• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:40
CET 09:40
KST 17:40
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool31Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea JaeDong's form before ASL BSL Season 22
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours Small VOD Thread 2.0 IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Mexico's Drug War
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3878 users

Mech 4 Eva - Introduction

Blogs > Blazinghand
Post a Reply
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
Last Edited: 2011-01-22 10:36:40
January 22 2011 07:20 GMT
#1
Foreword
I'm writing this blog to talk about Terran Mech play. I won't sharpen any cakes and eat them before they hatch-- I'm not the best Terran player out there. There are better players than me everywhere, and I lose to them every day. But, as I look around the blogosphere, I haven't seen a blog like the one I plan to write, so here I am. I've had my share of ass-kickings and my share of wins and losses by dumb luck and poor decision-making, but I've had enough of them to know what's real and what's random. I'll parse what I've learned and share it here.

I'm going to be drawing from pro and semi-pro play I've watched and my own experience on the NA ladder. I'll be focusing on TvP, which is in my consideration the most difficult matchup for Terran Mechanized play for a number of reasons. In addition to my own theorycraft of Mech play and some build orders, I will update as regularly as possible with my own experience using Mech play on the North America ladder.

So, what exactly is Mechanized play?
I don't really know why I'm answering this question, since everyone already knows. Mech play is a unit composition for Terran that doesn't rely on Barracks units except for support. This means you're going to be getting lots of Tanks, some Hellions, some Thors, and some air units, with a sprinkling of barracks units to provide support through spells or to "fill in the gaps."

Why Mech?
After hundreds of custom and ladder matches as Terran, and countless losses to opponents, I came to realize that the Marauder was holding me back. Oh, Marauder with your bonus DPS to armored, Concussive Shells, and Stim Pack. How you synergize with Marines and Medivacs! I thought I could ride you from Bronze League all the way to the top. But as I got better, so did my opponents, and I fought daily against the heretical splashy discharges of Psionic Storms, the brutal efficiency of Collosi, the destructive Banelings that would knock the AA Marine legs out from under my Maruaders before the Mutalisks and Zerglings overwhelmed my poor biological units... moving towards Mech seemed like a natural way to develop my play.

But in a sense, I play Mech for the feeling of POWER. Factory Units are POWERFUL. They hit HARD. They CRUSH the opposition. They don't need to do tricky things like concussive shell stim-kiting or splitting to avoid splash or anything like that. They hit DPS or move fast or perform their function without needing to be fancy. Playing with Mech, I began to get the feeling that anything that comes out of a Factory is a Unit in an Army. When you make a unit out of a Factory, it's Real. Stuff that comes out of Barracks is just detail. Maybe a few marauders to help your thors wall out banelings, or some marines to dump some minerals into AA... or maybe a ghost for EMPing protoss doom balls. Details. These units were there to support the real army, of huge lumbering mechanical engines of destruction.

I will continue to walk this path and feel the power of the Factory Tech for as long as possible. I hope you guys enjoy it.


Acknowledgments
I'd like to thank Trinity for constant advice and being a Random practice partner who helped sharpen my Mech play in all matchups, Jykinturah for supporting me and helping me get out of the low leagues, and Wyred for helping me suck less at Theorycraft. These are all good guys, and if you run into them on the NA ladder, tell them "gl hf" for me. I love them, and they're good guys... so make sure you BEAT THEY ASS

***
When you stare into the iCCup, the iCCup stares back.
TL+ Member
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
January 22 2011 13:44 GMT
#2
When it comes to lategame, mech can be quite strong but it often comes to rely on good EMPs versus the probably immortal counts you'll face. Because of how the composition works it can be quite susceptible to heavy air play aswell if you're not careful.

But I agree, in very lategame situations I prefer ghostmech over bio aswell, atleast on 2 player maps or close positions.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2011-01-22 14:37:32
January 22 2011 14:37 GMT
#3
Yeah, marauders sux. It's funny how they were considered THE overpowered unit during the first few months after release, before most people realise how they sux against non protosses oponents. For instance, just a few marauders in an army will deplete all your medivacs energy, basicaly rendering medivacs useless and a waste of ressource.
Yeah, this was offtopic, sorry xD
sob3k
Profile Blog Joined August 2009
United States7572 Posts
January 22 2011 15:08 GMT
#4
On January 22 2011 23:37 MrCon wrote:
Yeah, marauders sux. It's funny how they were considered THE overpowered unit during the first few months after release, before most people realise how they sux against non protosses oponents. For instance, just a few marauders in an army will deplete all your medivacs energy, basicaly rendering medivacs useless and a waste of ressource.
Yeah, this was offtopic, sorry xD


