Advertisement
 

Membership

 

Advertisement

 

Search

 
Forums \ Strategic forum \ TvZ: Lurker rush
1, 2 
Information
1 year ago

Arirmind

TvZ: Lurker rush (1106 reads, 23 replies)
If zerg goes 2 hatch lurker rush. Which are good counters? When is good time to make and expo? Can terran defend against lurkers is he goes FE?
I have heard that bunkers should solve problem. But lurkers outrange bunkers! without range upgrade of course, but usually there is no time for range upgrade, stim only. Especially if terran makes an expansion.

Also if expanding is out of question. When it is safe? i mean if zerg for some reason doesn't attack. Should i wait for one tank with siege? is it enough? or more?

So different counters for 9 pool 10 ovie 13 hatch 13 gas 16 tech lurker rush?
Quote  
 

1 year ago
#1

blane625

  3
Siege tanks
Top of the page   Quote  

1 year ago
#2

BoxeR_Micro

  2
Bunker + Turret
Top of the page   Quote  

1 year ago
#3

kolozaiur

  4
micro?
Top of the page   Quote  

1 year ago
#4

KhanViC

  4
contain him, that way he has to push your marines back and buy you time for range upgrade to finish, FE is fine


edit: if u didnt FE, you should expand a bit after u moved out with about 10 marines
Top of the page   Quote  

1 year ago
#5

mcarthur

  1
I don't play T much, but I do play Z quite a bit. A little fact a LOT of people neglect is that tanks, even without the siege upgrade, have a greater range than lurkers. Build a turret and keep a tank or two around with some MnM support and that should be enough to stop must lurker pushes (rines for lings, tanks and turrets for lurks).

Also, if you FE against a zerg who went with fast lurks, be sure to use both of your command centers to build comsat stations. Comsat + tanks > lurk contain.
Top of the page   Quote  

1 year ago
#6

bloodyhawk2005

  2
Frankly if you started with an FE before you scouted his 2 hatch lurkers stay with it and get 1-2 bunkers and a turret. Then just wait for tech. If your oppoennt goes 2 hatch your objective is to tech much faster then you ussually would. If you let them contain you for too long with their lurkers they could get the same macro as if they did a 3 hatch. Dont let that happen get tech and push quickly. Now if you dont have an expo and you scout the 2 hatch lurker then i suggest to not expand and simply go fast fact and tech. This first of all allows you immunity vs lurkers mainly because turret/bunker/tank is nearly impossible for zerg to break. Second of all this allows for quick drops which can cause huge amounts of damage with a 2 hatch. And thirdly this allows you to break the lurk contain quickly and effeciently letting you amrch to his base and kill him before e can macro up enough units to fight you.
Top of the page   Quote  

1 year ago
#7

exigent

  2
Usually when a zerg goes 2hatch, you can tell early on. Just keep your scouting scv alive. 2Hatch lurker can be hard to deal with from time to time, however knowing your opponent is opeing with a 2hatch greatly helps. Scouting is very important. So you see a 2 hatch fast lurker opening. Make sure you take your initial marine/medic/firebat combo and push to just outside his sunken line. He will either already have lurker morphing, or will soon. some zerg players get scared seeing your m/m force early on, and may burrow their lurkers at their choke. This buys you time. If they are aggressive (which they should be) be prepared to stim and back up in small amounts. The more time you can buy the better. Prepare for the lurker rush at home, as soon as stim finishes, upgrade range, and add 2 bunkers.

While continually stimming and backing up, add your 3barracks, and factory. Depending on what his next move is, you can usually get 3-4tanks and a vessel out fairly quickly. Once the vessel is out, you are free to roam the map (watching for lurk/ling flanks on your natural.). Make sure you check his expos, and scan for hive tech.

From there, you are now set up to play a macro game. Add either another factory if he is either lurk heavy or switching to hydra. If he is going for darkswarm, with ultra support, I would suggest getting vessels and only 1 factory. But its 100% your call. Most of all, GoodLuck!
Top of the page   Quote  

1 year ago
#8

iluona

  2
vs. 2hatch lurker is easy.

pm me on USEast for replays.

iLuona[s.joy] or iLuona[jg.o4]

^^
Top of the page   Quote  

1 year ago
#9

intromusicterran

  6
Containment, only let him move out with a big force use firebats to prevent him from using zerglings effectively, once he has enough lurkers to push you, then you should be prepared with double factory, or something. I usually go double factory if zerg is all out rushing lurks.
Top of the page   Quote  

1 year ago
#10

alclone

  1
Try going tank drop on a cliff or for tank containment with use of M&M&F with Tanks/Sci.. Lurk range is 6 while sieged tank range is 12 and unsieged tank is 7. Also, build missile turrets everywhere. Science vessel is VERY important for your tanks/to kill lurkers. 1 irridiate=1 dead lurker.

