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TvP How do you push

Forum Index > Brood War Strategy
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redbrain
Profile Joined January 2011
Northern Ireland117 Posts
December 09 2011 06:53 GMT
#1
I just played this game i feel like i am getting fairly ok at the uber basics of terran but i still cant win a single game.

http://repdepot.net/replay.php?id=49805

I dont know how i could have won it seems hopeless i make more units but i am maxed but he has arbiters HT and carriars nothing i can do what are you actually meant to do it feels i cant move on the map at all because he will counter attack or do something wierd i dunno if i get even slightly caight un sieged its GG or i dunno i cant see what your meant to do other than leap frog faster
Frustrated Software Developer
lizzard_warish
Profile Joined June 2011
589 Posts
December 09 2011 07:14 GMT
#2
The general mechanics of pushing is to mine areas in which he will counter attack and encircle you. You only really siege up when he actually moves to engage or your already in position. Of course this isnt true if you do a slow push, which is situational/map dependent, for example its a solid tactic to use on a map like lost temple. In those instances yes, you basically just leap frog your tanks+turrets across the map.
CakeOrI)eath
Profile Blog Joined September 2009
United States327 Posts
December 09 2011 07:19 GMT
#3
Replay wouldn't load for me =(
Opportunities multiply as they are seized.
phosphorylation
Profile Blog Joined July 2009
United States2935 Posts
December 09 2011 07:57 GMT
#4
I haven't looked at rep, but you really need to plant mines everywhere to get better idea of what hes doing so you can react better to counter attacks or flanks.
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CaucasianAsian
Profile Blog Joined September 2005
Korea (South)11575 Posts
Last Edited: 2011-12-09 17:06:15
December 09 2011 16:54 GMT
#5
From watching the replay, it appears you don't have a good idea towards the meta-game and timings that you need to use TvP. You killed 4-5 dragoons early game which was super good for you, and great 3 fac timing. If you pushed with 6-7 tanks and rallied vulture + scv for turret / aggressive supply depot (kinda wall off his choke) you would have won right there, as your scouting SCV saw his probe's rallying to his third. This means that he didn't have the units (spent resources on expanding after losing those earlier dragoons / zealot) You could have won right there.

Also, once you see arbiter, instantly send SCV to ur push to make turrets, and also make turrets in your main so he can't do a counter-recall.

You need to use your vultures to stop any more expansions from him by laying mines at potential expansions, and to get a clear map coverage so you know where his army is at all times.

You need to scan his gateway count, and potential stargate locations (also see if his cybernetics core is spinning = carrier)

Your third was really late if you went for a big push as opposed to the 3fac timing that you had that would have won you the game.

Your SCV scouting needs work, it was idle at 11:00 and 1:00 for about a minute and a half each.
Calendar@ Fish Server: `iOps]..Stark
FlaShFTW
Profile Blog Joined February 2010
United States10101 Posts
December 10 2011 17:56 GMT
#6
*Haven't looked at replay*

A standard metagame TvP push includes of a good number of SCVs (dependent on timing), mines blocking any attempts of flanks or counters, and good positioned tanks. There are 2 types of pushes.

Slow push: Slow pushes usually take a long time, but ensures you dont get f-ed right off the bat. You leap-frog tanks and turrets to whatever position you are going to, all while rallying vultures and more tanks down. mines should be laid away from your tanks, but close enough that goons can snipe them without getting hurt. Remember to continuously make turrets and supply depots to help your slow push.

Straight-up kill your opponent push: This push basically calls for a 1a2a3a into the Protoss's whatever, natural, third, etc. You continuously lay mines around your push to prevent large flanks, and around your bases, so you can't get countered (mines around your bases should be placed before the push occurs). Once you begin pushing, continue to lay mines in front of your push with the speed vultures. Should you move over such a mine field, and protoss attacks, move back so mine damage doesnt kill you outright and siege. You should siege only when the protoss looks to be attacking you. If he's not, don't siege for no reason because that will slow your push and allow toss to get more units.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
frogmelter
Profile Blog Joined April 2009
United States971 Posts
December 11 2011 15:10 GMT
#7
I was actually wondering the same thing earlier.

