• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:54
CET 07:54
KST 15:54
  • 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
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t StarCraft, SC2, HotS, WC3, Returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle [ASL20] Ask the mapmakers — Drop your questions BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1515 users

[D] TvP Thor/Banshee/Raven/Marine push - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
Klystron
Profile Joined March 2010
United States99 Posts
March 07 2011 11:39 GMT
#41
I've been doing something similar that has just kind of evolved from my cloaked banshee play. Here are two replays from the recent MIT closed tournament of me doing Thor/banshee/raven/marine with a large degree of success.

In both of these games my opponent loses 2-3 times the amount of resources in army and units that I do, which just goes to show you how cost efficient this combination can be.

By no means did I execute this well at all, and my opponents were nothing spectacular. I am only a 1k plat player, but I don't really ladder a lot. One of the opponents was a 2k diamond player, and the other a silver player. Feel free to comment on how bad my macro/micro/decision making was in these games. All criticism helps me improve.

[image loading]

[image loading]

The one big thing is that it can be very hard to defend. I held on just by the skin of my teeth in both games, mostly thanks to mass repair on bunkers and a thor. Normally I get the raven first with the thor to deny observers, and to play mind games. The banshees follow soon after.
antz0r
Profile Joined September 2010
Australia168 Posts
March 09 2011 23:29 GMT
#42
Only ran the strat once but it was super easy to pull off against an unsuspecting toss.
kwan_1984
Profile Joined March 2011
Canada58 Posts
March 10 2011 07:57 GMT
#43
yeah,,, im finding this strat actually work well and even better against zerg,,, especially a zerg that FE.... its basically GG when they do that,,,, well at least for me at platinum leval.... Ive only lost when I was not paying attention,,, roach rush and 4 gate,,,, not scouting the proxy pylons , or bunkering up etc. just stupid noob mistakes,,, other than that,,, im having a killer success rate with this, if I push out at 11 mins,,, its pretty much GG,,,

for zerg i skip out on the Raven,,, and produce an extra banshee.... im really loving this build a lot! very powerfull.... again its sorta all-in ish.... one base,,, not really my style,,,, but its nice to change things up...
Sagolikt
Profile Joined March 2011
Sweden6 Posts
March 10 2011 16:51 GMT
#44
It has worked great for me and I have met very different openings from toss. My micro slips greatly but that doesnt really matter unless I would go up against a master player.

There are some key factors to this tactic. The raven will most likely make the toss blind to what the terran is building, unless he sacrifises zealots or probes.

It's possible there is a good unit combination for a toss player to hold their defenses against this but I have yet to seen it. If the toss goes for 2-3 colossos he will have so few stalkers that the PDDs will defend the banshees when they are hunting down the colossos. And the few stalkers will be walked over by the thors and marines so quickly.

It's also common to have centrys early for toss and they are basically just a complete waste of resources against this composition of units. Some toss players have scouted me when i only have marines and 1 banshee and centry is a good unit to produce when he only knows about that.

I would assume that some sort of stalker/void-ray build is the best way to go for a toss. Maybe throw in some zealots to take cheap damage as well.

As others have said, this is not a one base-all-in. I sometimes throw a CC down at my natural when I move out. It will delay the reinforcements a bit, but you have something to fall back on if something goes wrong.

But I'm only a Platinum player atm, so what do I know?
kwan_1984
Profile Joined March 2011
Canada58 Posts
March 10 2011 19:07 GMT
#45
U dont have to,,, but I always bring 10 or so SCVs with me for the ride...... i have yet to lose a single thor this way. and u still have enough mins and gas witht he mules and left over scvs to continue marine and thor production.
Abandon
Profile Joined July 2007
United States8 Posts
Last Edited: 2011-03-10 20:24:18
March 10 2011 20:24 GMT
#46
@Whoever said this works even better against zerg.

I haven't tried this yet, but I need a decent TvZ build. How does this fare against baneling play?
Twistacles
Profile Blog Joined June 2010
Canada1327 Posts
March 10 2011 20:38 GMT
#47
I just tried this and got completely owned. Void/Collosus just kills this
"If you don't give a shit which gum you buy, get stride" - Tyler
matrius
Profile Joined February 2011
100 Posts
March 10 2011 21:27 GMT
#48
ya, if you see void/colosus, you should switch it up a bit. I would recommend doing some kind of harass (w/hellions - you can use hellions instead of marines), and use 1 scan to try and get a sense of what they are up to. If they are going VR/Colossus, its better to go vikings, which are hard/soft counters for those two units. The fact that they can attack the vrs make a huge difference, and the extra range vs colossi helps too. If they are doing VR/Colossi, then they won't have as many stalkers.

