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My TvX Build

Blogs > padfoota
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padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2013-04-06 15:05:48
April 05 2013 20:35 GMT
#1
Fuck it Ill add it back, although its a lot stronger against terran than protoss, the original race it was designed against.

The idea - Heavy mine usage for defensive and offensive purposes, similar to broodwar vulture vs dragoon aggressive mining style. Tanks to protect the mines from stalkers/other ground based unit and also to provide long ranged constant damage vs buildings. Marines to support the tanks, provide anti-air/observer services and just decent fodder + dps unit.

The build -
10 depot 12 rax 13 gas, 15 OC, 15 marine, 16 gas (right after the marine, with the scv building the rax), then depot again

Make 2 marines and throw down fact + reactor on rax. Factory again @ 100 gas. When 1st fact finishes, switch onto the reactor of the rax and proceed to make mines. Land the rax and make another reactor - make marines from these. When second fact finishes, make a tech lab and proceed to make tanks.

Chances are you will not be able to afford all of these right at the start, so skip the marines when the reactor on the rax finishes and grab the tank first. Mines + tanks should always be constant. DO NOT GET SUPPLY BLOCKED.

If opponent is doing some kind of all in/stargate play - the amount of mines you have should easily shut it down. Tanks will help deal against any 4 gate/4gate blink rushes. Marines are there to snipe the DTs.

Pushing out - When your second tank comes out, throw down an ebay and grab a 3-5scvs (vs T) or 5-8 (vs P) for repair + turret placing purposes. You can push out much earlier if you know what you are doing, but against decent gateway units you need at least two tanks (tanks 4 shot workers and sentries). You must try not to lose any tanks and mines (marines too but thats really damn hard), as this is a pure dps build and losing any units decreases its power heavily.
Positioning of the tanks is also extremely important. The Nexus cannon is the same range as siege tanks in siege mode, so if you think its possible to push up directly into the main and avoid the nat cannon all together - do so. If you cannot, you will end up containing the guy for a long ass time until the cannon runs out - depending if your opponent is any good, this build will either flat out kill him (unless you messed up really badly), or you will have to expand and transition as you see fit.
The killing blow usually happens if you manage to get two tanks and 6+ mines inside his main, with your scvs building turrets inside his main. Your tanks will be in range of a lot of his tech buildings and preventing him from warping in a lot of units (sniping pylons).

However, as I said, its not that great vs protosses as they learn how to deal with widowmines more and more.

I have tried using thors instead of tanks, but thors ended up being way too bulky and hard to micro. Repairing scvs would block their pathing, preventing the thors from moving at all (even with only three scvs)


Vs T, I have NOT have any problems with this - the reasoning is that the build is extremely safe vs any gas openers (especially the hellbat drop - you will have 6 mines and 2.7 siege tanks with a handful or marines by the time the drop comes. Pair up the mines and burrow down possible drop edges in your main, if they still get in, tanks will make short work of the remaining drop.

Against macro builds - a smart terran who scouts out the buildings (kr masters) will have a bunker up front and marines in the main ready to intercept possible drops. A not so smart terran might have a bunker up front and a group of marines near the bunker. In either situation, all you have to do is forcifully burrow the 8 mines hugging the bunker, snipe down the bunker with the marine + tanks, siege up in a nice spot immediately once the bunker goes down. If his reaction is super super super fucking fast he will back off immediately giving you insane coverage over his nat with the siege tanks, immediately giving you access to his entire nat mineral line. The build hits before stim, and since in TvT stim s always researched first - no combat shield OR stim by the time the build hits. This means widowmines will one shot a chunk of marines if the opponent is not careful, and the two tanks will also one shot a nice chunk of marines.

This build does NOT work vs Z do NOT attempt to use this aggressively with it.

***
Stop procrastinating
igay
Profile Blog Joined November 2011
Australia1178 Posts
April 05 2013 22:31 GMT
#2
i want to learn a bit of terran myself, same build for 2 match ups i might give this a shot
MVP <3 MKP <3 DRG <3
Harrad
Profile Blog Joined October 2010
1003 Posts
April 06 2013 01:30 GMT
#3
thanks a lot, will try it out.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 06 2013 05:16 GMT
#4
Seems pretty neat. At first I was really skeptical of this working when reading it, but the synergy between the units is so nice it sounds really safe vs anything they do while still being a really strong allin attack when it hits. I'm pretty comfortable with the builds I'm already doing now, but I might try this just for shits and giggles.

Question vs P though: does P not have energy for a nexus cannon when the attack arrives? I mean if he was greedy enough it'll probably still roll over him anyway, but it definitely hinders the attack, no? Do you just get into position with mines at the bottom of his ramp and start targeting the nexus if he retreats into his main? Or prioritize the workers there first?
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2013-04-06 09:24:26
April 06 2013 08:50 GMT
#5
Thors are too damn fat ahahaha
Stop procrastinating
beg
Profile Blog Joined May 2010
991 Posts
April 06 2013 12:33 GMT
#6
what did he post? why doesnt it work anymore? what's going on here?
Harrad
Profile Blog Joined October 2010
1003 Posts
Last Edited: 2013-04-06 13:02:36
April 06 2013 12:51 GMT
#7
On April 06 2013 21:33 beg wrote:
what did he post? why doesnt it work anymore? what's going on here?


An all-in vs T and P that comes out with an aggressive push with mines, marines and 2 tanks at 9 min, which is at the same time good at defending aggressive builds/all-ins, such as proxy stargate play or helbat drops (mostly due to defensive capability of widow mines).

Apparently the OP came to the conclusion that it doesnt work anymore at the level hes playing so he removed it.

Luckily I had the page still open on my phone, so here's the build order: 12 rax, 13 ref, 15 oc, 16 depot, make 2 marines, Factory asap + reactor on rax, another factory at 100 gas, depot, techlab on 2nd fact. Produce marines, mines, tanks continuously; dont get supply blocked. Cut scvs at decent saturation. Push out when the 2nd tank comes out, bring 3-5 scvs (vs T), 5-8 (vs P) for repairs.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
April 06 2013 13:41 GMT
#8
On April 06 2013 21:51 Harrad wrote:
Show nested quote +
On April 06 2013 21:33 beg wrote:
what did he post? why doesnt it work anymore? what's going on here?


An all-in vs T and P that comes out with an aggressive push with mines, marines and 2 tanks at 9 min, which is at the same time good at defending aggressive builds/all-ins, such as proxy stargate play or helbat drops (mostly due to defensive capability of widow mines).

Apparently the OP came to the conclusion that it doesnt work anymore at the level hes playing so he removed it.

Luckily I had the page still open on my phone, so here's the build order: 12 rax, 13 ref, 15 oc, 16 depot, make 2 marines, Factory asap + reactor on rax, another factory at 100 gas, depot, techlab on 2nd fact. Produce marines, mines, tanks continuously; dont get supply blocked. Cut scvs at decent saturation. Push out when the 2nd tank comes out, bring 3-5 scvs (vs T), 5-8 (vs P) for repairs.


Man I overreacted to a couple losses and deleted everything....Forgot about the lurkers. I will add it back.
Stop procrastinating
Harrad
Profile Blog Joined October 2010
1003 Posts
Last Edited: 2013-04-06 17:59:53
April 06 2013 17:46 GMT
#9
Haha, no problem man, thanks for adding it back. also nice additions to the original op. Remember, what goes on the internet, stays on the internet, and lurkers gonna lurk lol
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