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[G] TvP U-238 Build - Page 3

Forum Index > Brood War Strategy
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dRaW
Profile Blog Joined January 2010
Canada5744 Posts
Last Edited: 2010-08-30 02:41:10
August 30 2010 02:40 GMT
#41
I can tell you the biggest problem with this build is that you are doing 18 cc on spot and they will defintely know you have expanded early - point 1, also most people pressure after goon range, if you get U238 at all, they will suspect bio - point 2, that and the extremely late or rather no tank = point 3. I would just skip robo and go with 6gate speed zlot/goon into templar. [After 1gate FE]

I think the reason you never see these on higher level games is basically because of some minor things will seem to give away your build. Especially if you're making more than 1 bunker.
I don't need luck, luck is for noobs, good luck to you though
renzy
Profile Joined April 2010
Canada781 Posts
Last Edited: 2010-08-30 03:05:53
August 30 2010 03:04 GMT
#42
I agree with dRaW. Almost no decent protoss will not tech to reavers/templars if they realize that you're making more than 1 bunker, and the bunkers can actually hit their ranged dragoons. It makes me wonder if the protoss will just take his reaver and start breaking your bunkers while massing units. I mean the only reason that Protoss vs Mech Terran wants to be +1 base ahead of the terran is because terran units are so resilient, whereas the protoss needs to constantly (well not constantly, but you get the point) replace his. However, I don't think the protoss needs to worry about out expanding the terran when they realize that T is going for bio. Therefore, that leaves them with extra minerals to tech and macro earlier on, stopping the timing. When the timing is stopped and the protoss do get templars...the Terran needs some hardcore MnM spread/dodging to not get their army raped by high templars. As for SV EMPing. Most decent protoss carry templars in their shuttles, hence SV wont sap their energy.

Edit: WTF was I thinking, typing irradiating. =.= I meant EMPing
Bisu is the man
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
August 30 2010 03:07 GMT
#43
--- Nuked ---
mmp
Profile Blog Joined April 2009
United States2130 Posts
Last Edited: 2010-08-30 14:37:50
August 30 2010 14:34 GMT
#44
You should be able to handle 2goons without too much trouble as a general rax FE opener. You need to bring SCVs to block the ramp (drill) and unload marines (you should have enough marines and SCVs to kill the surrounded goons quickly) or quickly place an ebay/depot when you spot a runby attempt. If 2 goons messed up your entire econ then you're going to lose no matter what.

The micro you employ depends on who has the larger army. You need to focus goons and retreat for medic healing if you have inferior numbers... but you shouldn't be attacking if you don't have enough infantry. If you have roughly equal numbers (I don't know the marine/goon conversion rate, but it's roughly 2 or 3 to 1), it is sometimes better to not stim in a standup fight so that your medics can heal the damage before your marine instantly dies (this is very important in small fights and when you are doing drops and have only a couple of units). Once you have superior numbers (you have a good timing), you can stim and attack move and the goons must flee, but I like to take an extra control group and run a flank so as to prevent hold position micro - if he doesn't move he will lose many goons.


On August 30 2010 12:04 renzy wrote:
I agree with dRaW. Almost no decent protoss will not tech to reavers/templars if they realize that you're making more than 1 bunker, and the bunkers can actually hit their ranged dragoons. It makes me wonder if the protoss will just take his reaver and start breaking your bunkers while massing units. I mean the only reason that Protoss vs Mech Terran wants to be +1 base ahead of the terran is because terran units are so resilient, whereas the protoss needs to constantly (well not constantly, but you get the point) replace his. However, I don't think the protoss needs to worry about out expanding the terran when they realize that T is going for bio. Therefore, that leaves them with extra minerals to tech and macro earlier on, stopping the timing. When the timing is stopped and the protoss do get templars...the Terran needs some hardcore MnM spread/dodging to not get their army raped by high templars. As for SV EMPing. Most decent protoss carry templars in their shuttles, hence SV wont sap their energy.

