PvT 10 rax reaper
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Kyzardin
United States13 Posts
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Louder
United States2276 Posts
What you have to worry about are really strong fast follow ups to the 10 rax reaper, like really fast banshees, helion runby, or a quick 3 rax. The early reaper should just be a sign that you're against an aggressive T and should play safe - that is, sit in your base with 2 warpgates and a stargate or robotics and wait until your superior economy and faster unit production times give you a nice push timing. | ||
dthree
Australia150 Posts
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Kyzardin
United States13 Posts
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Re-Play-
Dominican Republic825 Posts
On May 03 2010 08:04 Louder wrote: A normal 13 gate build works fine. Start your core, then a zealot. Chase the reaper with the zealot, build a stalker on chrono boost. You will lose 3-4 probes at worst, which doesn't hurt you at all. He's trading a little economy, plus the 50/50 cost of the reaper. Your econ will be better. What you have to worry about are really strong fast follow ups to the 10 rax reaper, like really fast banshees, helion runby, or a quick 3 rax. The early reaper should just be a sign that you're against an aggressive T and should play safe - that is, sit in your base with 2 warpgates and a stargate or robotics and wait until your superior economy and faster unit production times give you a nice push timing. what about 7/8 proxy rax into reaper? do i have to do this 13gate build? or its map dependant? | ||
Hyperion2010
United States122 Posts
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Shatter
United States1401 Posts
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Tin_Foil
United States243 Posts
I had a 7 raks used against me once where the reaper was in my base a decent time before my stalker got out, but just delaying with probes gave me enough time and while I lost some probes, he had to sacrifice more econ than I lost, so I won shortly after. Just with earlyish scouting I've only lost to 1 reaper rush and thats only because I thought I had a stalker on the way, but really had somehow not built it...I think the build can freak out a toss, but really shouldn't do too much damage. | ||
Deleted User 55994
949 Posts
On May 03 2010 09:21 Hyperion2010 wrote: When I encounter this I dont even bother w/ the zealot, I just chrono the stalker and make sure only a few probes die since I know if I can mine enough resources to produce one stalker at a time out of 2 gateways I win. the zealot is to buy yourself time for the stalker to come out, and it works well. you dont lose any time since you make it when core is building. the terran will have to kill the zealot rather than having free reign on your probes for 30 seconds. | ||
Stopdroproll
United States101 Posts
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Nerdrage
United States55 Posts
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Deleted User 55994
949 Posts
On May 03 2010 09:45 Nerdrage wrote: Well the last time I got zealot first, it was kited around until it died. Sure it buys time though for a stalker to come out but why not chrono a stalker first. because you make the zealot while the core is building (ie: you cant make a stalker yet), if you skip it the T has a window where he can simply kill as many probes as he likes before the stalker comes out. When you make a zealot the window is still there but its far smaller and if he decides to kill the zealot first the window is non existant. | ||
Klyvaren
Sweden26 Posts
On May 03 2010 09:35 Tin_Foil wrote: I think skipping the zealot, going straight for a stalker is the best choice. Cheesy stuff like this and 6-pools and proxy rax mass marine stuff has made me start thinking a slightly earlier gateway isn't a bad idea, plus good scouting. I've found that a 10-12 gateway handles most reaper rushes fine, sometimes you have to mirco your probes a bit, keep them balled up by abusing mining pathing and try to surrond the reaper, but the stalker is normally done very shortly after a reaper gets to the base. I had a 7 raks used against me once where the reaper was in my base a decent time before my stalker got out, but just delaying with probes gave me enough time and while I lost some probes, he had to sacrifice more econ than I lost, so I won shortly after. Just with earlyish scouting I've only lost to 1 reaper rush and thats only because I thought I had a stalker on the way, but really had somehow not built it...I think the build can freak out a toss, but really shouldn't do too much damage. I would refrain from calling 10rax reaper a cheese. Its just another opener. If i scout the reaper build, I just go ahead with my 13 gate as suggested by others. (Unless its proxied in which case I cut 1 probe for 12 gate) 9 pylon 13 gate And cyber as soon as the gate warps in, after that I build the zealot. Theres some controversy around the zealot, but just a-move it on the reaper and he has to move more then he would have to vs 0 zealots. It's a fact. I also feel that its very beneficial to place the second pylon, or in some cases (some maps) the cyber core behind the mineral line. This forces the reaper, cased by the zealot , to run past the workers or take a deroute from the mineral line. Defeating the purpose of harassing probes. I also make sure to have a chronoboost ready for my stalker. I guess the zealot question boils down to when you put your gate down. If you did like 11 or 10 gate, then I would skip the zealot because it would only delay you. with 13 gate it doesnt hurt you at all. | ||
folke123
Sweden133 Posts
and how many workers do you need to kill to get even? if the enemy does a standard build? (12-13 rax/13 gate/13-14 pool) | ||
standingcow
United States7 Posts
To make the reaper harass worth it, you really need to kill 8 or 9 probes at least, because of how amazingly fast protoss can replace them. Against gold and up protoss I was never able to get more than 2 probes killed, hence why I've stopped doing this opening. It's just way too easy to repel for the protoss. It's too bad too because at this moment in beta terran is extremely limited in how they can open against protoss and not get crushed. | ||
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zatic
Zurich15345 Posts
Come on this has been discussed to death already. | ||
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