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In case anyone is still unaware, the front-gate
Terran wallin prevents all graphically medium sized units such
as zealots, hydras, SCVs, lurkers, DTs, etc. from being able
to get past your choke without first destroying one of the
structures comprising the wallin. This is particularly
effective against zealot rushes, and you can e.g. hold off an
indefinite number of computer zealots because they will just
run back and forth trying to get your marines behind the
wallin without realizing that they need to destroy the depot
first to get to them. | ||||||||||||||||||||||||||||||||||||||||
Since this was a FFA and I didn't fear any early ling attacks, I knew that my wallin would be a sufficiently safe idea. Meanwhile, I sent two SCVs to distant spots on the map: one to the northwest side outside of 12's base, another to a spot between my base and 6, and started CC construction at both places. These were to immediately float to island expansions.
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It's important that you construct your CCs at
spots that are close to the islands so that there is minimal
float time. However, you should also construct them out of the
way so that casual forces don't venture upon your CC. It can
be disastrous, and there will be no way to recover, if some
unit chances upon your SCV and destroys it before it can
complete the CC. If you are close enough to the expansion, it
may be worth it to construct your CC in base or nearby and
then float it a longer distance. On some maps such as
Aftershock, island expansions are fairly close to most starts
so you can just make your CC at your base. |
Up to this point, there was really no action, as expected. Nobody was attacking, and I assumed that my opponents would be pursuing tech builds and expanding to their naturals soon. It's rare to see a rush BO in a FFA or early low tech units, although I'd certainly keep this an option if I can execute small cost-effective attacks. For example, Mark4's one-marine-one-SCV early game rush can punish a Zerg player going late pool with minimal loss to yourself.
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Should I attack early in a
FFA? |
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| First Blood |
I guess wrong. ZERG, who is at 12 next to my 3, scouts me with an overlord and attacks with a modest force of lings and hydras. I have a filled bunker and a tank, but siege mode is still researching out of my single fact. Everything at my choke is destroyed and I am left to fallback to my main and start rallying my tanks there. I have no marines since I have gone 1 rax, but I have ample SCVs. Taking marginal losses, I group some SCVs around one of my tanks that has just finished constructing, tell the rest to attack, and try to delay until my other tank finishes building. I end up taking marginal losses and ZERG eventually loses his whole attack force spitting at my tanks being repaired by 5 SCVs each. This was my only setback: if siege can finished in time, I could have held my main without losses and gotten my economy rolling much much earlier.
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When setting up siege defenses, some people like to stick their tanks flush against their ledge so that the sieges have maximum coverage. This can often be a bad idea unless you're playing against another Terran who is using tanks against you. The closer your tank is to the ledge, the more exposed it is to counter attack from below the ledge. If you turbo newbie, for example, it is often a good idea to recess your tank a bit from the ledge so that it is completely safe from counter attacks from dragoons or hydras. Your tanks still have tremendous range and should be able to cover your choke or your turbo newbie sufficiently: what you sacrifice in range, you get back in added safety. |
At this point, I comsat TOSS and see what I dread most: 2 starports and 2 cyber cores. I notify ZERG of this, complement him on his attack, and announce to him that I'm crippled and that he should think about defending himself against TOSS if he doesn't want to get overrun as a result.
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I find communication to be imperative in FFAs. Some may disagree, but I have no qualms about announcing to the whole world that my recon shows one opponent going DTs early, or that another has secured a strategic expansion, etc. I don't adhere to any rules in FFAs other than forbidding permanent alliances, and I will say anything as long as it ultimately benefits me. After all, "There can only be one," and everyone in a FFA should understand that temporary cease fires or agreements are still just a result of each person selfishly trying to win. Note though that some people do not believe in talking during FFAs. If you're unsure, communicate rules beforehand so that someone doesn't get mad that you scouted them early and saw they were going DTs and then leave the game, as has happened to me before. |
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| Using The Islands |
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Resist the temptation to just start mining with
your first SCVs at your early islands. It is CRITICAL that you
maintain control of each island; if you lose either of them,
you will not have forces anytime soon to reclaim them. And
since you do have spare minerals and most Terrans are always
gas-limited, you should be beefing up your defenses such that
you completely discourage any direct attacks on your
expansions. |
Confident that my islands are secure, I beef up more defenses at my main, slap down a starport, sci facility, and 2 armories, and start my mass BCs master plan. This again is credited to Ronin, he also went mass BCs in his 2on2 although he eventually lost, but only primarily because his partner got overrun and Ronin forgot about his island expansions and stopped buliding SCVs on them.
I also make another CC at my main and expand to my natural. I'm reconstructing defenses and have a tight wallin now with bunkers and 3 tanks at my main. At this point, it is critical that I don't lose my main, since all my tech is there. I would build my tech on islands, but I need every square inch of those for turrets and bunkers. Hopefully my opponents do not have guardians or carriers yet. Even if so, I should have enough BCs in relatively short time to deal with taking back my expansions if I lose any of them.
