Replay
drop.sc/replay/13147798
The Zerg puts a hatchery in my natural. Marines alone can’t kill it quick enough. If I send 10 scv’s to attack the hatch he will cancel it, run away, and I would take the bigger economic hit.
My normal build order was disrupted but not too bad. I couldn’t clean up the stealth creep tumors in order to get a normal expand. I made too many tanks and not enough hellions, and got killed moving out. That was a little sloppy, but even if I microed better I might have lost.
I know his base is very weak. But if I did manage a medivac drop or hellion runby, I wouldn’t have the numbers to waste him before he can produce enough zerlings.
I’m gold league so leading with a raven is a good way to lose. Maybe just maybe, a bunker next to his hatchery would save me.
I’m not the best person to talk to, I’m a diamond zerg with little terran experience.
That said I think your response is correct, you just need to optimize it. Get your cc on the high ground as soon as possible and rush out a tank to defend and to clear the hatch. I think you should be hitting his hatch with a tank around the time he puts down the first tumor.
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Okay, to beat this cheese, build CC on the high ground and build some bunkers on the low ground… He may be going for spine rush / proxy hatch cheese. Don’t send scvs to attack. Reaper into more marines, not a core so you can get more units out.
Use the reaper to check how hard they are committing to this cheese. Check for tech, a 3rd, etc. If they are committing, if it’s roaches, go banshee tank, if it’s ling bane, tanks or widowmine or just reinforcing will help. It depends on your opponent but I hoped this help.
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I agree this is very annoying cheese - especially with the “backward creep” you mention.
The best counter I saw in a high-level game Winter cast was to drop a bunker right next to the hatch and put marines in it, while building your second CC nearby on the low ground.
Zerglings will do jack. you may be able to kill a queen as it spawns if you have enough marines also, before it can spread much creep. if u let queens run riot the backward creep spread really slows your expansion & it’s tough to catch up.
The issue is that Terran is so used to playing greedy from previous expansions, and patches that Terran players need to understand now that if other races (including Terran) is doing these sort of tactics is that you either play with the risk of being behind, super behind or straight up lose. Workers have 5 Attack for a reason and if you aren’t going to use whatever is available in your arsenal then just continue doing what you are doing if it works for you, but if not it is time to change it up homeboi.
start with three reaps every game, they can kill a hatch in production and good harass scout and defense unit.
He could be delaying your attack since he went couple hatches then pool means he is defenless for 30 seconds and he building proxy so u focus on proxy
Definitely not easy defending zerg cheese as terran while going Reaper FE, but tank/banshee usually does the trick. You could always go into cyclone hellion after
This cheese is very bad. All you need is a quick factory to make Helions and watch his zerglings being roasted, because with early second hatch your helions will be way faster than his banelings or roaches. Make a starport, drop some bio into his base, and i am sure he will literally have zero defence.
I’m middle diamond as all 3 races when I play 1vs1.
I’m going to offer slightly different advice to the other people. Three reapers is a good idea but you might try following it up with Marauders if you scan and see a Roach Warren.
Banshees are very good here too, but they are tier 3 so very slow to get out and slow to deal damage vs Roaches or something else big.
I’ve actually used this Zerg cheese before.
Anyway, at Gold level you probably cannot go wrong by simply massing Marauders with a few medivacs, and just stim and A-Move and you’ll collect a win. I’m really a 2vs2 specialist in SC2, and that’s usually what I do when there’s a Zerg on the other team. Marauder and just A-move. The only exception is if they go Spire First, then you can’t mass Marauders.
This is a super annoying cheese which is why I use a rather unique build order that also stops cannon rushes easily. Make one SCV to start and then depot on 9. Build one more SCV and then when the SCV finishes making your first depot, you build a rax on 10. So it is 9 depot, 10 rax. You get some of the economic loss back with the early orbital which should finish at the 2 minute mark. So to minimize the economic loss of two SCV’s the SCV building the depot and rax then goes down to your natural near your ramp and builds a bunker every single time. Once that SCV finishes building the bunker, then rally it to build your second depot and then when the depot finishes you should have 400 minerals for your early expansion. If you don’t want to early expand you will have enough marines to stop any fast zealot or 8 pool. In fact, your bunker will finish fast enough to stop an 8 pool as you will have two marines in a bunker by the time the lings arrive.
Considering the amount of map hacking going on, whenever I do this build I rarely get cannon rushed or 8-10 pooled, but if I do a standard terran build that maximizes early economy then for whatever reason half the time you get cannon rushed or else 6 zerglings show up before you have a marine out. The final benefit of this build is that since you start your rax a lot earlier, it is less time for a probe or drone (or multiple probes and drones) to harass your SCV building your barracks because if that gets delayed you die.
And yes I forgot to mention, it stops offensive hatcheries cold. Just rally marines into your bunker and you will kill their hatch before they can even get out a queen and put a creep tumor down.
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