• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:44
CET 22:44
KST 06:44
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT28Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2
StarCraft 2
General
Terran AddOns placement How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker ByuL: The Forgotten Master of ZvT Oliveira Would Have Returned If EWC Continued
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
It's March 3rd Recent recommended BW games Soma Explains: JD's Unrelenting Aggro vs FlaSh TvZ is the most complete match up BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread [LIVE] [S:21] ASL Season Open Day 1
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Path of Exile Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Online Quake Live Config Editor Tool Diablo 2 thread
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2900 users

[G] TvP 2 Thor Push - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 21 22 23 Next All
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
November 17 2010 00:24 GMT
#21
I feel like this build is kinda gimmicky,and is destined to fall to lots of random builds (15 nex comes to mind on certain maps that also make thors kind of a bad choice, like long pathing distance).

blink stalker openings as well can do okay, forcing the thors to run back to defend...

it's a decent build, but I feel like there are a lot of things that your P players haven't tried.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Crosswind
Profile Joined May 2010
United States279 Posts
November 17 2010 00:28 GMT
#22
...I like the "Socke stomped on this" argument. Because, if you watch that game, Socke was behind after he "stomped" on it, and managed to play his way back into the game.

-Cross
grapez
Profile Joined September 2010
United States64 Posts
November 17 2010 00:29 GMT
#23
hey all, i tried this once on a toss, and without a proxy fac, i really had a hard time, by the time i got there he had like a trillion units, i think 3 immortals, 6 stalkers and 2-3 lots. and his observer saw my army and so he just waited for me above the cliff. i can tell you know, if one thor leads the push up the ramp, and he stops and fights your army there, its absolute slaughter for the T army. i dont have a chance right now to watch the replay....if the spawn points of the t and p bases are far from each other - what does he do? does he just walk over? im dying to know actually, would love to get this build down.
bring back black scvs...they had 60 life and worked harder
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
November 17 2010 00:31 GMT
#24
On November 17 2010 09:13 Jayrod wrote:
Its just the SCV repairing that needs to be fixed/nerfed/whatever. SCVs shouldnt be able to repair during combat. SCVs shouldnt be a combat unit.


I very much disagree. scv's are the only way that terran can recover health on their mechanicals. While it is true that zerg dont regenerate quickly, and that shields don't regenerate in combat, the fact that a terran player must sacrifice income and resources (by taking scvs into combat) to keep their thors alive is a matter of importance and balance. When a terran player decides to repair, he loses the income from the scvs, and the resources directed to the repairing effort, not to mention risks total worker count. Also, consider that scvs built for the purpose of repairing take away from the resources that can be spent on the rest of the army.
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
November 17 2010 00:35 GMT
#25
On November 17 2010 09:13 Jayrod wrote:
Its just the SCV repairing that needs to be fixed/nerfed/whatever. SCVs shouldnt be able to repair during combat. SCVs shouldnt be a combat unit.

Rant aside thor timing pushes are always scary. Usually when ive held off pushes like this I lose my expansion in the process. Sometimes im close enough to storm to make things interesting, sometimes not. Most often I just lose to it. It just really depends on if they bring the SCVs or not. If they dont, its simple, if they bring like 6-8 you know if you survive without losing too many workers youll be able to respond before he comes back for the killing blow


I disagree, SCVs should be usable in combat.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
tarath
Profile Joined April 2009
United States377 Posts
Last Edited: 2010-11-17 00:48:57
November 17 2010 00:44 GMT
#26
I played against almost this exact build on Steppes of War at the 1900 diamond level and won pretty easily with a fast 4 gate. I was able to bust with early stalker pressure before the first thor popped. I had 5 stalkers + 2 zealots vs his 5 marines and helion around 6:00 which is enough to bust through a wall off.

Once his thor popped he killed off my push but I had expanded and had killed 6 or 7 repairing SCVs and went on for an easy win.

