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[H] TvZ Seige Expand

Forum Index > StarCraft 2 Strategy
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zhengsta
Profile Joined February 2011
United States126 Posts
February 05 2011 22:57 GMT
#1
Hi Guys,
I'm wondering if anyone has an opener vs zerg which you can seige expand while incorporating some harassment. This is obviously done when zerg gets their natural. Its tough to get that balance of getting your natural up quickly while taking advantage of harassment techniques. I've been having some trouble vs zerg with my mech play. I've made it my goal to try and get a 3rd set up, but it seems at that point they usually overwhelm me with muta harass. I'm 2500 diamond.
DryIce
Profile Joined January 2011
New Zealand30 Posts
February 05 2011 23:00 GMT
#2
The first thing that comes to mind with any factory opening as harassment is reactored or blue flame hellions into an expand, which can be quite cool. Mech play isn't too bad against mutas, I think you just need a couple of missile turrets and earlier thors in the back of your base.
UKISS
Profile Blog Joined May 2010
United States29 Posts
February 05 2011 23:03 GMT
#3
http://wiki.teamliquid.net/starcraft2/Siege_Expand_(vs._Zerg) this + follow up with map dependent transition, as for mutas, if you're going mech, early armory -> thor, bio, you should already have an engi and upgrading -> turrets ~ 9 mins
Go beyond the impossible and kick reason to the curb!
ForTheDream
Profile Blog Joined August 2010
Germany1780 Posts
February 05 2011 23:03 GMT
#4
you can watch some recent games of SeleCTs TvZ where he opens up a single reaper into factory expand, he doesnt follow his Opening up with Mech though, but with a BioTankMedivac Mix.
you can look for it at www.sc2rep.com (search SeleCt) , he used that build against Moonglade and MoMaN at FXOpen and in G4SC2-Finals.
The reaper is for some harassment but mainly for getting scouting and some mapcontrol, you gotta have that badguy survive as long as possible to slow down creepspread or force 1 or 2 zergling pairs more.
Hope you can make use of that Opening
In BurNIng we trust.
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
February 05 2011 23:09 GMT
#5
sorry but siege tanks and harass don't really mix, i would suggest opening 1 rax cc before gas and pressuring a bit with marines, maybe trying to get a bunker up then fall back to a bunker at your nat and taking double gas after you start your cc and going blue flame hellions into tank/thor. it's really safe agaisnt everything, the only thing that is a bit annoying is if the z drops a roach warren as soon as their pool finishes and makes like 4-5 roach just to harass you, you will have a bunker up but on some maps they can just go around it and harass. if you see them going roach then just make 1 tank and it will nullify them, roaches are pretty bad so even if you are slowed a tiny bit you shouldn't be behind the zerg at all =]
www.root-gaming.com
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-02-05 23:21:45
February 05 2011 23:20 GMT
#6
I've got a semi all in rush that you expo behind (about 8-9 min) a 4-5 viking landed, 2-4 hellions, 10-15 marines, medic, and about 10 scvs and 2 tanks push that hits at 10 minutes, tanks having siege.


I reactor factory hellion harass, swap to reactor port for viking harass, drop vikings and eat up a queen to fuck up an inject cycle + score free drone/OL kills.

I'll post a few random reps, some have the FE, some don't. It's a very transitionable push, as you can decide for blueflame hellions and no tanks, or a triple reactor rush, or a double reactor 1 tech lab tank marine hellion viking medic push.
Circa 2700 master

It's rapes on scrap, like rapes. Effective on any open natural map, or against any zerg that doesn't switch to heavy roach play immediately.

[image loading]
vs 2500 master Z
[image loading]
vs now 2500 master Z a game to show a transition
[image loading]
vs2500 master Z on xelnaga horribly handled.
[image loading]
vs 2800 master Z on xelnaga
[image loading]
vs stupid 2500 master Z who goes fast infestor with no units? lol
[image loading]
vs 2800 master Z on scrap he leaves once push hits due to army size
[image loading]
vs 2600 master Z No clue what he was trying as the harass fucked him three ways til sunday. 10 min push hits 80 food vs 35.

If harass goes well, it's pretty much a solid 1-1-1 with an expo, and 2 reactor to swap onto rax's.

