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[G] iEchoic's 2fact2port TvT - Page 21

Forum Index > StarCraft 2 Strategy
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NoDDiE
Profile Joined November 2006
Poland170 Posts
February 10 2011 19:18 GMT
#401
when i faced it first time i was shocked and owned... but now i found that easiest way to counter is to make "hellion-proff" main with good building placement.
scout and try to see it asap. when done - make 2 starport + 1 reactor and pump mass vikings - he will be behind no matter what. wait for first drop : defend, and then counterattack with 2-3 tanks + mass vikings.
One for the money , two for the show , straight to hell is where i go
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-02-10 20:24:13
February 10 2011 20:22 GMT
#402
iEchoic, what's your feeling on mixing in a small group of around 7-8 reapers in the mid-late game to snipe off important tech structures? As far as harass goes, banshees and hellions kill off units fantastically well, but hellions can't do anything to buildings and banshees, at that point, 'should' be chased off before they kill any buildings.

Reapers do absurd damage to buildings though, 30 damage an attack I think? Take out an armory to shut down thor production or go straight for add-ons or something. You've got the factories so nitro pack should be easy to get.

How about mixing in nuke play to control space and army positioning?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
TimeSpiral
Profile Joined January 2011
United States1010 Posts
February 10 2011 20:27 GMT
#403
iEchoic, and Day[9] have officially broken TvT!

Thank freaking god.

I'm so glad that this matchup is fanning out a bit more. I'm going to be playing around with this build more. Thanks guys!
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
AzureD
Profile Joined September 2010
United States320 Posts
February 10 2011 20:35 GMT
#404
This build reminds me of that Funday Monday where Terran was not allowed to make Marines, Marauders, or Siege Tanks. It fits it almost perfectly except for those initial 2 Marines.
LaMatrone
Profile Joined December 2010
Canada24 Posts
February 10 2011 20:35 GMT
#405
I was wondering : (I saw you on Day 9 Daily between great appearance)

You said in the daily that a cheap way to scout is to use your barrack has a early free scouts. However, i was wondering if showing your barrack this early in game (at about 6 minutes if i am not mistaken) would give a huge hint about what type of build you are going for. (either Air/Banshee/Mech) Doesn't this type of play give a big hint to the other terran and he can then counter you early on?

Thanks! a fellow Sc2 Terran Player that like your contribution.
sudzy
Profile Joined October 2010
United States58 Posts
February 10 2011 20:59 GMT
#406
On February 11 2011 05:35 LaMatrone wrote:
I was wondering : (I saw you on Day 9 Daily between great appearance)

You said in the daily that a cheap way to scout is to use your barrack has a early free scouts. However, i was wondering if showing your barrack this early in game (at about 6 minutes if i am not mistaken) would give a huge hint about what type of build you are going for. (either Air/Banshee/Mech) Doesn't this type of play give a big hint to the other terran and he can then counter you early on?

Thanks! a fellow Sc2 Terran Player that like your contribution.


I sometimes did this when going for a straight mech/viking play, so this isn't something that is necessarily a "tell".
Old, slow, and bald...
Alaric
Profile Joined November 2009
France45622 Posts
February 10 2011 21:00 GMT
#407
There are also builds using a rax as a spotter in place of vikings, that you proxy while you set up a bio/tank attack. I don't know about its timing though.
Cant take LMS hipsters serious.
titanicnewbie
Profile Joined February 2011
63 Posts
February 10 2011 21:13 GMT
#408
On February 11 2011 05:22 Whitewing wrote:
iEchoic, what's your feeling on mixing in a small group of around 7-8 reapers in the mid-late game to snipe off important tech structures? As far as harass goes, banshees and hellions kill off units fantastically well, but hellions can't do anything to buildings and banshees, at that point, 'should' be chased off before they kill any buildings.



I'd be inclined to agree with this. Day9 was commenting on how this build has some difficulties just "killing [the enemy]". In the daily you agreed that this build really ends up forcing him to resign from pure harass, but how would you feel about mixing in 8-10 reapers into your "doom push" with the explicit goal of taking down structures?

Additionally, reapers' ability to jump up and down cliffs allows them to behave very much like a drop (getting somewhere that large armies cannot easily get to). Like you use blue-flame hellion drops to target workers, a cluster of reapers would allow you to do hit-and-run raids on his add-ons throughout your midgame as well.
ratMortar
Profile Joined December 2010
Canada282 Posts
February 10 2011 21:20 GMT
#409
The only problem I see with adding reapers to this build is the fact that they consume gas. On one base, this would mean that you likely wouldn't have constant production from your 2 starports.

japp
Profile Joined August 2010
Mexico29 Posts
February 10 2011 21:24 GMT
#410
thx for this build man tank marine viking gives me headaches its so fucking annoying
japp
Profile Joined August 2010
Mexico29 Posts
February 10 2011 21:28 GMT
#411
i bet this is the new way to play TVT one guy whos marine tank viking and other goes hellion banshee viking
Gecko
Profile Joined August 2010
United States519 Posts
February 10 2011 21:36 GMT
#412
Hey, i thought i would stop by and congratulate you for getting on the daily!
GinDo
Profile Blog Joined September 2010
3327 Posts
February 10 2011 21:37 GMT
#413
Lol poeple who complain about tank viking is because your not attacking enough so it turns into turtle fest. Notice how Korean TvT is very different from the average NA EU TvT.