As well, when done killing the VR/Colossi, just put your vikings on the ground. 1 Viking == 1 Stalker.
Tynan
Profile Joined December 2010
Canada111 Posts
March 10 2011 21:49 GMT
#49
Seems Protoss could get a lot of mileage out of abusing mobility vs this build instead of simply smashing into it head on at their base. The same way Z deals with tank marine rolling across the map. Hit it before it arrives. Consider:

-Thors are slow as hell.
-PDD doesn't move.
-No Stim means Collossi and Stalkers have good hit and run potential vs Marines.

If you can see them moving out, then engage them with Stalkers enough to make them drop a PDD or two in the middle of the map, you can then just run away.

Even further, with some mass Blink stalkers you might be able to just send half the army to blink into the base and smash stuff while the other half plays scrappy and tries to delay the Thor push. Get a head start on the base trade.
Creativity... Go!
LaserTurken
Profile Joined January 2011
Sweden17 Posts
March 11 2011 00:51 GMT
#50
http://www.teamliquid.net/forum/viewmessage.php?topic_id=185618

Oh hey, nice army you got th.. PSI STORM! FEEDBACK!
kwan_1984
Profile Joined March 2011
Canada58 Posts
March 11 2011 03:25 GMT
#51
Well against Bang play,,, thats mostly what i see these days anyhow.... WHen I first started this build last week,,,, it would just hardly win,,,, but If u can snipe the bangs with your banshees, and micro your 30 rines or so to avoid bang attacks,, u shjould be golden,,, dont forget to rally more banshees, marines and thors.... but 4-5 banshees have an easy time with the bangs I find....

Usually after they lose the first set of bangs to the banshees,,, they basically give up on that strat, i have yet to see a persistant zerg constantly going bangs after he gets his first batch just annhilated.

I always fly my banshees in first if i know they are going speedling/bang play.... obvi micro away from queens..... if they have mutas and bangs,,,i always just take my thors up with the banshees,,, once the bangs are done,,, then bring in your whole fleet of marines, its GG from there...


I cant really find a good reason to make the raven, maybe if u see heavy muta play, but at this point in time,, u rarely see to many of them..... 95% of the time (mind u this is in platinum low/diamond leval). once they see your walled off and not expanding,, they will go for the FE,,,,, when u hit,,, all they usually have is a bunch of speedlings/bangs/roaches or like 4-6 mutas... I have an easy time winning when they FE. I have yet to come upto a roach rush,, but obvi if u see any of this cheese about to happen just throw down some bunkers,,,, taht should but u enough time until your first banshee comes out to play.....

I have only played maybe 10 or so zergs with this strat, so take my advice with a grain of salt as of right now,,,, but the out come has been the same. I have an easier time with zerg than I do protoss with this strat.

Im loving it though.... the only time I lost was when i first started playing with the strat and messing it up, and when I was not paying attention and got 4 gate, warp rushed on a crappy close distance map. Again my mistake........
b0urne420
Profile Joined December 2010
Canada112 Posts
March 11 2011 03:41 GMT
#52
tank/marine/raven/banshee works better imo

http://www.sc2replayed.com/replays/148891-1v1-terran-protoss-metalopolis

its just a polt push, nothing new. but i think its safer than thors.
kwan_1984
Profile Joined March 2011
Canada58 Posts
March 11 2011 04:21 GMT
#53
I donno, against zerg and toss i always prefer thors,,, prolly just due to their versatility. and thors are really good against mutas
matrius
Profile Joined February 2011
100 Posts
March 11 2011 21:58 GMT
#54
On March 11 2011 12:41 b0urne420 wrote:
tank/marine/raven/banshee works better imo

http://www.sc2replayed.com/replays/148891-1v1-terran-protoss-metalopolis

its just a polt push, nothing new. but i think its safer than thors.


I disagree. I watched the replay too, the main reason you won was macro - you were up 1000 minerals in army size when you fought, which means you could have almost anything in your army and still win.

2 thors are stronger than the 4 tanks you had, 2 thors would do more damage, and cost slightly less. Chargelots aren't as much of a problem, they can't be lifted up by phoenix, they break through force fields, can fire at flying stuff, don't damage your own army with splash and don't require any micro really. You can't be surprised and caught unsieged and lose because of it, and they can be more easily repaired, if you bring along scvs (tanks don't have as many HP, so will off die to focus fire without repair doing much, but not so for thors).

