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Tornado Terran - Page 2

Blogs > d1v
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Holylight
Profile Blog Joined May 2008
Korea (South)460 Posts
May 20 2008 07:00 GMT
#21
On May 20 2008 06:50 imBLIND wrote:
Tornado = enough units so Terran can pretty much flank a toss army
Obviously, tank heavy would work better than vult heavy, but i mean about 48 vultures would get the job done pretty quickly too. If u have gosu mine placements and mass vulture micro, then u should go vult heavy. Tornado is pretty much done to push the toss back so u can just camp in front of his choke and kill the rest of his expos.


no
d1v
Profile Blog Joined September 2007
Sweden868 Posts
May 20 2008 08:45 GMT
#22
Thanks so far guys, I think I'll have to continue searching through the GG.net database.
Adams Æbler
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
Last Edited: 2008-05-20 10:11:53
May 20 2008 10:11 GMT
#23
I'm not so sure that the classic tornado is really viable these days, as I feel that the gameplay was a product of both Nada's simply superior mechanics in macro and multitasking (harass + buidling shit efficiently), coupled with the P's relatively undeveloped macro and map control abilities. As the Tosses' macro capacities have developed, the gap between Nada's proficiency and that of his opponent has shrunk, and has most likely rendered the Tornado push not nearly as fearsome as it once was.

However, if you watch some of Mind's recent games, especially on Wuthering Heights, he vulture harasses beautifully and knocks the toss off balance, pushing out with a vastly superior force and just crushes them. So I think his play on that map might be classified as a tornado terran, so check them out ^^. (esp in like weeks 1-3 of PL)

Fitting, that the protege is carrying the torch.
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
May 20 2008 10:16 GMT
#24
"OMFG he's going into Tornado mode!!" is the moment were he unsieges all his tanks and rolls over his oponent.

It's vulture harass, a map divided in half, dual armory, insane multitasking and one final critical mass tank push.
Mortality
Profile Blog Joined December 2005
United States4790 Posts
May 20 2008 11:36 GMT
#25
Modern Terrans who revised the old Tornado style play it very vulture heavy. Tank heavy pushes are much slower unless you abuse tank mode, which makes it easier to lose tanks (unless you have an ungodly number of tanks like Nada sometimes does).

True Tornado isn't really the best thing to do anymore. Lots of Protoss these days have pretty safe fast car or arb builds that they can bust out and old school style Tornado takes a while to get going.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
Pafnucy
Profile Joined October 2002
Poland1124 Posts
May 20 2008 12:22 GMT
#26
its rather modern terrans don't outclass their protoss opponents like Nada did years ago. Many tank is uneffective and risky, while making tanks from 1-2 factories and rest - vultures allows to be more flexible, not so harass-dependent. All these FE, making tanks -> 4-5 factories added at the same time -> pure vulture => timing push is only viable because of not going pure tank - having a pack of them you need to care about, a core of your formation that wouldn't exist without cheap vulture filler.
Member of the "Fuck Yeah, Canata !" committee :-) to join copy/paste this
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