss almost the same way the Zerg do; lots and lots of units sent everywhere keeping the protoss from getting the cash to tech properly (fit in mass expanding in mid game and you might as well have been infested :P).

As was said before, recon is the ultimate key to this build. If the protoss takes the archives branch of their tech then you'll need to go Heavy and mine/grenade down the eventual dt/ht; if robotics or simply heavy dragoons then you need to go Deep and show who has the better infantry (as for reavers, if feeding them works for hydras, then it'll work for marines and tanks). Not bad at all (though imo, I'd prefer controling 2 tanks to slam a templar then rely on the ghosts)

*clap clap*
Sf "Waiting (im)patiently for the ability to play SC again" Barage
#58 IceD-Tree (charlotte.TCNJ.EDU)[20709]
Yeah, Aschar, you did own me that game (although i was clearly winning the previous game b4 you got disced.) Actually, you taught me that i had to go with 3 gates b4 i teched to templar archives because I was just barely short on troops to break your well-done tank push. My new pvt is adjusted largely based on how you whooped me that game.
#59 L'iLNips[Fatal] (209.217.149.155)[20720]
Well, let me get this straight. You build 6 rax vs. toss?? If he goon contains really really early and sees tank/m & m, he is going to get more lots/dtemps, less goons, and mass temps and storm all your infantry to nothing. Although I know you are a caliber player, I don't see any way in getting by storm. A good protoss will shuttle high temps in battles and storm everything. Suggestions?
#60 MrFurious (132.204.167.135)[20758]
OK, no offense L'iLNips I am sure you would own me and all but...

Its Soooo easy to sit here and say: you're getting mass tank/m&ms I'll get more templars.

Someone could say templar heh? I'll go mass Sv and irradiate them all!

Then you say: Oh yeah! mass sairs will slay all your SVs!

Then: Well mass BCs and valks will own your sairs!

and so on... and so on...

Theorycraft sucks, go out and play...

Cheers,
MrFurious
#61 Heartcutter (209.185.98.79)[20794]
Are you ready for some more crack to smoke?

Johnny_Vegas, Snowsquall and myself were shooting the shit about the uselessness of depots. I build a wall with mine. Some people build a big block of them.

Then I got to thinking. Maybe we can play a bit o' Tetris with these thingies. And behold, I can hold off almost any type of single or dual drop on my CC. It's just downright cool.

No bunker either. thats 300 less min + 4 less control I have to divert.

While playing this tetris with Depots, I learned another astonishing trick...

I can use it offensively, and solve my depot problem. and macromanage.

But it's a ways off before I write about it. We still have to hammer it completely out. And it does work well with deep six.

-HC

Tetris is cool.



#62 genteel (circulation.esf.edu)[21024]
Hi,
#63 genteel (circulation.esf.edu)[21025]
Darn it, that was my 1st post so i was allowed to f'up... right?
HC said "I've turbo-newbie'd no less than 3 times on early expansions that Deon finds on his way out of the enemy base." what does he mean by that??? turbo-newbie'd...
thx

-genteel
#64 Von Doom (194.218.16.3)[21151]
That´s a good strat..
I´m getting a bit annoyed of all those bad-ass toss players who theocraft and preach the toss´es superiority..
Like Ice-Tree or whatever who thinks that dweb stops rhines!! Hah!! All it stops are tanks, cuz of their immobility..
Also, A guy such as I can sit and make strats on how to counter deep 6, but I could never do them, Bcuz nomatter how much i know, I still cant beat a better player.. It all comes down to micro and macro, recon and experience, and much more..
Like some1 else said.. GO PLAY!
Thanx Heart, now I´ve got a new thing to practice, the Heavy-metal is´nt perfected yet, but quite a few tosses has lost their lives to your great strat.. THANX!!!
also, this is a 9
#65 Stalker0[23312]
pool-209-138-140-186-atln.grid.net
This isn't deep six specific, Heartcutter, I wanted to know how you deal with reavers in the open field. When I'm assalting a base then my sieged tanks can stop them but in the open field how do you stop the reaver shuttle combo combined with the drags/zealots/temps whatever.
#66 TheCabbit[24924]
bgm-57-110.stny.rr.com
One word Stalk: Lockdown
#67 Tagusian[25049]
sac-ca42-08.ix.netcom.com
Heartcutter is correct when he states, “No mines, vulture upgrades, armory, etc. You've chosen Deep Six. There's no turning back.” Not for just for the obvious reason, however. Granted, you will want to use all of your resources to support one strategy. However, if, for example, you went to vultures and mine containment as an early-game delaying tactic, the obvious toss counter is to tech to Robotics Facility then Observatory. And when playing Deep Six, this is what you don’t want. Observers will ruin your day. You can’t scan and you can’t have Sci Vessels everywhere, and those robotic suckers are cheap. And they’ll ruin a ghost’s day.