I've hammered out a build order now where I 3 marine -> reactor so I can start 2nd CC in base, swap fac, make the same hellions and starport and not miss a beat on any harass timing. Infact, it's so much stronger now
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
NormandyBoy
Profile Joined May 2010
France200 Posts
February 05 2011 23:26 GMT
#7
You can do the 1 hellion/4 marines push, then get a banshee, and then siege tanks. Start your CC as the same time as your banshee, you should build the techlab on your factory as soon as your hellion is done.
I give back the techlab to the factory when the banshee is over and start immediatly a tank and siege mode, this way it is done when my OC lands.
The banshee allows you to gain map control, to prevent baneling from morphing next to your expo and to kill some drones.
Wulf_Ector
Profile Joined January 2011
Canada37 Posts
February 06 2011 02:27 GMT
#8
JeffReY, that is a fantastic opener, I am practicing it as we speak and it is doing wonders for my TvZ game.
RukKus
Profile Joined October 2010
United States197 Posts
February 06 2011 02:46 GMT
#9
Jeffrey,
Like above poster, I am practicing that right now. I feel this opener is along the same feel as Pookie's hellion, banshee, thor, marine opener. However, this opener pushes with more punch (Vikings hurt BAD!) 2 minutes sooner. In addition to that, it supply/vision blocks the Zerg so he cannot see it coming, which is even more devastating. Usually the Zerg relies on vision to prepare for pushes. I am very, very intrigued by this build and feel it is solid in its handling. DO you have a thread about this build?
Micro... Kill Kill! Macro ... Build Build! ... Micro ... Kill Kill! Macro ... Build Build... Stim...RAAAAAGE!
Deleted User 109835
Profile Blog Joined September 2010
629 Posts
February 06 2011 02:50 GMT
#10
--- Nuked ---
QQmonster
Profile Joined September 2010
Canada240 Posts
February 06 2011 04:21 GMT
#11
On February 06 2011 08:09 drewbie.root wrote:
sorry but siege tanks and harass don't really mix, i would suggest opening 1 rax cc before gas and pressuring a bit with marines, maybe trying to get a bunker up then fall back to a bunker at your nat and taking double gas after you start your cc and going blue flame hellions into tank/thor. it's really safe agaisnt everything, the only thing that is a bit annoying is if the z drops a roach warren as soon as their pool finishes and makes like 4-5 roach just to harass you, you will have a bunker up but on some maps they can just go around it and harass. if you see them going roach then just make 1 tank and it will nullify them, roaches are pretty bad so even if you are slowed a tiny bit you shouldn't be behind the zerg at all =]


what are you retarded? the tanks enable you to do harrassment because they make your natural unbreakable while you spend your money harrassing instead of defending. You can also do siege tank drops which on some maps rape face (lost temple, delta quadrant and shakuras pleateau come to mind)



User was temp banned for this post.
EX-top 10 guildwars player yeye XD
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 06 2011 04:38 GMT
#12
Glad you guys like it. It's a solid variation I worked up off watching a game of ReqPhilibird like 2 months ago, he did triple reactor and I worked out some tanks into it.

It's the harassment + map control the vikings give you that let's the push be so damn deadly.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
RukKus
Profile Joined October 2010
United States197 Posts
Last Edited: 2011-02-06 05:15:05
February 06 2011 05:12 GMT
#13
On February 06 2011 13:38 iAmJeffReY wrote:
Glad you guys like it. It's a solid variation I worked up off watching a game of ReqPhilibird like 2 months ago, he did triple reactor and I worked out some tanks into it.

It's the harassment + map control the vikings give you that let's the push be so damn deadly.


I tried this build on ladder 2 times and against my high diamond friend. He was raging hard. Won all three games.

Question: Why is it that Zerg has so few units before 10 minutes? Terran and Protoss make units linearly whereas Zerg seems to hoard drones and resources til the last possible moment. The army chart all 3 games, the Zerg had very very very few units when I waltzed in (he wasnt able to see it coming because of lack of vision). Major QQ by Zerg.

Is this the 4 gate version of TvZ? It sure seems like it.

Also, would this build still work if a Zerg knew it was coming?

EDIT: I must mention, All 3 games I didn't realize that you can fit Siege Mode into the build. I walked in with 2-3 unsieged tanks. Which is still devestating, but I can see how sieged tanks would offer more protection against the inevitable speedling/bling. I love this build because IF zerg has muta, there are only 2-3!!!
Micro... Kill Kill! Macro ... Build Build! ... Micro ... Kill Kill! Macro ... Build Build... Stim...RAAAAAGE!
Wulf_Ector
Profile Joined January 2011
Canada37 Posts
February 06 2011 05:28 GMT
#14
The problem I had with following up hellions with banshees was that zerg would get out super fast mutas and the banshee harass had to end... with vikings there's no such limit, because even if he gets 3 out you're still fine to waltz around and annoy him.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 06 2011 06:04 GMT
#15
That's the key, is that through the harass you force so much spending on queens/drones/spines and slings that the spire is delayed, and after, the mutas delayed. Most I've had pop when I execute well was 5, and the marine viking is enough to deter it away.