Edit: WTF was I thinking, typing irradiating. =.= I meant EMPing

If the Protoss waits until he sees marine range or a second bunker to tech reaver then that's fine. I played games against Muirhead and Severedevil that had a similar reaver timing that followed a 1gate FE and it's nowhere near as frightening as a 1gate fast reaver which has the potential to harass and break bunkers, but this is a blind build choice. The comsats are up very early so there is ample time to prepare defenses.

As for EMP and templar, unless you're using more than one shuttle, the bulk of your templar will be on the ground. I know that it's difficult to push against goons with shuttle reaver micro. You really need tanks to 1hit-kill the reavers when your infantry retreat since a good toss can almost always outrun stimmed infantry if he has goons to support. It's generally a costly idea to stim and try to spike the shuttle when dragoons are present, but there are ways to get around this. I could show you reps killing the shuttle and being killed by the shuttle - it's really a matter of army size and control - being able to flank is important.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Ocular
Profile Joined August 2010
Canada141 Posts
August 30 2010 15:33 GMT
#45
The way you talk about this strat and all the effort you put into it makes it sound viable. I just don't know how effective it would be late game. I'm not sure if I read correctly when you said push 90 psi (9:00). Did you mean 9 minutes into the game? If so there is no way two control groups of marines should be able to do anything to a protoss that late in the game. You seem to have it all figured out in the strat but have you actually played and come across all those situations?

Even without any tech if I just mass goons at the 9 minute mark I could easily defeat two control groups of marines. I'd really enjoy watching replays of this strat in action though vs all these different builds. Perhaps I'm being a bit bias because I am a toss player. Either way it was a interesting and well thought out read.
In the land of make believe you are mine, in the land of make believe I'm doing fine...
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
August 30 2010 15:49 GMT
#46
Hey anyone thought of copying UpMagic vs Nal_ra's build? Even though Nal_ra got HTs and Reavers, UpMagic still won.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
foppa
Profile Blog Joined July 2008
Canada451 Posts
August 30 2010 15:53 GMT
#47
On August 31 2010 00:33 Ocular wrote:
The way you talk about this strat and all the effort you put into it makes it sound viable. I just don't know how effective it would be late game. I'm not sure if I read correctly when you said push 90 psi (9:00). Did you mean 9 minutes into the game? If so there is no way two control groups of marines should be able to do anything to a protoss that late in the game. You seem to have it all figured out in the strat but have you actually played and come across all those situations?

Even without any tech if I just mass goons at the 9 minute mark I could easily defeat two control groups of marines. I'd really enjoy watching replays of this strat in action though vs all these different builds. Perhaps I'm being a bit bias because I am a toss player. Either way it was a interesting and well thought out read.


at the 9 minute mark how many dragoons do you have? lol do you gate 4 off 1 base no expo? t.t
i can take you
ven
Profile Blog Joined December 2008
Germany332 Posts
August 30 2010 16:27 GMT
#48
I watched some of the replays and it looked like a well controlled range dragoon rush as well as any kind of fast reaver completely demolishes your defenses before you get a fighting force up. Even if they "blindly" do fast reavers as you put it, it's not that unusual and I really don't like having a weakness like that in my build. Also placing the bunkers directly side by side really hurts your ability to repair them and if you can't hold on to the bunkers, range alone won't do you any good.

It's interesting nonetheless but I think the (perceived) strength of it mostly stems from opponents not being used to this kind of bio aggression and I'm not sure whether it would fare very well against players more experienced with bio PvT.
You can reach the rainbow. I'll be there to help.
mmp
Profile Blog Joined April 2009
United States2130 Posts
Last Edited: 2010-08-30 17:59:28
August 30 2010 17:13 GMT
#49
On August 31 2010 00:33 Ocular wrote:
The way you talk about this strat and all the effort you put into it makes it sound viable. I just don't know how effective it would be late game. I'm not sure if I read correctly when you said push 90 psi (9:00). Did you mean 9 minutes into the game? If so there is no way two control groups of marines should be able to do anything to a protoss that late in the game. You seem to have it all figured out in the strat but have you actually played and come across all those situations?

Even without any tech if I just mass goons at the 9 minute mark I could easily defeat two control groups of marines. I'd really enjoy watching replays of this strat in action though vs all these different builds. Perhaps I'm being a bit bias because I am a toss player. Either way it was a interesting and well thought out read.

