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Due to the emergence of the Zerg's various extreme dispatches, the Terran and the Protoss, the two rioters are not as capable as his race, and we must pay attention to the rush of the Zerg in the early stage, if the map is big enough, the Zerg will appear before it has time to meet other people's soldiers, and this extreme dispatch will be immediately counterpressed to death once it is not used well, so you don't have to worry too much about the Zerg's rush, you must know that the opponent also has psychological pressure, All you have to do is to deal with the opponent's puppy (drag the time), and then wait for two or three forks or grabs to come out, as soon as the farmer drives the puppy away, you can spend a stable early stage, remember that once the opponent uses the extreme play and does not kill a few farmers, it is equivalent to suicide!
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That's not necessarily, first look at the size of the map, look at the luck of z, how long will it take to find you, to the general 128x128 map, even if z directly knows where you are, fast dog rushed to your house, at this time the first xx should be out, with the farmer can completely crush 6 dogs, and look for you to say so, no bunker, no blockage, don't fight.
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If you're playing SC2, the bunker doesn't matter, but the mouth must be blocked.
The Protoss mine should be plugged. You have observers, and if you generally do it well, you are not afraid of the Zerg.
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It can't be 6 minutes, unless the operation is too vegetable, the cow plays with the farmer's welding dog, and the farmer 1 immortal 6 dogs are all hanging.
If, as the landlord said, then use the map pvz that can't be blocked, tvz, then how to play.
TVZ recommends 8SCV Gunner Rush to double mine extreme thug flow, then there is no need to block it.
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If that doesn't have to live.
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4 Zerg bunkers are not useful, if you don't pull the peasants to attract the pure bunker on the computer, it's no problem to block 6 xx, 7 8 will be suspended. Playing dragon riding xx, being able to prevent 3 3 is an almost impossible limit. Not to mention the pure dragoon, 6 were ended.
This is also related to the location of the bunker, if the front and back rows are the least promising, and the rows are more promising, it is better to get a few more and put them behind the base.
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At first, you can block about 8 forks, which has a lot to do with the location of the bunker and the placement of other buildings.
If the fork and the dragoon are more difficult to stop. Pure dragoons are estimated to be 7! If the bunkers are not placed well, if the range cannot be overlapped, 7 of them will not be able to hold it.
In the later stages, there won't be just a few bunkers for defense!
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Answer: n farmers.
8 Berserkers.
7 dragoons. 5 electric electricity.
6 hidden knives. 2 white balls.
0 golden beetles.
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Play Big Game Hunter or similar bonanza maps? Then blow up the air force and go out to break his battery. Protect with a flying dragon.,After opening the opening, the explosives rushed in.,Zerg is not afraid of turret defense tactics.,Come on.,I also love to play the Z clan.,But Big Game Hunter can't improve tactical awareness if you play too much.,Or play more Luna.,The Lost Temple and the like.。
Infinite anticipation of the arrival of SC2.
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Scorpio air support, more brood bombs.
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If you have a lot of mines, you can fight with him and consume them, and his mines should be dry soon.
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Scorpion spray, then burst the dog.
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Sentinel, Sentinel, Sentinel! !
And then the wave of elixir, giant elephant, mechanization left him! !
Meat shield and hunting air defense of course xx
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Sentinel, Sentinel, Sentinel! And then the immortal, the giant elephant, a wave of mechanization took him away!! Of course, xx meat shields and hunt air defense.
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Nonono,I'm a Protoss player.,In this case.,Open the base to explode first.,5xx to increase technology.,Then 2 to keep the home and then xx directly x up.。 It is possible to move back to the situation.
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The barracks, the forging furnace, the xx card position, the architecture at the intersection of the 2 mines.
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What's the rush??
bf bg by plug Different pictures are not the same, don't ask for pictures.
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It depends on what tactics the Zerg use
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12d to open the basic defense of all bunkers, 14d can ensure that the bunker is not lost. This exploration is not very useful, I remember that the second house stopped the second mine to see if there was a little crystal on the opposite side.
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Hit the peasants with the Wyvern and beat the crystals.
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