I'm not saying that tanks aren't good, but in smaller numbers I prefer Thors. If you had 10+ tanks, well, thats a different story.
OlorinPA
Profile Joined December 2010
28 Posts
March 15 2011 22:47 GMT
#55
On March 11 2011 06:49 Tynan wrote:
Seems Protoss could get a lot of mileage out of abusing mobility vs this build instead of simply smashing into it head on at their base. The same way Z deals with tank marine rolling across the map. Hit it before it arrives. Consider:

-Thors are slow as hell.
-PDD doesn't move.
-No Stim means Collossi and Stalkers have good hit and run potential vs Marines.

If you can see them moving out, then engage them with Stalkers enough to make them drop a PDD or two in the middle of the map, you can then just run away.

Even further, with some mass Blink stalkers you might be able to just send half the army to blink into the base and smash stuff while the other half plays scrappy and tries to delay the Thor push. Get a head start on the base trade.


I don't think that would work all that well. You can't abuse the mobility while the terran is holed up in his base. Your only window is while the terran army is moving to your base...and your game plan is to split your army up? So what if you are attacking my base? I'm planning on winning with this one single push (and it is nasty to hold...there is no way you will hold it if you split your army up). And besides, terran...floating buildings...usually not a good idea to go for a base race unless you have a significant advantage. I mean the whole point of this build is to go in with the one push and wreck shit. You can't delay it. I'm going to push on to your base regardless of what you do to try and stop it. A far more sound tactic would be to manage to hold the push after an FE. Then you are lightyears ahead. But I have yet to run into a protoss who has managed it successfully. The only thing that gives me trouble is a 4 gate.
Co-lol-sus
Profile Joined December 2010
Bulgaria141 Posts
March 15 2011 23:17 GMT
#56
Couldn't this build be crippled by an early gas steal?
"You hatchet faced nutmeg dealer!" - Stephen Douglas to debate opponent Abraham Lincoln
kwan_1984
Profile Joined March 2011
Canada58 Posts
March 15 2011 23:21 GMT
#57
Not really,,,, u can get by off one gas, by the time u even need the second gyzer u have enough rines to take it out.... toss try to do it to me all the time,,, useless, and just sets them back 70 mins
kwan_1984
Profile Joined March 2011
Canada58 Posts
March 15 2011 23:28 GMT
#58
When i see a 4 gate, i swap up the build order slightly,,,, it will add on some time to your build,, but it will save your butt.... I have had to do it a couple of time,, because once I just got my asss beat when a guy went 4 gate on me,,, and i wasent quick enough with the bunkers.... my fault for shitty scouting.

Anyways,, in the past, i always found 2 thor pushs, always held off 4 gates very well. So i found, if I saw a 4 gate happening, id get my armoury right after the fact and get out one thor.... then continue on witht he build.... One thor plus the marines, will hold off the 4 gate rush welll... of course with some repair scvs,, if u feel more comfortable get some bunks.

OlorinPA
Profile Joined December 2010
28 Posts
March 16 2011 20:39 GMT
#59
I've since slightly altered the build. Since such a build is vulnerable to a well executed 4 gate, I've started using a scan rather than dropping a second mule. The scan hits about 30 seconds before the last three gates finish. If you see a 4 gate, drop a second bunker and add barracks rather than tech. The nice thing is, if you don't scout a 4 gate or some other form of early aggression, you can go ahead and salvage the first bunker and make back a lot of the money you lose from the mule. The end result is that you can scout an incoming 4 gate much more easily without slowing down the build at all.
OlorinPA
Profile Joined December 2010
28 Posts
March 16 2011 20:41 GMT
#60
On March 16 2011 08:17 Co-lol-sus wrote:
Couldn't this build be crippled by an early gas steal?


Not unless you double gas steal. You don't need the second gas until after you start the factory. A gas steal will slow it down somewhat, but it certainly won't cripple it.
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
ProLeague - RO32 Group B
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 148
NeuroSwarm 110
StarCraft: Brood War
Zeus 522
sorry 104
League of Legends
JimRising 603
Counter-Strike
Coldzera 311
Super Smash Bros
hungrybox847
Mew2King35
Other Games
summit1g20719
fl0m555
WinterStarcraft489
ViBE135
Hui .71
Models3
Organizations
Other Games
gamesdonequick678
StarCraft: Brood War
UltimateBattle 22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1625
• HappyZerGling136
Upcoming Events
OSC
2h 6m
Wardi Open
5h 6m
Wardi Open
9h 6m
Replay Cast
16h 6m
WardiTV Korean Royale
1d 5h
Replay Cast
2 days
Kung Fu Cup
2 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
2 days
The PondCast
3 days
RSL Revival
3 days
Solar vs Zoun
MaxPax vs Bunny
[ Show More ]
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
Replay Cast
3 days
RSL Revival
4 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
4 days
CranKy Ducklings
5 days
RSL Revival
5 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
5 days
BSL 21
5 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
BSL 21
6 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.