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Blogs > imBLIND
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imBLIND
Profile Blog Joined December 2006
United States2626 Posts
January 22 2010 06:50 GMT
#1
Right now im experimenting with 1facport in TvP. Currently I'm transitioning from a FD into a small mine contain with an early 2front pressure with the help of the dropship. This works very well when the toss tries to cut corners BO wise.
I've had a lot of fun when it works and the toss just collapses, but I have no real fallback plan to go to when the toss has enough goons to deflect both attacks.

Right now, my early game plan consists of
1. FD and push him as far back as i can
2. Use dropship to send 2 vults with mines to harass and clear an area for a 2nd landing
3. Expand while harassing

the mid game plan
1. expand the front to his 3rd
2. get map control with mines, don't need to control the map just need to know where his army is
3. time the push with mass probe kills, him not mining at an expansion for 15+ seconds, successfully countering a desperation attack

So far, the harass and timing push works really well together cause I know exactly what he's doing when he's doing it, so the push is that much stronger. This strategy has an okay transition into the macro game, but my macro is terrible so i get like 3 less tanks and 6 less vultures to use than most ppl.

Right now, i need to make my game less cheesy, but i still want to retain some of it's efficiency and it's flexibility.

This build has some sort of immunity to reavers because i can make a wraith to get rid of the shuttle and my timing is good enough so that i can get siege mode w/ some turrets before his harass starts.

DT's give me some trouble because they're faster than shuttles and (i think?) cost less money to send. I gotta throw up my turrets in key spots and defend them with my vulture force, which limits my harass a lot.

The biggest problem i have by far is going against tosses who do not cut their goon production. I usually see tosses either cut goons to get more gates or just add gates progressively and continue to macro while doing so. The former is very easy to deal with cause my harass exploits their lack of goons. The latter gives me a lot of trouble cause I committed to harass, but the harass is kinda useless vs those goons.

This build is insanely weak against counters...i don't have enough tanks to fend off 10 goons in the mid game cause i invested most of my money into harass. I have no clue how pros manage to fend everything off with 3 tanks and a wall...

I've also been having trouble vs 2base arbs since the toss just turtles and masses, but that's just me making strategical errors and not a timing issue, cause i just drop what im doing and expand n turtle asap.

So do you guys have any suggestions on what I should do vs tosses that do not cut goons to make gateways or any modifications to make my build more flexible against tech builds and potential backstabs?

*
im deaf
love1another
Profile Blog Joined December 2009
United States1844 Posts
January 22 2010 08:23 GMT
#2
This beats me every single time. If you can get more than 2 vultures in my base... I'll suicide my control group of goons into mines and facepalm as I drag the mines into my maynarding workers leaving me after the attack with no economy or army... and if you're reasonably lucky you might get away with a few vultures intact!
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
writer22816
Profile Blog Joined September 2008
United States5775 Posts
January 22 2010 10:32 GMT
#3
^ lol
8/4/12 never forget, never forgive.
OMin
Profile Blog Joined August 2007
United States545 Posts
January 22 2010 10:36 GMT
#4
you could try 1 fac FE into starport... but it probably isn't fast enough to effectively FD push and drop shit at the same time

but if you want a really strong initial push, get 2 tanks instead of 1 for your fd push with 6+ marines. this is insanely strong if you cut an scv after rax to get 10 rax/10 gas before resuming your scvs. ur fac goes down 15-17 seconds earlier than 12 gas, and 10 seconds earlier than 11 gas, which allows you to move out with 2 tanks and marines at the same timing as a normal fd with no cut scvs. you research mines once your 2nd tank is starting. that build is actually designed to fend off 10/15 gates on rampless maps, so it is strong enough to contend with regular 2 gate builds if it is controlled well.
Alethios
Profile Blog Joined December 2007
New Zealand2765 Posts
January 22 2010 13:09 GMT
#5
On January 22 2010 17:23 love1another wrote:
This beats me every single time. If you can get more than 2 vultures in my base... I'll suicide my control group of goons into mines and facepalm as I drag the mines into my maynarding workers leaving me after the attack with no economy or army... and if you're reasonably lucky you might get away with a few vultures intact!

Lol I love it. Had a good chuckle to myself.
When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love.
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