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TvP Double Armory SCII - Page 3

Forum Index > StarCraft 2 Strategy
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Anxiety
Profile Blog Joined May 2010
United States650 Posts
October 16 2010 23:31 GMT
#41
On October 17 2010 07:25 Shootemup. wrote:
I was messing around with this build in some custom games today, and I have to say that it is really good.

[image loading]

This is a replay that I played against a random player, and I have to say that mass tanks works really well. I think that this build is probably at its weakest early on, but once your economy kicks in the amount of units you can build just gets ridiculous.

May i ask what rank you are? im trying to get NitrOuS to organize it. he isnt doing well.( at organizeing this thread)
Shootemup.
Profile Blog Joined July 2010
United States1044 Posts
October 16 2010 23:49 GMT
#42
I am almost 900 Diamond, I have no clue what my opponent was as it was a custom. Also, I agree that even after the numerous nerfs to tanks, they are still incredibly good, imagine if they still did a flat 60 damage :D

I feel that starports are only really necessary if the Protoss goes for air tech of some kind. I was making sure to constantly scan him with my Orbitals, as I didn't really need the minerals once it got to late-game. I feel that this build is great on ladder maps with easily defendable naturals, but more open naturals would be a struggle to hold.
"Dirty Timber Picker" Mity Teem Larquad. "I am a baddie and tango is a smartiepants." -KwarK "When you said you didn't play Invoker I thought you were just being modest"
Soulish
Profile Joined April 2010
Canada1403 Posts
October 16 2010 23:55 GMT
#43
On October 16 2010 12:19 AnxietE wrote:
Show nested quote +
On October 16 2010 12:15 petzergling wrote:
1 rax no stim w/ tanks u are gonna have a whole lot of fun against any early aggression like void rays, 4gate, immortal pushes, etc


VRs are killed by marines. 4 gate build can be tweaked. immortal pushes marine tank basically counters. marines slice shield, tanks kill everything else.



so your telling me that 1 rax making marines can hold of void rays, immortal pushes, zealots, etc?
me all in, he drone drone drone, me win
Shootemup.
Profile Blog Joined July 2010
United States1044 Posts
October 17 2010 00:15 GMT
#44
On October 17 2010 08:55 Soulish wrote:
Show nested quote +
On October 16 2010 12:19 AnxietE wrote:
On October 16 2010 12:15 petzergling wrote:
1 rax no stim w/ tanks u are gonna have a whole lot of fun against any early aggression like void rays, 4gate, immortal pushes, etc


VRs are killed by marines. 4 gate build can be tweaked. immortal pushes marine tank basically counters. marines slice shield, tanks kill everything else.



so your telling me that 1 rax making marines can hold of void rays, immortal pushes, zealots, etc?


1 rax marines and tanks can hold off quite a bit actually, however, stargate openings are the hardest to deal with from what I have experienced with this build.
"Dirty Timber Picker" Mity Teem Larquad. "I am a baddie and tango is a smartiepants." -KwarK "When you said you didn't play Invoker I thought you were just being modest"
No0n
Profile Joined March 2010
United States355 Posts
October 17 2010 02:30 GMT
#45
Umm actually, as I said you can skip marines and make an engineering bay first vs. Voidrays, or make up to 8 marines, easily holding off immortal pushes (Since marines own immortals pretty bad) and zealots arent that good versus tanks behind a wall. Since you probably wont be making marines anymore by the time you take your natural, you can use it as part of a wall to hold off zealots, and 8 marines can be on high ground. Since you constantly make tanks, there should really be no problem versus 4 gate. If you get an early engineering bay, turrets are quite good holding off void rays, and then you can add a starport and make vikings, so you end up with a 1/1/1 with 1 expo.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
October 17 2010 05:37 GMT
#46
I tried the build, sort of. Changed some things around to suit my situation. I would say a starport with a reactor + well placed sensor towers is a requirement to this build. Tanks are just too immobile to keep unseiging and seiging.
I played on Shakuras plateau, and he broke through the rocks leading into my main. You need those towers to warn you ahead of time. The starport will get you started if they do go air, and if not, medivacs for hellion drops.