wait wat

What were you hoping the medivacs would do? I seem to be under the impression you WANT them to use their energy healing bio....
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
MrCon
Profile Blog Joined August 2010
France29748 Posts
January 22 2011 16:31 GMT
#5
On January 23 2011 00:08 sob3k wrote:
Show nested quote +
On January 22 2011 23:37 MrCon wrote:
Yeah, marauders sux. It's funny how they were considered THE overpowered unit during the first few months after release, before most people realise how they sux against non protosses oponents. For instance, just a few marauders in an army will deplete all your medivacs energy, basicaly rendering medivacs useless and a waste of ressource.
Yeah, this was offtopic, sorry xD


wait wat

What were you hoping the medivacs would do? I seem to be under the impression you WANT them to use their energy healing bio....

yeah I know it's a bit paradoxal, but marauders are too much an energy sink, usualy it's more effective adding marauders instead of medivacs if you have a heavy marauder army. One medivac will deplete it's energy healing 5-6 marauders then will be useless, so it's more cost effective to not make medivacs when you have lots of marauders (unless you drop, not only for the drop itself but for the increased durability of your drop).
calgar
Profile Blog Joined November 2007
United States1277 Posts
January 22 2011 17:03 GMT
#6
On January 23 2011 01:31 MrCon wrote:
Show nested quote +
On January 23 2011 00:08 sob3k wrote:
On January 22 2011 23:37 MrCon wrote:
Yeah, marauders sux. It's funny how they were considered THE overpowered unit during the first few months after release, before most people realise how they sux against non protosses oponents. For instance, just a few marauders in an army will deplete all your medivacs energy, basicaly rendering medivacs useless and a waste of ressource.
Yeah, this was offtopic, sorry xD


wait wat

What were you hoping the medivacs would do? I seem to be under the impression you WANT them to use their energy healing bio....

yeah I know it's a bit paradoxal, but marauders are too much an energy sink, usualy it's more effective adding marauders instead of medivacs if you have a heavy marauder army. One medivac will deplete it's energy healing 5-6 marauders then will be useless, so it's more cost effective to not make medivacs when you have lots of marauders (unless you drop, not only for the drop itself but for the increased durability of your drop).
This makes no sense. Diminishing returns... if you have 20 marauders then 1 medivac will make a much greater impact than one more marauder. Its not like the energy is finite, either, as you suggest when you say its useless after running out.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
January 22 2011 19:12 GMT
#7
On January 23 2011 01:31 MrCon wrote:
Show nested quote +
On January 23 2011 00:08 sob3k wrote:
On January 22 2011 23:37 MrCon wrote:
Yeah, marauders sux. It's funny how they were considered THE overpowered unit during the first few months after release, before most people realise how they sux against non protosses oponents. For instance, just a few marauders in an army will deplete all your medivacs energy, basicaly rendering medivacs useless and a waste of ressource.
Yeah, this was offtopic, sorry xD


wait wat

What were you hoping the medivacs would do? I seem to be under the impression you WANT them to use their energy healing bio....

yeah I know it's a bit paradoxal, but marauders are too much an energy sink, usualy it's more effective adding marauders instead of medivacs if you have a heavy marauder army. One medivac will deplete it's energy healing 5-6 marauders then will be useless, so it's more cost effective to not make medivacs when you have lots of marauders (unless you drop, not only for the drop itself but for the increased durability of your drop).


This makes absolutely no sense.

Medivacs always use the same amount of energy per heal no matter how many there are or how many marauders. As long as you don't have way too many medivacs, then the benefit of each medivac is exactly the same.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
punchabird
Profile Blog Joined December 2010
United States32 Posts
January 27 2011 02:54 GMT
#8
I love factory tech! It's always been the route I go when playing TvZ, because I love seeing zerg buildings explode into thousands of tiny giblets after getting rained on by my sieged tanks, mutas turning to fine mist after running into a hail of missiles from my Thors, and everything getting roasted on the ground or turned into swiss cheese by hellions and marines.

