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TvZ advice

Forum Index > StarCraft 2 Strategy
Post a Reply
Bluedraqy
Profile Joined April 2010
Denmark496 Posts
July 12 2010 00:36 GMT
#1
Yes I know people claim Mech to be quite overpowered, but unfortunately, TvZ seems to be my weakest matchup currently.
This game was against a zerg named TrayD,
He's gold, while I'm Silver, and I think I should be able to beat him. My Gameplan was as following:
Early Marine/Hellion push into expansion
Establish third, while going for a tank push with 1 Thor.
Another Push when putting up the fourth Expansion, this is where it went wrong, and I was overrun by Roaches >.<
I can point out mistakes that I did, but I would also like to know what I could do better overall, Any help and constructive critisism is very much appreciated.

http://www.battlereports.com/viewreplays.php?replaynum=33646
Tenks
Profile Joined April 2010
United States3104 Posts
July 12 2010 02:00 GMT
#2
Why are you taking so many bases? Just 2 base into a 200 army and roll over him. At least thats the gameplan for every mech terran that I've gone up against. Meching isn't very mobile and when you take that many bases you're spreading yourself fairly thin.
Wat
hadoken5
Profile Joined May 2010
Canada519 Posts
July 12 2010 02:05 GMT
#3
Exactly what Tenks said, just siege up your tanks, get some vikings and then go for thors, once you have a large army, push out.
Guilloteen
Profile Joined May 2010
United States128 Posts
July 12 2010 02:18 GMT
#4
You REALLY don't need four bases lol...that's why you're losing with mech.

Just 2 base into a 200 army and roll over him.


That's just about right, I'd say.
StayPhrosty
Profile Joined August 2009
Canada406 Posts
Last Edited: 2010-07-12 04:48:43
July 12 2010 04:47 GMT
#5
well OP, what id say is that when meching, due to your inherent immobility, you want to only expand in a line towards your opponent. often the game is over after or even before you take your 3rd. if it isn't, then don't take it as your strategy is wrong, it's simply that games that long fall completely out of the norm and it basically comes down to who has the best macro, army composition, and who doesn't get bowled over by a drop to the main or something. if a game is taking that long, and i'm not really winning, i often leave, because it doesn't really teach me much, and all it does is frustrate you. the winner is usually just the most stubborn person, not necessarily the best player. only at the progamer level does it stay competitive for that long into the game.

(edit, just wanted to add that i didnt view the replay, that's just my analysis from what you said in your post)
To be is to do-Socrates To do is to be-Sartre Do Be Do Be Do-Sinatra
iNdo-Man
Profile Blog Joined May 2010
United States191 Posts
July 12 2010 05:30 GMT
#6
agreeing with a lot of what has been said.. 2 base it up.

-if you scout early roach you can go maurader with concussive shell.. should be plenty to deal with early roach and get you into your natural. So you can continue on with your plan of 2-3 factory mech build on your 2 bases, opting for a 3rd base when you start to push out. I usually place my starport on an existing reactor core so I can pump either viking or medivac.. I don't usually do both.
Medivac if you want to go barracks units or viking if you want to support your tank/hellion army


-If the pressure continues into the transition of early to mid game..opt for engine bay while your cc is building and make a planetary fortress.
From here.. he can do a few things including:
-back-off take a 3rd and macro up
-tech switch and try to go late muta
-something cute like burrowing roaches and sending them under your D

Solid play, comstat scouting and pressure with drops (marine/maurader drops if you choose bio) ---or overlord harass with viking/viking drops on minerals) should keep him at bay and busy while your mech force gets to about 150 food.. then start rollin' and dont slow down on your way to his natural..

I would like to point out how effective +1 or +2 tanks in tank mode have been for me against armored units, especially ultras. focus fire on ultras with tanks and focus on lings with your bio units (or vikings).

I build armory at the same time as my 2nd or 3rd fact and start weapons upgrade. engine bay is usually just for plantary fortress and a couple turrets unless I want to go bio.

I hope I'm fairly clear about the different options you have. Don't panic.. well placed bunker or turret can make a big difference on what zerg can really harass. I like ghost vs muta b/c of snipe (with extra energy upgrade) you can really start sniping and take down 2-3 mutas right off the bat. If he is ballsy enough to stick around and try to take out a turret or something you can really punish him with some sniper shots
You can shift click and hit "r" for sniper round and you can queue up several sniper shots on the same target if you have the energy. (im working on a build right now to utilize early cloak or even just early mobius reactor to knock out infestors and mutas mid game.. Have you ever watched as a thor turned and started shooting at your own army?...with 2-3 ghosts it takes 3 sniper shots to kill inestor (all while staying safe in the back of your army group)

It's Possible to deter muta harass with cloak as well. If they sent mutas in quickly and u have 2-3 ghosts with cloak(i.e. being annoying and unkillable while you wear down his mutas)

with first refinery on 13/19 and second refinery on 17/19 I have been able to support ghost academy ~ 20/21 supply on 1 rax while pumping hellions from 1st fact (2 groups of 2 hellions with reactor core that I use for harass while I work on getting nuke, expansion etc.)

After pushing out and securing gas at the natural, I have just finished or almost finished 2nd 3rd fact and begin producing mech and it has been fairly smooth. Especially with planetary fortress.. I don't feel super open to a timing attack at any point.

The only issue is extra minerals *can get as high as 800 even with a tank in each fact and pumping scv etc. I think the answer to this issue is just more rax but built after 2nd expo has gas.. the extra income will go straight to 2-3 extra barracks and now you have a really well balanced unit composition (not relying soley on tank/thor/viking but just an extra 10-15 marines in your initial push (or even for a drop if you feel like you have the multi-tasking and apm)

You can just rally marines to the back of your push and the reinforcements come pretty quickly

I am up for good ideas on what to spend the cash on. (i think a 3rd expo right away is risky as said above, it spreads you out pretty thin..

End soap box, hope that helps out some Terrans



Bluedraqy
Profile Joined April 2010
Denmark496 Posts
July 12 2010 10:09 GMT
#7
Thanks a lot for the good comments and replies everyone, I'll try to test and include as much of it into my gameplay =)
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 12 2010 10:15 GMT
#8
I agree with others. Mech strenght is in his that one huge push so going 4 bases is silly. Just two base and push when 200 or close to it. Just remember to scan to see what's is his trump card. Ultras or BL's and if BL take vikings with you.

Also always keep a scout ahead of your army (hellion or a marine) because you need to be sieged when you encounted him. Then just slow push into his base.
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