Featured Replay of the Week: TY’s Abusing Terrain with Siege Tanks on Bridgehead!

View this replay on Spawning Tool

In this game, TY opens with a CC first into a gas before his barracks. This is the most greedy you can be in the early game. He only has one marine out before the 6 minute mark (which he uses to deny scouting). The reasoning behind this is the fact that snutes reaction to the CC first is to go 3 hatch before pool. This is a dream scenario for TY. He quickly adds his second gas to get access to fast tech.

This is a game where TY gains small leads off of early harass. His first mode of harass is the hellions. He makes 4 hellions off of his factory, which ends up roasting 4 drones. This is not a big deal, but it sets snute slightly behind. TY also keeps his hellions alive, to use for more harass throughout the early game.

TY’s second mode of harass is the viking. He uses this to deny overlord scouting, forces snute to spend money on non army related units, and take map control. In the early game, droning up to 3 1/2 base economy is the most important thing for a macro zerg. Setting that back at all can delay the army/tech and make follow up pushes game ending.

TY’s third mode of harass is a widow mine drop. He sends out a medivac with 2 widow mines and 4 marines which kills 8 drones.

All of these small edges that TY gained puts him in a position where Snute’s tech and saturation is delayed. Behind all of this harass, TY is researching stim, making tanks, adding gas, starting double upgrades, and adding more barracks.

The viking is used to push back and kill overlords out on the map, making it so snute does not see the move out with marines, medivacs, and tanks at around 10:30. TY takes a third behind this.

Bridgehead is known as a map where the terrain can be abused. The rocks at the natural have been an issue for many players. TY sieges his tanks behind these rocks while he drops the marines on Snute’s side of them. This creates a strong and very difficult to defend position for snute. It is a very similar strategy to the deadwing one, where you siege behind the rocks in between the natural and the third. This is why zergs always break the rocks there and have also started breaking the rocks on BridgeHead. TY kills Snute’s natural with this push and gains a large supply lead. Snute has almost triple the units lost compared that that of TY after this maneuver.

The aggression doesn’t stop here though! TY keeps dropping in Snute’s natural and 4th, denying the bases and denying mining! Snute does not successfully retake his natural until the 17 minute mark, only to be quickly denied again by TY. Throughout all of this, TY continues to drop marines and widw mines killing drones constantly!

Snute holds on well, but in the end TY’s early game lead, mechanics, and micro prove too much! This is one of my favorite games of all time, I think it’s a must watch!


TY CC First Into Two Base Tank Push

  • 9 Supply Depot
  • 14 Command Center
  • 15 Refinery
  • 16 Barracks
  • 19 Orbital Command, Marine
  • 20 Factory
  • 20 Orbital Command
  • 20 Barracks Reactor
  • 22 Supply Depot
  • 23 Starport
  • 24 Refinery
  • 25 Hellion x2
  • 31 Marine
  • 31 Supply Depot
  • 34 Hellion x2
  • 34 Marine
  • 38 Viking
  • 42 Supply Depot
  • 42 Widow Mine
  • 42 Barracks Tech Lab
  • 46 Widow Mine
  • 46 Medivac
  • 46 Supply Depot
  • 51 Marine
  • 52 Stimpack
  • 55 Supply Depot, Barracks x2
  • 55 Marine
  • 56 Barracks
  • 58 Starport Reactor
  • 58 Factory Tech Lab
  • 58 Supply Depot
  • 58 Engineering Bay
  • 58 Engineering Bay
  • 60 Marine
  • 60 Refinery
  • 60 Refinery
  • 62 Siege Tank

My new command group setup

Back in Brood War, I played with my first hatchery on 5, and following hatches on subsequent control groups. That was as complex as it ever got (well, comsat on 0, but I didn’t play much Terran anyways). At some point during the Starcraft 2 beta, I switched over to put all hatches on 4, all queens on 5, and units on 1 through 3. This was pretty consistent with other races as well: nexus/CC on 4, gateway/rax on 5, robo/factory on 6, stargate/startport on 7.

I don’t think I’m good enough to take advantage of having the hatches on multiple controlĀ groups, and since I use the backspace inject trick, I need all my queens on 1 as well. The main problem, however, was that only 3 groups wasn’t enough for my units. Moreover, I needed to use them differently with different unit compositions, and I can’t hold that much in my mind either. Tragedy hit when I put my mutas and banelings on the same control group: while harassing with mutas, my banelings just rolled in to their death.

As such, I’m switching it up so that my hatches are on 5, queens on 6, and units on 1-4 as such:

  1. Main army (lings, roaches, hydras, etc)
  2. Banelings/secondary army (I like the idea of being able to split my army)
  3. Infestors
  4. Mutas/Brood lords

This new setup has been giving me a lot of grief as I’m trying to unlearn my old ways. My muscle memory should figure it out pretty soon, however, and I think it will help me avoid silly mistakes.

And just to finish up, here’s a replay from today: I think this is the first conventional ZvT that I have ever won. He did some hellion harass that I held off, I did muta harass, we had a marine/tank versus ling/baneling/muta battle that I crushed. I think the 2 keys to victory here were 1) not allowing him to hold his 3rd and 2) having great map vision with OL spread to see incoming attacks and drops. The 2 big things to improve on are 1) droning (he had more workers than I did for most of the game!) and 2) larva injects. I missed a lot of them, unfortunately, and it meant that I was really skimpy on units at times where he could’ve walked over and killed me. That should help with the drone count, too.