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Well I'm not that good of a Terran, so I would like it if you guys would take your time to elaborate on this strategy I found. I get 1 marine and instantly build a techlab, rushing for marauders and getting concussive shells as fast as possible. Not only does this counter any future reapers, it also gives you a stable early 2 rax push with marauders. Here's the replay (Lost Temple), please take your time to look at it as it's about 5-6 min at most. I realized the concussive shells really make a difference.
Sorry Idk any good replay databases, so I used mediafire, I swear this is not a virus. Can anyone refer a good link please? Click here to download replay
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Even vs a 7 rax reaper you should be able to get one rine out, and you really shouldn't be going tech lab rax unless you have a good build/transitions with ith(rather than gimmiky marauder rushes that delay everything else for you).
Just pull 3-4 SCVs and MICRO the cliff of your base. You will always see where he is trying to get in from. I love being reaper rushed, free win 99% of the time.
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On July 28 2010 16:39 superbabosheki wrote: Even vs a 7 rax reaper you should be able to get one rine out, and you really shouldn't be going tech lab rax unless you have a good build/transitions with ith(rather than gimmiky marauder rushes that delay everything else for you).
Just pull 3-4 SCVs and MICRO the cliff of your base. You will always see where he is trying to get in from. I love being reaper rushed, free win 99% of the time. Well considering reapers already delay him if it doesn't do a lot of damage, my marauder push should set us on even footing won't it?
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a 12 rax building 1 marine consistently until you gauge his build + 1 scv ready to pounce at the general direction of your opponents reaper should be fine against a 9rax/8rax from any LT position
anything like a 6rax reaper would require you to pull about 4-5 scvs and running them back and forth while you finish up your barracks
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The timing on 9 rax reaper puts the reaper out of the barracks 3-5 seconds before a marine on a 12 rax will finish. If he proxied you, you are in trouble because 1 reaper can kill 3-4 marines ez if they are 1 at a time. You need to scout early to beat early reaper agression. If its a 2 spawn location map, i will almost always send a scout on 8 to check for early reaper. If they go early reaper, if i havent dropped my depot yet, ill go rax before depot, and if i have already thrown down my depot, ill stop my 11th scv from building and build my rax on 10 anyway. Here's the trick: you need a marauder. Marines dont cut it vs reapers. so once you start your rax, start your gas right after, and get tech lab / marauders. If you get your rax down before yoru depot, you will have a marauder about the same time as their reaper- if you got your depot first, you will be 10-15 sec behind, but it will be OK if you can micro at all.
If he continues to reaper you you should be able to win with an early infantry push.
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While Zoltan is right and a reaper will slaughter marines sent one at a time a marine + a couple of SCVs easily drives off a reaper. If the reaper tries to shoot the marine he gets mobbed by SCVs and if he tries to pick off the SCVs the marine will whittle away his health. Pull SCVs back when they get low on health and this will easily give you enough time to either build a marauder or just pump more marines to kill the reaper.
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infinity21
Canada6683 Posts
On July 28 2010 19:38 threehundred wrote: a 12 rax building 1 marine consistently until you gauge his build + 1 scv ready to pounce at the general direction of your opponents reaper should be fine against a 9rax/8rax from any LT position
anything like a 6rax reaper would require you to pull about 4-5 scvs and running them back and forth while you finish up your barracks This. Time spent on making tech lab is time not spent making rines. Pull scvs and make sure you keep up your marine count. I never had any trouble defending reapers with 12 rax as long as I didn't skip rine production or get late rax.
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On July 28 2010 23:24 Mizzles wrote: While Zoltan is right and a reaper will slaughter marines sent one at a time a marine + a couple of SCVs easily drives off a reaper. If the reaper tries to shoot the marine he gets mobbed by SCVs and if he tries to pick off the SCVs the marine will whittle away his health. Pull SCVs back when they get low on health and this will easily give you enough time to either build a marauder or just pump more marines to kill the reaper.
A high level player will love you for sending those scvs at his reaper- his goal is to disrupt your econ. You pulling SCVs is neccessary if you go marines, and you will lose a bunch of SCVs + mining time. Its just worth it to scout earlier (you will lose some mining time there, but its honestly worth it), and get that fast marauder to counter his reaper, and then be able to push on him if he is dumb enough to tech while going reapers.
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Don't worry about 6-rax reapers. Just pull 3-5 scvs and chase the reaper around as you build marines. He has to kill something like 7 workers to pull even--more to get ahead. He can't do that unless you panic and play poorly.
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i find reaper rushes to be extremally annoying and useful. With that being said i would recommend going with a mara to counter. Marines are way to slow and a good player can kill 5 scvs+ with only marines chasing him.
Also just saying send 5 scvs and a marine after the reaper only works if the reaper is poorly controlled. If the reaper is smart and leaves himself paths to kite and never jumps off the cliff you will lose all your scvs.
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infinity21
Canada6683 Posts
On July 29 2010 00:27 tipakee wrote: i find reaper rushes to be extremally annoying and useful. With that being said i would recommend going with a mara to counter. Marines are way to slow and a good player can kill 5 scvs+ with only marines chasing him.
Also just saying send 5 scvs and a marine after the reaper only works if the reaper is poorly controlled. If the reaper is smart and leaves himself paths to kite and never jumps off the cliff you will lose all your scvs. You should be pulling your damaged scvs back to mine. The whole point is to take hits and buy time for more rines to build.
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10-rax marauder is good vers reaper, comes out a little earlier than the marine (or same timing?) and will completely shut down reaper aggression.
Feel free to scout on 7 or something if you are really worried to you can't properly defend this, just make it worthwhile with your worker harass if it's not a 6-8 rax
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Hyrule19054 Posts
Chase the Reapers out with a bunch of SCVs and keep them near the ledges to block them from jumping up > Reapers
Plus you don't lock yourself into early Marauders.
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On July 29 2010 01:38 Twe3k wrote: 1 Marauder > 3 Reapers. lol especially if you have that concussive shell I mentioned, that upgrade finishes quite fast and will just DECIMATE reapers if they try to micro or jump off
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I played a 2v2 (Placement) where my opponent marched his reaper up INTO my probe line and started shooting at them. It died fast.
BTW that ^ isnt a normal counter.
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