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Terran Development: To Turtle or not to Turtle?

Blogs > TG Manny
Post a Reply
TG Manny
Profile Blog Joined September 2011
United States325 Posts
December 28 2011 21:56 GMT
#1
Hey TL blog forum, just writing about my musings as a Plat level Terran.

Over the past month I have gotten much better at my macro and micro mechanics using ohkurwrong's coaching tactics of pure-bio builds in each matchup until I start to stagnate in success. In this time I learned how to do multipronged attacks better as well as keep my macro up at home so that a counter attack to a few drops isn't lethal.

Now I am regressing, losing lots of games and I've sat and watched replays to look at where I am going wrong. Other than simple macro mistakes of not being able to spend my money well and getting supply blocked I have found that I simply lose too much army on "risky" two pronged attacks with low-tech and let my opponent get to their late-game unit compositions. All Tech beats rax units fairly easily because of AoE damage.

So now I am looking to move on in build but not in strategy, to have enough aggression that my opponent feels uncomfortable. It's time to reintroduce tanks, vikings, banshees, hellions, and thors to my game and possibly start making different builds for my vZ,vT, and vP games.

This is where I am stuck. I'd like to continue aggressive macro builds in all my matchups but I'd also rather not try and "innovate" because of how streaky I can be with macromechanics so any build I do could probably be done better by another "order".

The meat and bones of my ponders come with whether I should take earlier tanks and expand my map control when I have enough tanks to cover more area (effectively turtling) or build things like hellions or banshees who can secure map control with good micro as well as harass an enemy base for scouting and economic damage purposes.

The earlier tanks sound more appealing to my lower APM but also don't allow for easier scouting as well as a weakness in early game as I try to expand as fast as possible. (1/2 rax FE) Other issues fall in with feeling very paranoid about attacks and letting opponents feel safe.


On the other hand with hellions or banshees they have the potential to end games, screw with my opponent's macro while I keep my own up, and scout the opponent's army as well as force army/static defense in the main base that could be better used toward tech/army production. Unfortunately, if I forget them for a moment they could be gone and the advantage swings heavily in my opponents favor.

At the moment I am leaning toward turtle, but I have to make sure it is an effective turtle type build that wants to get a 3rd faster and whatnot. Both instances I'd like to try 1rax expanding and surge into a midgame army production lead that can't be matched.


*
Singularity is at hand...
Rudolph
Profile Blog Joined July 2011
United States161 Posts
December 28 2011 22:16 GMT
#2
Against zerg, the early hellions are really good, because it does provide good scouting information while hurting their army/drones. But don't listen to me. I don't play the game much, only watch the pros.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
December 28 2011 23:35 GMT
#3
Do you have any replays?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
HickleStine
Profile Joined April 2010
Australia276 Posts
December 28 2011 23:36 GMT
#4
I'm not 100% sure what kind of advice you're asking for here, but:

vs Zerg, turtling can be good, you can keep some map control with hellions while you build a strong army off 3 bases and attack before hive tech is out - you need tanks for this style though, otherwise the zerg army will just rip you apart when you move out. Then you take a 4th while continuing to attack/drop and play out the game from there.

vs Protoss, turtling is not a good idea; you need to put pressure on protoss in the midgame with aggression/drops to punish greedy plays and slow them down. If you sit for too long they will roll you over with a maxed 3/3 army and superior economy. Also, tanks against protoss tend to get weaker the longer the game goes on.

vs Terran, you usually turtle if you're playing a mech style, building up a tank count while harassing with hellions, if you want to go bio/tank. This matchup is a map-control game, securing positions and damaging economy/tech by dropping and abusing terrain and tank placement. Pure bio is about keeping the opponent constantly on the back-foot so they they can never move out and kill you with a 200/200 army. You can also switch into air tech etc etc...

With macro/micro issues, honestly focused practice is the best/only way to get better. Trying to keep your eyes on your units/the minimap while you use the keyboard to macro is ideal. Practice your mechanics above all else; playing a constantly aggressive style is a good way to help this as it forces you to be controlling your army while macroing.

Anyway I hope some of that was what you were looking for o.O
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