When does Terran know it's the right time to push? [More relevant during earlier pushes]. How do we keep track on where his army is? I don't feel confident pushing without knowing where his army is since if he shows up really close I'm fucked. I also don't know when to push since I don't know how big his army is and his unit composition.

When is it appropriate to slow push vs fast push?

Also, what is the ideal way to micro when you're being attacked? Besides seiging up and keeping the vultures in front [and perhaps EMP if it's late enough], is there any other tactics that a Terran should employ?

Thanks in advance.
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10101 Posts
December 11 2011 15:43 GMT
#8
On December 12 2011 00:10 frogmelter wrote:
I was actually wondering the same thing earlier.

When does Terran know it's the right time to push? [More relevant during earlier pushes]. How do we keep track on where his army is? I don't feel confident pushing without knowing where his army is since if he shows up really close I'm fucked. I also don't know when to push since I don't know how big his army is and his unit composition.

When is it appropriate to slow push vs fast push?

Also, what is the ideal way to micro when you're being attacked? Besides seiging up and keeping the vultures in front [and perhaps EMP if it's late enough], is there any other tactics that a Terran should employ?

Thanks in advance.

ok, well i just played a decent TvP yesterday in FS. I saw my opponent take a 4th at a natural, so I let that go up for about a minute, attack it with 2 control groups of vultures but not before mining the path between his 4th and his natural (10 and 7 respectively). Knowing him, he's forced to do an all-in counter because I was on 4 bases at that time and he was now only on 3 with his main dry, and his nat almost dry. Here, I am dictating the pace of the game, and forcing him later on to do a recall (which i didn't expect but w.e.) Once his counter failed, I was free to expand to a 5th and continue to deny his 4th base. After he had no units, I can now do the fast push.

Now for the slow push. Slow pushes are much better on maps where you and your opponent are close (python close by ground spawns or even close by air spawns) if you can take bases behind his push (lets say python close by air, take the mineral only) then slow push so you can continue to push down but not so quickly that he can easily counter attack you.

In short, slow pushes are good if you know he's in the middle of the map either ready to do an all-in counter, or pincer you. If his army is in the middle, fast pushes get crushed because you don't have enough time to plant mines ahead of the push. Fast pushes are good if hes still in his base, or somewhere where your push is going. in which case, have vultures ahead of your army and when he attacks, siege and plant mines because dragoon ai will target the mines first. there's not too much micro when you push, just remember to scan if no vessels and he has arbs. maybe moving vultures to more key locations in a fight is good.

While a fight is going on, if you feel like you are ahead and can use units elsewhere, use a round of vultures to harass a base of his. his attention might go to that area in which case you can push forward without him noticing.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ninini
Profile Joined June 2010
Sweden1204 Posts
December 11 2011 18:36 GMT
#9
My tip for TvP is to not fall into the trap of playing standard. There's so many corners you can cut as Protoss in this matchup, so Terran needs to understand how and when to be aggressive. Scouting is so important in TvP.

I've seen Flash move out on 2 factories on 2 bases and win. Obviously he didn't plan this attack, it was merely a reaction to his protoss opponent expanding like a fool. In the foreigner scene protoss's who expand recklessly are very common, especially lower down in the ranks, because they abuse the fact that it's awkward to be aggressive in TvP. Don't allow them to do that. There's no reason why Terran should be overrun by Protoss. If you get overrun, it's usually because you moved out too late.
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
Last Edited: 2011-12-11 22:30:02
December 11 2011 22:28 GMT
#10
On December 12 2011 03:36 ninini wrote:
My tip for TvP is to not fall into the trap of playing standard. There's so many corners you can cut as Protoss in this matchup, so Terran needs to understand how and when to be aggressive. Scouting is so important in TvP.

I've seen Flash move out on 2 factories on 2 bases and win. Obviously he didn't plan this attack, it was merely a reaction to his protoss opponent expanding like a fool. In the foreigner scene protoss's who expand recklessly are very common, especially lower down in the ranks, because they abuse the fact that it's awkward to be aggressive in TvP. Don't allow them to do that. There's no reason why Terran should be overrun by Protoss. If you get overrun, it's usually because you moved out too late.


