[G] iEchoic's 1/1/2 Hellion Drop TvP - Page 21
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Joey172
United States21 Posts
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micjmac
42 Posts
On October 28 2010 12:20 Joey172 wrote: @micjmac: In iEchoic's OP, he mentions how to handle 4 gate early pressure but to sum it up here, essentially if you see him 4 gating (which you should see with your hellion drop), immediately build a 2nd bunker and have scv's ready on auto repair for when he pushes (ctrl group maybe like 6-8 scv's). have one scout far out so when you see his army, you can pull your scv's off the mineral line and start repairing. then collect win! I did this, but he did not suicide his units, he just pulled back. When I pushed out at around the 12:00 minute mark, my marines and banshees got decimated. He simply just had too many stalkers and immortals. That's why there has to be more to it than putting up 2 bunkers. My hellion drop only killed about 3 probes, so we were on an even economic footing for the whole match. I'm wondering if I should have just expo'd and delayed my push. If that's the right move, I am not sure when it is a good time to make it. I don't want to play against toss late game. | ||
Blyadischa
419 Posts
On October 28 2010 12:57 micjmac wrote: I did this, but he did not suicide his units, he just pulled back. When I pushed out at around the 12:00 minute mark, my marines and banshees got decimated. He simply just had too many stalkers and immortals. That's why there has to be more to it than putting up 2 bunkers. My hellion drop only killed about 3 probes, so we were on an even economic footing for the whole match. I'm wondering if I should have just expo'd and delayed my push. If that's the right move, I am not sure when it is a good time to make it. I don't want to play against toss late game. Killing 3 probes for a loss of 3 hellions and possibly a medivac does not mean you're on an equal economic footing. That's a significant loss for the amount of resources you spent for the harass. Your tech, expanding, and unit production were all delayed to kill only 3 probes. This is probably why you lost. You got out-macroed. Post a replay and maybe something about your drop can be fixed. | ||
lim1017
Canada1278 Posts
im a diamond player and i used your opening with some of my own variations all the way up to ~2k points. So thanks for everything! i just watched the two replays you posted and was just wondering, in both games after your first expo you stay on the same 4 production buildings for pretty long.. almost until you drop your 3rd(in the first game) for most of that time your money is hovering around the 500-600 mark. is there a general reason for this that im missing? cant afford w/o cutting scvs or something? (i normally dont watch replays, mostly VODS so i may not notice the players money before they drop the extra production facilities) but personally after i expo throw down 2-3 extra racks as soon as i get the money... and with your new BC build thoughts on +1 ship weapons? if you can keep your first 4 banshees alive along with 2 bcs may be worth it. also bringing in like 4 scvs to repair should be good (i haven't gotten the chance to try the build yet) | ||
NathanNever
17 Posts
Thank you to add the replay about ghosts vs high templar. ![]() But why you started to make ghost academy without seeing the high templar building? Here a new question about your strategy: What to do vs a protoss army made of phenix and colossus? Colossus kills my marine from range if I try to kill phenix with them. And phenix kill my viking/banshee if I try to engage colossus. Thank you for any help. | ||
MasterFischer
Denmark836 Posts
On October 29 2010 17:13 NathanNever wrote: Hi iEchoic, Thank you to add the replay about ghosts vs high templar. ![]() But why you started to make ghost academy without seeing the high templar building? Here a new question about your strategy: What to do vs a protoss army made of phenix and colossus? Colossus kills my marine from range if I try to kill phenix with them. And phenix kill my viking/banshee if I try to engage colossus. Thank you for any help. Build mass vikings against pheonix and collossus | ||
Sakuya
United States27 Posts
1700 Diamond toss Tried the BC and thor transition and I have to say I like it alot. In this game I honestly had the worst drop I've ever done (3 probes) Lost 4 of my idle banshees to pheonixs while my marines stuck dildos up their asses Protoss expanded years earlier then me I thought I was going to lose so I just said screw it and put up a fusion core/armory and started making 2x marauder 2xmarine 1x thor and 1x BC I pulled 10 SCVs and roflstomped all over the tosses army. Gonna see how consistently this works as my late game transition | ||
NathanNever
17 Posts
On October 29 2010 18:50 MasterFischer wrote: Build mass vikings against pheonix and collossus The problem is the the protoss is in advantage with pheonix. If I start to make vikings, he will have always more pheonix... | ||
Antisocialmunky
United States5912 Posts
If you can position the PD well, the BC will basically win the game for you. Since you can support 3-4 total of barracks units and BC production. Its pretty ridiculous. | ||
Castro-
3 Posts