One weakness I found was the lack of scouting. If he did any proxy stargate or something, I probably would've lost very quickly, as this is a very defensive build most of the game. And not very mobile either, save for hellions. So I ended up opting for 4 marines off the bat instead of 2.
I got lucky scouting a support bay, so I knew he was going colossi. But you can't really rely on lucky scans to do your scouting, as you really need those mules to stay even with their chronoboosted probes.

In your 1st replay, when you got your 3rd, it was completely undefended. If your toss opponent scouted, he could've easily shut it down. That's not a good way to make a build, to depend on your opponent to not scout you. Especially when they have map control.
I found blue hellion drops to be ridiculously effective for drops and zealots. I suggest getting a starport earlier, optionally a reactor as well, and doing hellions drops before expanding. Rather than just hoping on them not scouting.

I also opted for a ghost with energy and cloak for emp. I know you completely ignored it, but it's so effective vs. templars/immortals. Templars especially.

I find the early game + taking a 3rd expo to be extremely difficult. Because you're guessing what they're going to do, and you give up map control to get those tanks.


Here's a replay, but I didn't follow your build though. I couldn't remember your build at the time, all I knew was 2 armories and lots of tanks/factories/hellions ;P
[image loading]

I play as Random, and Terran is my worst race, best is Zerg. So yeah, my APM is quite low as I was confused a lot during the game.
My opponent could've expanded more and earlier, but he didn't. Not sure why, maybe he was afraid of me pushing out.
No0n
Profile Joined March 2010
United States355 Posts
October 17 2010 05:46 GMT
#47
Well, I feel that it doesnt really matter how much you change the build, as long as you get the basics down. The aim for this build is to get 2 early armories, and a fast natural. I think the sensor towers are actually quite effective like you say, and I'll add into my play. I feel like this style wasnt supposed to be exactly as the BO is, but a more adaptable mech build vs. protoss allowing your tanks splash to take off health and letting other units finish them. I think youre right at how I left my 3rd open in that game :D. I like your ideas, and the ghosts are essential as you say.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
Last Edited: 2010-10-17 05:57:02
October 17 2010 05:55 GMT
#48
Could give some advice on how to safely take a 3rd with this build? And earlier scouting methods to know if he's going air, dts, or robo. Or at least things to look for (and at what time), to make safe assumptions.
I don't want to rely on any lucky things.
No0n
Profile Joined March 2010
United States355 Posts
October 17 2010 06:07 GMT
#49
Umm, I suggest to take a 3rd, you should probably pressure the protoss, or just expand. It usually depends on the map you play, for example metalopolis and LT its easy to take a 3rd, while on maps like blistering sands its quite a big harder. I suggest making engineering bay depot wall around a pfort, and adding turrets. If you play on iccup maps, its actually quite easy to take a 3rd. As for the map I played on, Fighting Spirit, you can wall off the ramp with depots and put tanks behind it. To scout, you can use scan because this build isnt too mineral heavy as it is gas heavy. Mostly, once you start pushing out at whatever time you set for yourself, keep pushing along wherever you are and take the expansions where your army is near, so if your 3rd or whatever base is attacked, your army is nearby.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
October 17 2010 07:01 GMT
#50
Let's say the map is Blistering Sands. The Protoss has map control with an observer outside your base. Which expo would be your 3rd, and how would you take it safely?
Or would it be better to just build up and move out with +2 on 2 bases?
No0n
Profile Joined March 2010
United States355 Posts
Last Edited: 2010-10-17 07:13:40
October 17 2010 07:12 GMT
#51
I feel it would be safer to start moving out on +2 and while pushing taking the 3rd near your back door and continue pushing like that.
[image loading]

The light blue is your spawn and nat, the red is your push path, and the green is where you expand. That is how I would expand, then taking the gold and things, since there are rocks.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
October 17 2010 07:23 GMT
#52
What I fear is that big area outside the nat. You can get attacked from 3 angles there.

