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[G] iEchoic's 1/1/2 Hellion Drop TvP - Page 3

Forum Index > StarCraft 2 Strategy
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PanzerKing
Profile Joined May 2010
United States483 Posts
August 24 2010 06:25 GMT
#41
I've been doing a variation of this build - a stimmed marine+banshee push with a transition into tank/marine/banshee - so I'll have to give this version a try =D
http://tkrmx.blogspot.com/
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
August 24 2010 06:50 GMT
#42
Hmm I should try this O.O. I'm personally not a huge fan of hellions in TvP but hell, I've barely used em in this matchup. But what about maps with stupidly small mains like xel naga caverns. There isn't much space to get around to the mineral line.
Dota 3hard5me
MattDamon
Profile Joined May 2010
United States59 Posts
August 24 2010 07:22 GMT
#43
Protoss didn't build enough probes in the last game, but yeah the build seems neat even though void rays would destroy it id imagine


http://beta-us.battle.net/sc2/en/profile/62116/1/
Nowayouthere
Profile Joined August 2010
3 Posts
August 24 2010 07:27 GMT
#44
uhm i am maybe just too dumb to get the point but if the the toss goes templar after robo isn't feedback quit strong again banshees?
jisaeltl
Profile Joined May 2010
83 Posts
August 24 2010 08:08 GMT
#45
a good counter to this build is zealot/phoenix. @ the first drop you use your phoenixes to lift the hellions and kill the medivac. this will also hold off the push which usually consists of 15 marines 5 banshees and 3 hellions @ around the 7 minute mark (you will have 10 zealots 1 sentry and 5 phoenixes). if T goes for vikings get stalkers. not saying you will win outright but P will have a small advantage.

i tested this on b/o tester and unit tester to confirm.

P.S. T will have 4-6 rines still alive after if he does the 5 banshee push so you will need to warp in units during the encounter.

Nowayouthere August 24 2010 16:27. Posts 1 PM Profile Quote #
uhm i am maybe just too dumb to get the point but if the the toss goes templar after robo isn't feedback quit strong again banshees?


If P gets HT's by the time T does the push (which is unlikely as the push is timed so that it comes before HT's), T can just back up because he will have a CC building as he attacks. then he justs bunkers up and is ahead macro-wise. but yes if T were to attack he would lose because most banshees will have over their HP in mana which means feedback will 1 shot them.
adadasdsdawdads
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
August 24 2010 08:19 GMT
#46
I just wanted to say that I hate your name for some reason. Also, TL doesn't like people naming builds after themselves anymore.
..and then I would, ya know, check em'. (Aka SpoR)
Viruuus
Profile Joined February 2010
Germany451 Posts
August 24 2010 08:56 GMT
#47
The one thing ppl seem to forget with this build, is that you dont need storm for your templars.
You stated that your push will come before storm is ready, but templars can also feedback banshees from the very start, and then morph into quite powerful archons.

Lee Jae Dong fighting!!!
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-08-24 10:18:21
August 24 2010 09:14 GMT
#48
On August 24 2010 17:56 Viruuus wrote:
The one thing ppl seem to forget with this build, is that you dont need storm for your templars.
You stated that your push will come before storm is ready, but templars can also feedback banshees from the very start, and then morph into quite powerful archons.


This is true - but if you see twilight council early you should get cloak. You can drain all your energy using cloak. Good points though, I like thinking about this stuff so I can refine my build.

On August 24 2010 17:19 CharlieMurphy wrote:
I just wanted to say that I hate your name for some reason. Also, TL doesn't like people naming builds after themselves anymore.


Sorry my name doesn't make you happy, captain Debbie Downer. If the naming is against the rules, feel free to rename it mods, I don't really care, just wanted a title.

Sounds like a lot of people are having troubles with void rays - I updated the FAQ to address this. I am confident this stops void rays if you play it right, but it does take some practice.
vileEchoic -- clanvile.com
TheOracle
Profile Joined May 2010
Australia256 Posts
August 24 2010 10:38 GMT
#49
After watching the replays I have to say this seems to be a pretty good strat. I really like how the banshees force the robo for detection through the threatening of cloak, while it deals perfectly with robo units. Will have to try it out next TvP, thanks a ton for sharing :D
K Love
Profile Joined August 2010
Australia45 Posts
Last Edited: 2010-08-24 11:45:14
August 24 2010 11:44 GMT
#50
Nice build, as a toss, this is exactly the kind of strat I've been scared of, thankfully nobody really uses it yet, probably because they're addicted to bioballs and tanks. I think banshees are highly underused as a general army unit against protoss, too.

Good luck with coining this .
Kangaroo Love
adrift
Profile Joined August 2010
192 Posts
Last Edited: 2010-08-24 14:57:03
August 24 2010 14:51 GMT
#51
I've played against this a few times and its very strong. A lot of toss players open 2 gate robo these days and rely on immortals to stop the very common early game marauder pressure and immortals are very very weak against this build.

When you do the timing push make sure to focus the stalkers. Stalkers die very fast to banshees and stimmed marines. Its pretty common for them to have a decent amount of zealots since gas is going towards teching to templar at this point so if you can focus down the stalkers your 4 banshees will be able to destroy everything else.