It's just so damn effective. Of course, you still have to scan and scout and know what's up. If they blinding roach bling, stay back and viking harass until you get 3-4 tanks and then go. Etc
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
ChuckJagoda
Profile Joined January 2011
United States27 Posts
Last Edited: 2011-02-06 06:37:48
February 06 2011 06:32 GMT
#16
Cant wait to try that build out tomorrow ^^

On February 06 2011 13:21 QQmonster wrote:
Show nested quote +
On February 06 2011 08:09 drewbie.root wrote:
sorry but siege tanks and harass don't really mix, i would suggest opening 1 rax cc before gas and pressuring a bit with marines, maybe trying to get a bunker up then fall back to a bunker at your nat and taking double gas after you start your cc and going blue flame hellions into tank/thor. it's really safe agaisnt everything, the only thing that is a bit annoying is if the z drops a roach warren as soon as their pool finishes and makes like 4-5 roach just to harass you, you will have a bunker up but on some maps they can just go around it and harass. if you see them going roach then just make 1 tank and it will nullify them, roaches are pretty bad so even if you are slowed a tiny bit you shouldn't be behind the zerg at all =]


what are you retarded? the tanks enable you to do harrassment because they make your natural unbreakable while you spend your money harrassing instead of defending. You can also do siege tank drops which on some maps rape face (lost temple, delta quadrant and shakuras pleateau come to mind)



Yeah you probably know better than ROOT.Drewbie, it's not like he's a progamer or anything; his opinion is essentially invalidated because it doesnt match yours.

Posts like this is why there are so few pro posts in this section of the forum

All things go, all things grow
zhengsta
Profile Joined February 2011
United States126 Posts
February 06 2011 06:55 GMT
#17
thanks for all the interesting concepts. i'll modify my play a little bit. if anyone would like to practice with me heres my info zhengsta.488
Starshaped
Profile Blog Joined December 2009
Sweden575 Posts
Last Edited: 2011-02-06 15:29:30
February 06 2011 15:24 GMT
#18
Iamjeffery,

I saw your build and just in time, too! I had to go up against EmpireHobo in Zotac round 3, on Scrap Station. He's a 3,5k Zerg and I can never win on that map, let alone win TvZ, so I decided what the heck, I'll try your build.

Here's the result: http://replayfu.com/r/3VXH2g

Thanks for the awesome build, bro. I modified it a bit to make it more of an all-in, but really I had such a huge advantage it didn't really matter what I did beyond the initial harass.
My Starcraft 2, gaming and e-sports-related blog: http://starshapedthoughts.blogspot.com/
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 06 2011 16:06 GMT
#19
Well hot damn I never knew people would take this thing and run with it. Now, I might have to make up a little guide for anyone who wants some almost exact timings.

Starshaped, you're the man. Doesn't that shit dominate on scrap? They are clueless when you pop out those vikings to murder some OLs.

How awesome lol. Thanks for anyone who liked the open!
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-02-06 18:59:02
February 06 2011 18:57 GMT
#20
You should stop calling it an all-in, otherwise people will get the wrong idea. :-p It is not really an all-in, its just a really nice 1 base opening to terrorizing both zerg's ground and air really quickly. All you have to do is to inflict enough damage that you can cut some hellions for a CC.

If you can't inflict damage, you're dead just like with every other build.

PS: Are these newer than the ones you sent me?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 06 2011 19:38 GMT
#21
A few are, I got a couple games lately with a slew of practice partners that KNOW it's coming, and still can't stop it. From having 5-6 queens and mass spines, it does it's job.

And true it isn't all in at all.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-02-06 20:05:29
February 06 2011 19:46 GMT
#22
You should try gas before rax on the bigger maps to get your reactors and ports even faster. :-p

You actually float ~200 minerals before you actually start to getting units and then ~50 when you are actually getting units so trying for gas before rax might be a good idea.

In addition, if you could figure out a way to speed up your push 1 minute to 30 seconds earlier, you can probably hit when zerg has recovered from losing ovies but before mutas are out.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Runair
Profile Joined August 2010
United States49 Posts
February 06 2011 19:55 GMT
#23
On February 06 2011 15:32 ChuckJagoda wrote:
Cant wait to try that build out tomorrow ^^

Show nested quote +
On February 06 2011 13:21 QQmonster wrote:
On February 06 2011 08:09 drewbie.root wrote:
sorry but siege tanks and harass don't really mix, i would suggest opening 1 rax cc before gas and pressuring a bit with marines, maybe trying to get a bunker up then fall back to a bunker at your nat and taking double gas after you start your cc and going blue flame hellions into tank/thor. it's really safe agaisnt everything, the only thing that is a bit annoying is if the z drops a roach warren as soon as their pool finishes and makes like 4-5 roach just to harass you, you will have a bunker up but on some maps they can just go around it and harass. if you see them going roach then just make 1 tank and it will nullify them, roaches are pretty bad so even if you are slowed a tiny bit you shouldn't be behind the zerg at all =]


what are you retarded? the tanks enable you to do harrassment because they make your natural unbreakable while you spend your money harrassing instead of defending. You can also do siege tank drops which on some maps rape face (lost temple, delta quadrant and shakuras pleateau come to mind)



Yeah you probably know better than ROOT.Drewbie, it's not like he's a progamer or anything; his opinion is essentially invalidated because it doesnt match yours.

