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[G] Warden’s TvP 1:1:1 into "Terran Death Ball" - Page 10

Forum Index > StarCraft 2 Strategy
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Prev 1 8 9 10 11 12 24 Next All
Daimai
Profile Blog Joined July 2010
Sweden762 Posts
June 17 2011 08:59 GMT
#181
Well, time to switch my sig to terran then...
To pray is to accept defeat.
pedduck
Profile Blog Joined August 2004
Thailand468 Posts
June 17 2011 10:56 GMT
#182
Going to watch everything you post, thanks
ThisisRaider
Profile Joined March 2011
Namibia153 Posts
June 17 2011 23:21 GMT
#183
Isnt this a build similar to yours?


I also tried the build in a few games, (won them all) really liked it, still I prefer my mobility. Im guessing its really strong with a easy to defend 3rd, otherwise.. Id go standard play instead.

Still a awesome build I enjoyed allot!
Blueflame helions is not a good choice unless you go mech (which is not a good choice).
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
June 17 2011 23:33 GMT
#184
No, this 10 minute Marine Tank Bunker push is something completely different
sirrobert5
Profile Blog Joined December 2010
United Kingdom62 Posts
June 18 2011 00:02 GMT
#185
anyone else having problems seeing the replays?
Amui
Profile Blog Joined August 2010
Canada10567 Posts
June 18 2011 00:16 GMT
#186
As a question, because I 1gate FE in further positions/bigger maps, is the way to not autolose to the thor rush is saccing the nexus and then countering/containing in a bit because you've pulled 12 scv's for 2-3 minutes? A 1 gate FE should've paid for itself, and an oversaturated main, so the only problem is production.
Porouscloud - NA LoL
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
June 18 2011 00:18 GMT
#187
On June 18 2011 09:16 Amui wrote:
As a question, because I 1gate FE in further positions/bigger maps, is the way to not autolose to the thor rush is saccing the nexus and then countering/containing in a bit because you've pulled 12 scv's for 2-3 minutes? A 1 gate FE should've paid for itself, and an oversaturated main, so the only problem is production.


Can't you beat thor rush with DTs ?
WorkerRush21
Profile Joined June 2011
United States6 Posts
June 18 2011 01:45 GMT
#188
Great guide Warden!
The only thing I'm concerned about is if I flat out lose my army then it will be hard to make another one fast enough but if I get steamrolled that bad then I'll prolly lose no matter what I do.
"Be a visionary and maybe you can see your name in the column of obituraries"-Talib Kweli
Dudemeister
Profile Joined July 2010
Sweden314 Posts
June 18 2011 05:46 GMT
#189
Love the build, thanks for sharing.

My biggest problem is using pdd, emp, siege up and stim when I engage. It's super hard for me and quite tedious to split the army in to 4 hotkeys.
chickensnack
Profile Joined August 2010
United States21 Posts
June 18 2011 06:11 GMT
#190
How many tanks do you get with this build? In what manner do you use them? Offensively/defensively?
WardenSC
Profile Blog Joined November 2010
Canada210 Posts
Last Edited: 2011-06-18 06:22:15
June 18 2011 06:17 GMT
#191

Can't you beat thor rush with DTs ?

You wouldn't be able to tech to DTs in time against thor all ins if you are 1 gate expoing.

How many tanks do you get with this build? In what manner do you use them? Offensively/defensively?

It would really depend on whether you are up against HT or colossus based army. Vs colossus army you would want more vikings and vs HT army you would want more tanks (and only 1 or 2 vking to provide sight for your army).

I also appreciate everyone helping out each other to perfect this build
Dudemeister
Profile Joined July 2010
Sweden314 Posts
June 18 2011 07:06 GMT
#192
On some maps banshees are hard to use to great effect. Mostly because of lack of airspace behind the bases. What would you recommend then? Go straight to siege tanks and expand?

