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"It's a well known fact that I have my head up Mark4's ass."
-Punck




#1 Johnny_Vegas[1630]
Terran power!!
#2 greyhoundbus[1656]
I saw your earlier post but didn't see a specific build order for the six-pack. Being the extremely stupid and sucky terran player that i am, I'd like to know exactly how this goes. Plz plz plz plz plz with a smoking cherry on top?
#3 Helmintes[1667]
Six pack?!? I got you six pack right here. This is a counter for that. What would happen if a zerg player went for 2 sunkens, triple hatch, then hydras? Lurkers soon to follow. Would that six pack work? I think the guy you played was foolish in that he teched up before getting a solid defense. Lings are good early to mid, but hydras will eventually out power them. Don't be too over confident with your new found plan.
#4 Silent-Weapon[1668]
So 2 sunkens, triple hatch, mass hydras...going to lurkers? That means he has (or any decent terran) around 3 tanks and a lot more m&m. Don't be to over confident with your new found...flame thingie :P
#5 Comidus[1764]
6 pack may work for many Zerg build orders (probably not as many as you would like) but it doesn't address but a fraction of Zerg tactics.

A couple well placed zerglings will keep your probe from scouting. A couple sunkens will obliterate the 6 pack. And where are all his zerglings? Oh, they waited for you to leave before rushing your main. Or perhaps they'll pick off your reinforcements as they trickle in from base. The big blackness of the fog o' war is the friend of the raiding zergling pack, as it is for the Vulture gang.

Just as a mild comparison, the six pack requires 850 minerals (rax, depot, refinery, acad, 4 marines, medic, bat) not even considering drones, bunkers or gas.

The Zerg can field 2 sunkens, a pool, overlord and 16 zerglings for the same minerals. Stim adds more time, of course, which might result in a defensive hatch at the ramp, or just more lings.

I'm not really trying to debunk your strat, just putting up some alternatives. Zerg players aren't as dumb as they look. Not all of us rush for one unit (i.e. lurkers), sacrificing sufficient defense.







#6 Heartcutter[1853]
6 pack sounds cool. The only problem it seems is continued production. With 1 rax, you really can't afford losses to your troops. If the 6pack gets overwhelmed and wasted, you could get beat by a containment strategy. Heck, that's what I'd do. If you want a solid M&M build that I use pretty much 100% of the time, try this:
vs Zerg:
8 Depot
9 Rax
Rax
Depot
Depot
Depot
Acad.
Ref
Depot
Eng. bay
(Your call at this point)
For the protoss version, you go 8 depot, 10 rax.

No bunkers. You have continuous production of troops throughout the build. When stim rolls around, you have 14-16 marines and 2 meds. You are now on 'offense' at this point, and your opponent now has to react to YOU.

BTW: I use bunkers later on, just not in the early game.
















#7 -=1999=-[1857]
Hey Heartcutter, The six pack is a true rush. Thats why there is only one racks. The 2nd racks does come ASAP after the factory. In the meantime I make firebats and medics and rally them to my choke to stop any zerglings from entering.
Try it some time. Its so cool to have firebats and medics soo early because zerglings have no chance at all, and thats all the troops they can make at the is point. Its still too early for hydras. Unless he spends all his minerals on 4-6 hydras which i'll take on with my 6 pack with stim.
#8 Heartcutter[2546]
I´ll try it. Can you give me a good build order for it?



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