Posts like this is why there are so few pro posts in this section of the forum


Pro players can make wrong decisions all the time, they always talk about how they know so little about the game since it's so new and there's so many strats that have been unexplored. Why don't you try to explain or test why you can't siege expand and harass? Instead of blindly following good players.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 06 2011 20:08 GMT
#24
ASM I've redone the BO to make it a 3 marine -> reactor -> second gas after fac so I squeeze in a CC in base, and still have reactor done when fac is done for immediate swap, and have 250/50 for 2 hellions and a reactor on rax, and even minerals for the starport.

The more I run it, the more I hammer out the build.

As ASM said -- it's not at ALL an all in. If you want, it can be. Forgo tanks and get a reactor fac reactor port reactor rax and push with all scvs hellion viking marine and win with that push.

However, as I run it, it's a very, very strong 1 base push that gains map control so they can't see it coming until it's a bit late. Hellions keep slings near their base, vikings keep OLs near queens, and if they do scout your ramp they see the reactor port and rax -- but they're already eating 4 vikings so they KNOW reactor port.

The thing is, if I see hatch before pool, I know my 4 hellions are going to cause damage enough until speed comes that the short 30 seconds inbetween hellion harass and viking harass leaves the zerg no chance to recover.

A lower master zerg friend of mine, whos faced this 6 times now and not beaten it once says it's the scariest open he's faced. Because even if he stops the harass of hellions, he can't get into your base.

I've faced a 1 base slingbling bust, and stopped it just because the hellions clean up the slings and you can just drop port to block the new whole.

What does hurt is roach rushing. But, they can't afford to leave their base alone, so they HAVE to put spines, which means less roaches, and an even slower lair. If they roach rush, they can't do enough damage to stop the 4-8 marines with scvs and a wall, ya know?

Pro players can make wrong decisions all the time, they always talk about how they know so little about the game since it's so new and there's so many strats that have been unexplored. Why don't you try to explain or test why you can't siege expand and harass? Instead of blindly following good players.

Because sling bling will over run you. If you expo, and get siege tanks, you won't have many marines + bunkers, or enough tanks to stop a solid 2 base sling bling bust, let along if they roach sling bling.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-02-06 20:38:37
February 06 2011 20:30 GMT
#25
On February 07 2011 05:08 iAmJeffReY wrote:
What does hurt is roach rushing. But, they can't afford to leave their base alone, so they HAVE to put spines, which means less roaches, and an even slower lair. If they roach rush, they can't do enough damage to stop the 4-8 marines with scvs and a wall, ya know?


You should be able to hold a Roach Rush with bunker repair on maps with good natural chokes.

You know, now that I think about it, why don't you instead of popping out 2 sets of vikings, pop a pair of vikings and then a viking/medivac pair. I'm not sure you actually need 4 vikings. You can do marine or hellion drop like the PookieMonster's build because the hellions force spines at the front.

It'll give your hellions something to do like hose the lings off your vikings. So basically the timings would be. Reactored Hellions -> Kill Ovies to force Ovie production -> Drop hellions/marines in main and land vikings?

I have a feeling this would screw up the zerg's game timings enough that your big push rolls him.

[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
RukKus
Profile Joined October 2010
United States197 Posts
February 06 2011 22:58 GMT
#26
Jeffrey, very quick question.

I find that when I create Vikings to scout the map, is there a certain pattern that overlords travel? I find myself wandering all over trying to find overlords, maybe only killing one (two if lucky) before the engagement. This allows a larger army production by Zerg prior to the big push (even though the push still owns them). How do you scout with your vikings?
Micro... Kill Kill! Macro ... Build Build! ... Micro ... Kill Kill! Macro ... Build Build... Stim...RAAAAAGE!
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 06 2011 23:03 GMT
#27
Yes there are very specific overlord spots. There's a thread on it somewhere, I can't remember where.

ASM -- 4 vikings for 1 specific reason. 4 x 12 > 45. They one hit workers. That way you can studder step vikings into mineral lines and work off drones one by one very very fast.

And all that while, my 5th viking and first medic are building. Sometimes I double medic, sometimes I 1 viking 1 medic, it's all feeling based really.

And if they spine up, I have siege tanks just for that very reason. Spines fall in 1 volley from a army that size with the DPS and tanks backing.

Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
RukKus
Profile Joined October 2010
United States197 Posts
February 06 2011 23:11 GMT
#28
Have you ever tried researching Blue Flame instead of Siege Mode for the push? You'll have ~4 hellion, and 2 tank. I wonder what delivers the highest DPS? I guess it depends on if they have roaches or sling/bling. Tanks still deal good damage unsieged, so I wonder if it would be more beneficial for blueflame? Either way, I will practice both methods and see what works. Tank siege timing has always been difficult. I seem to either siege to soon (out of range) or too late (lings overwhelm sieging tanks).

