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-Rumpelstiltskin


The 6 pack has hit again!!
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Author:-=1999=-
IP:XXXX
Date: 06/11/99 01:06
Game Type: Starcraft
Labels:Starcraft(1), Text Only(1)
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Report Rating: 7.0, # of Ratings: 1, Max: 7, Min: 7
Lifetime Rating for -=1999=-: 6.7500
I posted a couple days ago on how this new build order really catchs zerg Lurker rushers off guard. The rush to a medic, a bat, and 4 marines really does wonders vs ANY zerg player in a game. (that doesn't go sunken colony crazy)

The game is at Temple. I start at the top. He gets the left spot. I scout to see whats up and find gas being built early with a pool coming also.

I stop to think for a sec and chuckle under my breath, "hehe lurkers shmurkers".

On the second trip in the scv gets killed to 4 zerglings. no sunkens yet. Back at the base there is extensive tech research being done at the academy to give my troops that extra kick we call stim packs. Only 4 marines inside a bunker guard the scvs that are mining beside of them. A single racks pumps out a medic first then a bat to fulfill my evil deeds.

I start production of a factory as soon as I have enough gas after my medic and firebat are ready to go.

My 6 pack of 4 shooters, a flamer, and a doctor is intact now and I head off on a critter hunt, leaving the base wide open for an attack. But to me there is no reward where there is no risk. I scan to see two hatcheries and, no lair? :0

Puzzled and thinking that I'm playing a newbie I march on to run into a patch of zerglings. 12 or so lings get cut in half to a firebat with marine support in two shots with stim. The remaining lings kill my firebat!! Curses I scream!!
More medics and firbats start trickling out of my base toward the enemy to join the 3 marines and medic that are at the choke of his base now.
I scan.
A sunken and its out of range of a spot that I can attack his drones and gas. :)

I see he is trying to get a lair and he's got a den already cause two hydras also guard his drones. I stim, heal, and engage. The medic was out of energy and one marine doesn't get healed. The 3 marines have dwindled to two and I'm now attacking his drones from behind the small crevast between the minerals and end of the map. More hydras show up and crazy drugged out marines wanders into the sunkens to meet their makers.

By this time my forces have gathered at his doorstep to assemble. A mixture of bats, some marines, and medics with a tank march up and start nawing on his base. Hes crazy I think as a see a queens nest and hive started. Then I realize this guy is going for cracklings. Mass lings march out from the side of his base hidden from me. The tank is their target first. It dies and my remaining squad barely finishes off the lings.

I stop the tank that is on its way to the base and start rallying troops to my choke for a build up. I get a starport and sci fac. Scan to see spores/sunkens and hive up. I start a massive bat production. like 8 bats from my now 3 racks with additional M&M forces to boot. I start my death march on to his base.

Too sum it up nicely from here upgraded bats rule cracklings because of the nice area of effect the bats have for attack.
Tanks start pounding and its over.


Lessons learned:

The 6 pack works for almost all zerg build orders. It forces them to protect there peon line with at least two sunkens in the early game. One sunken doesn't cover the entire line unless placed in the middle of the peon line then I'm not so sure that it will protect the gas from the ranged attack of marines. And never forget that tanks are coming soon right behind the 6 pack.

This applies to all zergys.
Fear the 6 pack.
Hate the 6 pack.
But most certainly respect the 6 pack, cause it does come before lurkers.


























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