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[D] TvT howto - Page 2

Forum Index > StarCraft 2 Strategy
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whaTITdoz
Profile Joined April 2010
United States92 Posts
May 03 2010 15:41 GMT
#21
For me I have found early reaper harass -> 2x rax -> tanks early push with transition to vikings if banshees and more maurders if thors. Seems to cover most of what people do now and punishes people for fast teching. One problem is 3-4x rax pushes, but that mostly just comes down to scouting and usually the early reaper harass will set them back far enough to get your tanks out and pressure them.
Warnipple
Profile Joined April 2010
Canada57 Posts
May 03 2010 16:32 GMT
#22
Mass Thors doesn't really work very well. Because Marauder wall + siege tank = gg your thors in cost.


Most TvT's end up with tanks/marines and vikings. I usually open with a starport reactor to make vikings and then start producing tanks with marines as my mineral dump.

The marines are your shields so your tanks don't die as fast. Its questionable to get marauders for TvT because their +armor dmg but it takes 6 hits from a marauder to kill a upgraded marine wheras it takes 7 to kill a marauder (you could have two marines as shields).


Anyway you just dig in and wait til air confrontation. Only fight if the battle is in your favor (ie you have better upgrades and same amount of units or fighting near your starport where you can pump out extra vikings in the fight. Always remember to focus fire as well too). Usually if you control the skies you win. If your opponent goes MM you can deny him medivacs with vikings and force him to make vikings of his own. Tanks destroy MM anyway.
- If he neglects to make any air; you start making banshees to kill his tanks. This means you must always control the skies. You cannot ever let your opponent have a bigger viking army because it will be harder for you to expand safely.

After all that its pretty much a slow campaign to his base with tanks moving up slowly.

Occasionally I start with a Thor drop because its able to 1 shot SCV's.

http://i224.photobucket.com/albums/dd316/CaptainSnake/csimiami.jpg
TryThis
Profile Joined February 2007
Canada1522 Posts
May 03 2010 16:46 GMT
#23
On May 04 2010 00:41 whaTITdoz wrote:
For me I have found early reaper harass -> 2x rax -> tanks early push with transition to vikings if banshees and more maurders if thors. Seems to cover most of what people do now and punishes people for fast teching. One problem is 3-4x rax pushes, but that mostly just comes down to scouting and usually the early reaper harass will set them back far enough to get your tanks out and pressure them.


ive been doingsomething similar to this, pushing out with a blob of MM and two tanks, if they went for banshees i got marine heavy, generally its 2rax depending on scouting.
ive done especially well with this vs banshee builds, ill push out with two scans, or wait for raven depending on their harass, and if i killed the banshees/saw cloak tech
Dwell
Shaithis
Profile Joined March 2010
United States383 Posts
May 03 2010 17:13 GMT
#24
Typically it's best to play with a MMM + mech build, mech being a combination of Thors and siege tanks. Each unit counters a specific element of the Terran arsenal:

Thor > banshee, tank, medivac
Tank > marine, RBG
RBG > Thor, RBG
Marine > Thor, RBG

Generally, you want to scale down on marine production once they commit to tanks. A small task force of banshees can be effective at popping tanks right before an assault.
CheAse
Profile Blog Joined July 2009
Canada919 Posts
Last Edited: 2010-05-03 17:27:40
May 03 2010 17:26 GMT
#25
I used to hate tvt but I am starting to have some success with it. I am currently 19-2 or something in plat, and beat a couple people in the triple strike cup in tvt, so I think my tvt is decent. Here is my build with notable mentions

12 rax
12 scout for tech lab
--->if tech lab, place marines at likely ledges, watch for reapers
--->if 2 rax, bunker at your ramp sweet spot
--->if he is going marauders you will not be able to move out fast and FE with tanks
13 gas
15 OC
always constant marine production
factory when you have the gas
make another gas when you have enough mins
1 or 2 tanks,use 2nd or 3rd scan to see if they have a port with tech lab
--->if port has a tech lab drop a reactor on your rax, and swap it with your port when its done
--->if they have port, make your port after 1 tank is qued,
--->if no port, make your port after 2nd or 3rd tank.
Start to contain and push your opponents natural with tanks and vikings with a marine buffer for marauders
Expand after contain
SCV good to go sir
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
May 03 2010 17:41 GMT
#26
if your micro is good you should be going banshee/vikings. Thors are beatable by banshees if you spread them up and pull the one being targeted. Just don't let them get critical mass. Force them to turret and out expo them and tech switch to bc.

