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Playing Terran

Blogs > iaguz
Post a Reply
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
March 05 2011 02:33 GMT
#1
This is going to serve as something of a discussion corner and notepad for playing Terran in SC2. I'll be listing new builds, interesting tactics, theorcraft (tons of theorycraft) and my current mindsets and all things terran.

I encourage you all to join me. Please let us not mention balance too much (unless we're talking about how awesome it is that there's no khaydarin amulet in 1.3. We hope).

As for me, I'm one of those boring, petit bourgeoise ~3k master type players on both NA and SEA. I'm currently chugging through a mountain of bonus points on each ladder, but I'll get through it.

So, to begin. Tee Ve Tee

I was watching some of Gretorps stream and he showed this TvT build which I've decided to steal, mostly because it involves my favourite unit (the blue flame hellion) and it would provide a change from my usual tvt style of dropping said favourite unit in the opponents mineral line.

it's 10 sup, 11 gas, 12/13 rax (12 rax is safer against cheese), 16 OC and Factory. Start a tech lab on the factory asap, then get 3 hellions and blue flame. On your next 50 gas, get a reactor on that barracks. Produce tons of marines, and expand.

Use your hellions to gain map control and scout the front and once they hit 3, start picking off marines from the front. This is critical. This build is quite greedy and is quite open to nasty all in timings like 3 rax stim or 1/1/1 marine/tank/medivac or viking.

If you suspect banshees, get an ebay whilst you expand. If you suspect BFH drop then simcity and defend accordingly. But picking off those marines at the front is sooooo vital. he cannot attack you if he doesn't have marines. You're safe. You have to force that opening.

After that you can transition to your midgame of choice. Gretorp got tanks and a really late siege tech, and went marine/marauder/tank. He ended up losing because he forgot siege tech when he had this huge advantage. But the build was great.

So i'm gonna play aroudn with this build. It involves hellions! What's not to like! Although, like i noted, it is really vulnerable to cheesey fucker all ins. Game sense is important.

*
ProgamerAustralian alcohol user follow @iaguzSC2
Hellhammer
Profile Blog Joined March 2010
Canada144 Posts
March 05 2011 02:46 GMT
#2
For your TVP, you should experiment with this build:

10 Depot
12 Barracks
13 Refinery
15 Orbital Command
16 Depot
18 Factory
18-20 Second Refinery (asap)
22 Depot
26 Hellion
27 Armory
28 Tech Lab on Factory
32 Terran Vehicle Plating 1
32/38 Thor
39 Depot
41 250mm Strike Cannon
43 Depot
45/51 Thor

Bonus of course if you are on shorter rush distant maps like close position metal, xel'naga, I've done it plenty of times on shattered. What makes this build so powerful is three things:

The plating. Two thors are already strong enough to kill anything this early in the game. You don't need +1 attack.

FF. Any sentry that protoss made before scouting the build (which you should try and hide as best as possible) are completely useless. Free 100 gas. And it's common for toss to make a couple off the bat, as you know. (my favorite is watching them FF the ramp haha)

Strike cannon. This is retarded good. Just be careful not to use it on a colossus that's too far away. Thermal lance will not be done by this time, so you are pretty safe, but if they do step back, your thor wasted a few shots while doing the animation. Oh and of course, immortals insta-die. So if you see immortals, start bming immediately, because you have won no matter what.

DTs suck. Do your best to find out if that's what is going on. If so, you have to save all your scans and attempt to squeeze out a raven. If those DTs fail, protoss has nothing, so you still benefit from toss's risky risky response.
If Jesus comes, kill him again.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
March 05 2011 03:00 GMT
#3
Yeah, I don't like doing 1 base all ins though. That's the thing about your build, it's all based aruodn getting the thors to work and to win off of that. There's no next step, it's win or lose based off a coinflip 'oh fuck i hope he doesn't go dt's' (although your hellion can sometimes tell you if he's going for 1 base dt's. Sometimes). I mean, there's about a thousand 1 base all in strategies and they all have their merits and their flaws. I suppose I can keep your strategy in the playbook as a potential tvp all in in a competition perhaps, but it's not one I'd like to bring to the ladder.

ProgamerAustralian alcohol user follow @iaguzSC2
Ulyx
Profile Joined December 2009
Canada45 Posts
March 05 2011 05:18 GMT
#4
I go macro style in pretty much all of my games... build goes like this:

10 supply
12 rax
supply
15 orbital
17-21 command centre (depending on how many marines you deem necessary)
gas
rax
supply
engineering bay
second gas
constant marine production


from here, it varies as you please. I usually get 1 tech lab, start stim, get constant production of marines and marauder, start +1 upgrades and push when stim and +1 finish. So far, it has worked beautifully with many transitions and all you need to defend rushes is a bunker or two
As you think, so shall you become.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
March 05 2011 06:10 GMT
#5
I don't really like macro style like that in tvt and tvp. You're open to much shit in tvt, and tvp you can get rolled by 5gate timing push from 1 base. Plus, with only marines vs p, they just gotta get like 1 collosus to kill everything you've got. I do the 1 rax maruader FE because I reckon that heavy marauder with few to no marines compositions is far better then the usual 40/60 marine/marauder mix for killing protoss (well, at least protoss who go for collosus and not HT/chargelot). Plus if the protoss 1 gate FE's and you didn't prevent or hurt him somehow = gg. You cannot pressure protoss with mineral FE, but with marauder FE a proxied bunker can be a lot of trouble for him (see the shakuras plateau game 1 of Killer vs that Terran last night, GSL code A)

In TvZ I love the 1 rax fe into blue flame hellions (or tanks, if it's close positions LT or Metal, where not dying to all ins is your top priority as any other strategy from the zerg results in basically freewin for Terran). You wall off the bottom of the ramp too, the zerg has to play a dangerous guessing game (I suppose it also helps if you posture your initial marine and scouting scv quite aggressively and trick them into thinking 2rax but it's not necessary imo.) This leads to a huge saturation early on (well... for terran), and a chance to gut the zerg's eco with the hellions, and you can start your 3rd cc at about 11-12 minutes. I like it. Macro!
ProgamerAustralian alcohol user follow @iaguzSC2
Hellhammer
Profile Blog Joined March 2010
Canada144 Posts
March 05 2011 22:44 GMT
#6
On March 05 2011 12:00 iaguz wrote:
Yeah, I don't like doing 1 base all ins though. That's the thing about your build, it's all based aruodn getting the thors to work and to win off of that. There's no next step, it's win or lose based off a coinflip 'oh fuck i hope he doesn't go dt's' (although your hellion can sometimes tell you if he's going for 1 base dt's. Sometimes). I mean, there's about a thousand 1 base all in strategies and they all have their merits and their flaws. I suppose I can keep your strategy in the playbook as a potential tvp all in in a competition perhaps, but it's not one I'd like to bring to the ladder.


This isn't all-in lol... You can throw down barracks and you already have your higher tier to strike cannon colossi. I think Terran needs to start moving away from bioball... although with the new temp nerf, you'll probably be right back at it. zzz
If Jesus comes, kill him again.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
March 06 2011 00:15 GMT
#7
Eh, feels like it's all in. If the attack force gets wiped then the protoss just gonna slap down a nexus, and I'm gonna be sitting in my base feelin' a little scared.

ProgamerAustralian alcohol user follow @iaguzSC2
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