If you let him build to 2 thors you will just die I think, not sure what toss can do. Its also unscoutable and hard to tell apart from fast banshees by scouting the front. I just like to 4gate blind on Steppes vs T and was able to win.
Victim
Profile Joined August 2010
United States188 Posts
November 17 2010 00:49 GMT
#27
What is the impact of the +1 Plating? I've been trying something similar from close spawns, but I've been using a Reactor Barracks to pump more marines instead of getting fast upgrades.
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2010-11-17 00:58:24
November 17 2010 00:50 GMT
#28
This is a very known strat and has been discussed extensively in various other threads. I watched a few replays and the first thing I noticed was that your replays are mislabeled. Your "2 gate robo expand" was actually a 1 gate expand into 2 gate robo. When you say 2 gate robo expand, most people will think 2 gate robo and then expand. I've practiced a lot vs a 1 thor rush build and this is what i've come up with: If you do the standard 1 gate expand into 3-4 gates, then this build is impossible to hold off. If you go 1 robo straight after the expansion and pump nothing but immortal from there, you might have a chance. 3 gate robo and 2 gate robo are actually both your best bets to stop this push if you scout well and get immortals asap and keep chornoing immortals. It's just that the OP's idea of what a 2/3 gate robo is is wrong.

Three-Gate Robo: Yay or nay? Nay. Three-Gate Robo would do a better job holding off Janook’s push than Two-Gate Robo, obviously, but I still think you’d end up losing to his first push. Thors with Strike Cannons just deal with the Immortals so handily. After the immortals get one-shotted you’ll have to deal with Thors who have infinite life because of repair and marines blasting through your gateway units. Three-Gate Robo isn’t the most economic build of all time either. On the off chance you do survive the Terran’s first push (and every time Janook won he won with his first push) the Terran will be up an expansion because you can’t comfortably expand with Three-Gate Robo and be producing out of all the structures.


The terran will have lost 6-10 scvs doing this push, so if you hold it off, you'll be way ahead. Also, 3 gate robo is about as equally economical as a 2 gate robo. The real difference between the 2 is flexibility.

Other random thoughts:
Also, the more sentries you have, the worse off you are vs this build. Use the hold pos zealot trick to kill scvs. This build is strong because from a normal 2/3 gate robo build, your observer gets to his base right when the push comes, so you have minimal time to prepare.

I also agree that this strategy is kinda abusive and that SCVs should get some attack priority.

Moderator
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-11-17 00:57:57
November 17 2010 00:57 GMT
#29
NOTICE ME

I was talking about this build with a friend and he suggested hallucination as a counter, and I actually think it could work....

The strength of this build vs immortals is based on your ability to strike cannon and instantly remove two of them. If you get hallu and 1-2 sentry, you can hallucinate several more immortals and make it basically impossible for the T to figure out which ones to cannon.

plus when they use strike cannons on the hallucinations, the thor is locked down and has 0dps while the real immortals get free hits in.

obv you would do this with a 2-3gate robo opening and go very light on the sentry, as they are just for hallucinate basically.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
QuantumTheory
Profile Joined October 2010
New Zealand188 Posts
November 17 2010 00:58 GMT
#30
On November 17 2010 09:28 Crosswind wrote:
...I like the "Socke stomped on this" argument. Because, if you watch that game, Socke was behind after he "stomped" on it, and managed to play his way back into the game.

-Cross

haha, true. But you missed the fact that he made LOTS of mistakes and still won. The most critical was missing the probe surround, he would have came out ahead if he just a moved them from his expo.
oGsNADAHHHHH | NOTHING SUSPICIOUS GOING ON HERE - HuK
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
November 17 2010 00:59 GMT
#31
On November 17 2010 09:31 XerrolAvengerII wrote:
Show nested quote +
On November 17 2010 09:13 Jayrod wrote:
Its just the SCV repairing that needs to be fixed/nerfed/whatever. SCVs shouldnt be able to repair during combat. SCVs shouldnt be a combat unit.