I actually like mirror matches and do very well in them and i typically open thor most games because my net has been very bad lately and the delay makes banshees a lot more difficult to use.
SiegeFlank
Profile Blog Joined June 2009
United States410 Posts
May 03 2010 17:47 GMT
#27
I'm hoping to make a separate thread for it eventually, but I've been having a lot of success using a unit comp of Marines, Tanks, and Vikings. The three units compliment each other well (tanks being the core of the army, vikings providing vision and air support, and marines just being a cheap unit to get out which can hit both ground and air). It's been able to counter just about every unit composition thrown at it.

As far as defending reaper harass goes, making a marauder or two early (or just putting a bunker by your workers) works very well.
Bird up
SchAmToo
Profile Blog Joined April 2010
United States1141 Posts
May 03 2010 17:47 GMT
#28
Tank // viking

If they go 4 rax, then you land your vikings. and put your tanks BACK...FAR BACK. I have a pretty good record for tvt
twitch.tv/schamtoo | twitter.com/schamtoo
RawrAnOcean
Profile Joined February 2006
United States359 Posts
May 03 2010 17:59 GMT
#29
I'm having a lot of success with a lot of unit combination. Over committing to a unit combination can make or break you. Too many vikings spells trouble when thors and marauders are at your door. So far I'm having the most success with tank/viking.
HalfAmazing
Profile Joined May 2008
Netherlands402 Posts
May 03 2010 18:00 GMT
#30
TvT is very random and unfun at the moment. ;( I loved it in BW, but it's a dice roll in SCII.
You can figure out the other half.
Shaithis
Profile Joined March 2010
United States383 Posts
May 03 2010 18:09 GMT
#31
On May 04 2010 02:41 starcraft911 wrote:
if your micro is good you should be going banshee/vikings. Thors are beatable by banshees if you spread them up and pull the one being targeted. Just don't let them get critical mass. Force them to turret and out expo them and tech switch to bc.


No.
Slow Motion
Profile Blog Joined July 2009
United States6960 Posts
May 03 2010 18:21 GMT
#32
I've found that the person who goes thors instead of tanks tend to lose. I have a lot of success with marauder, tank, viking vs thor marauder tank forces. If he doesn't go banshee I'll just use my vikings to harass.
jamvng
Profile Joined October 2008
Canada244 Posts
May 03 2010 18:26 GMT
#33
On May 04 2010 03:00 HalfAmazing wrote:
TvT is very random and unfun at the moment. ;( I loved it in BW, but it's a dice roll in SCII.


How is it a dice roll?
link0
Profile Joined March 2010
United States1071 Posts
May 03 2010 18:51 GMT
#34
On May 04 2010 03:26 jamvng wrote:
Show nested quote +
On May 04 2010 03:00 HalfAmazing wrote:
TvT is very random and unfun at the moment. ;( I loved it in BW, but it's a dice roll in SCII.


How is it a dice roll?


Compared to BW, sc2 TvT has a MUCH harder counter system. Also, T in sc2 has much worse scouting due to how expensive each scan is.

Sc1 TvT was mostly about positioning. Sc2 TvT is all about unit composition.

Combine harder counters with worse scouting and the result is: The matchup is MUCH more luck reliant.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Trollface
Profile Joined April 2010
United States15 Posts
May 03 2010 18:55 GMT
#35
I haven't seen anyone mention Hellions in this thread at all. They're pretty much my favorite Terran unit right now...I've been opening against other races by having my first rax build a reactor and lift off and then building a factory in its place. Terrans generally wall off, though, so I like to harass with Reapers early and then use a group of Hellions to scout and harass any expos. I've also done a few Hellion drops early to get them around the wall. They're so fast and they do splash damage, and ridiculous damage to light units, so massed MM (especially if you can hit them on the move when their player isn't watching) will be a barbecue. They don't cost any gas, so if you can take a high-yield and minerals wind up becoming very abundant, you can just set a factory with a reactor to start cranking them out constantly.

If I'm pushing against a choke I'll hotkey two groups of siege tanks and leapfrog them, and keep a big group of Hellions on another hotkey to exploit any opportunity to drive through and hit the enemy mineral line, or move up fast if their splash will help (shuts down speedlings as a counter to siege tanks, works well if a Protoss tries to counter your siege tanks with massed immortals - ten Hellions will just about knock down an Immortal's shield in one attack, and if you do it right you'll hit a few of them with the splash and the tanks will clean them up).