Be smart. Listen to Commander Heartcutter.

BTW, when is the damn Book of Heartcutter gonna be published?
#68 Anonymous_Smurf[25364]
spider-wl074.proxy.aol.com
Actually, I've found this to be a very effective strat... Lockdown owns large units and small units... If you see Deep Six coming, you certainly would go for HTs. So I believe the Terran player would have to adjust and use bunkers in the push. If you're early in the game, I've come to see that 'gayweb' hasn't been researched by most very early. And, about assassinating HTs... If you see two of them NEARBY, not necessarily by the front end of the troops, it's extremely easy to lock them down -- hell, even EMP them first and run if you get that far in tech. But, yeah, depending how good you are with a race and how well refined your adjustments and strats are, I don't think we need to be going around saying, "Toss owns.. No-no, Terran owns! Wait, no..." If you're ever good enough, which I will never be (btw every player responding to this report could prolly own me :D), every race created to have some type of counter, you should be able to win with any race vs any race if you're that good. Not like the creators of SC/BW made one race the strongest! Okay, I think I've rambled enough.
#69 psionic_jedi_[26911]
sdn-ar-002nypougP029.dialsprint.net
THESE ARE SO DUMB! What are you, 1300+? God, I'd only listen if you were 1500+. What makes you the almighty authority on terrans? Go tell us what B_Blade[LeadeR] does. He's actually good with terran.
#70 Bigmell[28752]
146.78.3.103
stfu newb..

The whole point of this strat is making him think you are going heavy metal (with the wallin) then going mad marines while he has little to no templar. Your first 1-2 waves are gonna die but he wont be able to keep up with the next without storm. And by the time he does get storm you got sv and emp.

BTW, am I the only one to say FUCK irradiating a tempy, he can still storm, emp that skank, that way whatever is around him loses sheilds too (including cannons :D)
#71 Terran Dood[35971]
sol-du-164.gci.net
this isn't ment to be followed to a T

he is giving u the basics to playing the strat
i don't follow some of the later stuff in it.
i have adapted it to suit my playing style.

so instead of saying they can do this to counter, well u can watch for it and counter thier counter and WIN

so don't complain and try it

peace
#72 Nebermind[46663]
proxy2-external.rdc1.on.home.com
Gawd ... I was playing a game on LT the other day me terr him toss..he goon contained (no zeals in sight) and expanded. He saw wall in and I think he assumed mech terran so I tried the deep six. AFter i got stim and range, I sliced through his goons. Yes a lot of my shit died, but i had raxes pumping nonstop and he just couldn't stop the continual marine attacks...eventually he was overwhelmed when i got tanks. Wow deep six worked. HC excellent work w/ the Deep-6 guide that helped me out that game.
#73 BOBBY357[81527]
spider-we053.proxy.aol.com
nice :):):):):):)
#74 wynr[81641]
neptune.cohr.com
"HC said "I've turbo-newbie'd no less than 3 times on early expansions that Deon finds on his way out of the enemy base." what does he mean by that??? turbo-newbie'd...
thx

-genteel "

turbo-newbie = putting a firebase on the ledge overlooking his natural expansion (tank/bunker/turret or cannons)

wynr
#75 Baxter-O'Bixby[81991]
adsl-63-195-119-107.dsl.snfc21.pacbell.net
Anon Smurf, since when can you lock down a templar? ;-)
#76 dude[82898]
cs2721-155.austin.rr.com
this is a wierd thing im posting a comment like 2 years after.lol oh well
#77 astante[104053]
proxy.westbelt.calltech.com
heartcutter rocks. killer strat. lockdown ownz.



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