I've been playing a decent number of games against protoss recently(I play terran) and the other night I suddenly get this feeling of dread and boredom of following the usual mech style of play. I thought, would something like marine medic firebat be even somewhat viable as a build more later on in the game? I've seen a pro-game where T does a bunker rush to counter 12 nexus, firebathero where he gets a couple firebats and medics out but switches to mech later on, as well as reading a bit about the deep 6 build. One of the things I love doing in strategy games is getting really creative and doing things you wouldn't expect.
So my questions summed up: can the usual marine/medic/firebat(or known as 'bio' ) you often see against zerg work when facing protoss at a high level of play? has anyone seen progamers do this/know of any VODs? is it just marginally effective, but compared to mech takes much more effort for much less gain?
There was the PL playoff games in which both Midas/Mind tried Bio against Best, and it failed miserably both times. Basically if the toss has good reaver micro, or gets storm faster than usual..you are boned.
The argument against it is that protoss has so many spells and splash damage units that a bio army would get slaughtered unless you have AMAZING micro. Storms, reavers, and even stuff like maelstrom would constantly threaten your army if you didn't control your units just right. DT's one hit kill marines, once you have stim and range dragoons and zealots become less effective, but seriously I think the reason it's not done is it is just too mechanically demanding and too fragile. Deep six is an exception because if the protoss is not expecting it your timing push can be very hard to stop with conventional mid-game tactics (a shuttle, flanking etc). But even then, if they went for reaver tech or fast storms, you can die soooooooo easily.
Bio stacks poorly against Protoss because Protoss has splash damage which will buttfuck a bio ball. The only way you could possibly play a bio-focused TvP is if you can out-expand the Protoss, as far as I can tell. (Then you could contain him at the mouth of a choke.) Deep Six is really cheesy (underdeveloped mech + only two bases is hard to continue the game with, unless you break the nat), but I'd like to see a variant that takes a fast third with the push, to counteract your shitty tech with good econ --> only need to kill the third to continue playing.
It's still my belief that a small number of bio units would be a valuable addition to a mech Terran, either as raiders (mech sucks in small groups, but bio ROCKS, whether in dropships or not) or flankers or units to stand back and shoot the units off your main forces. I've never seen it actually happen.
The only TvP I know is deep six. Haven't played much, especially not with good players, but haven't lost with it. If it fails, you get a safe expansion and scare the toss a bit.
I actually went through a phase where I deep sixed exclusively vs protoss trying to see if it was viable, have like 5 replays somewhere; mostly loses. It is FUN as hell very strong and very mobile, I usually am able to take out their natural and trade armies while the protoss goes what the fuck as all his zealots evaporate. The problem is it is one hit KO and if you miss will comeback and own your marines. You can't let the protoss breathe till he is dead. I have taken out his main base and still lost to storm. Only situations were I would advise it is if they spawn very close to your base, in two player maps I feel it is stronger as expansion are closer and your reinforcement will come sooner. A really good map for it in my opinion would be blue storm as your rallied marines will have a really fast route b/c of small choke at natural. General tips for executing it are: a) start with a very standard build like siege expo b) get turret all around your base so toss has no idea what you are building c) Have a couple scans ready incase of dark templar d) have at least 5 tanks with your push this will help deal with dragoon especially if he tries to turtle at his ramp. e) If you killed his natural don't sit and camp outside push his main asap send small groups to his other expos to make sure he is not making another base else where. f) Rally everything to front. g) Bring scvs to make bunkers it is the only thing that will save your marines once storm is out unless you have like 400 apm and can emp all his templar before he storms.
bio in TvP is used against protosses doing greedy builds. for example: marines + bunker rush vs greedy 12 nex deep-6 against a protoss doing a greedy fast 3rd nexus
Other than that, it completely fails against fast storm upgrade and good reaver micro. Also, dt's can manage to kill off units here and there while you push, which can drastically reduce your unit count, especially if he sends them out 1 at a time and forces you to waste scans.
