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[G] iEchoic's 1/1/2 Hellion Drop TvP - Page 24

Forum Index > StarCraft 2 Strategy
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policymaker
Profile Joined September 2010
Greece152 Posts
Last Edited: 2011-01-18 22:51:00
January 18 2011 22:49 GMT
#461
@mitzu no stim on iechoics push



thanx iEchoic that was really helpful, so from what I can tell your advice is pull marines back, repair bunker to delay push and at the same time construct 2 bunkers behind(like a triangle shape I guess) while spamming more marines? Canceling a banshee for at least 1-2 vikings would be OK or not?thanx
Hardcore gamer/Hellenic Community Enthusiast
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
January 24 2011 18:31 GMT
#462
gonna check this out, really didn't know how to follow up my blue flame hellion drop in TvP.
ponyo.848
Defiled
Profile Joined December 2010
16 Posts
January 24 2011 18:35 GMT
#463
Guys I think this modification would make it even more effective against void openings. Lift off racks and make the bunker in that spot. Opinions?
policymaker
Profile Joined September 2010
Greece152 Posts
January 24 2011 19:07 GMT
#464
i think in most maps you can block with a rax+bunker anyway. Thing is, with proper void ray micro, they can find a suitable angle to charge up. I think that to play ultimately safe, a wall with 2 bunkers and a depot would be ok, cause if u leave any spot open a couple of dts might slip inside and tear u apart if ur unlucky with ur scans.
Hardcore gamer/Hellenic Community Enthusiast
Defiled
Profile Joined December 2010
16 Posts
January 26 2011 04:31 GMT
#465
Dear iEchoic,
So I have been loving your build but I have ran into some difficulties. Normally I push after I have stimpacks researched for my marauders (which is considerably after 4 banshees). However, I recently lost to a high templar player. So I took your advice and pushed at 4 banshees. But I got pwned by a 4gate robo in one game. Now, the clear reason why I lost was because I simply did not have enough marauders. Do you think it would be safe to push at 6 banshees instead? I just feel that if the enemy chose to all in right after the helion rush (which I killed about half his workers with) I am too vulnerable. Btw, I did have very poor micro in that game.. (some of my banshees went ahead of my army and got sniped). Perhaps that was the cause for that one loss. Other than that one game, I feel that this build has great potential!
policymaker
Profile Joined September 2010
Greece152 Posts
January 27 2011 02:35 GMT
#466
I usually push @ 6 banshees, current protoss play doesnt include psi storm at that point anyway, its just like 40 seconds later than iechoics push. Keep banshees in separated hotkey and marines in another. Keep banshees aside from marines, the better answer is usually to leave stalkers auto attack, if he hotkeys all of them to ur banshees you can make them run and leave ur marines do the real dmg. But if he has some zealots, its much better to leave ur banshees aside and micro ur marine. Be sure u rally point ur rax/starports on ur banshees or enemy ground.


Btw, iEchoic did u change the order of second refinery after OC? Cause wiki says so...
Hardcore gamer/Hellenic Community Enthusiast
des0lar
Profile Joined July 2010
Austria126 Posts
Last Edited: 2011-01-27 10:49:16
January 27 2011 10:48 GMT
#467
Today my opponent saw my wall in and responded with blink stalker + observer for high ground vision.

I already did a ton of economic damage, but with blink and observers my marines + banshees got obliterated.

I was clueless... What is the correct response if I scout a twilight council + Robo? Cloaked Banshees won't work, and Blink stalkers can really abuse cliffs against someone with only marines without stim and measily 5-6 banshees.
micjmac
Profile Joined September 2010
42 Posts
February 02 2011 02:47 GMT
#468
Any new replays?
policymaker
Profile Joined September 2010
Greece152 Posts
February 02 2011 03:59 GMT
#469
Since he is defenseless, kill his probes, and pull all scvs from ur line to support marines and banshees, that should easily do it, ofc discussing it is much easier than trying it, but you should definately try that des
Hardcore gamer/Hellenic Community Enthusiast
Chrumo
Profile Joined February 2011
Poland9 Posts
February 02 2011 20:40 GMT
#470
When I was playing this build, during the helion drop I managed to kill 5 probes, but I lost 3 helions (drop survived). Did I take any advantage ?
Lurk
Profile Joined December 2010
Germany359 Posts
February 02 2011 22:37 GMT
#471
On February 03 2011 05:40 Chrumo wrote:
When I was playing this build, during the helion drop I managed to kill 5 probes, but I lost 3 helions (drop survived). Did I take any advantage ?