Ravens are also important to build if your opponent might be Banshee-harassing...I also like to randomly throw down missile turrets near my mineral line if I've got some SCVs with nothing better to build. I'd rather not waste MULE energy on scanning my own base. I find that if I've been building Hellions I'll have plenty of gas for Ravens in decent numbers, and I really want to try using seeker missiles against viking/banshee after I saw a replay where someone used them to great effect against massed Brood Lords (no one's been kind enough to try that against me in numbers I couldn't handle with marines alone lately).
SiegeFlank
Profile Blog Joined June 2009
United States410 Posts
May 03 2010 19:34 GMT
#36
On May 04 2010 03:51 link0 wrote:

Compared to BW, sc2 TvT has a MUCH harder counter system. Also, T in sc2 has much worse scouting due to how expensive each scan is.

Sc1 TvT was mostly about positioning. Sc2 TvT is all about unit composition.

Combine harder counters with worse scouting and the result is: The matchup is MUCH more luck reliant.


I strongly disagree here. If you use a balanced unit composition where the units actually compliment each other well and aren't easily hard countered (as mentioned above, I have a lot of success with marines, tanks, and vikings), it becomes much less luck based. It's a given in any matchup that using a build that has a hard counter to it will be more likely to fail if your opponent happens to pick the build which is that hard counter.

From my experience (high level in gold league), tanks are still very crucial to TvT and having good positioning of your units will give you a huge advantage. You still want SCVs building missile turrets along your tank lines. The difference is that armies are much more mobile now (vikings in particular completely change the scope of TvT).

As far as scouting goes, sensor towers are an excellent method of at least keeping track of where your opponent is. And while scans are expensive, try to figure out a good timing for using it. I find that using my third 50 energy on a scan will usually give me a good idea of what my opponent is doing, which is certainly well worth it.
Bird up
KiLL_ORdeR
Profile Blog Joined June 2009
United States1518 Posts
May 03 2010 19:42 GMT
#37
I find that I've been playing a lot of TvP's and TvT's lately too. It's like zerg's don't exist anymore.

Anyway, the way I see it, mirror matches are all about building economic separation between you and your opponent. Obviously you can do this by either pressuring early, or fast expanding. What i've been doing a lot lately is is building 1 or 2 reapers early, to reduce their SCV count. Then, I tech straight to Banshees, Ebay/ turrets if i see banshees/vikings, then I back tech to M&M&M, supported by thors or tanks and Ravens, obviously upgrades, and then just try to deny their 3rd while taking mine.
In order to move forward, we must rid ourselves of that which holds us back. Check out my stream and give me tips! twitch.tv/intotheskyy
link0
Profile Joined March 2010
United States1071 Posts
May 03 2010 19:44 GMT
#38
While Viking/Tank/Marine is fairly balanced unit composition, it will usually fail if your opponent goes either mass air or mass ground.

One example of the huge dice game: You scan a starport with tech lab. It can either be banshees with cloak, banshees without cloak, or a Raven. Now what do you do? If you don't have turrets or a Raven, you are screwed if he goes banshees with cloak. If you do make turrets, you are way behind if he only made a raven or doesn't get cloak on his banshees. In high level TvT, being just a few hundred minerals behind at such an early stage in the game is huge.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Sanitys
Profile Joined April 2010
Canada126 Posts
May 03 2010 20:03 GMT
#39
I find TvT to be really frustrating at the moment. I do pretty well in it but it always seems like a match of patients and waiting for someone to make the first mistake.

Generally I like to start by going for tanks with a few marines and marauders to support. I try to push in early and bunker up and prevent them from expoing. After my bunker I toss down a barracks and float it to give me sight to high ground start tank pushing. I push out some vikings to deal with any banshees and toss down some turrets for detection and added AA. After I switch into banshees to pick off any tanks they try to set up on high ground. Then just keep expanding and pushing in slowly.

This build is highly susceptible to a 4 rax MMM push if they come in before you have tanks out. If they are slow and you have 1-2 tanks out you should be able to push it back and get set up for your tank push.

Also while you are pushing you have to try to keep enough pressure to make sure he is not comfortable sneaking out a drop or air units to harass you with.

HalfAmazing
Profile Joined May 2008
Netherlands402 Posts
May 03 2010 20:10 GMT
#40
Sounds like link0 explained my dice roll comment pretty well. Based on information gleaned from scouting there are a number of different options to consider, and if you pick incorrectly you're at a massive disadvantage. In almost every TvT I've played there's the inevitable switch to mass marauders and if you switch too late, you'll get overrun by a more efficient mineral to gas ratio army.
You can figure out the other half.
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