I think those kinds of things are more reactions to P losing a couple too many goons early game due to botched aggression, but I don't consider early timing pushes to be cheesy (or not standard) when P expands quickly. Scouting is a lot harder in TvP, but it's necessary that you take note of P's natural and third timings, otherwise you'll hit a point where P is maxed and you are still at 150 supply.

It's hard though, coz you can really screw up your micro, and can't tell whether or not the timing was good or not.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
JMave
Profile Blog Joined December 2007
Singapore1803 Posts
December 12 2011 01:23 GMT
#11
On December 12 2011 00:10 frogmelter wrote:
I was actually wondering the same thing earlier.

When does Terran know it's the right time to push? [More relevant during earlier pushes]. How do we keep track on where his army is? I don't feel confident pushing without knowing where his army is since if he shows up really close I'm fucked. I also don't know when to push since I don't know how big his army is and his unit composition.

When is it appropriate to slow push vs fast push?

Also, what is the ideal way to micro when you're being attacked? Besides seiging up and keeping the vultures in front [and perhaps EMP if it's late enough], is there any other tactics that a Terran should employ?

Thanks in advance.


slow pushing is most appropriate during contain. because the situation of a contain can be quite dangerous if he breaks out, you will need extra care to push out slowly and to be applying pressure. just being outside does not create that much threat. you must always be sure to move in a position that you are always attacking him with siege. that will create urgency and to push him further in to reduce his position advantage.

fast pushing, which i assume the mid-late game push is after you maxed your army with upgrades 2-1. the idea is to force him to engage with you. if you defeat his army, then you are permitted to split your army and attack multiple places since he is also forced to be all over the place.

the ideal way to micro is to always spread the tanks. it is very easy and tempting to spam siege on all the tanks in a clump but you will be surprised at how much more efficient your army will be if you can spread your tanks out well. firstly, the front few tanks will force all the zealots together. even if he moves his zealots further in, you are creating more time and space for you to kill off those zealots, which will most likely make him retreat after he loses them and put you ahead.

spreading out also reduces the effects of stasis and gives you more time to emp the other approaching arbiters. after you setup your tanks and move your vultures in, move right to your factories and make stuff. here's where you will want to exploit your economic strength to be constantly reinforcing your army.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
JMave
Profile Blog Joined December 2007
Singapore1803 Posts
December 12 2011 01:26 GMT
#12
On December 12 2011 03:36 ninini wrote:
My tip for TvP is to not fall into the trap of playing standard. There's so many corners you can cut as Protoss in this matchup, so Terran needs to understand how and when to be aggressive. Scouting is so important in TvP.

I've seen Flash move out on 2 factories on 2 bases and win. Obviously he didn't plan this attack, it was merely a reaction to his protoss opponent expanding like a fool. In the foreigner scene protoss's who expand recklessly are very common, especially lower down in the ranks, because they abuse the fact that it's awkward to be aggressive in TvP. Don't allow them to do that. There's no reason why Terran should be overrun by Protoss. If you get overrun, it's usually because you moved out too late.


