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[D] This is how you beat mass reaper (ZvT) - Page 6

Forum Index > StarCraft 2 Strategy
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phil9909
Profile Joined August 2010
Australia7 Posts
August 26 2010 11:40 GMT
#101
This is the same (or similar) that TLO came up with? Obviously he isn't Z, but i think he had the same idea
Cerion
Profile Joined May 2010
213 Posts
August 26 2010 11:42 GMT
#102
The reaper build is very hard to play perfectly as terran, it's easy to lose reapers while you are building stuff in your base especially if Zerg has well positioned overlords keeping an eye on reaper movements. So you can nitpick the replays for Terran mistakes, but realise that even the pros at IEM would often unneccessarily lose a bunch of reapers
Mearis
Profile Joined August 2010
Italy76 Posts
August 26 2010 11:58 GMT
#103
On August 26 2010 20:42 Cerion wrote:
The reaper build is very hard to play perfectly as terran, it's easy to lose reapers while you are building stuff in your base especially if Zerg has well positioned overlords keeping an eye on reaper movements. So you can nitpick the replays for Terran mistakes, but realise that even the pros at IEM would often unneccessarily lose a bunch of reapers


Sure, but do you realize that exactly the same is true for the zerg defending? if you let your queen get kited off of creep, you are in for a world of pain.
icezar
Profile Joined June 2010
Germany240 Posts
August 26 2010 12:15 GMT
#104
This build worked for me.
What i got from this:
1. if i scout reaper - no expand and no speed but roach warren + lair @100gas
2. only build 3 roach and if he commits to reapers (usually 4 or more barracks with techlab) i will build a spire, save gas and larva and expand after my first 5-6 muta
I do not even hide my spire the point is that i have to force him not to use the investment he made reapers, speed and techlabs also starport it will be useless because i already have muta.
So i am pretty sure he will go mass marine with siege and i love to play against that with bling roach muta.
If it didnt work for you guys, how about you post a replay and we tell you what is that you do wrong :-D

PS: even this works i do think that reapers are a little too much so soon in the game.
Cerion
Profile Joined May 2010
213 Posts
August 26 2010 12:20 GMT
#105
On August 26 2010 20:58 Mearis wrote:
Show nested quote +
On August 26 2010 20:42 Cerion wrote:
The reaper build is very hard to play perfectly as terran, it's easy to lose reapers while you are building stuff in your base especially if Zerg has well positioned overlords keeping an eye on reaper movements. So you can nitpick the replays for Terran mistakes, but realise that even the pros at IEM would often unneccessarily lose a bunch of reapers


Sure, but do you realize that exactly the same is true for the zerg defending? if you let your queen get kited off of creep, you are in for a world of pain.


Actually it's easier for the defender to pay constant attention to what his units are doing, because he doesn't have to keep going back to his base to put up buildings.



Meff
Profile Joined June 2010
Italy287 Posts
August 26 2010 12:49 GMT
#106
How does this build continue if the spire is spotted while it's building and attacked with reapers? Do you have any replay of that?
Onioncookie
Profile Joined May 2010
Germany624 Posts
August 26 2010 13:06 GMT
#107
Found a decent way to keep up with that ...

You just have to get a drone into his base and steal his gas continually (cancel &build again)

It Hurts the Reaper build somehow immense ...

Get some slings with a few roaches , expand ... get an extra queen build 1-2 spinecrawler at critical spots and ur fine ... also place the Spire at a safe spot where u can reach it easily
gm.tOSS
Profile Joined September 2005
Germany898 Posts
August 26 2010 13:12 GMT
#108
On August 26 2010 22:06 Onioncookie wrote:
Found a decent way to keep up with that ...

You just have to get a drone into his base and steal his gas continually (cancel &build again)

It Hurts the Reaper build somehow immense ...

Get some slings with a few roaches , expand ... get an extra queen build 1-2 spinecrawler at critical spots and ur fine ... also place the Spire at a safe spot where u can reach it easily

He could still get his 2nd gas when he sees your scout at the ramp (without even finishing it, just getting it over 100hp and then halt the building process for the time beeing) to prevent that.
HuK HuK HuK | ¯\_(ツ)_/¯ | There is death in the hane.
Frozenhelfire
Profile Joined May 2010
United States420 Posts
August 26 2010 14:12 GMT
#109
On August 24 2010 06:21 Fistdantilus wrote:
Innovation, don't you know that every terran player will drop everything they're doing once they scan a lair and throw up 20 turrets and install a hack to put valkeryies in the game?

Not seeing a spire is a dead giveaway there is a spire.


Noting the sarcasm, this is what I would expect a good Terran player to do. Going 5 Barracks + Reaper means that the Terran will be transitioning into an infantry heavy army. If they see a Lair, throwing down an engineering bay and some turrets is actually a good idea.

Firstly, they will need the engineering bay to start upgrades, and the turrets are very effective against air for their cost. As a Terran in this position, the only thing that will really close the game out on my are Mutalisks. I would already be at an advantage because the Zerg player is stuck on one base, and now he has sunk a heavy investment into these Mutalisks. What other thing could a Zerg player do at Lair tech to threaten me?

I watched all four replays. This strategy seems to be a temporary thing (which may be all we need) until people wisen up to the fact that Mutalisks are really the only threat a one base Lair can produce. I realize that maybe this strategy isn't intended to outright win the game even though that is the only thing the replays showed. Thus, I build my feedback as if this strategy is intended to win the game or bust. I would be interested to see how this works against an early transition out of reapers.

I liked the way you did your 5RR post, in which you showed replays of it working, and then replays of a recovery if minimal damage was done. I would have liked to see similar quality in this strategy. Maybe you just haven't had any "games go long" yet, which would have been good to note. I like the fact that you are looking for new strategies.
polar bears are fluffy
MrBitter
Profile Joined January 2008
United States2940 Posts
Last Edited: 2010-08-26 15:29:56
August 26 2010 15:29 GMT
#110
edit:

oops, misread. Deleted.
P00RKID
Profile Joined December 2009
United States424 Posts
August 26 2010 18:31 GMT
#111
When I have tried going for mutas vs a 3-5rax reaper play, they simply backtech to make marines and turrets and continue to harass with reapers, meanwhile you either have to fight their harassing reapers or go to their mineral line with the mutas. By the time you get there, they can have a few turrets up and 5-10 marines. Once they fend you off, they will have 2bases and plenty of marine with stim.

This might work for some people but unless zerg is already outplaying their oppenent I wouldn't go for 1base muta vs T. Have to have at least 2 base, and be expoing to a 3rd and 4th soon after full saturation.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
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