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3v3 BGH Teamplay Bible
by Qyx, mnm and Bill307
Pre Game:
- Always announce last game. Last game isn't last game unless it's a win or unless everyone is dead tired and it's getting really late.
- Play your best race if your team is desparate for a win.
Early Game:
- Races: Note at the start of the game what races your opponents are and call it out.
- no fast rush unless unanimously decided within first 20 seconds of game (z in 11/12 and 6/7 positions can 9 pool and get sunk to D against opponent fast rush, but don't lose ur early lings)
- Zerg ally must always send OL to other allies' choke right from start of game. If opponent base is nearby and is a Z or a P, and there are no T opponents (rines) to worry about, leave ol there until it isn't safe anymore and proceed to allies choke.
- If you see someone early expand, attack that ASAP if you can. Same with seeing someone choking for two people. but remember #5
In Game:
- Scout: SCOUTING is key throughout game... and announcing key rush builds or techs (early forge or gas, dt build, reaver drop, lurks, mutas, etc.) to allies ASAP so they can D accordingly. also reporting to allies if you see opponent leaving their base to attack. - Note on #9's scouting, as Zerg, I try to keep a ling in front of each enemy base to check if someone is leaving.
- Mass Strat: MASS offense... if u feel the need for FAST tech strat and/or early Turtle Defense, let ur allies know so they can adjust accordingly
- D up for your opening build if you are isolated and far from your partners. Surround your cannons/sunkens/bunkers with other buildings so its harder to attack it. (D a little, but if you decide to mass D and turtle, see #3)
- If you get 11, 5 or 7 position and there is a terran on the other team, make sure you dont get cliffed. something to be aware of against Turtle Metal T. to add... position 9, tanks can be dropped behind minerals and are unreachable as well.
- Unit Choice: any units that can do FRIENDLY damage ie. reavers, storm, lurkers, irradiate, firebats, need to be MICROED like krzy for minimal damage to allies and be used to help allies bases carefully.
- Counter: If ally attacked, counter first unless ally cries "help". if you are unable to help, provide reason and make the sacrifice worth it with a team win =P
- If you are getting attacked by lurkers/dts and need vision, indicate area where you are being attacked either by using the ping or describe location clearly.
- Don't Suicide: never suicide or "just send and stream" units to die. instead, mass em up and send all at once
- ATTACK TOGETHER with all units combined. if u plan on going 1v1 against particular opponent, inform allies so they can adjust. no 1v1v1v1v1v1 style playing. our strat is for us to divide and conquer them as a team.
- Attack Formation: when attacking together, strongest melee units first, then ranged units behind. default is to mass up at opponents choke UNDETECTED. "gogoggog" is commmand to attaack. "back" or "ret" is command to retreat. MICRO VERY important here, don't just send in. ranged and weak melee units must defer attack tactic to strongest melee units to absorb damage and FOLLOW them. No separating (ie. if melee units go to right side of base cuz less D there, then everyone follow). if opponent support on it's way, warn allies. - Adding on to #8, If you and your allies are gathered in front of somebody's base, move your units along with your ally's units. You could check minimap for timing.
- Killing Off: once an oppponent is dead or severely crippled and ally says "mid" or "back", it means retreat ur units IMMEDIATELY and leave ONE or TWO behind to finish the job. no point in wasting valuable time on a dead base... better to regroup in mid in case of counter, or to catch next opponent BEFORE they have their defenses up. - Note on #6, once an enemy is practically dead, ally doesn't need to say mid or back, just leave a few units and bring the rest to mid automatically.
- If you get attacked and you are low on units, use your peons to attack with your other units, especially if you get rushed. Try to get your peons in front to take damage and/or attack. yes, but use this as last resort to survive. if help is on it's way and/or u have good chance of surviving, hide/run peons so ur econ can recover quickly.
- Attacking terran base early game w/ bunker as main defense -> attack outside of bunker range as default; attack bunker if terran has crappy micro and doesn't repair or if you have enough units to overwhelm
- Attacking terran base early game w/ choke defense -> run through choke if you can and attack SCVs first.
- Attacking protoss base early game - Kill pylon first if gates are mainly supported by just that one pylon (as opposed to two), otherwise, target probes or gateways. If you have a lot of lings/lings with speed/lot of lots, you can target nexus. Main thing is try not to just send and attack randomly.
- Attacking zerg base early game - Kill sunks first, then drones/pool, then everything else.
Building up:
- As Protoss, never stop building probes. As Terran, never stop building SCVs. As Zerg... umm... build enough drones. Maybe constantly use 1 larva for drones while the rest you can use for units or drones.
There is a max limit to how many probes/SCVs you should have, somewhere around 60 I'd say. But personally I have never built that many workers in a BGH game, even though I try to continually build probes/SCVs. This is because either a) the game doesn't last long enough to build 60 workers, or b) I forget and stop building them long before reaching the ideal max. So for all intents and purposes, saying "never stop building probes/SCVs" is accurate.
This is like the #1 rule for BGH and for SC:BW in general, I think. I cannot stress its importance enough! In most of our BGH games I collect more than double the amount of resources of each of the other team's players, solely because I never stop building probes or SCVs (this doesn't really apply to when I'm Zerg, unfortunately =/ ). Imagine that: all those extra resources is like having 1 or 2 extra players on our team!
- Spend all your money. This is hard and I'm often guilty of failing to spend all my money on BGH! My guideline is this: if all of your gateways/barracks/factories/hatcheries are currently building units, and yet you still have more than, say, 1000 minerals left, then start constructing more of these buildings.
In the early game, spending all your money is even more important. Ideally, you should never allow your minerals to go over 200 at this stage, unless you are saving up for a hatchery or something else. I like to think of this as a theoretical ideal rather than something you can actually expect to achieve in practice: it's just an end-goal to keep working towards as you play :).
If your money is rising faster than you can spend it, then build more gateways/barracks/factories/hatcheries. At the start, starting with 2 gateways/barracks/hatcheries is typical, but you can either tech or move up to 3 before you reach 20 supply. Then you gradually add more. For example, a single main base on BGH can support 8 or more gateways once you have a lot of probes mining. It helps to have more gateways/etc. than you actually need because we will always fall short of the ideal, i.e. we frequently forget to build more units (or at least I do!) and this is why we need even more gateways to keep up.
- How to stop cannons behind your minerals:
You see a probe in your base. It warps in a pylon behind your minerals, typically trapping itself in the back. At this point, you must act IMMEDIATELY or you will lose!
Select all your workers and tell them to Gather from a mineral patch behind which the probe is hiding. Try to pick a mineral patch such that they all group together in 1 spot, preferably in a corner of 2 or 3 mineral patches.
Once they are all in the same place, click Stop or press S, then immediately begin right-clicking (Move command) rapidly behind the minerals, where the probe is. Hopefully one or two of them will move THROUGH the mineral and end up in the niche where the probe is! Repeat this until you have 2 probes/SCVs/drones back there and kill his probe. Congratulations: you just averted a cannon rush! :)
This is actually pretty easy to do, but sometimes it takes 2 or 3 attempts to get your workers to move behind the minerals.
You can also put a zealot/marine/zergling in the spot where your workers gather, then order it to move over the minerals along with the workers. If you do it right, you can move the zealot/marine/zergling over the minerals too!
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