Hey there. As many has pointed out, it's not viable at top level play, because storm dominates it too well. It's also not as effective as against zerg in smaller numbers, since protoss units are more sturdy, where small groups of mnm shines against zerg because few mnm against few zerglings is a rape. With that said, it's completely viable at most levels below like B at iccup. I myself used to offrace terran a bit, and (at D+ level) it was possible just to go pure bio with vessels and tanks. It's micro intensive, because you need to emp well, but it's insanely fun.
Actually, it is somewhat viable. There is the well known deep 6 push with mostly medic marine to defend a few tanks, but it is also possible to play a longer game. Search through some of the older vods. I seem to remember something like upmagic vs nal ra or some such game which went very long with bio vs toss.
Marines actually can do well vs reavers if you have good micro and can split well. The slight delay that reavers have before firing is enough time for stimmed marines to kill it. Storm is a considerably stronger counter as it is almost impossible to move the infantry out of the way as a reaction.
Personally, I can't imagine why anyone wouldn't use tanks and vultures. I'd honestly incorporate them into any build with any other race if it was an option. They are both possibly the most cost effective units in the game.
On August 11 2010 14:56 jalstar wrote: what about wraith to snipe templar like mutas do in zvp?
well don't think this is viable considering how long it takes to pump out enough wraith (also considering they are more expensive then mutas)
Z can just get 9 mutas 1 shot but T needs to get the wraiths 1 or 2 at a time, wraiths are quite fragile too.
I remember a game of upmagic vs Nal_ra where upmagic did a full bio build and eventually won
there was a Day9 daily about it if I remember
EDIT:to people saying Deep six is not viable at high level of play
yes it is, there are countless vods of pros doing Deep 6, it's just REALLY cheesy, they time an attack before reavers/storms and try to damage the protoss econ/tech a lot.
On August 11 2010 14:55 phyren wrote: Personally, I can't imagine why anyone wouldn't use tanks and vultures..
Because it's fun... imo you have to play a lot better than your opponent but it is nice to do. In normal Hunters 2v2/3v3 bio is used mostly and it does work well until Protoss can tech, also i've seen irradiate used to kill HT's. I'd say in 1v1 it's good at a certain timing so that you can get a contain going and take out natural... bring up scvs and drop down many bunkers and it'll be very difficult to break, with the added bonus of not worrying about mine dragging and zealot bombing. Then you are free to expand, switch to mech. Keep in mind a dropship full of mnm can take out probes or tech buildings more effectively than vultures too if you are into the midgame and are able to do it.
flash knocked bisu out of osl with 2 rax m&m rush + scvs a few years ago...
also, there was a game where hwasin beat bisu on outsider, i remember marines and medics in that game, it was close though and i dont think it was a deep 6
Dragoons hold the ramp too easily letting toss get a reaver out which is pretty much GG. Even if T does something sophisticated like a Deep 6 with tanks/marine/medic, it relys too much on denying the Toss scout, timing, and luck.
Okay I just went and watched the Day[9] daily on Upmagic vs Nal_rA on Nemesis. To my mind m&m now seems completely viable as long as you have the APM and skill to micro against reavers etc.
On August 11 2010 18:15 superbabosheki wrote: Dragoons hold the ramp too easily letting toss get a reaver out which is pretty much GG. Even if T does something sophisticated like a Deep 6 with tanks/marine/medic, it relys too much on denying the Toss scout, timing, and luck.
Dunno why Reaver would be GG if, after you kill the natural, you just go home. You're running on two bases against Protoss's one...
If the opponent already has Reavers when you show up, you're going to need some good splitting and scarab dodging to get anywhere.
On August 11 2010 18:20 HickleStine wrote: Okay I just went and watched the Day[9] daily on Upmagic vs Nal_rA on Nemesis. To my mind m&m now seems completely viable as long as you have the APM and skill to micro against reavers etc.
If you want a more economical bio opening, I would try rax FE --> bio with a bunker and range.
On August 11 2010 18:15 superbabosheki wrote: Dragoons hold the ramp too easily letting toss get a reaver out which is pretty much GG. Even if T does something sophisticated like a Deep 6 with tanks/marine/medic, it relys too much on denying the Toss scout, timing, and luck.
Dunno why Reaver would be GG if, after you kill the natural, you just go home. You're running on two bases against Protoss's one...
