"there was a rather large thread, devoted to the unveiling of Blizzard's plans for Starcraft 2. "Neat," I thought to myself, "I'll probably have to check that out when it gets released." Then, as I thought about it a little bit more, I began to realize the significance of a sequel to the best video game ever made, and promptly orgasmed all over my keyboard." -Decay
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| Deep Six Terran | | | Author: | | | IP: | XXXX | | Date: | 12/01/99 06:12 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 3, Max: 8, Min: 6 Lifetime Rating for Heartcutter: 7.5238 |    | This is pretty much for terrans only. If you're not interested in using terrans, kindly get lost.
Map: Lost Temple
Terrans 3:00
Protoss 9:00
As I've found in ladder, Heavy Metal has been the bomb. Dual factories cranking out Tanks, Vultures and Goliaths, smashing helpless DT and Templar like there's no tomorrow. Heavy Metal has had it's heyday.
Now the Protoss are adapting.
Deep Six Terran is a variation of Heavy Metal. To a toss player in the initial phases of the game, it looks just like Heavy Metal. But it's different. The goals are different. The pressure is different.
When to Heavy Metal vs. when to Deep Six.
The answer is that it depends on recon.
Heavy Metal is good vs:
Early Tech to DT, and DT containment
Maps with light amounts of gas (Rivalry, Forgotten Realm, etc.)
High Templar emphasis (your opponent spouts off how good storm is)
Deep Six is good vs:
Early expanding protoss
Goon containment
Your critical juncture on what strategy to implement rides on Deon. Deon is your scout that finishes either your 2nd depot on the choke, or the one that finishes the first rax.
Your decision should be made around the time that you get your second 100-200 gas. This is roughly 20-24 on your supply meter (assuming you've constantly been building SCVs, which you should be doing).
Going Deep Six
You've made your decision to go Deep Six. It's an expert level strat. Here is the overview of the entire build:
Initial build:
Wall-in (rax, depot, depot)
Fact (same as Heavy Metal)
(At this point, strategies diverge. You decide Metal or Deep Six)
Rax
Acad (research range first)
ebay (research weapon first)
expansion CC in your main
After exp is up and running:
6 total rax
2 total facts with shop
1 starport
1 Science facility w/covert ops
2 total ebays
Build priorities:
You will build your first tank before you begin researching siege mode. I typically begin mode research as the academy is near to or just being finished. Sometimes it's earlier.
Your unit building priority should be: SCVs, Tanks, meds/firebats (always have a mix for your marines), research, marines.
Base defense:
You're going to bunker/turret/tank your peon area. If you scan and see a heavy drop coming, add an additional siege tank.
Your expansion should have no less than 2 sieged tanks, a bunker with 2 firebats and 2 marines, and turret. You typically can't recover from the loss of your first expansion, so it gets extra attention. Your two tanks should not be adjacent to each other. Having it on a nearby cliff usually does the trick.
Vs. an early expander:
Ok, Deon sends some recon that a new base is beginning at 12:00. You're gonna drop it. If you detect an early exp, immediately begin a starport (you probably only have 1 rax done, and one being built). You want to put together a payload of 2 dropships and 16 infantry, mixed, to crush the exp. If he's kind enough to take his natural, turbo newbie him quickly with 1 dropship tank/3 marines/1 scv. Go back to base and get a second payload of another tank, 2 marines and 2 firebats. Do not make your presence known until you get a bunker down and a turret started. In other words, keep that tank quiet!!!
Base architecture:
Assuming that your expansion is secure and you have Maynard transferred peons to work, it's time to construct the remaining raxes. Make it out to look like a 6 pack of soda cans. Keep the barracks ajacent to each other. 2 factories should be close to the barracks, but not touching each other, nor the rax. The factories should also be closer to the choke than the rax. Set the rally points of all the facilities to one easy to clear location. Either below the ramp, or right at the top.
