[H] ZvT T Mass reaper to Marauder - Page 2
Forum Index > StarCraft 2 Strategy |
Tachion
Canada8573 Posts
| ||
AnodyneSea
Jamaica757 Posts
EDIT: After watching the videos again, yeah i would definitely get owned by this.. hopefully no one does it to me, i would probably rage quit | ||
Phayze
Canada2029 Posts
| ||
EnderCN
United States499 Posts
Machine just didn't know what hit him. I'm sure this is really tough to deal with but I'm also sure there are counters to it. | ||
Sylvr
United States524 Posts
On August 04 2010 06:04 Phayze wrote: yes people please watch the games before commenting. I do not feel speedlings are the response at all. The reapers are just so strong vs them. And neither are spine crawlers because they just insta die and delay you too much. I watched the videos. Machine didn't "go speedlings" to counter that. His gas was way late and he fast expanded. This is pure theorycrafting, but I would say that the answer is light roaches, plenty of speedlings, and about 3 Spine crawlers. Group your Spines in a way that basically deters the Terran from taking that path. Keep the Roaches somewhat out and to the side. Chase the Reapers with the Roaches and try to flank and cut off the retreat with the speedlings. Basically, try to lure him into a V and close it off with speedlings. Do this while you get a Spire. The name of this game is to buy time. After work, I'll see if my roommate feels like testing it out for a while. | ||
thOr6136
Slovenia1775 Posts
i just cannot wait for the patch oh god, when will it come and maps are a problem too -,.- | ||
Ketara
United States15065 Posts
It works horribly well (I am surprised Reapers are 1 supply) but one thing that did screw it up for me was the Zerg player stealing my second gas with his scout. You kind of have to decide whether to kill the extractor with the reapers and give it away, or only attack with about 3 of them and not have any backup. 1 Marine can't kill the extractor if you cancel/rebuild. IMO, the magic of this build isn't really how strong the Reapers are, but more how inexpensive they are minerals wise, it lets you follow up with a reasonably quick expansion and 5-6 Barracks much faster than other infantry builds. Whereas the Zerg player has to spend much more resources and time wise to block it. | ||
Madkipz
Norway1643 Posts
You kind of have to decide whether to kill the extractor with the reapers and give it away, or only attack with about 3 of them and not have any backup. 1 Marine can't kill the extractor if you cancel/rebuild. kill the extractor. revealing your reaper tech doesnt matter. | ||
fancy
Sweden20 Posts
| ||
Ketara
United States15065 Posts
| ||
fancy
Sweden20 Posts
This should work in theory since it takes quite some buildup for the reapers so be able to deal efficiently with the crawlers and with lings beating up his front he has to divert some of his reapers to his main and that means it will take more time for him to get the critical mass of reapers needed to deal with the spinecrawlers which should give you enough time to get mutas and by then since your lings has been poking at his front he shouldn't ahve been able to expand and with the mutas coming it should be pretty much gg or atleast bring the game back to status quo. Food for thought! | ||
noko
United States7 Posts
1) queens, transfusion, spine crawlers into muta something. 2) defending with roach/queen/infusion and a tight base structure placement, later slow drop roaches into enemy main 3) attacking enemy front door with roaches, maybe with burrow/tunneling claws as well. | ||
proxY_
United States1561 Posts
Fast teching to mutas out of one base isn't really an optimal strategy either. The terran can make several missile turrents, rush out a thor, or just plain spam marines (though spamming marines isn't optimal since the zerg could transition into banelings). It just seems like even if the zerg can defend, the terran can outmacro and trounce the zerg on his follow through. This is part of the reason that I don't try to play zerg anymore lol. | ||
AbyssArray
Canada26 Posts
http://www.youtube.com/user/HDstarcraft#p/u/4/kp08rcLmRS8 One of HD's latest casts.. the Zerg player went Hatchery before Pool, held off the Reaper/Bunker with 2 Queens and lots of Zerglings. | ||
MadRhetoric
United States8 Posts
As other people said, going 1 base muta will allow you to survive but a good terran will scout the tech and plan accordingly. However, missile turrets are static and clearly vikings won't be online for quite a while with this build. This means that zerg can reasonably force the reapers back home, as seen in the LZ games posted before, and then take complete map control. I think zerg count out "simply outmacro the opponent" as a viable strategy. Check out Idra's winning games in the king of beta tourney. His wins were on big maps that allowed him to contain and expand. Looking at LZGamer's game vs. Strife above, I think strife could have won if he simply held the terran back and expanded. Instead, he wanted the quick win and rushed his units into a wall. I'm definitely going to try this as terran, but I think zerg is more than capable of holding it off. | ||
Phayze
Canada2029 Posts
| ||
MadRhetoric
United States8 Posts
| ||
Phayze
Canada2029 Posts
| ||
cerebralz
United States443 Posts
The more effective harass for the terran is when he builds up 3-5 reapers with speed than the ultra fast reaper. i've tried to baneling bust this but he smartly held up and defended. Then when i had nothing in my base he began the attack. I will try the multiple queen/spines though that might work since you can spread more creep in your base. It's hard though with the big mains of LT and such. | ||
Pistolfied
Canada79 Posts
| ||
| ||