If the opponent already has Reavers when you show up, you're going to need some good splitting and scarab dodging to get anywhere.
On August 11 2010 18:20 HickleStine wrote: Okay I just went and watched the Day[9] daily on Upmagic vs Nal_rA on Nemesis. To my mind m&m now seems completely viable as long as you have the APM and skill to micro against reavers etc.
If you want a more economical bio opening, I would try rax FE --> bio with a bunker and range.
If the toss didn't fast expand then the push will probably not kill the natural, obviously this is assuming you are not playing someone who is a complete noob. If you get lucky and kill his natural when he was only on 2 bases it is likely that he was doing a 2 base tech, like 2 base arbiter or 2 base carrier so you should still push to prevent him from getting his tech up. MM are actually really good vs carriers and are also pretty good vs arbiter if you have a science vessel to detect cloaked units.
If you somehow make it to late game with bio it would be pimp to add ghosts/SVs for lockdown/emp on temps or reavers, whichever the protoss goes to counter the bio.
If you can pull this off you probably would have won going mech anyways, but this is a game so have fun with it and do fun/balla strats.
The only viable mm build today in TvP is the deep six timing push. Forget about anything else, and forget about fighting straight head to head a toss with mm inn a conventional game. You'll get raped in the ass by templar and reavers, and you won't be able to keep the most demanding microing of all the strateies in the whole game (dodging storms and sniping shuttles with mm is not fun, believe me), and you won't be able to keep up with macroing from 764343 rax that you will need against the 15 gates your opponent will have in late game.
My advices if you decide to go for deep six timing attack:
1- It is a do or die strategic build. You go mm for hitting a precise timing, and your opponent must not know about it. Means it has to be very very carefully prepared and you must know exactly what you are doig and when.
2- It is verrrrry demanding technically. You need great mechanis, great scouting and great game sense. Don't even think about it if you are like D+ / C-, it's wortheless.
This is one of the most fragile unusual stuff of the whole game, even more fragile and demanding than 2 port wraith TvZ which can work even when it gets scouted if you really master it.
If you wanna get into fun stuff in TvP, I would recommand dropship play, or 2 fact rush, stuff like that. It's not as exciting, but mm timing push is really a high level strategy.
Watch Gosi terran vs infernal @ andromeda from TSL2 to have an idea. Or watch Bisu vs gogo for another beautiful and clean execution. Then you make your mind.
Hf, and don't get discouraged if it doesn't work the first time!
Bio doesn't work vs toss because storm rapes it. As a Z, I'm already annoyed by my hydras always being stormed, but I least I can storm dodge and end up with hydras with half hp. Now rines/medics have roughly half the life of hydras so they die even faster to storms. However, bio rapes goons and zeals, so the deep six timing push attacks before storm. If your push doesn't work, you can keep trying until storm; once you see storm, gg out. In deep six, go all out. Focus on your timing, macro, and forget a proper mech transition because if you did deep six correctly, there is none.
You actually want your opponent to go reaver. When you push out, whenever his army pressures or stalls you, siege up your tank(s) and spam the stop command. Once the reaver pops out, right click it with your tanks, and bio will take care of the rest of his army.
OK, What about Ghosts ? They are bio as well, and they totally lockdown every protoss thing. Marine-Medic-Firebat combined with sufficient number of ghosts can do a mean business against protoss (in my opinion).
On August 12 2010 02:00 Metalwing wrote: OK, What about Ghosts ? They are bio as well, and they totally lockdown every protoss thing. Marine-Medic-Firebat combined with sufficient number of ghosts can do a mean business against protoss (in my opinion).
Besides doing terrible damage vs. most protoss units and costing a lot of gas, it would take a lot of control to use lockdown in mass amounts. But even if you could, when the time in the game came to get ghosts, storm will be researched and will decimate any bio army. Bio armies can't deal with storms at all.
A lot of progamers went marine/medic/tank against protoss who 12 nexus and they scouted it late. There are all these theories of late game TvP bio but the fact is, it's not fun. Cannons can stop mnm drops pretty effectively and it's a really uphill battle because if you don't EMP all his templars you're gonna get rocked hardcore.
