yes, I know that eveything is very-very situational in BW and I wanted the most general answer. Also these
being caught while moving means you're never gonna get a favorable engagement, so what you are doing is basically damage control. Using vultures to lay mines while retreating your tank force will usually mean that your vultures mostly die and your tanks mostly live.
alternatively if your army is superior to his, you can siege the back tanks and engage with unsieged units - this can be smart if you for example just killed most of his army and he's trying to buy time while reproducing.
On December 31 2016 22:14 shall_burn wrote: If it's TvP and I'm caught while moving, how do I react? Do I siege and lay mines ASAP, do I fight unsieged, or do I retreat? It seems that siege tanks w/o mines around them kill themselves and die to zealots/dragoons. Unsieged, there is no friendly fire, but the firepower is so much weaker. If I retreat, tanks are so slow and I lose some (not even trade, plain lose). So what do I do?
Since Drone already answered your question directly, I want to stress the underlying issue. Something I'm sure you're aware of is you don't want to be caught while moving. The way to prevent this is to scan ahead and lay mines on your flank before you move out. If it's late game, you should snipe obs with Vessel + Goliath in a group before moving out so that Protoss doesn't know exactly when you're moving out. Also, if you keep up with your mine placement throughout the game, you should never be caught off-guard.
I haven't tried this but in theory it should work like it does in PvP - if you leave an SCV at your flank or send an SCV out before you move out, you should always be aware of Protoss moving in to catch you off-guard. As soon as you see your SCV dying on the mini map, you siege up and bring Vultures forward.
Yep, I know that. Just happened to me to-day suddenly and I was at a loss. I in general feel a bit afraid of siege mode, since it kills my units too. Quite often I fight with my army totally unsieged, just a+click. Is that super-wrong? I played P back then, and can remember getting beaten by vultures and tanks w/o siege mode.
Yep, I know that. Just happened to me to-day suddenly and I was at a loss. I in general feel a bit afraid of siege mode, since it kills my units too. Quite often I fight with my army totally unsieged, just a+click. Is that super-wrong? I played P back then, and can remember getting beaten by vultures and tanks w/o siege mode.
As Sero said, that is not really viable in a normal situation. Terran is all about positioning. In order to prevent losing units to spalsh, I believe you should keep your Vultures close to your Tanks to kill Zealots/any Shuttle shit, and have your Tanks targeting Dragoons. That way you never lose units from splash.
Is it possible to watch replays from old versions? I just came back to brood war TODAY and i am feeling quite nostalgic. I'd love to be able to watch replays back from 2000-2004. Please help
On January 02 2017 08:21 ReachTheSky wrote: Is it possible to watch replays from old versions? I just came back to brood war TODAY and i am feeling quite nostalgic. I'd love to be able to watch replays back from 2000-2004. Please help
Can someone explain lasts build to me? Is it the modern version of a fake double, or what? He got his CC off two rines, much faster than an FD would (based on teamliquid wiki) and two tanks instead of one. Reaction to something he scouted, what?
Can someone explain lasts build to me? Is it the modern version of a fake double, or what? He got his CC off two rines, much faster than an FD would (based on teamliquid wiki) and two tanks instead of one. Reaction to something he scouted, what?
This build has been around for a little while; I first saw Mind using it a couple of years ago (here's the first example I remembered), then Last adopted it and recently Flash too. It's a stronger alternative to a defensive mines expand or FD since you get the command centre much faster, have a second tank, and can still defend against the major threats. One big advantage of using this build over a mines expand is the ability to switch into siege instead of mines very easily if you need to.
Versus 2 gate opening you would go siege mode I think, as you cannot really go down the ramp without dying in that case. I played Minds variation alot when I was training for the TLSC Qualifiers and repeatedly lost to 2 gate goon pressure trying to secure my natural. In the Mind game you linked he only held the 2 gate because of bad goon micro and because P stopped producing goons after he had 4, otherwise he had would have had to deal with 6 goons when his vulture is ready.
Sounds good. You have 2 tanks sieged asap instead of the feeble one, to really drive out the goons. Meanwhile you can build a few more SCVs from the second CC already. The lack of gas for a 3rd tank aka unupgraded vultures seem like a drop of bitterness though. But they can still tank goon-shots and be used later on I guess.
I know this is not a strategy question, but ill still ask, because it's a simple question. I'm looking for a kind of BW related vid
There was a short clip of the TL stream bar where it would zoom in slowly to the sayle stream while playing the beginning of this song + Show Spoiler +