TvP 3-1-2 build. - Page 12
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CynanMachae
Canada1459 Posts
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Sully907
United States97 Posts
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Jengo
United States15 Posts
194 Terran hyungbean I have used your build several times at the low diamond level and it has worked extremely well 4-5 times.The only difficulty I had was against a 1 gas 6 gate protoss who pushed when warp gates came up. The number of zealots was overwhelming. I was wondering if you would be willing to post a good TvT or TvZ guide. Thanks | ||
Deleted User 47542
1484 Posts
On September 04 2010 18:17 Jengo wrote: Congratulations on getting top 200 in North America. 194 Terran hyungbean I have used your build several times at the low diamond level and it has worked extremely well 4-5 times.The only difficulty I had was against a 1 gas 6 gate protoss who pushed when warp gates came up. The number of zealots was overwhelming. I was wondering if you would be willing to post a good TvT or TvZ guide. Thanks Wtf I'm still top 200? I do like 2 ladder games a day. TvT is too complicated and has too many deviations from scouting to make a guide out of, and is my worst matchup by far(but I'm working on it!), and I am too good mannered to make a TvZ guide =] If you see such an all in play from protoss all you need is a bunker while researching cloak D: | ||
Dadant
United Kingdom15 Posts
On September 03 2010 04:00 kNyTTyM wrote: you can support 6 production facilities off of 1 base!? Marines cost 50 minerals, hellions cost 100. You are producing out of 3 raxes and 1 factory that is only 250/0 a cycle, very low cost basically. Basically 4 out of 6 production facilities are cheap as heck. Banshees are 300/200 and take very long to build.[/QUOTE] Not played live with this yet, but been testing the timings v the comp. and for every 2 banshees that pop you get 6 marines and 2 hellions, so 1 full cycle is 800/200. I did note that there is a lot of gas so have looked @ the timing needed for the gas to get more cash up, still working on it to find the sweet spot. | ||
MrCon
France29748 Posts
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Newtybar
United States19 Posts
100 (i) Terran 3/1/2 | 1 | hyungbean | This is a 1 marine 3 marauder 1 hellion poke that transitions into an army built from a total of 3 raxes, 2 starports, 1 factory. (/i) (s) 10 0 0 -1 1 0 15 0 | 12 0 0 -1 1 0 1 0 | 13 0 0 -1 1 0 12 0 | 15 0 0 -1 1 2 0 0 | 16 0 0 -1 1 1 5 0 | 16 0 0 -1 1 0 16 0 | 19 0 0 -1 1 1 4 0 | 20 0 0 -1 1 0 5 0 | 21 0 0 -1 1 0 12 0 | 24 0 0 -1 1 0 15 0 | 27 0 0 -1 1 3 15 0 | 31 0 0 -1 1 0 14 0 | 33 0 0 -1 1 0 1 0 | 33 0 0 -1 1 0 1 0 | 35 0 0 -1 1 0 14 0 (/s) replace the () with [] | ||
MrCon
France29748 Posts
On September 05 2010 02:57 Newtybar wrote: MrCon, I just excluded the units.... Good idea, thank you ![]() | ||
MrCon
France29748 Posts
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guyGOTgirth
United States76 Posts
I saw that he took an expo immediately after, went with a handful of marines and banshees (no raven..) and was able to kill his expo, but he ran his army and reinforced with a colosi and was able to squash me there. My third attack, now consisting of the full make up of units was just smashed. He had colosi, phoenix and stalkers. I botched the PDD, but the colosi had their way with me anyway. Thoughts on what to do vs 1 gate robo? Replay: http://www.sc2replayed.com/replays/72683-1v1-terran-protoss-xelnaga-caverns | ||
Dadant
United Kingdom15 Posts
[B] Thoughts on what to do vs 1 gate robo? Replay: http://www.sc2replayed.com/replays/72683-1v1-terran-protoss-xelnaga-caverns Follow the build gas way to early and 1 starport missing :D | ||
guyGOTgirth
United States76 Posts
On September 06 2010 01:52 Dadant wrote: Follow the build gas way to early and 1 starport missing :D I know I messed up the build :[ I thought even if I had even 1-2 more banshees it wouldn't have made a diff... though gas way too early is true :X *facepalm* | ||
kcdc
United States2311 Posts
Secondly, this build will absolutely lose to a well-executed FE build from P. Anything involving ravens or banshees hits way too late to catch a FE build at a fragile stage. It would be nice if some T players could churn up some guides on builds that involve expanding.... | ||
Gecko
United States519 Posts
On September 06 2010 02:10 kcdc wrote: First off, this build is an all-in. If P can expand and hold off the attack, T has essentially lost. Secondly, this build will absolutely lose to a well-executed FE build from P. Anything involving ravens or banshees hits way too late to catch a FE build at a fragile stage. It would be nice if some T players could churn up some guides on builds that involve expanding.... I second this, im sure people win with this because they catch people off guard. The only problem is that when it fails you are in a terrible position. | ||
iAmJeffReY
United States4262 Posts
On September 06 2010 02:42 Gecko wrote: I second this, im sure people win with this because they catch people off guard. The only problem is that when it fails you are in a terrible position. I sort of beg to differ. If my push fails, it has only been one game where I was in a bad spot and lost. I've found myself delaying the push by just a bit and throwin a tech lab on the rax for stim on my marines to kite zealots better and eat up immortal shields. The most trouble I have is vs 4 gate. Sadly its the only protoss opening i really lose to at 900 some points diamond. Just like I lose to 1 base roach even when I scout it, I still go reapers like an idiot some games. I've found if and when they do FE, it opens you up to harass with banshees, and bunker contain their front. You can cause enough mayhem with cloak if they skip OB's, or even if they don't. I go for pylons, probes, anything that makes them delay. I can put up enough with my expo that goes up once I leave my base with 2 banshees. I usually dual tech lab for maurder/marine/banshee/raven contains. | ||