Also protoss can do something I saw Bisu do where they take 2 observers stack them and run over turrets and get inside your base. Basically if they spot your build whether it's time or not you really need to go. Don't forget to bring SCV's to spam bunkers+turrets because you're going to run out of scan.
On August 11 2010 14:55 phyren wrote: Actually, it is somewhat viable. There is the well known deep 6 push with mostly medic marine to defend a few tanks, but it is also possible to play a longer game. Search through some of the older vods. I seem to remember something like upmagic vs nal ra or some such game which went very long with bio vs toss.
Marines actually can do well vs reavers if you have good micro and can split well. The slight delay that reavers have before firing is enough time for stimmed marines to kill it. Storm is a considerably stronger counter as it is almost impossible to move the infantry out of the way as a reaction.
Personally, I can't imagine why anyone wouldn't use tanks and vultures. I'd honestly incorporate them into any build with any other race if it was an option. They are both possibly the most cost effective units in the game.
The thing is that deep 6 is only used when a protoss takes his 3rd base faster than normal. Because of this, you use the deep 6 push to take advantage of the fact that his economy took a dip, and won't come back up until later (the push happens during the dip in toss's economy). The dip means that he cant produce from as many gateways, so you can out=produce him in units easily.
The thing about deep 6 is that: 1) If the protoss knows that this is coming, he can get reaver tech, and with good micro, he can take out your marines ezpz. Even if you stim your marines and try to kill the reaver, the thing is that toss will have zealots/goons out firing upon your marines because the reaver will be behidn them most of the time. The decent protoss player would never put his reaver out in front of the rest of his army unless he is catching a group of marine/medic off guard. 2) If the toss doesn't take a fast 3rd and stays on 2 bases for a while, he will have more than enough gateways to out-produce your barracks/factories, so going deep 6 in this situation is not going to help in any way.
On August 11 2010 20:09 Severedevil wrote: If you want a more economical bio opening, I would try rax FE --> bio with a bunker and range.
I think it's better to just play normal and get fact and siege up, then bio. Otherwise you are vulnerable to goon pressure alone.
On August 11 2010 21:57 gmsts wrote: If the toss didn't fast expand then the push will probably not kill the natural, obviously this is assuming you are not playing someone who is a complete noob. If you get lucky and kill his natural when he was only on 2 bases it is likely that he was doing a 2 base tech, like 2 base arbiter or 2 base carrier so you should still push to prevent him from getting his tech up. MM are actually really good vs carriers and are also pretty good vs arbiter if you have a science vessel to detect cloaked units.
If the toss doesn't expand then you shouldn't do this at all.
Some of you are too quick in saying not viable. We are not talking about pro level and if something is viable, it's a guy who just wants to do it himself low level. Like i said people bio all the time in Hunters against P right into the midgame so it is possible. It's hard but saying it's completely not viable is wrong.
On August 11 2010 20:09 Severedevil wrote: If you want a more economical bio opening, I would try rax FE --> bio with a bunker and range.
I think it's better to just play normal and get fact and siege up, then bio. Otherwise you are vulnerable to goon pressure alone.
No, you're not.
A standard Rax FE --> mech is vulnerable to dragoon pressure because it transitions straight to mech after a fast expansion. A Rax FE --> bio does not.
A frontal assault with Reavers is a more relevant concern.
Only time bio will work is if you totally outplay your opponent (including deep six, it is much harder for T pushing with tank mm than it is for P to stop it)
On August 11 2010 18:20 HickleStine wrote: Okay I just went and watched the Day[9] daily on Upmagic vs Nal_rA on Nemesis. To my mind m&m now seems completely viable as long as you have the APM and skill to micro against reavers etc.