I very much disagree. scv's are the only way that terran can recover health on their mechanicals. While it is true that zerg dont regenerate quickly, and that shields don't regenerate in combat, the fact that a terran player must sacrifice income and resources (by taking scvs into combat) to keep their thors alive is a matter of importance and balance. When a terran player decides to repair, he loses the income from the scvs, and the resources directed to the repairing effort, not to mention risks total worker count. Also, consider that scvs built for the purpose of repairing take away from the resources that can be spent on the rest of the army.

Yes.

However, repair time is tied to build time (rather than cost). Thors build extremely quickly, so they repair at a ridiculous rate.
My strategy is to fork people.
NadaSound
Profile Joined March 2010
United States227 Posts
November 17 2010 01:00 GMT
#32
I'll give it a shot but i think i'll get gas first
Aoi_10
Profile Joined October 2010
United States155 Posts
November 17 2010 01:10 GMT
#33
On November 17 2010 09:59 Severedevil wrote:
Show nested quote +
On November 17 2010 09:31 XerrolAvengerII wrote:
On November 17 2010 09:13 Jayrod wrote:
Its just the SCV repairing that needs to be fixed/nerfed/whatever. SCVs shouldnt be able to repair during combat. SCVs shouldnt be a combat unit.


I very much disagree. scv's are the only way that terran can recover health on their mechanicals. While it is true that zerg dont regenerate quickly, and that shields don't regenerate in combat, the fact that a terran player must sacrifice income and resources (by taking scvs into combat) to keep their thors alive is a matter of importance and balance. When a terran player decides to repair, he loses the income from the scvs, and the resources directed to the repairing effort, not to mention risks total worker count. Also, consider that scvs built for the purpose of repairing take away from the resources that can be spent on the rest of the army.

Yes.

However, repair time is tied to build time (rather than cost). Thors build extremely quickly, so they repair at a ridiculous rate.


At 60 seconds per, thors are actually one of the slowest-building units in the game. It just might not seem like it when a whole herd (flock? gaggle?) of SCVs are repairing one.
gavinashun
Profile Joined October 2010
101 Posts
Last Edited: 2010-11-17 01:10:23
November 17 2010 01:10 GMT
#34
Interesting, thanks.

Question: Tactically, how do you micro if protoss forcefields ramp or tries to cut 1 Thor off, and can then deal with each separately?
azhang
Profile Joined June 2010
United States178 Posts
November 17 2010 01:12 GMT
#35
Finally, something besides 1/2/3 rax expand medivac ghost pushes. This seems way more interesting/fun now.
Nydus in yo main.
tarath
Profile Joined April 2009
United States377 Posts
November 17 2010 01:14 GMT
#36
On November 17 2010 10:10 gavinashun wrote:
Interesting, thanks.

Question: Tactically, how do you micro if protoss forcefields ramp or tries to cut 1 Thor off, and can then deal with each separately?


Thors break forcefields.
Shlowpoke
Profile Joined August 2010
United States102 Posts
November 17 2010 01:14 GMT
#37
I'm glad you changed the title of the thread, because this isn't unstoppable. It is, however, a very cool opening with lots of available transitions that will roflstomp-punish people with flawed build orders or micro. This thread does something similar: link

The Protoss players in the replays had a few issues. The one replay that really comes to mind is that one where Mewtwo did a 1 Gate FE into a good gateway unit mix. He was up by 10 food, he even used Guardian Shield (unlike the rest of the P players) but he insisted on attacking into that narrow choke which made his Zealots near-useless...and then he did something weird with his micro that made his Zealots stand around and do nothing. Protoss could have held that easily with better micro/positioning. And that game with Socke is a good example of why you should never be able to break a good Protoss's ramp with this build. Pull some probes if necessary, FF the marines away from the Thors and focus fire them down.

That said, I think Thor openings like this have a lot of potential for getting your natural up and transitioning into mech or thor-banshee play. A 2-3 Thor push with 250mm if executed well may end up being near-impossible to defend for an early expand with a Robo relying on Immortals for defense. Then you can just contain at the ramp and extend your economic advantage.

