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[Q]TvP Various Counters to Early Reaver Drop

Forum Index > Brood War Strategy
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IGetUpset
Profile Joined January 2008
United States2 Posts
August 15 2009 01:26 GMT
#1
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.
lazz
Profile Blog Joined January 2009
Australia3119 Posts
August 15 2009 01:32 GMT
#2
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.
BalliSLife
Profile Blog Joined September 2008
1339 Posts
August 15 2009 01:37 GMT
#3
a drop on main? or just during battle? if its battle don't they usually have goons and zeals too? if not i usually place a few mines near minerals
Ya well, at least I don't fuck a fleshlight with a condom on and cry at the same time.
peidongyang
Profile Joined January 2009
Canada2084 Posts
August 15 2009 04:33 GMT
#4
um turret ofcourse, and like lazz said, when the reaver is attacking a moving LARGE unit, it does HALF damage. (tanks, goons, go try it for yourself)

also, if you have expo and have turret up, transfer scvs fast (f2-f3 is what i think most pros do), and then he cant get to your expansion.

also vultures do full damage to plasma shields so it's okay to sacrifice 1 vulture to take out 80 hp worth of shields.
the throws never bothered me anyway
GhostKorean
Profile Blog Joined November 2008
United States2330 Posts
August 15 2009 06:28 GMT
#5
I don't think gols are very viable vs reavers unless you're playing on Katrina using the Flash build
arb
Profile Blog Joined April 2008
Noobville17922 Posts
August 15 2009 06:57 GMT
#6
If you scout it in time and went for dropships definantly get a wraith.

They'll do 1 of 2 things

1. Suicide the reaver/shuttle to try to kill scvs
2. Run away and do something else with the reaver.
eitehr way you profit
Artillery spawned from the forges of Hell
larryhoo
Profile Joined August 2009
Singapore32 Posts
August 15 2009 07:31 GMT
#7
Do get a wraith instead of goliath.
Sometimes Shuttle hide over the cliff and wraith can be used to explored.

If in battle, i would recommend goliath to target fire.
I like Answering!
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
August 15 2009 07:47 GMT
#8
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.
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
genryou
Profile Blog Joined February 2009
Malaysia390 Posts
August 15 2009 08:08 GMT
#9
A good simcity is also nescessary for easier SCVs retreat, reinforcement and to decrease P options on where he should drop his reaver.
I, Challenge Everything
Tensei
Profile Joined August 2009
Netherlands7 Posts
Last Edited: 2009-08-15 11:26:50
August 15 2009 11:25 GMT
#10
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.
ZeKk
Profile Blog Joined November 2004
Sweden320 Posts
August 15 2009 11:47 GMT
#11
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
Adeny
Profile Blog Joined January 2009
Norway1233 Posts
Last Edited: 2009-08-15 13:23:42
August 15 2009 13:22 GMT
#12
^ 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.
JFKWT
Profile Blog Joined December 2008
Singapore1442 Posts
August 15 2009 13:39 GMT
#13
^ 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
The calm before the storm / "loli is not a crime, but meganekko is the way to go!"
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
August 15 2009 14:26 GMT
#14
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.

Had some good and funny results.
Adeny
Profile Blog Joined January 2009
Norway1233 Posts
August 15 2009 14:36 GMT
#15
^ I don't get it. Then again I thought optical flare only removed a units ability to detect.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
August 15 2009 14:42 GMT
#16
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.
pangshai
Profile Blog Joined January 2005
Chinatown5333 Posts
August 15 2009 15:06 GMT
#17
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.

#1 midas fan
ZeKk
Profile Blog Joined November 2004
Sweden320 Posts
Last Edited: 2009-08-15 16:09:40
August 15 2009 16:05 GMT
#18
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.
Adeny
Profile Blog Joined January 2009
Norway1233 Posts
August 15 2009 16:41 GMT
#19
On August 16 2009 01:05 ZeKk wrote:
Show nested quote +
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.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
Last Edited: 2009-08-15 17:35:17
August 15 2009 17:34 GMT
#20
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.
My. Copy. Is. Here.
ZeKk
Profile Blog Joined November 2004
Sweden320 Posts
August 15 2009 19:18 GMT
#21
On August 16 2009 01:41 Adeny wrote:
Show nested quote +
On August 16 2009 01:05 ZeKk wrote:
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.


Dude just read again what I wrote from the beginnig.
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
August 15 2009 21:21 GMT
#22
Here is the replay of Optical Flare vs Reaver:

[image loading]
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
August 15 2009 21:44 GMT
#23
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.

You should probably stop posting advice...
Being healthy, it has been said, really consists of having the same disease as everybody else.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2009-08-15 21:53:32
August 15 2009 21:52 GMT
#24
Sorry double post
Being healthy, it has been said, really consists of having the same disease as everybody else.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
August 15 2009 21:52 GMT
#25
On August 15 2009 22:39 JFKWT wrote:
^ 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

You should never make your ebay before your cc off 1 fact...thats horrible.
Being healthy, it has been said, really consists of having the same disease as everybody else.
Adeny
Profile Blog Joined January 2009
Norway1233 Posts
August 15 2009 22:14 GMT
#26
On August 16 2009 06:44 TheFoReveRwaR wrote:
Show nested quote +
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.

You should probably stop posting advice...


The only time I have EVER, EVER, seen optical flare used was boxer's flare on observers to cloak a ghost. Why should I care about flare? There's more than enough useful information about broodwar out there for me to try to absorb, and flare isn't exactly high on my list of priorities.
JoeSumo
Profile Joined December 2008
2 Posts
August 16 2009 04:59 GMT
#27
You probably won't even look down this far, but i usually just put turrets up so he cant drop directly on my scvs and put spider mines where i think he'll be more likely to drop. i also put 2 tanks by my scvs cause usually a reaver can kill one or land on it if my turret/tank placement is off. keep a couple vultures handy too in case he brought zealots. its a good counter because you don't really have to change your build to do it
She was fun, but she passed out awful quick
julealgon
Profile Joined December 2008
Brazil120 Posts
August 16 2009 05:24 GMT
#28
On August 16 2009 06:21 niteReloaded wrote:
Here is the replay of Optical Flare vs Reaver:

[image loading]


I loved that game. The way you used optical flare on those observers later on was really nice, it forced him to build more of them to see the spider mines.

I really think this strategy should be used more. If you have more replays of you using optical flare efficiently like this one, I would love to watch them.

It would be cool also to use it on the front dragoons before a push, hopefully without him noticing it. That way, you can get into siege position and have the upper hand.

And since we are talking about OF, how about making 1-2 more medics to use it more often? The medic is quite inexpensive and I think spamming OF on everything could be somewhat decent, mainly on those observers/shuttles/reavers and them on the front units, since it also helps when they are walking around mines (the probability of them stepping onto them instead of destroying them is enormous if not 100%). And what about a bunch of medics drawing fire from the goons and healing each other? It is a possibility too, although it does waste a lot of energy from them.
Here is hoping God implements save/load in the next version of life
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