You have to be aware that the reason Upmagic was able to win was because he managed to inflict grievous damage to him. This is why bio doesn't really work all that well - because it is completely contingent upon inflicting tons of damage before the Protoss is able to do anything. And even then the game may not completely be in your favour. When you do it, it is really a do-or-die situation. If you aren't able to inflict tons of damage then the game will increasingly slide against you as the game goes on. The main issue of bio in TvP is this, not fancy micro. It doesn't matter what kind of micro you have when the Protoss can just smash you to the ground if you fail to cripple him early on.
ive done it on python/obs a few times and was getting rofled at in the game... until i got to about 3 control groups of mms. the reason why it works so well against toss is that until high tech units come out, the dps for toss is shit, and medics heal like a demon. ive only really lost when A. i got raped in the open by goon micro or B. the toss figured out he could build cannons. but id say when i did this i would win 50/50.
On August 11 2010 20:09 Severedevil wrote: If you want a more economical bio opening, I would try rax FE --> bio with a bunker and range.
I think it's better to just play normal and get fact and siege up, then bio. Otherwise you are vulnerable to goon pressure alone.
No, you're not.
A standard Rax FE --> mech is vulnerable to dragoon pressure because it transitions straight to mech after a fast expansion. A Rax FE --> bio does not.
A frontal assault with Reavers is a more relevant concern.
But you give up the element of surprise. I was thinking more you'd want to make it look standard otherwise yeah they will definitely go for quick tech.
On August 12 2010 06:34 OneFierceZealot wrote: ive done it on python/obs a few times and was getting rofled at in the game... until i got to about 3 control groups of mms. the reason why it works so well against toss is that until high tech units come out, the dps for toss is shit, and medics heal like a demon. ive only really lost when A. i got raped in the open by goon micro or B. the toss figured out he could build cannons. but id say when i did this i would win 50/50.
If the protoss knew what he was doing then he would have already had a reaver out in his nat by the time you had three control groups because you are implying that he already saw the marines before you went out for the kill. Normally you would have been dead if you revealed the bio units long before you were moving out.
And cannons die to stimmed marines with medics far easier than sunkens. This just does not make sense.
On August 11 2010 23:20 SubtleArt wrote: No, bio absolutely will not ever work against protoss. Ever. Why? Cause of storm and reavers. They kill marines so fast its ridiculous.
The only time bio works is 2 rax all in cheese and deep 6 all in cheese, both of which are...all in
well... bio works pretty well in 3v3 bgh...
vessel emp can disable templars and tank will own reavers (marines stop shuttle harass pretty easily)
On August 11 2010 23:20 SubtleArt wrote: No, bio absolutely will not ever work against protoss. Ever. Why? Cause of storm and reavers. They kill marines so fast its ridiculous.
The only time bio works is 2 rax all in cheese and deep 6 all in cheese, both of which are...all in
well... bio works pretty well in 3v3 bgh...
vessel emp can disable templars and tank will own reavers (marines stop shuttle harass pretty easily)
Thanks, but we're talking about 1v1 on a real map, not 3v3 on a retarded map
On August 11 2010 23:20 SubtleArt wrote: No, bio absolutely will not ever work against protoss. Ever. Why? Cause of storm and reavers. They kill marines so fast its ridiculous.
The only time bio works is 2 rax all in cheese and deep 6 all in cheese, both of which are...all in
well... bio works pretty well in 3v3 bgh...
vessel emp can disable templars and tank will own reavers (marines stop shuttle harass pretty easily)
When the standard Protoss opening in 3v3 bgh is 2gate, obviously bio units will see more usage than in a standard game. It is also not as if it's just going to be you as a Terran vs a Protoss either. It's going to be a jumbled mix on both sides working together.
The protoss takes his 3rd off of 2gates, and this build works against it perfectly. ForGG probably didn't miss a single macro round this game. o_o
If you really wanna try some mnm in a standard game, use FD with aca. Get stim and a med then push. This requires high apm though. It's worked a few times for me vs D+/C- Korean tosses. It might be hard for you to keep up the depot/fact/cc construction though if you micro too hard.
Don't do it, they die like zerglings do in storm and die like hydras do against reavers. Bio against Protoss is a terribad idea unless its a timing attack
All-bio is very risky to do against toss due to the variety of splash damage, though you could do some small m&m drops to take out expos if your vulture micro is bad. Might not even need more than 1 rax, all you need is to research stim and perhaps range.
