Big Game Hunters/Beginners Guide

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[e][h]RandomBeginner's Guide
BGH General Guide
Strategy Information

This is intended as an introduction to BGH gameplay.

Things addressed in this guide are:

  • Features of the map,
  • Different game modes played,
  • Basics of a team game,
  • Choosing your role in BGH team game,
  • Choosing your build order.

Features of the Map[edit]

Each main has 2 gases and 15 mineral fields, while each natural expansion has 1 gas and 9 mineral fields. The middle of the map has 2 gases and 12 mineral fields. Each of the four corners has a cliff which is cliffable by Tanks (and potentially but extremely rarely other units).

Imbalances of the Map[edit]

These are things that are there, and there's not much you can do about them. It's good to be aware of them, so you aren't suddenly surprised by them during play, though.

  • Every spot can do a ling-proof Terran wallin, but only the 3, 5, 6, and 7 can do it such that the Marine spawns inside the base.
  • The gases at the 11 are significantly slower than those of the other bases.
  • The 3 o'clock's bottom gas and bottom mineral fields can be tanked from the 5 o'clock main.
  • Every natural can be tanked from somewhere. The 11+12, 1, and 5 ones can be tanked directly from the opponent's main.
  • The corner spots can be cliff tanked, and the 6 and 9 can be tanked such that melee units cannot reach them.
  • Some spots can be extremely restricted by enemies (cannons at bottom of 9 natural will fire at units exiting 6+7, tanks from many spots can shoot enemies unhindered).

Imbalances of the Races[edit]

With so many imbalances where people can be tanked, you'd think it's a Terran map, but BGH is actually a Protoss-favoring map.

Zerg is weak on BGH due to the limitation of larvae: Zerg can't keep up economically while still having an army; either they are forced to not have an army (in which case the game is lost), or else they don't have much of an economy and lose relevance as the game goes on.

Terran has some difficulty on BGH team games due to their early game lack of mobility, and the fact that Marines are less competitive than Zealots or Zerglings until they have more tech. Additionally, Terran have a lot of problem handling good Dragoon → DT tech. In longer games, Terran can be overpoweringly strong due to the narrowness and ability to tank all sorts of areas on BGH.

Modes of Play[edit]

The most common mode of play on BGH is 3v3. 2v2 is much less popular. 1v1 BGH is nearly unplayed - a more common 1v1 mode is 6v7 or 11v12, where you are set at one of those positions. 6v7 and 11v12 is usually played with Protoss only, and the rules are no cannons/DTs (the mode is meant to practice Zealot/Dragoon micro/macro). FFA is quite uncommon while 2v2v2v2 has got some more popularity lately.

Basics of a Team Game[edit]

Generally speaking, team games are decided quite quickly. Fast expand strategies, fast upgrades, etc. are all usually quite weak. See the BGH Builds guide for the precise build orders of these builds. There are usually four roles in BGH (note that it's possible for a player to combine these, too; just because a player is teching doesn't mean he won't have any units at all), with a 5th sometimes appearing for Zerg:

  • Initiative
  • Meat Shield
  • Ranged Support
  • Tech

The initiative player is always going to be the Zerg, if you have one. This player is responsible for keeping the enemies at home while the other players get big and strong, damaging the enemies if possible, and essentially dividing the enemies and providing constant support for allies to make it a 2v1 situation. Generally the initiative player wants his own base to be quite far from the enemies, as he has the advantage of speed, and the closer his base is to them the more likely they can just walk out and either contain him or kill him.

The meat shield player is usually going to be the Protoss. This player is going to focus on producing Zealots and taking damage. Zealots are tough, and BGH is narrow enough that they can easily block up enemy forces, such that Zerglings are unable to effectively surround them. The meat shield is responsible for keeping the ranged support alive, ensuring the initiative player does not get overrun by larger forces as the game goes on, and keeping techers alive. The meat shield player is usually quite happy to be near his enemies, especially such that he is closer to them than his allies are, as he needs to block for the allies.

The ranged support player is usually a Protoss going Dragoons, or a Terran. This player is typically going to be able to do the most damage, but without a proper meatshield risks getting surrounded and killed by Zerglings or Zealots, or simply overwhelmed by superior numbers. Frequently this player plays a kind of 'carry' role - his allies keep him alive, and he ends up carrying them later on by being stronger than any of the opponents. Frequently this player will end up playing a kind of hybrid role, like a Protoss player going Dragoons can also tech to DT while doing so. Being far from the enemies is a plus for this player, as early on he will have little to no strength.

The techer is a player who is voluntarily being weaker than possible at this time, in order to play stronger with high tech units later on. There are typically two kinds of techers: techers where map control is in the hands of his team, and techers where the map control is in the hands of the other team. The former is, of course, much safer, while the latter is only possible by combining it with some level of turtling in certain matchups. Being far from enemies is a plus for this player.

The power player is a Zerg player who's focusing on getting Drones, but not on teching or getting units. It's not very common, usually only when you have an ally who's also Zerg. The focus is to get a strong economy and then turn out masses of units at a later time (often Hydralisks/Zerglings). Generally it's going to be used against a Protoss player when you have no other option for a carry style player. It's basically a ranged support player, but it's noted separately because ranged support players are generally going to try to get an army out there as soon as possible to help, whereas the power player wants to wait as long as is feasible in order to get enough Drones.

Choosing Your Role[edit]

First of all, you need to consider what races you and your allies are, and what races you and your enemies are. Zerg is pretty much always going to be the initiative role. Terran is never going to be meat shield or initiative, but rather ranged support, sometimes with tech (especially if there is an enemy Terran). Protoss is the race with the most variance of roles; with a Terran ally, you will be meat shield for sure, whereas with a Zerg ally it depends more upon enemy races (if enemy Zerg/Protoss then you can't tech very quickly, if enemy Zerg/Terran you can do a 2 Gateway Dragoon build, if enemy Zerg/Zerg then you play defensively and get +1 weapons and tech/Zealots while your ally survives).

Choosing Your Build[edit]

You usually will want to go 9 Spawning Pool as Zerg; 12 Hatch is only viable against a team like Protoss/Protoss or Protoss/Terran.

As Terran, you will usually want to go M&M if the enemies are not purely Protosses+Terrans. If there is an enemy Terran, then metal is usually going to be superior, as well.

As Protoss, you will only want to 1 Gateway Dragoon (fg) if A) there are no Zergs and B) all enemy Protosses are at least matched initiative-wise (so each enemy Protoss either has a Protoss on your team, or you have roughly 1 Zerg for each 2 enemy Protosses). Additionally, you won't usually go 1 Gateway Dragoon if your ally is Terran, as you should be acting as meat shield.

You will only 2 Gateway Dragoon usually if there is an enemy Terran, or you went 2 Gateway before realizing it's ZP vs PP.

The other builds are roughly interchangeable depending upon the situation; if you need ranged support but also need lots of Zealots then you can 3 Gateway Dragoon, or else you can stay as meat shield and not switch to Dragoons.

External Links[edit]