No, around 9:00 you have 3-4 control groups of marines (and 1 of medics) from around 5raxes, 1-1 upgrades, a factory building tanks, and starport/sci under construction. Using this timing always gets me an easy 3rd and time to establish a contain. From there it really depends on macro and the outcome of battles/harassment. It's up for discussion whether it's better to hold territory with tanks, use dropships for harassment, or transition to a vulture tank army.

I was saying that if you want to push earlier it's usually good to wait for 2 control groups so that you can perform flanks. I don't really like pushing with just one group because goon micro can stop a weak push.

On August 31 2010 01:27 ven wrote:
I watched some of the replays and it looked like a well controlled range dragoon rush as well as any kind of fast reaver completely demolishes your defenses before you get a fighting force up. Even if they "blindly" do fast reavers as you put it, it's not that unusual and I really don't like having a weakness like that in my build. Also placing the bunkers directly side by side really hurts your ability to repair them and if you can't hold on to the bunkers, range alone won't do you any good.

I totally agree with you about the fast reaver, but not say, a 10/15 rush (you will have 2-3 bunkers up in time and U-238 finished very early, so it's practically an economic build order win if you just repair the bunkers). I played a C+ and although I had turrets and my mnm could defend the main from the cliff, there wasn't much I could do to save my natural from scarabs. I played repeatedly and adjusted until I was eventually getting a factory (alongside 2raxes) upon scouting a reaver so that I could siege expand back to my natural (with a good number of mnm also). Because the Protoss expands much later doing this opening, it isn't clear who comes out ahead. I'm still looking for a better solution than floating my CC and waiting for siege, and this is the most difficult thing I'm dealing with at the moment.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
August 30 2010 17:35 GMT
#50
On August 31 2010 01:27 ven wrote:
I watched some of the replays and it looked like a well controlled range dragoon rush as well as any kind of fast reaver completely demolishes your defenses before you get a fighting force up. Even if they "blindly" do fast reavers as you put it, it's not that unusual and I really don't like having a weakness like that in my build. Also placing the bunkers directly side by side really hurts your ability to repair them and if you can't hold on to the bunkers, range alone won't do you any good.

Blind fast reavers, particularly with a proxy robo and 1 --> 2/3 gateways of dragoon/zealot support, is a serious threat to kill any Terran fast expand. I'm not actually convinced it's more dangerous to an infantry opening than a mech opening. Mech can't hit the shuttle, and has lower move speeds and DPS than marines with stim.
My strategy is to fork people.
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
August 30 2010 21:27 GMT
#51
--- Nuked ---
mmp
Profile Blog Joined April 2009
United States2130 Posts
August 30 2010 21:40 GMT
#52
On August 31 2010 06:27 krndandaman wrote:
Show nested quote +
On August 31 2010 02:35 Severedevil wrote:
On August 31 2010 01:27 ven wrote:
I watched some of the replays and it looked like a well controlled range dragoon rush as well as any kind of fast reaver completely demolishes your defenses before you get a fighting force up. Even if they "blindly" do fast reavers as you put it, it's not that unusual and I really don't like having a weakness like that in my build. Also placing the bunkers directly side by side really hurts your ability to repair them and if you can't hold on to the bunkers, range alone won't do you any good.

Blind fast reavers, particularly with a proxy robo and 1 --> 2/3 gateways of dragoon/zealot support, is a serious threat to kill any Terran fast expand. I'm not actually convinced it's more dangerous to an infantry opening than a mech opening. Mech can't hit the shuttle, and has lower move speeds and DPS than marines with stim.


rather than the actual harass, i found the 1gate reaver -> nexus much scarier.
the reaver comes very fast so you basically get
1) acad stim/range
2) ebay up/turret
3) factory tank/siege
which negates any economic advantage you would've had from the 1rax CC because you're getting all
that very very early.

a goon reaver attack is a huge threat as the reaver will just 4hit your bunk, and even faster if you do a simultaneous goon attack with a scarab. your bunk will almost instantly die. especially if the toss micros well, you're pretty much done.