Thanks for the amazing answers. This build is giving my multitasking a workout as I attempt intricate hellion/viking micro while macroing a big army and doing swaps!
Micro... Kill Kill! Macro ... Build Build! ... Micro ... Kill Kill! Macro ... Build Build... Stim...RAAAAAGE!
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 06 2011 23:13 GMT
#29
Well I only have 100-120 apm, so it's not out of range at all to do. Just split hotkeys and work on it, it comes easy.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
RukKus
Profile Joined October 2010
United States197 Posts
February 06 2011 23:14 GMT
#30
Must also add, that by doing builds like this I find other more simple builds to be a lot easier (sucha s straight 1-1-1 with no swaps). Whether or not this is "all-in" I feel it is giving my playstyle a solid workout and benefiting my SC2 career, haha.
Micro... Kill Kill! Macro ... Build Build! ... Micro ... Kill Kill! Macro ... Build Build... Stim...RAAAAAGE!
NewbieOne
Profile Blog Joined December 2010
Poland560 Posts
February 06 2011 23:33 GMT
#31
Hey, Jeffrey. That looks like some serious pwnage. I've downloaded the reps and am going to watch them tomorrow morning over coffee before work or something. I'm so looking forward to seeing a build that makes sure I won't have to chase mutas around. Would like to see some of your newer replays with the improvements you've talked about. Incidentally, have any replays against a zerg that instantly goes roaches?
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 07 2011 00:53 GMT
#32
On February 07 2011 08:03 iAmJeffReY wrote:
Yes there are very specific overlord spots. There's a thread on it somewhere, I can't remember where.

ASM -- 4 vikings for 1 specific reason. 4 x 12 > 45. They one hit workers. That way you can studder step vikings into mineral lines and work off drones one by one very very fast.

And all that while, my 5th viking and first medic are building. Sometimes I double medic, sometimes I 1 viking 1 medic, it's all feeling based really.

And if they spine up, I have siege tanks just for that very reason. Spines fall in 1 volley from a army that size with the DPS and tanks backing.



That's cool though I'm sure 3 Vikings + multiple hellions in the back of zerg's base would work atleast as well. Especially because vikings do not pursue.

Anyway, you should make your own thread.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-02-07 00:57:46
February 07 2011 00:55 GMT
#33
No, not as of lately. I didn't get a chance to play today, had to put my mailbox back in the ground after a truck ran it over -_- and work on my clutch on my Si. Crappy day. And last night my little bit of laddering was a successful 4 TvT's and 1 somehow 1-1-1 bunker rush on a zerg that won the game in 7 minutes lol



I got two more examples of the build vs a rather ehhhhh 2600 zerg master

[image loading]
[image loading]

I've found it work great on xelnaga, scrap, metalopolis, shakuras (hellions not so hot but they force spines) Delta definitely. Maps with a choke I haven't had much work on with it yet, as I'm still hammering out the fine timings. OL hunting on temple will be a dream though, hellions maybe not so hot of a harass. But, by taking map control, you've secured an expansion safely with heavy heavy pressure to force a lot of units and unnecessary spinecrawlers etc.

Anyway, you should make your own thread.

lol I'm thinking about it. But then I'm afraid it'll catch on, and I'll become like kcdc was a while back where EVERY terran knew he was gonna 1 gate FE. I'd hate to face every zerg and not be able to use my favorite build!

Haha, but tomorrow after work I'm going to try and type out some of the finer details and timings I've worked on. I don't seem to have many GOOD examples vs good zergs beyond my prac partner synthetiq. I have another roach rushing friend i'm going to try and run it on (hes never seen it) but he's 3k to see if it's as strong as I think it is.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Praxis1452
Profile Joined August 2010
41 Posts
Last Edited: 2011-02-07 01:22:12
February 07 2011 01:20 GMT
#34
On February 07 2011 09:55 iAmJeffReY wrote:
No, not as of lately. I didn't get a chance to play today, had to put my mailbox back in the ground after a truck ran it over -_- and work on my clutch on my Si. Crappy day. And last night my little bit of laddering was a successful 4 TvT's and 1 somehow 1-1-1 bunker rush on a zerg that won the game in 7 minutes lol



I got two more examples of the build vs a rather ehhhhh 2600 zerg master

[image loading]
[image loading]

I've found it work great on xelnaga, scrap, metalopolis, shakuras (hellions not so hot but they force spines) Delta definitely. Maps with a choke I haven't had much work on with it yet, as I'm still hammering out the fine timings. OL hunting on temple will be a dream though, hellions maybe not so hot of a harass. But, by taking map control, you've secured an expansion safely with heavy heavy pressure to force a lot of units and unnecessary spinecrawlers etc.

Show nested quote +
Anyway, you should make your own thread.

lol I'm thinking about it. But then I'm afraid it'll catch on, and I'll become like kcdc was a while back where EVERY terran knew he was gonna 1 gate FE. I'd hate to face every zerg and not be able to use my favorite build!

Haha, but tomorrow after work I'm going to try and type out some of the finer details and timings I've worked on. I don't seem to have many GOOD examples vs good zergs beyond my prac partner synthetiq. I have another roach rushing friend i'm going to try and run it on (hes never seen it) but he's 3k to see if it's as strong as I think it is.
At the same time that I hope most zergs don't know about it, I feel like this is opener is too strong to be ignored.