Only thing I don't like is skipping cloak. Its rare for a toss to have more than one observer this early in the game (7-8 mins) and if you catch it out of position (observers are slow) or snipe it with a scan the cloak more than pays for itself. Also you can avoid getting one shot by feedback like you mentioned. Keep in mind the more observers you force him to build the less gas he will have which should result in less stalkers. 1 observer is 2 stalkers worth of gas

I think its probably worth it to send one of the banshees to his mineral line when you are pushing. This will get at least one of his observers and 2-3 stalkers to the back of the base so they won't be there when you move up. A lot of players are also lazy and will move their entire control group back to deal with the banshee. True your push will be weaker without the one banshee but it makes it a lot harder to defend overall I think. If he sees the frontal push coming and is too focused there the banshee will possibly kill tons of probes too.

xDaunt
Profile Joined March 2010
United States17988 Posts
August 24 2010 18:27 GMT
#52
On August 24 2010 13:27 jisaeltl wrote:
hey xdaunt jw what was your bo? was it just a 1 gate quick vr that broke the front of the terran build? did the terran pull scv's to repair the bunker?


It was 10 gate => core when finished => stargate+gateway => void ray. I always 10 gate on two player maps. I don't specifically recall whether the terran was able to get scvs to the bunker. It's a long distance from the mineral line to the choke on Blistering Sands. Once a void ray is charged, it kills buildings very fast, especially if stalkers are also attacking.
eluv
Profile Joined August 2010
United States1251 Posts
August 24 2010 19:30 GMT
#53
Wow! Just played this build and it performed as promised and more! Thanks so much for the addition to my shaky TvP. Since none of your replays get that far, did you plan on adding on a third base, during the transition to BC's? I felt like I could pretty easily build another CC during the push.
"Yes I fucked my way to the GSL partnership" - Sundance
Sorrowbane
Profile Joined August 2010
Canada26 Posts
August 24 2010 19:49 GMT
#54
lol captain debbie downer

Will be trying this out, if it's anywhere near as good as it seems at a competitive level I'll be very happy to add it in my deck of BOs although it's definitely not something I would try on some maps. And of course you will get full credit

A word for the wise tho, I think right now one must be careful about assuming that other races have no "viable" answers to some builds. I think they merely just haven't been discovered or are underused. As someone pointed out Phoenix opening is definitely a soft if not hard counter to this. I think it's also a mistake to assume a Robo bay can't do anything for P, after or before getting an observer he could get a Phasing Prism and answer with a mass drop/warp-in of his own as soon as you move out of your base, turning your strat against you. I can easily see a skilled toss blocking your ramp with Sentries from within, locking your ground army out and instant GG.
SkullOne
Profile Joined April 2010
United States52 Posts
August 24 2010 21:35 GMT
#55
All I can say is thanks for this build. Holy shit is it strong. Protoss just gets crushed under foot with this. Saw a few rage quits and got BM'd with a "FACKING CHEAP" rage quit.

I find it actually works quite well against Terran as well since most expect Tank/Viking or Banshee so they aren't expecting a Hellion drop which wipes out half their mineral line if not more at times. That followed up by cloaked Banshees and bioball slaps them silly. The Terran that do fight this off leads to a long game but since you bring out the Fusion Core so quickly the other player doesn't have much of a chance because they are already behind economically.

I've used it against Zerg a few times even though I knew it was risky. I wanted to see how Zerg would react and maybe try mold this build to attack Zerg as well. On certain maps it works great, like Steppes of War, because of the angle you can use to get to their mineral line. Overall the sheer amount of Zerglings they have usually stops this from doing too much damage though. Transitioning into something else works great but Zerg is my worst MU so I pretty much lose all the time regardless. Back to the drawing board I go.



I dont need no stinking quote
acceL.
Profile Joined April 2010
United States109 Posts
August 24 2010 22:01 GMT
#56
I like the transition into BCs. I'll have to try that out.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
August 24 2010 23:57 GMT
#57
I added an additional replay to help people who have been having trouble with void ray openings, as this was a popular complaint.
vileEchoic -- clanvile.com
SoFFacet
Profile Joined March 2010
United States101 Posts
August 25 2010 00:06 GMT
#58
Why do you wall in vs Protoss?
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-08-25 00:08:31
August 25 2010 00:08 GMT
#59
On August 25 2010 09:06 SoFFacet wrote:
Why do you wall in vs Protoss?


It prevents zealots from being able to attack the bunker - and stalkers/sentries will never outdamage repairing SCVs on a ramp. I don't wall on kulas, though.
vileEchoic -- clanvile.com
Subztance
Profile Joined August 2010
United States139 Posts
August 25 2010 00:22 GMT
#60
As a mediocre diamond random player without a lot of time to play, informative guides such as these are the reason I am successful. I don't have time to experiment on my own, so these guides give my play some flexibility. My TvP has been limited to heavy bio until I read this guide. It is exceptionally well written, thanks iEchoic!
yuri taeyeon
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