I have searched the forums for topics related to this but couldn't find anything consolidated or even very specific about countering reaver drops with something other than turrets.
So my question is, when you expect a reaver drop, what is your preferred method of countering, and how do you incorporate it into your build: wraith, goliath or just turrets and tanks.
Sorry if it seems like a noob question, but I really enjoy using active defense but I have trouble figuring out the timing on when to get the wraith and I was wondering about the viability of goliaths as well. Thanks.
turrets and micro your tanks, move them back when the reaver shoots, they'll take less damage or no damage at all
if you detect a reaver drop and you have enough time to build a gol or wraith they're decent, but usually a few turrets and decent tank micro will be enough.
If you know for sure he is going reaver, I think one wraith is a great counter. The wraith can kill the shuttle, and then after that the reaver. You can also get a dropship afterwards with your starport.
I think it depends a lot on your build. If you did something like a factory starport opening and are planning to vulture drop, then it's relatively easy to work that single wraith into your build to completely shut down any reaver harass. However if you're preparing a timing attack, it might not be very cost effective to build a starport just for that purpose. At that point IMO its better to build a few turrets and micro your tanks and marines( If you did an FD build) to shut it down. Double Armory builds give you access to goliaths earlier so you might be able to use those against the reaver harass. (Not sure if you'll have goliaths out in time against a 1gate tech build though)
Oh, and if you can spare some mines (even though that isn't very likely seeing as you should only have very few vultures at this point), laying them in the likely drop areas can help a ton as well.
If u suspect him going Reaver tech,you can also try to counter he's reaver tech by going the Joyo push http://wiki.teamliquid.net/starcraft/JoyO_Rush Upg siege mode after mine and speed, and also make a e-bay. The most common scenario that will happen is he will most likely stay with he's reaver trying to defend rather then going to ur base and haress at first, which buys u some time to get the turrets up. Somtimes you may even be lucky to kill the reaver in the rush.
Otherwise if there is no chance on getting into he's base cuz of the reaver defense, ur just build up a contain with turrets and a bunker having mines in front and tanks behind in he's natural and just wait him out. Make Tanks and vulture from the factorys and expand as well, mine up ur base on weak areas not coverd by tanks. Have atleast one tank seiged up in ur main and be ready to pull back scv if he comes with reaver. This push can be quiet risky but if u read everything right u can pull it off. In worst case he goes direcly with he's reaver to ur base trying to haress u but then on the other hand u will take out he's remaning force at he's base and kill him. It's an all-in build but so is his in this case. The best and safest way to handling reaver rush is of course going fd>cc>e-bay
The Gundam push seems also to be a way of dealing with this but I don't have much experience with it so I don't rly know. It totally sux against 2 gate pressur though
^ Do not do the above. What will happen is you're fighting trying to get up his ramp because he hasn't expanded yet. You won't get up that ramp. In the meantime his reaver has free reign over your base and will kill every SCV. The best counter is to scout for his expo, if it's not up when you start your expansion, get an e-bay stat. This way you soft-counter both reavers and DTs because they are both a possibility. Because his expo is later than yours you can feel free to go abit heavy on the turrets. Not 8-9 turrets, but something reasonable like 3-4. Then play reactionary. There's also no need to get wraiths unless you were going for a starport build anyways, it also doesn not counter DTs. Turrets <3.
^ What Adeny said. Get your Ebay up right before or after your CC (if you're going for any FE build) and lay down a few turrets, defend/kill his shuttle and roll out with superior macro on 2 bases while hes struggling to lay down his natural/3rd.
build a depot in the corner of your main to spot the shuttle early so you have more time to react. Floating your ebay around the edges of your base helps that too.
The other counters to reaver drop (apart from scouting) are usually part of your build. If you went early armoury then get a gol or 2 if his expansion is slow (and if you have mines/scan) to kill DT. If you went 1fac1port build then make a wraith if you think hes going for drop. The wraith is useful anyways if you're going for map control but its quite expensive so don't lose it. Eventually you'll be using them to kill arbiters so its not a waste either way
At one point, I decided that whenever I see 1 gate opening, and had a reason to suspect reaver, I went for quick academy and upgraded optical flare -> blind on the dropship.
On August 15 2009 23:36 Adeny wrote: ^ I don't get it. Then again I thought optical flare only removed a units ability to detect.
No, it gives them much smaller sight range as well. If you do this, they won't be able to see turrets until they're too close to move away without taking heavy damage.
the new (or not so new) fantasy build against protoss, with fast acad and starport is pretty good for stopping reaver. allowing you to get a quick wraith after your expansion, which can be used for scouting if the reaver doesn't come. the starport also gives you lots of room for harass. its a very strong build on the hold.
On August 15 2009 22:22 Adeny wrote: ^ Do not do the above. What will happen is you're fighting trying to get up his ramp because he hasn't expanded yet. You won't get up that ramp. In the meantime his reaver has free reign over your base and will kill every SCV. The best counter is to scout for his expo, if it's not up when you start your expansion, get an e-bay stat. This way you soft-counter both reavers and DTs because they are both a possibility. Because his expo is later than yours you can feel free to go abit heavy on the turrets. Not 8-9 turrets, but something reasonable like 3-4. Then play reactionary. There's also no need to get wraiths unless you were going for a starport build anyways, it also doesn not counter DTs. Turrets <3.
On August 15 2009 22:22 Adeny wrote: ^ Do not do the above. What will happen is you're fighting trying to get up his ramp because he hasn't expanded yet. You won't get up that ramp. In the meantime his reaver has free reign over your base and will kill every SCV. The best counter is to scout for his expo, if it's not up when you start your expansion, get an e-bay stat. This way you soft-counter both reavers and DTs because they are both a possibility. Because his expo is later than yours you can feel free to go abit heavy on the turrets. Not 8-9 turrets, but something reasonable like 3-4. Then play reactionary. There's also no need to get wraiths unless you were going for a starport build anyways, it also doesn not counter DTs. Turrets <3.
Ur right. Don't do it if ur bad.
Bro the liquipedia article you linked says 1 gate reaver counters JoyO.
Wraith is the hard counter to reaver drop. Turrets siege is the standard.
The build I've been doing lately is 1 fac cc --> starport/academy with earlyish mines (before siege if possible). This covers you against reavers and DT's provided you micro well enough. Provides around a 5:50 - 6:00 wraith and comsats a little before 6:00, which deals with any speed of DT rush or reaver that can possibly follow a goon range opening. You then have a mine/speed follow up which deals with the pressure from any 1 gate opening or continous DT's. And it lets you counter drop the protoss very quickly as well.
However, against very fast reaver or DT the wraith won't be out fast enough, so if you can't scout what toss is doing early you should fast ebay and play with turrets.