The reasons why you do this are many:
1) It's very easy to slaughter a just-created marine from a barracks. It's not so easy to slay 6 emerging marines at the same time. Same goes for the tanks.
2) It's the 'heart' of your base. Whenever you need troops to fend off, or instigate an attack, you know where to look.
3) It cuts down on micromanagement time extensively. With a glance, you can see all of the barracks as well as the factories. If they're not lit, they need to be making something. This is macro 101.
4) The more you Macro, the more time you can spend attending to battles.
So do it. Look at the picture at the bottom and duplicate it.
Support facilites architecture:
This follows the macro principal as well. I place ALL research buildings together. It's also quite a bitch when you lose your academy, and I'd rather lose the game and quit than lose my academy. The safest place for your research buildings are on the edge of the map, between your troop production facilities and your peons. This is illustrated on one of the shots. Here you will place your 2 ebays, your academy, your sciece facility, and if you're like me, your lone starport. This particular block of buildings should be like one solid mass. You do not need any space between the buildings. The tighter you pack it, the safer they all are.
Depots:
First of all, I hate these pieces of shit. They build so damn slow, enemy troops can walk past them if you build around your choke wrong, they burn, and when they get destroyed, they can actually cost you the game. F*king depots.
Starting with the third depot, I begin a ring around my base that stretches from the back to front. Marines can fire over it, and it increases the visibility to allow your tank to fire, which is about it.
Research goal: 3/3 marines, range and stim, all ghost upgrades, siege mode, sometimes EMP. It's good to put those goals out there now. No mines, vulture upgrades, armory, etc. You've chosen Deep Six. There's no turning back.
Initial forays:
You've got your 6 rax, your two factories, you've got your exp. You've got roughly 12 to 24 MMF standing around. You've also got a Dragoon blockade.
What Muhammad Ali do? What would Bruce Li do? What would... Pikachu do (hehe...)?
Fight fight fight.
Bring some tanks down. Set them out of range of the containment. Roughly 13-16 range away. Queue up your rax. Queue up your factory. Stim and go in.
A lot of shit is going to die. A lot of your shit in particular. The toss will stomp you flat. Accept this. If they don't stomp you, then most likely you'll win right there. When your shit is done dying (you should be microing at this point to bait his units into tank range so they get their asses kicked), send another wave. Do this until he backs off. Your tanks will die, your marines will die. Replace them and move on. If you don't break out, you're going to have a really rough time. The reason is that he's expanding.
Covert ops:
You will finish this add-on eventually. Begin lockdown (lockdown/ocular/cloak/add. energy). Build as many ghosts as possible and try to continue the battle. Remember, macro is your friend. Your presence should now expand across the map. Send lone marines out to scout sites. Scan islands. Be aware.
Double Dropships:
This is my preferred tool of expansion killing. You can choose any combination of units you like, but I prefer 16 infantry units. Be smart about it. Do what works for you. I have also used the nuke/emp combo. Works like a treat.
Wrapping it up:
In a perfect world, you'll have 3 total bases, 1 nuke silo, 2 comsat, 2 dropships, 1-4 sci vessels, a nuke on call, and as many marines as you'll need (3/3 maxxed). He may have carriers. Lock 'em down, and nuke 'em if you have to. Otherwise send streams of 8-12 infantry and some tanks to his expansion attempts, drop his expansions, push his main with tanks, and finish him off. If you need to, practice your lockdown. It comes in really handy.
So with this little bit of knowledge, I send you on your way.
-HC
(inserted by vegas)

| | Battle Shots! |  The standard wall-in. Deon is your bud. Get him out there scouting.
 This is a closeup of your research cluster. Remember to keep all these buildings together.
 A picture of Deep Six being created. All of the troops rally points are to the bottom rt of the buildings, at the top of the ramp.
 Drop and GO! In this situation, I'd scan, look for Temps, cloak the ghosts, then assassinate the HTs.
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