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Terrans don't necessarily suck on islands
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Author:Omnipresent
IP:XXXX
Date: 06/14/99 03:06
Game Type: Starcraft
Labels:Starcraft(1), Text Only(1)
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Report Rating: 8.0, # of Ratings: 2, Max: 8, Min: 8
Lifetime Rating for Omnipresent: 7.7000
I was on nohunters as I usually am these days and couldn't get a game going until Ralessi, a friend I hadn't played for a while, excepted my challenge. I figured my terran game on land was getting pretty good by now, as the only thing I was really afraid of anymore was dt containment, so I chose dire straits as the map. Upon seeing me picking terran, Ralessi laughed and said I was gonna get owned while he picked protoss. After agreeing with him that I more than like was, we exchanged good lucks and started.

Omnipresent, Terran (bottom right)
Ralessi, Protoss (top right)

Previously I had played many 2on2 islands with my friend Helmintes, so I felt pretty confident with my build order. It involved a gas on 10, rax on 11, and depot on 15. When the gas finished I filled it up with scvs and began a factory and marine production, all the while constructing constant flows of scvs. Soon the factory finished to immediately start working on a machine-shop while my hard-working scv stopped only a second for a breather before begining a starport. Soon my base was bustling about, with marines, scvs, vultures, the mine research upgrade, starport, supply depot, and an ebay all being made nearly simultaneously.

Soon the add-on to the starport was complete and I ordered a dropship built while mining just about everywhere in my base through the use of 4 vultures. Sure enough, Ralessi dropped a reaver and goon that were quickly dispatched by three mines before they even got a shot off. Not to be outdone, I dropped 8 marines and then 4 vultures on his base without making so much as a dent :). Meanwhile back at base I made a turret just in time to ward off an observer, an armory to begin valk production, and a tank and siege mode upgrade. Seeing my earlier mistake of dropping right where Ral expected, I picked up three tanks and four marines and proceed to his peon line.

It worked beautifully. My tanks and marines dispatched a reaver and a good 8 or so goons before all resistance collapsed, and I had halted his harvesting for a good deal of time. My scouting valkyrie also found a fledging expansion, and through a comsat (I had made an academy) I found a hole in his defenses. Another drop-force of three tanks and 4 marines came in, razing his expansion to the ground just as I ordered a cc to fly over to another island. Though production was doing well at first, Ral must have found the exp with an observer and dropped 4 goons there, forcing me to take my drop-force back to protect it. In the end, my drop-force remained completely intact along with a burning command center, a turret, and some scvs.

Also, I had already finished another cc and began floating it north of me only to find a nexus there and some cannons. Using 7 valks as spotters(They had nothing better to do ;D) My tank harassed his lower peon line and took out a cannon. Away from the fight my cc floated over to the middle island and my dropships brought over yet another force of three tanks and 4 marines to defend. Soon turrets and a bunker were up as well as gas. My drop ships then brought over 12 scvs from my nearly-depleted main to begin production.

All was well, as I begun production of a few bcs. Yes, bcs do kinda suck, but they make excellent damage absorbers while my drop ships move in to drop their cargo, and 5 or so yomatos is nothing to laugh at. Either way, the middle island proved to be a bad spot to expand. 12 goons ravaged my defenses so I brought what I thought was 4 tanks to assist, but only 2 of the tanks got into my transports (DOH!). Finally I brought 2 bcs over to defend, and one got killed before I ordered all the remaining scvs to repair my bc. The cool part was that in the end my bc had 25 hp left as the 2nd to last goon died, and the last goon could not dish out as much as my scvs were repairing ^_~.

Seeing his major force failing and his only exp under siege, Ral gave up, and I let out a cheer for the terrans! ;/

Lessons learned:

1. Vultures have their skillz. I personally hate to vulture rush on land, and On island I only use them early on to harass peon lines and for mine defense. Even so, there forces are under-employed. I used to be a skeptic of them myself, as well. So if you're a terran who gets beatdown against toss like I do, you should try these fast little guys.

2. TERRANS CAN WIN!!! WOOHOOO ITS POSSIBLE!!!!

3. Having a drop force ready all the time is just a good thing, especially with terrans. Terrans don't have nydus canals or high templar, so any reinforcement and mobility terrans can get is a great asset.

4. Don't get valks unless you're pretty sure you're opponent goes sairs. In previous games against toss I encountered lots of sairs, so I used valks with a quick armor upgrade to stop them. Valks have more skillz than people realize, but not if you're opponent relies on goons ;P.


This br wasn't that long, but hey, a terran beat a toss on island. That has to be worth reporting ^_^.



























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