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Posted: Sun May 09, 2010 5:12 pm
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Posted: Sun May 09, 2010 5:14 pm
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Posted: Sun May 09, 2010 5:52 pm
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Posted: Sun May 09, 2010 5:53 pm
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Posted: Sun May 09, 2010 5:56 pm
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Posted: Sun May 09, 2010 6:01 pm
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Posted: Sun May 09, 2010 6:07 pm
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Posted: Sun May 09, 2010 6:47 pm
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Posted: Sun May 09, 2010 7:00 pm
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Posted: Sun May 09, 2010 7:02 pm
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Posted: Sun May 09, 2010 7:43 pm
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Wall the base. Supply depot, barracks, supply depot. If you're on scrapyard, supply depot, barracks, supply depot as that's building, barracks the second that's done. It's entirely doable before the first zerglings get there, and then you'll have marines out the a** to counter the rush (if the marines are slow getting out, pull 3-4 SCVs from mining to go repair the structures and you can hold out pretty indefinitely). At that point you need to scout to know whether they're going to turn their failed zergling rush into roaches or mutalisks.
If the former, tech lab your two barracks and pump out marauders.
If the latter, you're gonna need more marines, with all of the upgrades you can muster, since you'll never get to Vikings and get enough up in time to fend off mutalisks by themselves, but marines with stimpacks, combat shields, and one or hopefully two weapons and armor upgrades stand a chance. Get a sensor structure up so they can't hit and run too hard.
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Posted: Sun May 09, 2010 7:46 pm
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Posted: Sun May 09, 2010 8:05 pm
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