Thing is, though...versus Protoss it seems a lot harder because of things like Colossus range, Immortal shields, the fact that zealots can charge (and have much greater health than zerglings or any sort of zerg ground unit), and void rays/phoenixes are armored, not light, and can pick off thors and tanks fairly easily when made en masse.

And then of course there was that decision to change tanks' sieged damage from 50 (+15) to 35 (+15) in patch 1.1.....which made me super sad. It was still a respectable amount of damage and wasn't too much of a problem versus terran and zerg, but against toss units mech seemed totally nullified because tanks simply couldn't deal with threats quickly enough. =[

I'll be interested in seeing how you explain this.
"Yes, you do have a soul. And it tastes like butterscotch pudding."
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
January 30 2011 00:53 GMT
#9
On January 27 2011 11:54 punchabird wrote:
Thing is, though...versus Protoss it seems a lot harder because of things like Colossus range, Immortal shields, the fact that zealots can charge (and have much greater health than zerglings or any sort of zerg ground unit), and void rays/phoenixes are armored, not light, and can pick off thors and tanks fairly easily when made en masse.

And then of course there was that decision to change tanks' sieged damage from 50 (+15) to 35 (+15) in patch 1.1.....which made me super sad. It was still a respectable amount of damage and wasn't too much of a problem versus terran and zerg, but against toss units mech seemed totally nullified because tanks simply couldn't deal with threats quickly enough. =[

I'll be interested in seeing how you explain this.



It's absolutely true that mech is more complicated vs toss. A couple of notes, though:
  • Phoenixes are light, so thors eat them like delicious delicious butterscotch candies. Also, Phoenixes can't pick up Thors, so there's that.
  • the 35(+15) vs the 50 damage only affects zealots, templar, and sentries: zealots now take 5 shots to kill instead of 4, and sentries take 3 shots to kill instead of 2. Templar have the same reduction. There is no impact on damage output vs collosi, immortals, and stalkers. Anything that the nerfed siege tank is bad against, the blue flame hellions are good against.
  • The real problem for TvP Mech are Chargelots, Immortals, and Templar and Carrier/Void Ray. Collosi don't have the range to deal with Tanks like they do with Infantry, and Thors can stomp FFs all day erry day.


I don't think TvP Mech has substantially more weaknesses compositionally than TvP Bio, given the presence of Storms and Collosi. I think it's just harder to deal with. My next post, on Blue Flame Hellions, will be up soon.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Wyred
Profile Joined October 2010
United States52 Posts
January 30 2011 03:19 GMT
#10
In TvP, mech requires 2 things:
1. Ghosts- Near mandatory since they will probably have at least on of each: immotrals/sentries/ht
2.Vikings- Mech's weakness is AA so if they are going collosi/heavy air, get these.
Please log in or register to reply.
Live Events Refresh
Next event in 1h 20m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech128
StarCraft: Brood War
Sea 8971
Hm[arnc] 1568
BeSt 608
Larva 381
Leta 90
Nal_rA 89
Soma 48
sSak 40
NotJumperer 33
Bale 23
[ Show more ]
ToSsGirL 16
zelot 12
eros_byul 0
Dota 2
XaKoH 772
NeuroSwarm166
Counter-Strike
Stewie2K1173
Super Smash Bros
Westballz32
Other Games
Sick161
ViBE134
Livibee87
Mew2King40
Organizations
Other Games
gamesdonequick686
Dota 2
PGL Dota 2 - Main Stream190
Other Games
BasetradeTV65
StarCraft: Brood War
UltimateBattle 22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH227
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling141
Upcoming Events
RSL Revival
1h 20m
herO vs MaxPax
Rogue vs TriGGeR
BSL
11h 20m
Replay Cast
15h 20m
Replay Cast
1d
Afreeca Starleague
1d 1h
Sharp vs Scan
Rain vs Mong
Wardi Open
1d 3h
Monday Night Weeklies
1d 8h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Soulkey vs Ample
JyJ vs sSak
Replay Cast
3 days
[ Show More ]
Afreeca Starleague
3 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
3 days
Replay Cast
3 days
KCM Race Survival
4 days
The PondCast
4 days
WardiTV Team League
4 days
Replay Cast
4 days
WardiTV Team League
5 days
RSL Revival
6 days
Cure vs Zoun
WardiTV Team League
6 days
BSL
6 days
Liquipedia Results

Completed

Jeongseon Sooper Cup
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.