On August 11 2010 23:20 SubtleArt wrote: No, bio absolutely will not ever work against protoss. Ever. Why? Cause of storm and reavers. They kill marines so fast its ridiculous.
The only time bio works is 2 rax all in cheese and deep 6 all in cheese, both of which are...all in
well... bio works pretty well in 3v3 bgh...
vessel emp can disable templars and tank will own reavers (marines stop shuttle harass pretty easily)
MnM isn't so bad in that it gives you a VERY STRONG push before Protoss gets a sizable army and reavers/ht out. DTs aren't so bad if you're quick to scan, only because a DT is more expensive than a marine and the tradeoff benefits Terran.
Deep 6 packs the strongest surprise punch, but is an all-in. I've done some experimenting with a U-238 fast expand that pushes faster than a deep 6 (faster CC, no need for factory tech until later) with transition opportunities. I would say it is wise to follow up your push with siege tanks so that you can have a long-range contain, making it safer against storms. Obviously, build some turrets to keep out shuttles.
The other transition is to starport and dropship tech and try to harass all over the map while expanding yourself with a slowly growing tank defense. Don't worry about a contain in the front, just harass everywhere - if Protoss tries to counter they'll lose tons of probes & pylons & tech to the mnm. Your defense of tank, stimpack, and SCVs at home should be sufficient to deflect an all-in.
Unfortunately this takes harassment micro, infantry micro, and mnm macro (sooo many barracks). The advantage is that you can always be on the attack because mnm rebuild so quickly and it only takes a handful in a dropship (or two) to shut down a base.
Sorry I don't have any replays of the U-238 opening on hand (maybe Severedevil does), but it's pretty straightforward: imagine your gas was stolen and you fast CC, but get U-238 instead of a factory, and you typically want to double bunker and keep some mnm in the back of your base to shoot down a shuttle in case of reaver drop. Add barracks and push when you have enough infantry to break a goon contain. I'd recommend starting a factory as you're rolling out so that you can have a tank show up by the time your army arrives - if you opponent is expanding rapidly you want to get dropships and fight skirmishes at every nexus.
tldr: The rax CC FE gives you a great econ to start and you can push earlier than Deep Six if you rely on U-238 for defense instead of tanks. You can expand once you have enough tanks to support your infantry, or you can tech switch.
On August 12 2010 11:01 Thesecretaznman wrote: forGG vs Kal is really the best example imo.
The protoss takes his 3rd off of 2gates, and this build works against it perfectly. ForGG probably didn't miss a single macro round this game. o_o
If you really wanna try some mnm in a standard game, use FD with aca. Get stim and a med then push. This requires high apm though. It's worked a few times for me vs D+/C- Korean tosses. It might be hard for you to keep up the depot/fact/cc construction though if you micro too hard.
Yea that game from forGG was awesome, one of my favourites of all time. Go watch the vod now if you havent already ! Heres the link
There's different ways to do it. Hiya does a push that's more tank-heavy than Flash's. The main goal is to make sure your opponent doesn't know you're doing it.
Personally, I don't recommend trying it until you're confident in your bio macro/micro. I tried it when I was a D player (with horrible bio TvZ) and got completely owned. As my TvZ got better, I got good enough with bio macro/micro that I could pull it off against Protoss once in a while.
I'm a protoss player. But occasionally I'll tvp. I have gone bio quite a few games but its mostly early game.
Like normally I would block ramp. Scout, see that protoss is going standard goon build. Make it seem like I'm going factories. But then throw down another barrack or two. And rush with marine medic and maybe a firebat or two. It usually works that by the time you get stim and get to protoss's base they should only have a few goons and usually break them and win quite easily.
As for late game unless you had insane micro I can't see it putting you at an advantage. Just like others were saying above me the range of toss spells/dt/reaver would make it quit difficult to do much of anything.
Unless your going to go for more of a drop style play with bio I can't see it being effective in most high caliber gameplay.
But yeah, when I first started playing SC, I would PvT versus a computer. I noticed the comps always went medic marine, and eventually discovered that "hey, if I just built a hell of a lot of zealots, I can actually beat the comp." Unless it's a complete surprise, protoss is just...too strong against bio.