well yes. that was to exploit timings and perhaps old games where opponents were not yet familiar on how to counter the eco and timing advantage of 1 rax fe. now with the fast 3rd and robo, moving out on 2 factories is no longer a good way to go because of how easily you can die to harassment.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Keyboard Warrior
Profile Joined December 2011
United States1178 Posts
December 12 2011 04:48 GMT
#13
I realized there are 2 strong pushes, seige push early, and then +2+2 midgame.
Terran needs to have a slight advantage vs toss in terms of force coz toss has spell casters to destroy terran
Not your regular Keyboard Warrior ¯\_(ツ)_/¯
Toasterbaked
Profile Blog Joined September 2011
United States160 Posts
Last Edited: 2011-12-13 01:17:21
December 13 2011 01:15 GMT
#14
Well spread tanks, as well as ht sniping with vultures and emp should do well vs Protoss spellcasters. If you're doing a 200 supply push (three+ bases, lots of upgrades), you should have vessels/goliaths to deal with arbiter/carrier/ht/whatever. Your "early siege push" (I'm assuming 2fac/strong FD) should not have to deal with hts. There is also an option for a timing push if the Protoss gets his third up too early (3-6fac pushes). A Terran army does NOT have to have an advantage in force (at least in terms of supply) because Terran mech owns anything the p can throw out (although carriers are still incredibly gay) into the ground... The spellcasters are there so their Protoss crap doesn't melt as badly to siege tanks
Aka lossmule.sky in east
toofast
Profile Joined August 2011
United States7 Posts
December 13 2011 19:22 GMT
#15
In beginning, you should of went FD since you made so many rines. if you just want to FE, i think its better to do siege expand. So that way you're not in the middle and wasting time.. then when youre pushing, try to hug the edges so u dont get flanked. build turrets and deopts and mines where toss army will engage you
rgTheSchworz
Profile Joined November 2010
Romania425 Posts
December 24 2011 23:44 GMT
#16
I watched the replay, it seems D+ level based on the macro. 1st-scout!!. 2.CA is right, from my(very limited) knowlegde of tvp, when i do a 4 fact push to take out his early third which i recommend since the protoss you played was veery greedy and abusive. 3rd and citadel before observatory?? No way!!. Normally I do a 6 fact 110 food push which at d/d+(also my level) counters a post 8 min third base. Don't slow push, your window is like 1:30 large to kill his third or contain him and prevent probes tranferring.
Though if the protoss dragoon contains, can you get out of your nat choke with 6 fact without sieging?Maybe i don't lay mines the way i should( i put them in the front so goons cant get my tanks ) but even when i have 10 food army advantage i lose a lot when getting out of my natural choke(Let's say on FS)
icystorage
Profile Blog Joined November 2008
Jollibee19343 Posts
Last Edited: 2011-12-25 16:09:08
December 25 2011 15:57 GMT
#17
On December 12 2011 00:10 frogmelter wrote:
I was actually wondering the same thing earlier.

When does Terran know it's the right time to push? [More relevant during earlier pushes]. How do we keep track on where his army is? I don't feel confident pushing without knowing where his army is since if he shows up really close I'm fucked. I also don't know when to push since I don't know how big his army is and his unit composition.

When is it appropriate to slow push vs fast push?

Also, what is the ideal way to micro when you're being attacked? Besides seiging up and keeping the vultures in front [and perhaps EMP if it's late enough], is there any other tactics that a Terran should employ?

Thanks in advance.


it depends actually and im not sure how effective mine is but i usually push when i get 5 facts consistently pumping units then rally them to my push. or when my +1 attack finishes or when i want to get my 3rd or when the toss gets his 3rd or when i scout him getting carriers, those are my relevant timings haha

tip in pushing: always push near edges so that you cant get flank and its easier to mine your flanks, then you can easily scan at your vulnerable flanks to know where they would attack you
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eeniebear
Profile Joined February 2010
United States197 Posts
December 25 2011 19:34 GMT
#18
Kind of on topic. Anyone have push strategies for Eye Of The Storm? I played it all this week, and it seems like a very difficult TvP map: tough to take a quick 3rd, very open center for toss to abuse. I had some measure of success pushing right through the middle in cross positions, mining the sides and building plenty of turrets. But since that was a bit of a new tactic for me, it only worked a couple times.
CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
December 25 2011 19:46 GMT
#19
You can go for 2 base timing attack http://repdepot.net/replay.php?id=49927
We say we love flowers, yet we pluck them. We say we love trees, yet we cut them down. And people still wonder why some are afraid when told they are loved
Nakata
Profile Joined December 2010
Bulgaria67 Posts
December 26 2011 21:00 GMT
#20
I recommend you to watch the game between Bogus and Bisu. It's a recent game and it shows the micro of a slow push. Bogus was pretty all in with the push but he won with good micro and couple mistakes from Bisu.
And one thing to note - don't you ever supply block when you do a timing push in TvP because it will most likely fail.
Terran is IMBA!!!
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