@KC
Initial heavy zergling raids on the enemies' probes should let you be able to stop a portion of the protoss' base expansion for a bit. With zerg, you can pull a 3-hatch ling on the protoss' resource line. This is more or less reliable, because if the toss try to cannon you can just run around them and if they try to mass zealots you can just suicide at the probes. Every probe killed is a bit of a hit on the toss economy at the start of the game, when they're trying to either tech to dragoons or whore zealots.
Against carriers, I've heard that dark swarm combined with hydras, scourges and devourers isn't too bad. I dunno, though, since I don't play zerg often.
Anyways..
Anyone got much experience playing T? I find that, while I do adequately in small (4 player or less, 96x96 or less) maps, I get fagged to death quickly on bigger maps like BGH.
Basically, right now I typically start by building 8 SCVs, then barracks, then supply depo x2, then bunker, then barracks again- this is to stop the insanely early 8 zergling / 4 zealot rushes the AI seems to send my 90% of the time I play a Vs Comp game, and its' started to become standard for all my games at this point.
Typically I'm using marine/seige/gol push combined with seige drops behind resource lines - though the latter is dropped sometimes considering less tarded players build antiair around their lines.
Anyways, the problem is that after a certain point (about a couple minutes into the game, by the time I've gotten a couple of seige tanks), I tend to hit a brick wall when it comes to offensive - while I'm able to micro my marines' health and stimpacks as well as my tanks' range and (once I get them) sci vessels' rad and defmatrix, I run into problems dealing with zergling nub floods and dragoon rushes. Typically I end up using up a decent portion of my units simply getting rid of the enemies' standing forces, after which I'm hit by their rebuilding units - which tend to amount to billions of zealots and/or lurkers.
My other problem is that I can't figure out a good 'fast game' for terrans - starting, un-medic'd/un-shelled/un-stimmed marines are worthless against zerglings and zealots alike, meaning that if I don't quickly build a bunker against rushers (both AI and player), I get screwed over royally before I've even got my second barracks up.
Any pointers for either of these?