I did lose to a roach/hydra rush off 2 or 1 bases. He expanded at the gold on SS and I didn't scout it I think. That or he went 1 base roach/hydra which tbh I scouted, I just didn't bring my scv's to repair in time.

Anyway, I finally beat my masters friend who is zerg as a diamond T. I never beat him before or really even came close, but this all-in actually worked incredibly well. I even floated 800 mins for a while.
Lezt
Profile Joined August 2010
United States115 Posts
February 07 2011 01:48 GMT
#35
reactor hellion into reactor viking is something I havent seen since like beta phase 1 lol, still the follow up sounds pretty cool and I usually just end up free-styling builds versus zerg on scrap anyway so might as well give it a shot :D
Wars begin when you will, but they do not end when you please - Niccolo Machiavelli
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 07 2011 02:49 GMT
#36
It's like rediculous on scrap. if you harass at all decently, and pop the expo queen, by the time I retreat with vikings, I'm already through the rocks on my side, with the scvs just getting pulled to land the vikings and repair as I bust through their rocks. No OLs without speed, with 4 vikings out flying will try to regain map control of the middle rocks, nor the air inbetween. I do a pattern, as any terran would as all zergs place OLs at expo, middle, lower tower, side top of their base, sometimes the island, sometimes middle of the two bases.

2 viking pop, split into (for me) 2 and 3, go seperate ways, pop 2 OLs and then the new queen starts, all OLs get pulled in. Land on high ground, run in pop the queen, hellion up the ramp if you got the ability or no spines.

It's just so dirty of a timing for such a big army. Someone asked why I brought the SCVs in a PM. The medic heals the marines/scv. SCV autorepair obviously keeps tank/viking/medic/hellion alive MUCH longer. That 75-90 food ball that hits at 10-10:30 has too high of a DPS plus healing to be dealt with out losing a substaincial amount of units/OL/queen/spines/expo to compensate for the SCV pull. By CCing in base, you can secure a very safe expansion.

I used to HATEEEE scrap. Now, if I'm gonna prac vs a zerg for the first time, I give em scrap and just work 'em, to make the coming game on metalopolis be a brutal ass kicking (for me =( =( )
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
February 07 2011 03:00 GMT
#37
On February 07 2011 04:55 Flyinspageti wrote:
Show nested quote +
On February 06 2011 15:32 ChuckJagoda wrote:
Cant wait to try that build out tomorrow ^^

On February 06 2011 13:21 QQmonster wrote:
On February 06 2011 08:09 drewbie.root wrote:
sorry but siege tanks and harass don't really mix, i would suggest opening 1 rax cc before gas and pressuring a bit with marines, maybe trying to get a bunker up then fall back to a bunker at your nat and taking double gas after you start your cc and going blue flame hellions into tank/thor. it's really safe agaisnt everything, the only thing that is a bit annoying is if the z drops a roach warren as soon as their pool finishes and makes like 4-5 roach just to harass you, you will have a bunker up but on some maps they can just go around it and harass. if you see them going roach then just make 1 tank and it will nullify them, roaches are pretty bad so even if you are slowed a tiny bit you shouldn't be behind the zerg at all =]


what are you retarded? the tanks enable you to do harrassment because they make your natural unbreakable while you spend your money harrassing instead of defending. You can also do siege tank drops which on some maps rape face (lost temple, delta quadrant and shakuras pleateau come to mind)



Yeah you probably know better than ROOT.Drewbie, it's not like he's a progamer or anything; his opinion is essentially invalidated because it doesnt match yours.

Posts like this is why there are so few pro posts in this section of the forum


Pro players can make wrong decisions all the time, they always talk about how they know so little about the game since it's so new and there's so many strats that have been unexplored. Why don't you try to explain or test why you can't siege expand and harass? Instead of blindly following good players.

Because you're spending all your gas on tanks and unless you're planning on "harassing" with pure rines, you can't afford to get any other gas unit while siege expanding. The onus is on you to provide one unit that can harass zerg efficiently.
Official Entusman #21
Praxis1452
Profile Joined August 2010
41 Posts
February 07 2011 03:11 GMT
#38
On February 07 2011 11:49 iAmJeffReY wrote:
It's like rediculous on scrap. if you harass at all decently, and pop the expo queen, by the time I retreat with vikings, I'm already through the rocks on my side, with the scvs just getting pulled to land the vikings and repair as I bust through their rocks. No OLs without speed, with 4 vikings out flying will try to regain map control of the middle rocks, nor the air inbetween. I do a pattern, as any terran would as all zergs place OLs at expo, middle, lower tower, side top of their base, sometimes the island, sometimes middle of the two bases.

2 viking pop, split into (for me) 2 and 3, go seperate ways, pop 2 OLs and then the new queen starts, all OLs get pulled in. Land on high ground, run in pop the queen, hellion up the ramp if you got the ability or no spines.