Yeah, you have to lift the CC and retreat your units to the main. Any ideas?
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
August 30 2010 21:42 GMT
#53
--- Nuked ---
guMmiwormz
Profile Blog Joined April 2008
United States312 Posts
August 30 2010 22:17 GMT
#54
I went through the thread and none of you have considered 1 rax fe--> tanks --> bio
seems like it would give you a lot better defense early game against tech, you deny scouting + your build early on with turret ring. and a stronger push with biomech. and in my opinion a lot safer transition since your off two fact/

Watch Leta VS Pure (leta loses but he did make a ton of mistakes)
Classic vs Best (really good representation of what im talking about instead of getting the range early on)
mmp
Profile Blog Joined April 2009
United States2130 Posts
Last Edited: 2010-08-30 23:27:38
August 30 2010 22:43 GMT
#55
On August 31 2010 07:17 guMmiwormz wrote:
I went through the thread and none of you have considered 1 rax fe--> tanks --> bio
seems like it would give you a lot better defense early game against tech, you deny scouting + your build early on with turret ring. and a stronger push with biomech. and in my opinion a lot safer transition since your off two fact/

Watch Leta VS Pure (leta loses but he did make a ton of mistakes)
Classic vs Best (really good representation of what im talking about instead of getting the range early on)

For reference:
+ Show Spoiler +

+ Show Spoiler +

Thanks for mentioning this. BeSt eventually had a similar composition (5rax 2fac 1port) to what I've got, but you're right that it is safer early on. The big difference is switching the push army composition from predominantly tanks to infantry, but after the push things normalize to the same composition.

There are also different timings to consider. This strategy feels all or nothing because the tanks lack mobility and couldn't be split up to say, defend an expansion or harass Protoss expansions. It needs to contain and kill on the first try.

With a predominantly bio army, you can take a 3rd and harass with dropships or push with tanks and bunkers. With a predominantly tank army you will only have enough infantry to support one group of tanks, and ... [still watching Leta's game]
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
August 30 2010 23:19 GMT
#56
--- Nuked ---
guMmiwormz
Profile Blog Joined April 2008
United States312 Posts
August 31 2010 00:34 GMT
#57
ill be fooling around with this for an hr or two. on my stream and ill put the vods up later.
http://www.ustream.tv/channel/bw-terran-stream
mmp
Profile Blog Joined April 2009
United States2130 Posts
August 31 2010 00:35 GMT
#58
On August 31 2010 08:19 krndandaman wrote:
Show nested quote +
On August 31 2010 07:43 mmp wrote:
On August 31 2010 07:17 guMmiwormz wrote:
I went through the thread and none of you have considered 1 rax fe--> tanks --> bio
seems like it would give you a lot better defense early game against tech, you deny scouting + your build early on with turret ring. and a stronger push with biomech. and in my opinion a lot safer transition since your off two fact/

Watch Leta VS Pure (leta loses but he did make a ton of mistakes)
Classic vs Best (really good representation of what im talking about instead of getting the range early on)

For reference:
+ Show Spoiler +
http://www.youtube.com/watch?v=B9IK6SnpXHM

+ Show Spoiler +
http://www.youtube.com/watch?v=rvgCihZhkfU

Thanks for mentioning this. BeSt eventually had a similar composition (5rax 2fac 1port) to what I've got, but you're right that it is safer early on. The big difference is switching the push army composition from predominantly tanks to infantry, but after the push things normalize to the same composition.

There are also different timings to consider.

And the tanks lack mobility - harassment potential, so we are talking about a different midgame mentality.


sounds alot like deep6 to me basically.

1rax fe -> tank -> bio

No, Deep 6 devotes everything to bio and pushes with a few tanks. The 2fac build gets significantly more tanks and pushes with a much smaller bio force - but reinforces from 5rax.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
August 31 2010 00:38 GMT
#59
--- Nuked ---
guMmiwormz
Profile Blog Joined April 2008
United States312 Posts
August 31 2010 01:37 GMT
#60
this is such a gimmicky build. im realizing why i always thought that bio wasnt viable. these timings are more one push all in. its so hard to play late game with mnm. ive been playing off 4 base 9 rax and my 4 groups of mnm are getting beat back by 5 temps and 10 goons. its great berfore they get out tech. after it just goes downhill.
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