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sanctuz
Norway184 Posts
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Sadistx
Zimbabwe5568 Posts
If you spot a twilight council with your hellion drop, just open into cloaked banshees. This will force the protoss player to decide between very fast storm and detection. Cancel cloak before it is finished if you see a robo being constructed and spend the money on a fusion core. Why would you ever get a fusion core? If they went twilight coucil wouldn't blink stalkers counter any sort of BC play? After the nerf BCs are pretty terrible to be honest. | ||
Pandamonium
United States5 Posts
On October 25 2010 06:44 iEchoic wrote: Sorry for the late response, been busy dorking around on TL and playing sc2 dota. First of all, I want to post a new variation to the strategy that is now viable since patch 1.1.2. It's a variation on the lategame composition that allows you to transition into a Thor/Marauder/Marine/Battlecruiser composition. Weird, right? Well, it turns out that after you expo, if you throw down a fusion core an an armory, and another rax with a reactor (and a tech lab on your factory), you've unlocked two very high-throughput units (the thor and the battlecruiser x2) from your factory and 2x starport. The advantages to this are: - Very high throughput of units from existing structures. With three new structures - the armory, fusion core, and one more barracks (the armory already gives you utility from upgrading units and unlocking infantry upgrades), you are able to liquidate up to 3 bases worth of income through your existing structures. This saves both worker build time and resources, as the alternative involves building 3-4 more raxes with addons and not using the factory. - The previous 'counter' to this composition, mass void rays, has been nerfed in 1.1.2 - HTs no longer counter thors - It's kick-ass. Seriously, how badass are thors are battlecruisers in the same mid-game composition? - The composition is very strong against any aoe-based protoss composition (templar, colossus), forcing your opponent out of his strongest lategame options. If people try this and like it, I'll edit into the OP. Let me know. Here's a replay: ![]() I feel that Toss has way too much to counter Thors. Stalkers do bonus damage to thors and often times, I find that toss players tend to go robo and spit out immortals/colossus which just own thors. I've been just massing MMM/Banshee/Raven after my hellion harass, which hasn't really failed me yet (unless I fail-scout). Love this build still =P | ||
positron.
634 Posts
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jabberwocky
Singapore59 Posts
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Antisocialmunky
United States5912 Posts
Protoss just seems to be able to turtle and kill me: http://www.mediafire.com/?hplp7nqzy9c5kok | ||
micjmac
42 Posts
On November 05 2010 00:07 Antisocialmunky wrote: The only time I lose with this build is when protoss gets like a million stalkers. But when it happens there is nothing I can do to counter it it seems. I feel like I can't effectively mass marauders because otherwise I just wasted money on getting fast starport tech. Protoss just seems to be able to turtle and kill me: http://www.mediafire.com/?hplp7nqzy9c5kok Your hellion drop failed and put you behind in macro. It's happened to me before too. That's the main weakness to this build. If your drop fails, and you can't make up for it with banshee harassment, the game is as good as done, unless your opponent allows you back into the game somehow. This build helped catapult me to the top of platinum, but now it's just not working for me anymore unless my opponent is terrible or tries some kind of cheese and fails. Pretty much every toss I go up against does some kind of 4 gate pressure build, and it is very difficult to deal with if they know what they are doing and don't suicide their units. What they do is park right outside of your base and contain you, so that when you try to execute your drop or banshee harrass, they push your front door, and it's very difficult to handle unless you have high APM. It's nearly impossible to deal with on maps like blistering sands. The early pressure hits around the time you send your drop ship in. You don't have a lot of marines, and you have to split them between both entrances. Once the rocks are destroyed, they can just run by your bunker there anyway unless you try to wall it in. | ||
TimeAtk
37 Posts
I wanted to upload this replay and get some constructive crit from you guys and tell me what I should have done to win this game? My opponent went high templars and totally wiped out my push eventhough i THINK i had the stronger unit composition than he did. http://dl.dropbox.com/u/11755658/Failed drop.SC2Replay just FYI I am 1500 Gold player vs 800 Diamond | ||
Joey172
United States21 Posts
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ZaneZaneZane
United States68 Posts
Against Zerg, how do you like the fast medivac into dropping one helion and 6 marines at the main and/or expansion? And then transitioning to banshee, thor, and marine? Is it something you would consider using against a Zerg FE? Also, PLEASE post your Zerg strategy! | ||
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