It's just so dirty of a timing for such a big army. Someone asked why I brought the SCVs in a PM. The medic heals the marines/scv. SCV autorepair obviously keeps tank/viking/medic/hellion alive MUCH longer. That 75-90 food ball that hits at 10-10:30 has too high of a DPS plus healing to be dealt with out losing a substaincial amount of units/OL/queen/spines/expo to compensate for the SCV pull. By CCing in base, you can secure a very safe expansion.

I used to HATEEEE scrap. Now, if I'm gonna prac vs a zerg for the first time, I give em scrap and just work 'em, to make the coming game on metalopolis be a brutal ass kicking (for me =( =( )

I have to ask because my macro hasn't been perfect, can you produce out of the factory and the starport?
HumbleHuman
Profile Joined August 2010
United States7 Posts
February 07 2011 03:21 GMT
#39
Dear lord Jeffrey that build is really good. You are my hero. Been struggling so hard with TvZ on maps where i cant fast expand very easily (Xelnaga, Metal, all of the ptr maps, ect).


Tried it on blistering sands and it destroyed the guy, even though hellion openings generally suck on that map. Props.
We must meet this threat with our courage, our valor, indeed with our very lives to ensure that human civilization, not insect, dominates this galaxy, now and alway*!
ChuckJagoda
Profile Joined January 2011
United States27 Posts
February 07 2011 06:44 GMT
#40
^^You can definitely FE on XelNaga and Meta against zerg and hold it pretty well. I almost always reactor hellion expand on both of those maps, and follow up with a pure mech style
All things go, all things grow
Wulf_Ector
Profile Joined January 2011
Canada37 Posts
February 07 2011 08:54 GMT
#41
I think my favorite part of this is how well ground vikings actually tank baneling hits.
Zoia
Profile Blog Joined November 2010
United States419 Posts
February 07 2011 11:32 GMT
#42
A build I've been using a lot lately against zerg is a Marine,Maruader,Hellion build getting a reactor on the fact and 1 tech lab on 1rax and nothing on the other. Really strong push and allows you to transition easily once you expand.
www.twitch.tv/starcraftsquad - Caster for Playhem.tv
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 08 2011 00:22 GMT
#43
Starshaped -- that was an epiclly dirty harass lol. Those 4 vikings man, something about how rediculously easy they are to micro + snipe OLs and dominate drones. They need 4 queens, at least in my mind, to stop the viking harass.

You could've dropped the fac with a reactor, took an scv off both gas so only 2 in it, and take the rocks out in the center and have 2-4 more hellions.

But, you're way outta my league, so fucking nice harass lol. I can only imagine how frustrating it is. Most zergs are SO stuck to muta on that map, that they don't know what to do when you take that away or delay it so long. That mass is just too strong of a DPS to deal with with slings and queens ya know?

Nice rep dude.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Praxis1452
Profile Joined August 2010
41 Posts
Last Edited: 2011-02-08 04:14:45
February 08 2011 04:12 GMT
#44
http://www.sc2replayed.com/replays/136432-1v1-terran-zerg-lost-temple#rd:buildorder

I experimented a bit that game with cutting hellions out all together and simply going for the fastest vikings. I also tried bunker rushing, but I think that throws my timing off by a bit too much, especially because most decent zergs won't let that bunker complete like it did that game. Killed 1 drone and 6 lings because he threw them at me.

I think I would have won playing normal due to the close spawns anyway, but I actually feel like this is more effective compared to other aggressive techniques on far positions due to them spreading overlords out and your ability to just pick them off.

Opening reactor hellion rarely allows me to kill that many drones against most zergs, but that's just me. idk, seems like spines and queens at the ramp as well as speedlings end that too quickly.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-02-08 06:23:43
February 08 2011 06:09 GMT
#45
The thing is, hellions force roaches, spines, slings, or queens or a bit of all. You can ALWAYS scoot hellions around and take towers, take map control. Slings come out, roast em. I just played a game on blistering vs a fast teching zerg who went pool first -> hatch

Hellions roast about 20 lings, no drones. Vikings killed 2 OLs I think, max. By the time he chased me away, I had 2 tanks, 15 marines, 3 vikings, 1 medic, 10 scvs at his door, 12 minute game, with 3rd tank almost there, 4th out at my base, with 4 more marines and 2 more vikings and expo landed and with 7-10 scvs and a mule at both bases..

Like, seriously. 12 minutes. Still ONLY on 1-1-1 and pushing strong, strong, strong.

It's all about map control and disguising your push as long as possible.


---edit
[image loading]
Probably the last replay because I doubt anyone cares, really. But here it is, 1-1 CC in base, into 1-1-1 reactor hellion -> viking -> marine tank scv medic viking push at 10 min

Shows the general BO, I guess, for the economic CC in base and still not missing a beat on harass timings.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
shadymmj
Profile Joined June 2010
1906 Posts
February 08 2011 06:30 GMT
#46
This is yet another solid and effective opener against a 14 hatch. I think this can take you into master level TvZ easily if you practice executing it a few times...against players that like to leave their OLs hanging around holes, cliffs, back of the base etc. it can easily supply block them for a good while so when the push hits they are almost guaranteed to lose their nat. No high diamond zerg I've played actually anticipated vikings, so more power to me.