Yes, you did take an advantage - assuming you're not in immediate danger of being run over (due to just having lost 300 min in army).
pjc623
Profile Joined April 2010
United States213 Posts
February 03 2011 15:43 GMT
#472
Now that you have a TvT and a TvP posted you should post some TvZ's
friendo
Profile Joined December 2010
46 Posts
February 05 2011 03:16 GMT
#473
I'd love to see current (1.2 patch) replays of this build, now that it is better known by protoss. Are terrans still having success?
YakiSOBA
Profile Joined December 2010
30 Posts
February 09 2011 16:11 GMT
#474
Question about this build... so if there are no oddities, you are pushing with 2-4 banshees and as many marines as you were able to make?

When does the 2-4 banshee's usually hit? You push in one group, or you use banshees to harass the back while pure marines go through the front?

Any lastly, any recent replays of this? :D

Thanks
Vorlik
Profile Joined October 2010
1522 Posts
February 10 2011 02:41 GMT
#475
I need some help with this build. Against a toss who goes void ray, I failed to defend. I followed what was recommended, and I anticipated it. My vikings easily took out the VR, however he only made 1, and the rest were pure stalkers, which marines couldn't take on(and the 2 vikings were useless against). all the stalkers took down the repairing bunker. I had 7 marines when he pushed, while my hellion drop was occuring at his base(lost all his probes, but he had the bigger army in the end). I immediately started cloak when i saw his push but it was too late. Advice on heavy stalker+1 vr?
dohgg
Profile Joined February 2011
310 Posts
February 10 2011 10:23 GMT
#476
On February 10 2011 11:41 Vorlik wrote:
I need some help with this build. Against a toss who goes void ray, I failed to defend. I followed what was recommended, and I anticipated it. My vikings easily took out the VR, however he only made 1, and the rest were pure stalkers, which marines couldn't take on(and the 2 vikings were useless against). all the stalkers took down the repairing bunker. I had 7 marines when he pushed, while my hellion drop was occuring at his base(lost all his probes, but he had the bigger army in the end). I immediately started cloak when i saw his push but it was too late. Advice on heavy stalker+1 vr?


Can u upload the rep?

Theres shouldnt be any reason he took ur bunker,u must build the bunker in a way it can be reapirable from atleast 1/2 of his size, and i reccomand add a special hotkey for 6 SCVs to be rushed for repairing.

Also, when i scout 1 base play, i tend to add 1 more bunker, will be graet for the +1 range also vs Vrs.
JaFFsteR
Profile Joined December 2010
41 Posts
Last Edited: 2011-02-10 11:46:20
February 10 2011 11:45 GMT
#477
wrong thread
dohgg
Profile Joined February 2011
310 Posts
February 10 2011 12:01 GMT
#478
I dont understand why blocking in this BO witha rax..

policymaker, in this replay u showed. u could hold this attack with a 2 supply bunker.. commiting all ur SCVs to autoreapir + i saw u kept getting banshees while he had like 3 VRs, maybe that was abit of panic respond.. but with vkings u might have stoped that...
policymaker
Profile Joined September 2010
Greece152 Posts
February 15 2011 04:15 GMT
#479
Thanx for watching!


According to iechoic its vital to block, by blocking you can deny later scouting(with poking zealot/stalker for example) and tempt him to follow the tech/eco path, seeing that you want to stay defensive. It is also good to deny any fast dark templar and hold off any general pressure.

As for my replay, I am far from good, any better player would be able to deny that attack. But vray timing attack is a real pain for this build anyway. It does pay off to practice it though, cause 99% of the time they use a vray timing attack they have undefended probes for your hellions.
Hardcore gamer/Hellenic Community Enthusiast
iPDubsteP
Profile Joined January 2011
United States188 Posts
Last Edited: 2011-02-15 16:09:15
February 15 2011 16:05 GMT
#480
i tried your build and got some GREAT results worked beautifully thank you very much, here is my replay

[image loading]

with a bonus toss QQ at end too!!

Edit: this game is at the high MMR diamond level ( im facing masters here and there )
¯\_(ツ)_/¯ YOU'S TROLLIN'!!!
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