Can a seiged tank on the tower platform reach over the entire middle path? If it can't, the 3rd near the backdoor would a rather poor choice since you would have to defend 3 chokes instead of 2, by going for the one further north. Which would also give access to a safer gold.
No0n
Profile Joined March 2010
United States355 Posts
October 17 2010 07:26 GMT
#53
Well I feel that going from the 3rd near the backdoor can easily be reinforced if you break down your backdoor and gains control of the "sweetspot" infront of your main, meaning you really only have to watch the other choke. Another thing you have to account for is that the Protoss is getting pressured all the while, probably not going to be counter attacking soon, and if they do go for a base trade, you can lift :D.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
October 17 2010 07:42 GMT
#54
Can you up some more replays of yourself in maps similar to this? Where the 3rd isn't so easy to take. Preferably against higher diamonds. The one I played against in my replay was ~1700, but didn't seem like it.
I seem to be missing something, and I could learn a lot from replays.

I keep thinking your entire army needs to be together in order to take on his entire army. And his is much, much more mobile. So if you spread yourself too thin, you're in a lot of trouble.
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
October 18 2010 09:41 GMT
#55
After more practice of this build, ghosts are MANDITORY. Immortals, if micro'd, just destroy the hell out of your tanks. I've lost so many games to them, then I got a ghost. Also, the lack of anti air really sucked for me. They got 1 void ray and I had to retreat the entire army. Luckily I had built up a turret nearby, and immediately started pumping out vikings. But had he made more void rays, I would've been in big trouble.

Almost turns into a game of BW, where I push out with tanks, hellions, scvs, a couple of ravens, and build turrets along the way.
nalgene
Profile Joined October 2010
Canada2153 Posts
October 23 2010 05:09 GMT
#56
That guy you beat was 1729 on shakuras
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
No0n
Profile Joined March 2010
United States355 Posts
October 24 2010 23:49 GMT
#57
Umm sorry guys, been busy lately and using the build haha. So here is a replay on Jungle Basin, which I consider has a weirdly placed 3rd, although not as bad as Blistering Sands. Here is the replay :

[image loading]


Anyways as in the replay, I kind of got my armory a bit late since Im a bit out of practice, but anyways its still basically the same build. You do not really have to wall off, for most people I faced havent really gone 4 gate anymore, so I sim citied it and got 4 marines, and a sort of delayed expansion. I noticed if you get your engineering bay at 28, you can easily fend off voidrays and dark templar. Since getting a fast third on this map is hard, I added 3 factories, and then a starport, pushed out at 2/1 and then took a 3rd. I constantly reinforced, denied his 3rd and 4th, and took care of his voidrays with vikings. With the new change to voidrays, its much harder to deal with them but they still lose to many vikings. Another thing to note is that, with double splash damage from tanks and hellions, you can kill many enemies at once. I think that adding thors could be more beneficial than adding vikings now, considering that Voidrays now do much less DPS at full charge. Another thing I'd like to point out is that, even if you are getting contained it is OK, just mass up and at whatever upgrades you feel is good, push out.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
ninjamyst
Profile Joined September 2010
United States1903 Posts
Last Edited: 2010-10-25 04:00:19
October 25 2010 03:58 GMT
#58
Just watched the last replay. Senth didn't play that well. After seeing all your tanks, he kept making zealots/stalkers/collosus. He added void rays really late. If he went void rays earlier, he would have taken out ALL your tanks before you added vikings. He had an observer in your base so he knew you didn't have a starport...

How is engineering bay good against void rays? 3-4 void rays can take down a turret easy and you can't put turrets everywhere. They can snipe your tanks so easily without marines.
Zvendetta
Profile Joined July 2010
United States321 Posts
October 25 2010 04:09 GMT
#59
Ooh bright idea-
the counter to mech play is immortal, no?

Ok so with the double armory we are heavily investing in mech, however we also can build thors.

Include: researching the 250mm cannon to counter immort play. All of a sudden, what does protoss have against mech? chargelots- hellions to support tank thor. HT- Flatup, no they won't be good Colo- more 250mm cannon. Air- thors do strong anti air attacks and could even switch to making vikings.

That leaves mass stalker, with blink should work, but idk those double upgrades with thor tank seems like it would be very powerful.

Perhaps the build should be more economic based though, because what I just listed above requires a lot of resources.
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
nalgene
Profile Joined October 2010
Canada2153 Posts
Last Edited: 2010-10-25 06:29:25
October 25 2010 06:27 GMT
#60
Does this work vs zerg?
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
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