IMO, the +1 mech armor is a better choice than +1 attack because Thors already overkill gateway units, but I think stim or combat shield would be a better choice simply because you have more Marines than Thors and stim will help you deal with Void Rays more easily.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
November 17 2010 01:17 GMT
#38
On November 17 2010 10:10 Aoi_10 wrote:
Show nested quote +
On November 17 2010 09:59 Severedevil wrote:
On November 17 2010 09:31 XerrolAvengerII wrote:
On November 17 2010 09:13 Jayrod wrote:
Its just the SCV repairing that needs to be fixed/nerfed/whatever. SCVs shouldnt be able to repair during combat. SCVs shouldnt be a combat unit.


I very much disagree. scv's are the only way that terran can recover health on their mechanicals. While it is true that zerg dont regenerate quickly, and that shields don't regenerate in combat, the fact that a terran player must sacrifice income and resources (by taking scvs into combat) to keep their thors alive is a matter of importance and balance. When a terran player decides to repair, he loses the income from the scvs, and the resources directed to the repairing effort, not to mention risks total worker count. Also, consider that scvs built for the purpose of repairing take away from the resources that can be spent on the rest of the army.

Yes.

However, repair time is tied to build time (rather than cost). Thors build extremely quickly, so they repair at a ridiculous rate.


At 60 seconds per, thors are actually one of the slowest-building units in the game. It just might not seem like it when a whole herd (flock? gaggle?) of SCVs are repairing one.

At 300/200 and 6 food, Thors are one of the most expensive units in the game. Their build time is the same as a Void Ray/Banshee, and very slightly more than an Immortal.

60 game-seconds is very fast for a 6 food powerhouse.
My strategy is to fork people.
EchOne
Profile Blog Joined January 2008
United States2906 Posts
November 17 2010 01:18 GMT
#39
On November 17 2010 10:10 gavinashun wrote:
Interesting, thanks.

Question: Tactically, how do you micro if protoss forcefields ramp or tries to cut 1 Thor off, and can then deal with each separately?

I'm under the impression that the rush is designed to kill the Protoss natural while getting your own; you don't really need to kill him outright if he decides to sac his expo and save his army. Of course if he loses his entire army attempting to defend your push, feel free to finish it there.
面白くない世の中, 面白くすればいいさ
shakenbake
Profile Joined August 2010
United States207 Posts
November 17 2010 01:21 GMT
#40
not new, seen Into the Rainbow use this against NEXGenius i think. I do it v 1900 P's works about 70% of the time.
Prev 1 2 3 4 5 21 22 23 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
17:00
#42
SteadfastSC709
TKL 384
IndyStarCraft 214
EnkiAlexander 45
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 680
TKL 384
IndyStarCraft 211
UpATreeSC 146
elazer 115
StarCraft: Brood War
Britney 15834
Sea 13295
nyoken 28
910 17
NaDa 14
Dota 2
LuMiX0
Counter-Strike
fl0m3921
Fnx 1214
Other Games
tarik_tv17932
summit1g5599
Grubby4038
Beastyqt654
shahzam240
Liquid`Hasu156
C9.Mang0150
ArmadaUGS149
Trikslyr63
ZombieGrub34
Organizations
Counter-Strike
PGL79
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• kabyraGe 174
• Kozan
• sooper7s
• Migwel
• AfreecaTV YouTube
• intothetv
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• Michael_bg 27
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota272
• Noizen31
League of Legends
• TFBlade1239
Other Games
• imaqtpie1450
• WagamamaTV309
• Shiphtur191
Upcoming Events
Replay Cast
2h 16m
PiGosaur Cup
1d 3h
Replay Cast
1d 11h
Replay Cast
2 days
The PondCast
2 days
KCM Race Survival
2 days
Replay Cast
3 days
Ultimate Battle
3 days
Light vs ZerO
Replay Cast
4 days
CranKy Ducklings
4 days
[ Show More ]
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
Replay Cast
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Acropolis #4 - TS5
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
Proleague 2026-03-02
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.