Also easily tuned to suit my preferences (earlier stim, less vikings, later CC?). Thanks for the tips.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
darkzuka
Profile Joined October 2009
Peru88 Posts
February 08 2011 08:23 GMT
#47
this also can work to pool/hatchery??
Praxis1452
Profile Joined August 2010
41 Posts
February 08 2011 08:56 GMT
#48
The thing about vikings to me is not only that they tank baneling hits well, but how versatile they are.

4x viking drop on the ground is like an 8x marine drop.

viking (ground)
12 dmg
1 speed

Marine
6 dmg
.86 speed

The viking is barely slower. The best part though is that vikings are mech and so they can be repaired. Since you're already sniping ovies, the number of vikings you get just keeps growing all the while delaying their mutas.

ex. so instead of just trying to actively hunt overlords, you kill the first couple that you see, land in his base kill his queen. If the lings come and you've already killed the queen you can kill a bunch of lings too. Lift up once they get a few good hits in and snipe the ovies that will probably come out of his hatch from you sniping the first 2-3.

Also, I generally try to kill as many ovies as possible, then land, repair, and push. I usually get like 3-5. I just micro my viking taking queen hits away from her while constantly shooting the ovies that they produce.
Zoia
Profile Blog Joined November 2010
United States419 Posts
February 08 2011 09:46 GMT
#49
I try going marauder/hellion with a reactor on the factory while getting a few marines in the mix. Can do a lot of early pressure against zerg and it is easy to expand and transition out of.
www.twitch.tv/starcraftsquad - Caster for Playhem.tv
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-02-08 16:36:32
February 08 2011 16:31 GMT
#50
On February 08 2011 17:23 darkzuka wrote:
this also can work to pool/hatchery??

Yes. Infact, most of my games are against pool before hatch. It just means be more careful with your hellions and don't blindly lose them all as they have speed earlier.

Marauder/hellion is a very, very effective open if the zerg pools first, btw. I believe it's a 1-1 tech swap into 2-1 reactor on fac, 2 tech lab for marauders. I'd always suggest a small SCV pull as it keeps hellions alive a LOT longer.

ex. so instead of just trying to actively hunt overlords, you kill the first couple that you see, land in his base kill his queen. If the lings come and you've already killed the queen you can kill a bunch of lings too. Lift up once they get a few good hits in and snipe the ovies that will probably come out of his hatch from you sniping the first 2-3.

That's exactly what I do. First two go seperate ways to hunt OLs, once the next two pop out I go to find harder OLs and 4 bang em up. At most, a queen will get you down to half life on 1-2 vikings. Go to expo, or main, drop and walk and shit on the queen if possible. If he runs it, pop 4-5 drones lift and run before he comes back.

The 7 range on vikings on the ground is SO dirty. With a hellion marine scv wall, and tanks blasting from the back the DPS is so outrageously high. They have to land 4-5 solid banelings on an improperly controlled ball to deal enough damage to be ahead.


That's the key though, once two vikings pop, and say you get lucky and pop 2 separate OLs, the rest are pulled back, another queen is started, an evo chamber is started. They forgo map control, all you have to do is take the towers with your hellions.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
RukKus
Profile Joined October 2010
United States197 Posts
Last Edited: 2011-02-08 20:53:49
February 08 2011 20:52 GMT
#51
I have been having great success with this build. There are some things I am having trouble with, perhaps you could shed some light.

I've been having equal success vs 1 base (late expo) Z, and FE Z. However, the early speedling into muta builds have given this some trouble. One game I pushed out, and the Z had 8 Muta popping when I reached his base. It took my 12 marines and 4 vikings to take them and the lings out. I was left with 2 tanks vs 2 Queens. The queens transfused (!) each other and dominated the tanks! How do you deal with Mass Muta? Vikings+hellion+tank are all ground... and I had to lift the Vikings to engage the Muta.

I could have still won, as I did burn through his Nat expo and half his drones before losing my push... but here's the second problem: I did not lay an expo before I pushed out, and my attention was focused on microing the push. After he defended, I couldn't recover fast enough before 12 Muta flew in and picked off marines/viking as they spawned. The issue is not my lack of macro but rather my familiarity with this build. I still need to play it. OK, so my official question is: Does this build leave room for laying down a CC before the ~10:00 push? If I had layed down a CC and more production buildings I would have had enough troops to defend and then do a second timing push. It was a VERY close game vs a 2800 Z!
Micro... Kill Kill! Macro ... Build Build! ... Micro ... Kill Kill! Macro ... Build Build... Stim...RAAAAAGE!
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 08 2011 23:29 GMT
#52
You should be hitting BEFORE mutas pop. With early slings, you just have to be careful and work on hellion micro to dominate the early game. Then, with viking harass you should be able to delay the mutas from popping long enough thru drone kills and OL kills to make the push hit RIGHT when no more than 5 mutas pop.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
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