TvP Double Armory SCII - Page 4
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dj.ricecakes
United States252 Posts
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Shootemup.
United States1044 Posts
On October 25 2010 15:27 nalgene wrote: Does this work vs zerg? This exact build is dicey vs. Zerg, as tanks are very bad to the standard Lair Tech from Zerg, Mutalisks. I do a type of build similar to this TvZ, I just use hellions early game to force my opponent to not mass zerglings, and then I go for Thors, which deal with Mutas and Roaches pretty well, although the new 4 range Roaches seem to hold their own a lot better vs. Thors, meaning a more defensive playstyle and tanks after the first 4 or so Thors is critical. On October 25 2010 13:09 Zvendetta wrote: 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. I feel that a Thor opening has a lot of potential for the reasons you stated, as it would dominate any Immortal heavy composition, at least early game. Thors are also decent against Gateway units before the Chargelots come out. I am also more inclined to use Thors now as they aren't completely useless late-game as High Temps don't absolutely crush them anymore. | ||
No0n
United States355 Posts
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Techno
1900 Posts
How does it fare against a 1 or 3 gate robo immortal push? | ||
No0n
United States355 Posts
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Shootemup.
United States1044 Posts
For a 3 gate robo push you should continue to pump marines, especially on maps with more open naturals, I find that 8 marines is usually enough to hold off the initial push, after that the mass tanks should take care of the rest. | ||
CraftedSC
31 Posts
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Shootemup.
United States1044 Posts
On October 28 2010 10:16 CraftedSC wrote: In BW mech was extremely powerful. Tank, vulture, goliath was extremely effective because they all recieved the double armory upgrades. Unfortunately, we dont have these units and mech is really not what it was in beta. You need a more diversified army. Thor + tanks will have serious problems vs blink stalkers or voidrays. Yes, it is quite dificult to go pure mech against protoss. However, with the no overkill, Blink Stalkers actually aren't much of a problem, especially if you use the Hellions to keep a distance between enemy Stalkers and your Tanks. A Late-Game pure mech army, with a few ghosts thrown in, will dominate just about any Protoss ground army. The Real issue is Void Rays, but you can throw down some Starports real quick to get some Vikings to deal with the Voids, and you have two Armories to get some fast ups for you Vikings as well with this build. | ||
No0n
United States355 Posts
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zhouzhou
Canada138 Posts
Maybe you could approach this build with a barracks opening. That way you'll have the stim and shield upgrades when you use them later. And opening with infantry is much safer. Use the extra barracks to float into their base to scout, much cheaper than a scan. | ||
positron.
634 Posts
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micjmac
42 Posts
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Bommes
Germany1226 Posts
I mean the thor is pretty damn slow, it should be able to counter every air unit cost by cost and not only the light ones with 0 or 1 armor. This would 100% be something I would like to see at least tested by Blizzard. Else we have to wait for HotS to get some good mech AA I guess. But, besides a good reliable AA-path (Vikings are so bad for your unit mix and they even suck against VRs) terran mech against protoss is damn fine imo ![]() | ||
No0n
United States355 Posts
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