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Since I switched to Terran from Protoss not even a month ago, TvZ is my weakest MU in the later stages of the game since mutas make me rip my hair out in rage.
Thus, I've been heavily favoring 1 base play to try and end the game early or at least do moderate economic damage before I let the zerg run wild. I've come up with a pretty good variant on a stim timing attack, I think, that substitutes hellions for marines. My mechanics aren't anywhere near the point where they'd allow me to give an accurate BO with supply timings and everything, but you should aim for around 8 marauders, 4 marines (made off 1 barracks before adding tech lab), and 5-6 hellions.
This attack needs to happen before spire gets out, and if you can nail that timing then there's little the zerg can do if you don't let him scout it unless he's blindly going mass spines or maybe mass roaches. As such, this is definitely a build to use on smaller maps and not gigantic ones like Shakuras.
When you attack, put your infantry in one hotkey (1) and your hellions in another (2). If the ramp to his natural is not blocked, quickly stim your infantry and put them on hold position there. Try to take down spine crawlers while you're going there if you can; this shouldn't be too much trouble since marauders melt them. From here, put your hellions next to your infantry.
If all his army is stuck on the top, leave a couple of hellions at the ramp and go to town on his natural mineral line. After you take down the hatch, scan or scout the main and see if you can end it with a push. Don't forget to rally your barracks and factory to his natural to reinforce your push.
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Sounds similar to what Nada did in ro16. (or was that ro32?)
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United States24551 Posts
If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas?
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Australia7069 Posts
marauder hellion allins are great. Plugging the ramp is something i hadn't thought of, but you really need to make sure its not scouted. Speedling flanks or a bunch of spines can really wreck your day.
With this kinds of builds you usually drop an ebay as you move out and spam turrets + marines while you push in case it doesn't work
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On October 31 2010 01:35 micronesia wrote: If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas?
That's the biggest weakness I can find with this build. Since I've only done this 4ish times and it's worked every time, I haven't really had to deal with that. I'd say that you should scan the main when you attack the natural to get intel on what part of his army he has there and how far along his spire is. (If it's at the natural, just run a hellion around to scout it.) If it's pretty far along, I'd say it'd be best to swap a rax with the factory, start powering marines and retreat as soon as you've pounded the natural. Sufficient numbers of marines should be out by the time mutas can get to your base and you can gradually work your way to thors with turrets helping along the way.
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this pretty much relies on not being scouted while teching it, while moving across the map, and while actually doing it.
marauder hellion is the best terran all in imo though.
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On October 31 2010 01:35 micronesia wrote: If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas?
Can´t you throw down ebay when attacking and when you see spire or mutas just spam turrets?
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United States24551 Posts
On October 31 2010 04:17 HwangjaeTerran wrote:Show nested quote +On October 31 2010 01:35 micronesia wrote: If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas? Can´t you throw down ebay when attacking and when you see spire or mutas just spam turrets? That's what I'd think and it would depend on the timing. Hopefully the OP will be able to report back to us on how successful that actually is.
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I never understood why people make these threads and not post replays.
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On October 31 2010 04:34 DM20 wrote: I never understood why people make these threads and not post replays.
sorry, I haven't been saving my ladder games since I've only switched just recently. I'll get the one from the screenshot uploaded.
edit: here it is. again, my mechanics are bad, but you should get a general idea of what to do.
http://filebeam.com/87fc4ef95addb5c5e7db444a661a4deb
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On October 31 2010 04:30 micronesia wrote:Show nested quote +On October 31 2010 04:17 HwangjaeTerran wrote:On October 31 2010 01:35 micronesia wrote: If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas? Can´t you throw down ebay when attacking and when you see spire or mutas just spam turrets? That's what I'd think and it would depend on the timing. Hopefully the OP will be able to report back to us on how successful that actually is.
Ive done this lots of times, and I find its near impossible to transition out of if the zerg got an early lair. You essentially need to kill him before mutas come out, because if you dont, your forced to make turrets, and marines out of tech lab barracks, and then he will just contain you with mutas. That said, if they have a late lair, this gives you time to build either a thor or enough marines at your base, and generally you will win.
I tend to win using this when the zerg goes 15 hatch into roach, as opposed to speedling/muta openers. At least thats my experience.
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hey. sorry about the bump but i've been searching around on this topic for a while and it would seem to make more sense to re-open an older discussion than starting an entirely new one. i want to start experimetning with a marauder hellion timing all in / early game composition. if there is anyone who can advice on a optimised bo or link me to one elsewhere that would be greatly appreciated. thanks
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This build has been refined a lot by pros since I made this post. A popular variant goes for blue flame instead of reactored hellions. Not sure where a good BO might be, but anything with two barracks for marauders and one factory for hellions should be good. Check out some pro replays, too.
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