Jengo
United States15 Posts
On September 06 2010 02:10 kcdc wrote: First off, this build is an all-in. If P can expand and hold off the attack, T has essentially lost. Secondly, this build will absolutely lose to a well-executed FE build from P. Anything involving ravens or banshees hits way too late to catch a FE build at a fragile stage. It would be nice if some T players could churn up some guides on builds that involve expanding.... I guess if you consider anything thats not a FE an all in then this build is definitely all in. In now way is this build an all in. You can easily skip two cycles of marines hellions and have enough cash to bunker and expand. Its also a highly transitional build as you can easily switch tech by shifting a few buildings. To say if the P can expand and hold off the attack is a ridiculous assumption because if a P is FE they are going to get destroyed by the poke easily. | ||
Deleted User 47542
1484 Posts
On September 06 2010 16:25 Jengo wrote: I guess if you consider anything thats not a FE an all in then this build is definitely all in. In now way is this build an all in. You can easily skip two cycles of marines hellions and have enough cash to bunker and expand. Its also a highly transitional build as you can easily switch tech by shifting a few buildings. To say if the P can expand and hold off the attack is a ridiculous assumption because if a P is FE they are going to get destroyed by the poke easily. Good post. I do feel that Protoss can actually 1 gate expo IF the terran doesn't bring an SCV to build a bunker in that situation(protoss can't engage the terran's poke units until the gateways after nexus are operational). The timing of the first raven push is also going to probably be around the same time Toss gets his techtree or gateway count up, leaving him very exposed. An scv all-in is almost impossible to stop since zealots instantly become useless(only all-in vs a FE toss if you know you can't catch up!). People don't seem to understand how easy it is to transition with this build. You have access to 3 raxes, 2 ports, 1 fact, two tech labs. Once the first raven push ends you can lift around and do almost anything from bunker/tank expo to 3 rax marauder, 2 port medivac with 4-6 raxes added once the expo is operational. | ||
trancey
United States430 Posts
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kcdc
United States2311 Posts
On September 06 2010 17:15 superbabosheki wrote: Good post. I do feel that Protoss can actually 1 gate expo IF the terran doesn't bring an SCV to build a bunker in that situation(protoss can't engage the terran's poke units until the gateways after nexus are operational). The timing of the first raven push is also going to probably be around the same time Toss gets his techtree or gateway count up, leaving him very exposed. An scv all-in is almost impossible to stop since zealots instantly become useless(only all-in vs a FE toss if you know you can't catch up!). People don't seem to understand how easy it is to transition with this build. You have access to 3 raxes, 2 ports, 1 fact, two tech labs. Once the first raven push ends you can lift around and do almost anything from bunker/tank expo to 3 rax marauder, 2 port medivac with 4-6 raxes added once the expo is operational. Perhaps you're not facing good Protoss FE's....you absolutely cannot bust a 1-gate expand with 3 barracks of units and an scv for a bunker. I've played that out probably 20 times, and it's ugly for T. As for the raven timing being a point when a FE P is vulnerable.....you clearly don't have much experience against the PvT FE build.... Also, we understand that you have a lot of production buildings with this build, so you can make the 'right' units. You just don't have an economy. Any expansion after a push with a raven is by definition a late expansion. | ||
dust7
199 Posts
from there on you can transition into any unit composition you like, either full bio/medi or biomech or even continue building banshees. nevertheless, i wrote down the BO as exactly as i could based on the replay which had the best execution: supply count assumes scout-scv does not die. 10/11 Depot 12/19 Barracks 13/19 Gas #1 15/19 OC, Marine 16/19 Depot, Techlab (ASAP when Marine finishes) 17/27 Marauder (ASAP when Techlab done, continue Marauder production until three, research shells when third Marauder starts) 20/27 Factory (ASAP when 100 gas are available), Gas #2 21/27 Marauder 24/27 Depot (very important Depot) 25/27 Marauder 27/27 Concussive Shells 27/35 Hellion (ASAP when Factory done, rally onto Marauder) 30/35 Go (ASAP when third Marauder is done), Starport 31/35 Depot (at this point 3 Marauders, 1 Marine and 1 Hellion should arrive at your opponent to scout / do a little damage) ~32/35 two additional Barracks (from here on build Depots as needed, depends on how many of your initial poke units die) - switch Starport to Techlab of first Barracks - Raven - second Starport (build Techlab for it on Factory) - Raven about halfway done: start pumping Marines from three Barracks - Raven done: 2 Banshees, keep pumping Hellions and Marines - Banshees done: Go (you should have about 70 supply) - continue pumping units from all six structures OR expand while attacking and switch addons around preparing for a longer game (depending on situation) optional: research cloak in between, especially if you manage to snipe your opponent's first observer (or if he has no robotics at all) | ||
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