Any how back on topic. Its nice to see how TvT has evolved and has so many styles.

Mech
MMM
Marine Medic----> My personal Favorite ^^
Marine Tank
Hellion Banshee

I want to see a Hellion Banshee Mirror Match though
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Nazarid
Profile Joined February 2010
United States445 Posts
February 10 2011 21:39 GMT
#414
Worked this build over a few times last night, after watching Day9's daily with Vile-Iechoic where he went into further depth with this build. http://day9tv.blip.tv/file/4745995/ Check it out here. This build is absolutely amazing, I have used blue flame hellions for a long time to cause economic damage to my opponent but this build takes what i was doing to the next level. I would suggest this build to any person that has decent unit control. This build relies on perfect execution of the infrastructure but if you can manage getting the buildings down when they are supposed to go down you will have a very large advantage of mobility and map control. Thank you Iechoic for making this build so easy to read and understand, and finally opening my eyes to what TvT is truly about!

Good luck to all that attempt this build your gonna have a lot of fun with it.
Randomize the world, and Life shall be given.
branflakes14
Profile Joined July 2010
2082 Posts
February 10 2011 21:41 GMT
#415
Colossus:

300/200/6
75 second production
Range upgrade costs 200/200 and takes 140 seconds
15x2 damage per target (can hit 3 units)


Hellion:

100/0/2
30 second production (as good as 15 with a Reactor)
Pre-igniter costs 150/150 and takes 110 seconds
14(+10 light) damage per target (can hit 4-5 units)


Those are some pretty scary numbers.
Vicarious_
Profile Joined December 2010
Brazil17 Posts
February 10 2011 22:19 GMT
#416
That's it. 3 TvT matches, 3 2fact2ports in a row. This is now standard, guys!
snadmonkey
Profile Joined September 2010
United States26 Posts
Last Edited: 2011-02-10 22:29:38
February 10 2011 22:21 GMT
#417
Helions are 8+6 to light, 8 + 16 with pre ignitor. Helions only do 7 damage to a standard +1 armored unit. Hence it takes a helion 13 shots to kill a maraduer, or 23 shots to kill a stalker, 21 to kill a roach. Also realize helions have a range of only 5. They really are only good at killing light units.

Side note practiced this a few times in 2v2, love it. I seem to get helions out just in time stop those early marine/speedling/zealot warp in attacks. Also big maps give lots of room to drop usually. Have your partner go a core unit composition and you can establish air control or map control which ever your team needs.

Yet to try this in a 1v1 ladder, tried last night and got like 5 TvZ's in a row =\. I did learn the build order against intense AI, i have to say that three rax mara, and 3 rax reaper rushes he does can be hard to handle until you get that banshee out when i scout this with helion drop or helion scout i start producing marines and it bought me enough time for banshee. + side though I can't remember last time i was 3 tech lab rushed, especially the AI's version where he doesn't get stim just seems to put all his resources into units.
GP
Profile Blog Joined September 2010
United States1056 Posts
Last Edited: 2011-02-10 23:58:07
February 10 2011 23:52 GMT
#418
On February 11 2011 05:27 TimeSpiral wrote:
iEchoic, and Day[9] have officially broken TvT!

Thank freaking god.

I'm so glad that this matchup is fanning out a bit more. I'm going to be playing around with this build more. Thanks guys!

I definitely wouldn't say they've broken TvT. This is a cool build, but I don't think it will take too long for people to wise up to it. None of the replays really convinced me this is a safe build, everyone went mass infantry, or in the case of the first replay, a no siege tank push (wtf?). I just can't imagine how the standard marine-tank-viking wouldn't completely obliterate this (especially with such little anti-air). From all the replays I've seen it looks like this build owns a fast expand/infantry Terran and is not really an "all-around" build. I'd love to see some replays of somebody using this build against a typical 1-1-1 tank/viking build and see what it looks like in that situation.

Also, it seems like this is extremely weak against a heavy marauder rush before the first banshee comes out.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 10 2011 23:55 GMT
#419
Has anyone tried anything hilarious like 2 Rax Reaper against this yet?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-02-11 00:07:41
February 11 2011 00:06 GMT
#420
GP, tanks do a lot of DPS when unsieged, and the siege is only particularly useful against large groups of enemies. If you expect your foe to not have a lot of infantry, siege isn't needed. In fact, against a single target, they do more damage unsieged faster than they do sieged.

Siege wouldn't have won him that fight, the banshee did it's job well, and the hellions only need a couple attacks to incinerate all the marines.

This build is actually very stable against all terran openers, there are only a couple that are risky and with proper scouting information, you can adjust and get a bunker down or other necessary defenses.

Plus, the counter drops are pretty freaking nasty.

It is a little bit weak against very early marauders, but I'm not sure that the terran would have enough marauders out before the first banshee is out to really do the kind of damage needed. A couple marines and some hellions can delay marauders enough, since they are light.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
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