Most of the time the combined kills of my banshees are only like 6-10. Was it still worth it then?
I guess keeping the opponent in his base has a lot of value, but at the same time he can't really attack in to siege tanks either.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2011-06-18 08:56:36
June 18 2011 08:55 GMT
#193
Great guide, very detailed. I rarely used hellions in TvP, but will try doing so now (they're a really underused unit).

I'm not sure if I agree with putting MM and hellion on the same hotkey though... stutter stepping with hellions in the same group means they will never fire because of their delay animation, and needing to select all your marines and marauders (instead of hitting a control group) to stutter step with in a fight wastes valuable time. Of course, it all depends on your own comfort level I guess.
stipe145
Profile Joined December 2010
764 Posts
June 18 2011 13:02 GMT
#194
Seems Bratok is using a similiar build against Socke at Dreamhack on Shakuras. Early expand-1-1-1-2 Barracks - Second Factory - Helions.
eourcs
Profile Joined February 2011
United States459 Posts
June 18 2011 13:59 GMT
#195
On June 18 2011 22:02 stipe145 wrote:
Seems Bratok is using a similiar build against Socke at Dreamhack on Shakuras. Early expand-1-1-1-2 Barracks - Second Factory - Helions.


it was pretty much the same build. bratok also did the 0/3 thor hellion strat vs morrow that synyster posted. Seems like bratok has been reading the strat forum :D
Masters Terran | Strelok after losing to Kas' BCs "FUUUUUCK" *Stream Offline* | "Fuck hellions. Fuck them in the ass" IdrA
edzwoo
Profile Blog Joined June 2006
United States469 Posts
Last Edited: 2011-06-18 16:28:03
June 18 2011 16:21 GMT
#196
Hi Warden,

I was watching your replay vs Slog, and I noticed while you're transitioning into your bio/mech army, there seems to be a lull around the 10min mark when you swap your rax and starport. For about 2 minutes you weren't pumping out of your starport and you didn't make a tank out of the tech labbed factory. It's also during this time where you put down 2 more rax.

I assume you acknowledge that during the period you're taking your nat you can't support producing out of all your facilities? I guess the swapping was important to produce marauders and research stim, and your factory was used to research blue flame. It just seemed a bit unrefined, although I guess people don't calculate build orders into the midgame and usually just go with the situation.

edit: For example, you mention to make a 2nd factory and add a reactor, but it seems your reactored starport was not building anything. Wouldn't it be more refined to swap your starport off of the techlab into nothing and build the factory on top of the reactor?
ThisisRaider
Profile Joined March 2011
Namibia153 Posts
June 18 2011 16:42 GMT
#197
On June 18 2011 08:33 Catch]22 wrote:
No, this 10 minute Marine Tank Bunker push is something completely different


Yes but if Warden is not quite sure what the tosser is doing, he starts with a Raven. That bunker at the front wont help much vs what you would see in the replay. I was just posting that comment for the two who posted before me. A fast observer and something similar is what they could try if this bothers them too much.
Blueflame helions is not a good choice unless you go mech (which is not a good choice).
zdragon
Profile Joined January 2003
United States150 Posts
June 18 2011 16:43 GMT
#198
Watched replays, they are almost all one base or two base allins. Do you have any demonstrations of this in an extended macro game where the P doesn't fall over in one push?

I'd like to see how you hold 3-4 bases, how you react to P army movement and pressure in that scenario.
RobCorso
Profile Joined May 2011
United States111 Posts
June 18 2011 17:08 GMT
#199
I'm gonna have fun trying to deal with this T_T
We make expand, then defense it-WhiteRa
LicH.
Profile Blog Joined April 2011
China235 Posts
June 18 2011 18:08 GMT
#200
On June 19 2011 01:43 zdragon wrote:
Watched replays, they are almost all one base or two base allins. Do you have any demonstrations of this in an extended macro game where the P doesn't fall over in one push?

I'd like to see how you hold 3-4 bases, how you react to P army movement and pressure in that scenario.


Good luck playing against protoss without utilizing 1 or 2 base timing attacks.
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