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Back to Training, or How to Beat TvT

Blogs > BlueInkAlchemist
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BlueInkAlchemist
Profile Blog Joined April 2011
United States73 Posts
December 13 2011 18:52 GMT
#1
Work has been nuts for me lately. I'm finally getting to a point where I can make room for a couple matches a night again, and so far the ones I'm struggling with the most are TvT. The last two matches I played were both 40-45 minute slugfests, one loss and one win. After studying the replays, I think I've narrowed down some of my problems to matters of timing. My usual habit of getting 3 barracks up before expanding is simply not fast enough.

To that end, I've looked over a couple dailies and typed up this quick little brace of notes.

FASTER MACRO KILL KILL

* tech lab on 1st rax as 2nd rax builds
* get a CC instead of 3rd rax followed by ebay
* roll out when stim completes as +1 builds
* expand behind push & build fact - DO NOT OVERCOMMIT
* starports then extra rax then reactors
* get a raven first for PDD & detection


Expanding more rapidly instead of trying to get a larger ball of units to toss at my opponent feels like a more proactive way to get ahead in economy. I also need to remind myself that attacking an opponent, even in an abortive sense, is more about applying a little pressure than doing any physical damage. Finally, I've long had the notion that prioritizing air superiority over a ton of bio or mech units is something that won't just lead to victory in TvT matches. Cutting the 3rd rax and expanding ASAP instead of waiting for some magic moment when I have "enough" Marines & Marauders feels a little risky, which is why I think it's likely to work better for me.

I look forward to trying this out in upcoming matches. Hopefully I won't lose too many ran- wait I'm in Bronze I can't get much lower lol.

*****
"Speed is the essence of war." - Sun-Tzu
mizU
Profile Blog Joined April 2010
United States12125 Posts
December 13 2011 19:10 GMT
#2
The issue with pushing after stim is that because it takes so long, usually the opponent has more than enough defenses by then. If you're waiting for stim you might as well get 2 medivacs too.

When I play TvT, I go bio (most of the time) and do a combat shield timing off of 3 rax. 1 tech lab, 2 regular barracks.
When combat finishes you can push with around 4 marauders, and 8-10 marines. After you send out your units, make reactors on your two rax, and then make a CC. Get stim, factory, e-bay, CC. Timings work out pretty nicely.
if happy ever afters did exist <3 @watamizu_
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