Terran should do a cautious expansion by building a CC in base then send it out.
Top of the page   Quote  

1 year ago
#11

a.k.a

  1
so.. first of all u must know when the zerg will do 2 hatch lurk. When u see him start extractor before 3th hatch -> chease build like 2 hatch lurk, 2 hatch muta or 2 hatch early speedlings. Ok when u have this straight lets go to the question.

How to stop 2 hatch lurkers? Preferably go fast expo since u cant do nothing with one scanner. Standart builds like 8 sup 10 raks 14 sup 19 cc , 8 sup 10 raks 13 raks 14 sup 21 cc are good. As said before: bunker with turret, micro and RANGE for marines. Also u should expect a drop when zerg goes for 2 hatch lurk.

Now for some timing lessons which will be of some use for u.
when u go 8 sup 10 raks 14 sup 19 cc (aka 1 rax fe) ur cc will be up in the time interval 4:05-4:35 at best so at that time probably his den has just finished or at least it is 10% till finish. This automaticaly means that u have like 1-1:10 min until his lurkers are ready. So basicaly u should think of an early academy + ebay. U sould make 2 raks and start a factory for tanks. And maybe later - dropship for distraction.

basicaly this is everything u should know about 2 hatch lurkers :)
Top of the page   Quote  

1 year ago
#12

a.k.a

  1
ops.. double post sry ^^;;
Top of the page   Quote  

1 year ago
#13

Lord_of_Chaos

  17
interesting how everyone is talking about two hatch lurkers, when he CLEARLY stated:
So different counters for 9 pool 10 ovie 13 hatch 13 gas 16 tech lurker rush?

9pool ppl! 9pool!
Top of the page   Quote  

1 year ago
#14

iLLusioN.ReW

  9
2007-09-30 13:33:10, Lord_of_Chaos wrote:
interesting how everyone is talking about two hatch lurkers, when he CLEARLY stated:
So different counters for 9 pool 10 ovie 13 hatch 13 gas 16 tech lurker rush?

9pool ppl! 9pool!

Nono, 9 pool 10 ovie 13 hatch 13 gas 16 tech lurker
Top of the page   Quote  

1 year ago
#15

Lord_of_Chaos

  17
yes, but everyone is dealing with it as if it was 12hatch 11pool 13gas or something..
Top of the page   Quote  

1 year ago
#16

Arirmind

  2
I thought 2 hatch lurk itself involves 9pool. It doesn't? O.o
Top of the page   Quote  

1 year ago
#17

NrG.Shiney

  6
Its normally, that you go hatch before pool when talking about 2hatch.
Top of the page   Quote  

1 year ago
#18

iLLusioN.ReW

  9
No. It's normal that you make 2hatches when doing 2 hatch builds. 9 pool or 12 hatch, that's just a matter of map and preferences. One is just as likely to 9 pool when doing 2 hatch as when doing 3 hatch.
Top of the page   Quote  

1 year ago
#19

SCTV

  4
3 rax exp 2 scan & and crush the noob ^^

just make a bunker if he gets too close, put it in such a position that will make it hard to get by without loosing a minimum of 3-4 lurker (below/infront of a ramp), eye's open for slow sneaky drops. If he had to fight his way out of his base, you should have 1-3 tanks out with or without siege.... most zergs will back up as soon as they see 3 tanks + marines comming at them.
Top of the page   Quote  

1 year ago
#20

Reminds me of some west games I had vs a cheesey noob on hunters...stupid map for 1v1 I know but one plays for fun. We spawn next to eachother and he goes ASAP Lurks+Vental sacs with 1 hatch 1 sunk and what he does is droping his lurks slowly over the river on hunts and believe me I was suprised as hell thought he was hacking how fast he got those lurks inside my base...

And obviously I lost but next 2 games he did same thing so counter with rush and not letting him drop with slow oveys was easy but it was one heck of a cheesey strat that wouldent work on other map than hunts where players are so close this is why the very first game u ever play against someone is the most important...unpredictable
Top of the page   Quote  

1, 2 

Forum post
  • Do to others what you would have them do to you.
  • Do not judge so that you will not be judged.

    » Read posting rules in detail

    Reminder: IP-addresses for each comment is saved. Offensive posts will be censored. Repeated offense will result in a warning and/or a temporal lockdown of the account.
  • TvZ: Lurker rush \ Reply
    To submit a post, you have to be a registred member. Register an account below the title 'Membership' in the left menu.

    » Top of the page