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One minor suggestion: Right after your sci facility is done and you're waiting for your physics lab, immediately start building SVs out of each starport if you feel safe. You'll want your SVs as early as possible so you can allow them to charge up manna. |
There are some other minor skirmishes. ZERG sends a couple of lurkers to my base where I have no turrets, but a quick comsat and tank shots take them out. TOSS still hasn't harassed me at all, although both parties are aware of my island expansions due to observors and overlords. I'm starting to get worried from TOSS because he's doing as any good FFA player should: lay low so you don't anger anyone, expand like mad, mass your unstoppable fleet and attack by surprise. Comsat keeps tabs on him, though, and it looks like he's just going for mass shuttle drops with corsair support.
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| The Armada Arrives |
By this time, my islands are starting to run dry, so I kill my SCVs to free supply. The most efficient, yet somewhat cruel, way to do this is to irradiate an SV and patrol it above your SCVs. I don't have the luxury of just psi storming them. I can keep my CCs and just float them to new expansions as I take them out with my BCs. I also expanded to the old Terran's base (my partner who had left the game), since often that is the last place people will recon.
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Remember to queue up BCs when you are maxed out on supply and have enough resources to do so. When I'm maxed out, I also make sure that my starports all have BCs queued up to build. This way, if one of my BCs dies or somehow I suffer casualties that bring me under supply, one of the starports will immediately starting bulding a BC without my having to micro. Thus, I always hover near supply limit, and my BC fleet will automatically replace itself even if I lose it in its entirety. If you have enough money, which I did, you can be outrageous and build 12 starports each with BCs queued waiting for supply to free itself. |
My fully upgraded doom fleet then goes to have a ton of fun. There are innumerable things you can do with 12 BCs and 6 SVs. You can orb (defense matrix) your BCs and mindlessly macro them. You can keep your use comsat to spot targets and clone-yamato or clone-irradiate them, then bring BCs to clean up. Things to particularly watch out for are ghosts, arbiters, defilers, and dark archons. A good stasis in particular can really ruin your day.
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Should I yamato anything that threatens my
BCs? |
I should say that another effective counter against mass BCs is scouts, of course. Fortunately, nobody builds those, since carriers and corsairs also both beat BCs cost-effectively. Wraiths are great anti-BC as well. If you do see either, you may want to consider mixing in a few valkyries, since 3/3 valks just about break even against 3/3/3 scouts and are marginally cost-effective against 3/3 wraiths, or you can just rely on EMP and defense matrix. Valks aren't my unit of choice, but they can really cream the competition if you're way ahead of your opponents in upgrades.
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Here's some Starcraft nerd talk for you. The big
problem with using valks in large games is that they will tend
to suffer from the sprite
overload bug. This is not just a rare bug; you can
pretty much expect it to happen in any large games (i.e.
involving more than 2 players), particularly
3on3's. |
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| Cleaning Up |
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Remember to repair your BCs after battles if
they're moderately damaged, especially after severe attacks
such as getting plagued. Also remember to keep enough
resources so that a Terran can have enough money to repair
your BCs. |
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Another tip when using a BC doom fleet is to build turrets in spots that you capture. This gives you a "firebase" fallback in case your BCs encounter very heavy resistance and you need some added firepower, and it also gives you a spot of recon so you can spot any attempts from your opponents to re-expand to those spots. Finally, it gives marginal defense if you want to float one of your CCs from your dried out islands or natural to captured locations. |
Everything was fairly routine after this. I was surprised that 10 devourers can take down a BC in my group of 12 before I can eliminate them, but I proceeded more carefully afterward and comsatted ahead of my BCs to clone irradiate any devourers. I saved yamato and used it on ZERG to first mass-yamato his hive to death, then mass-yamato his greater spire.
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If you're a Zerg player, don't get leave your
critical structures without redundancy, since e.g. losing a
greater spire can be a very bad setback. |
It was all cleanup from here on. I did lose a few BCs, but I'd generally just I'd watch my control group and pull away any that were getting critically red so I could repair, so in the end there was little my opponents could have done at that stage to have stopped my doom fleet at that stage. The real issue wasn't that a BC/SV combo is unstoppable, but that I was able to get a big resource advantage in mid game and convert it all into units immediately.
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Remember to attack fairly early once you have your BC fleet. Your resource advantage doesn't mean squat after a while if you're maxed out on supply and have tons of resources sitting around. There it loses its advantage, since e.g. another Terran player can have the same sized fleet with far fewer resources because you're both limited by supply. Furthermore, since you invested in dual armories early and made the sacrifice to get early upgrades, use that to your advantage and don't sit around while your opponents catch up in upgrades. In late late game, everyone is going to be at 3/3, so nobody will care that you plopped down 3 forges and got 3/3/3 dragoons super early and sacrificed your econ as a result, if everyone has 3/3/3 units by the time you decide to attack with yours. |
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| Conclusions |
I apologize for the lack of screenshots, but it is rather difficult for me to import screenshots since I do not have ready access to an FTP site where I can store the images. Also, someday, I will post a report where I lose so that you guys don't think I'm one of those pompous guys who posts to inflate his self-ego, even though that may indeed be true ;-).
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