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TvT is my strongest matchup and I usually push early with tanks. The few things who can give me issues:
- Banshees (I always prepare for it but sometimes if you pull one out real fast it can be tough to have turrets/vikings in time) - 3 rax/bunch of marauders (depends on the map here, on open areas it can work but on closed chokes/ramps it will die) - Tanks - Early drop (most terrans are NOT ready for this)
In general just scouting and being prepared for it should make you ok.. just don't get walled in your base with sieges/turrets outside your base.. 
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Try the iEchoic tvt build
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On February 23 2011 07:56 RukKus wrote:Show nested quote + • Think about it as if it were real life - Imagine you're trapped in a Wal Mart with a group of friends and their is another group of people who have sworn to kill you. They are actively trying to kill you. - How important would it be to know where they are at all times? - How important would it be to know what materials their collecting off the shelves? - How important would it be to engage them when they are at their most vulnerable?
Hope this helps.
Questions on scouting: Marine or SCV for scouting key positions on the map? Marine early game and SCV when saturation has been met? Early and mid game, how often to scan? 2 mule 1 scan rotations?
In the super early game I use my scouting SCV. But beyond super early game it should always be marines. Marines and SCVs have the same cost but the SCV is an income earning position, the Marine is a military unit - it's job is recon, and combat.
Once you start setting up surveillance with Marines you can never go back. You can literally see everything. You'll spot every drop. It's awesome. Obviously this does not work so well in TvZ if the Z is good about his patrols. You should also be doing this in TvP.
Always MULE in early game if you are not confident in what you're opponent is doing. Either use a timed reaper to get in his base, or a timed scan when he should have devoted a tech path.
In late game you want to constantly scan your enemy's army and try to catch it out of position.
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I usually go 1 Barracks FE. As soon as the CC goes down, double gas should go down immediately after, followed by factory and starport.
I then get siege tanks, siege mode and 1 viking while saving up a scan. I'll patrol the most common drop route and see if I can catch a medivac. If its banshees, I have a scan saved up and a viking. You can also get an ebay and put up 1 turret to deny it.
If he goes fast tanks to start a contain, just don't panic. Your economy will be stronger, so it is only a matter of time before you gain air control and push him out. Just be as cost effective as possible. Some contains are scary, some are just little pokes that are annoying. Just remember its never cost effective to run your army into tank fire to break a contain.
Edit: I've also been getting +1 on turrets lately in TvT. I find it helps when your opponent uses banshees or nukes to try and break a contain. On top of that, it helps you maintain air control.
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Well, I do siege tank push all the time vs T, and I win 8 out of 10 times with my matchups. I will analyse from this angle so hopefully you understand the mechanics of how a seige tank push works and knows how to counter it.
1) Seige tank push works best if you see your opponent walling off. As soon as I spot the wall off I go seige push. Cos that normally means I can put a seige tank outside of chok and just blast right out at the buildings causing your barracks and depots to hurt and eco as well when you start repairing. I even leave a scan open when I am at the doorstep of my opponent so the tanks get to blast away more things in sight or when a cloak unit comes. So to avoid that, don't wall off, unless you want to hide your early Ports/Ghost...
2) Seige tank push aims to contain oppenent early so one can expand. So to counter it is to make sure you scout and when you spotted anything coming, proactively move your forces out to welcome your opponent. Tanks are vulnerable and they are rather easy to take down when they are not seiged, so go and greet your opponent actively can take down the tank real quick. Remember - the tank is the most valuable asset of a seige push, so you take it down, you are ahead.
3) Drops - it works and I had lost to hellions drop before. What I now do is instead of 2 tanks push, I leave one tank at home to seige for defense. Have that option in your mind.
4) Banshees - it does work, but normally a tank will be surrounded by a group of marines, so you need normally 2 banshees to take down one tank group (giving up one) if they are uncloaked. You can equally fly your banshees to your opponent base to harrass. That is somewhat all/nothing cos if you go early banshee you will likely to have little to no other forces to defend. Keep pumping out marines while you fly your banshee out as that is your own ground response available. I as a tank push user, counter that by getting vikings in base and an extra scan unused.
5) Counter with Siege tank - learn how to seige tank push so you know the timing of it. It's really quite easy to handle. It's basically an orb-comm open then go 1-1-1 with 100gas on factory. The reason I go for a starport early instead of an extra tank earlier is it gives me option to go vikings or medic. Both also gives me vision when I blast away to a wall-off.
My first post, sorry for a long one. I hope this helps.
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On February 22 2011 11:36 Krasso wrote:Show nested quote +On February 22 2011 11:15 Ayjayz wrote: In that replay, you basically just failed to respond adequately. After his first push, you both had the same SCV count, nothing changed there. After that though, your macro and micro start slipping. You didn't produce vikings fast enough, and there was no reason to run your tank away from his - an unsieged tank actually has better dps than a sieged tank and you could have easily assigned a few scvs to repair it if the vikings landed.
Your raven also did nothing, which is a real shame considering how expensive it is.
Also, if you want to go blue flame, go for that EARLY and you need to drop to make up for how expensive it is. Otherwise, go for siege mode - your timing on blue flame was a little ridiculous! "I'm getting siege tank pushed, I know! I'll upgrade my hellions anti-light capabilities!"
So: get siege mode earlier don't stop pumping out vikings and tanks 1v1 unsieged > sieged tank keep ravens alive and use PDD for viking battles Its just funny, cus i feel like everyone i ask answers something different. U tell me to get siege mode early, day9 tells me to wait untill i need it. u tell me to get vikings early, people tell me to get something to harrass with (in TvT) TvT just feels like a rock-paper-scissors match-up to me >_>
As long as you play standard siege, there's really nothing to worry or something that needs to be changed. If you do something fancy like 2-3 early hellions, quick raven??? quick vikings?? (dunno just saying) you might not be in ok shape but it's still manageable.
When for some reason he tries something really stupid like few marines, 2 tank contain, you break it by pulling some scvs and you're actually ahead.
This is just generic advice, i'll look at replay when i get home.
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today's adebisi YouTube has a 3 game Korean sc cast and game 1 is a tank and 8 marines rush with siege completing as he arrived. He sieges up in the natural and tries to scan to see the high ground. His opponent had a bunker and a tank, .,, and a game winning banshee that killed 17 scvs at the attackers base, and gg..
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Cloak banshees work very well
I think you have to know about TvT is that any mobile army will lack detection so take advantage of that. This applies the same as bio balls. What you have to be careful of is if the contain lasts too long and he starts getting turrets up.
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hellion and later banshee really seems to shut it down, try that. works for me atleast
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I have heard that mass marines is the best tactic. The marines are general purpose units and together with good micro, can be an unstoppable force. Because they are general purpose units they are good at doing pretty much everything. So mass marines is the new generation of sc2. You should do it too. It is particularly good at tanks, as they have slow reload, and can only hit on at the time.
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Really o.o you brought up a 3 month old thread to say that.
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On February 23 2011 11:58 Terminator(471) wrote: Try the iEchoic tvt build
OP said he was looking for something standard I think? iEchoic is definitely not. I also use it and I don't think I've ever lost to any tank play, lots of base trades though.
Also that I've seen so much BM from using that build its ridiculous.
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"Really o.o you brought up a 3 month old thread to troll?"
Fixed
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I have a specific Build order that I use to specifically counter a few different T v T openings. I feel like TvT is based on GREAT decision making with some position advantages and unit control. The opening I use is a lot more defensive then offensive. I hope to win the game with better decision making on more then 2 base.
The openings that I counter with this build are the following -Early tank aggression -2-3 Rax SCV pulling all ins. -Banshee Open
The build: In short it’s a 1/1/1 raven open some keys to the build are the following. With standard Gas and supply depot timings for TvT, I don’t want to put a full supply BO.
-Constant SCV production -After barracks is done constant marine production -After 3 marines are built I start a bunker at top of ramp so when 4 marines are finished I can hop inside. (This prevents marines/rauder allins) -Right when my Factory completes I Build a tech lab on the factory while starting my Starport. -Right when techlab on Factory completes I start a tank. -Right when starport completes I build a tech lab on the starport. And when the techlab completes you should have about 185 gas , right when it its 200 build a raven. -Once the tank is completed I keep it by my mineral line with a few marines. Just in case there is a drop. -With my next 100 gas I start researching siege mode.
At this point you have a lot of versatility going into the mid game.
If he opens banshee you have raven/marines. If he comes w/ siege tanks all you need is the one siege tank siege at your ramp. Continue siege production and prepare an in base expansion and use your raven for spotting. I even like to get one banshee and start picking off his tanks and push him back to take your expo.
In your specific scenario I would get a banshee of my one and MAKE SURE IT DOESN’T DIE! Micro a round pick tanks off while getting a second barracks. After my banshee completes I lift off my starport and switch it for barracks for stim / combat shield upgrade. Get a medevac out of the starport and start harassing him, after all he is outside your base and most likely can do some damage in his base w/ 8 marines /w stim. AS LONG as you have vision w/ raven and 1-2 tanks at ramp you will be fine and use that banshee to get him to pull back.
NOTE- one of the openings that I somewhat have a hard time w/ is blue flame hellion open. If I scout it in time i like to get 1 or 2 mauraders w/ slow in my min line. If I don’t scout it in time I atleast put my depots around the outskirts of my base so I can see the drop coming and position my tanks / marine that I put in my mineral line to soak the damage rather than my scvs. Use 3-4 scvs to trap the hellions, you can afford to lose 3-4 scvs, just not 10-15.
I’m no pro, but this is what I do.
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On May 21 2011 01:21 Perfect wrote: did i get trolled?
I think so, my friend. But it still might help people stumbling upon the necro.
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I always get flustered when people use the word rush. Its not a rush but an attack. People just assume that the game should be a turtle fest.
Really the best way to not die to an early tank attack without also going for the fast tank is to take map control and intercept the attack with alot of marines or marine hellion.
Personally i like to go 1 rax expand. Drop both gases asap get a second rax and pump hellions. You then simply move around the map and prevent them from sieging near your base.
EDIT: If they siege near you base just split and move next to the tank while your hellions clean the marines.
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