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[G] Warden’s TvP 1:1:1 into "Terran Death Ball" - Page 15

Forum Index > StarCraft 2 Strategy
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bylex
Profile Joined May 2010
Brazil27 Posts
June 30 2011 15:39 GMT
#281
Oh, and just for the record, watch replay #18


In a near 200/200 battle, the “Terran Death Ball” crumples his HT/colossus protoss army.


Is that late-game enought for you nav..the other guy?

Cheers
SolveN
Profile Joined September 2010
Canada43 Posts
June 30 2011 15:46 GMT
#282
I just Thor all-in'ed a 1 gate expansion Protoss and it felt great. Thanks Warden!
naventus
Profile Blog Joined February 2004
United States1337 Posts
June 30 2011 15:55 GMT
#283
That's why I said you are clueless. You don't actually understand the game at a level where you can see the flaws in your reasoning.

Come back when you understand that dropping rax at 9-10m you will be behind in every area to the P. When will you complete the transition? P will be ready to fight at 13-14m, stim will be done in time, but that's only 6-8 production cycles of units. 20 bio units? So you can't move out, P takes a 3rd and denies you your 3rd. Then you get to play like warden and sit 2 base to 200 and hope for P to fuck up.

Notice how he refuses to post any losses, or true macro games?

The other half of your army is tied up into subpar trash like tanks and banshee. Upgraded gate is directly superior to those units. P will have: larger gate count, upgrades complete, critical tech complete. Nothing prevents you from throwing down barracks, but that is that inferior decision against a competent player.
hmm.
bylex
Profile Joined May 2010
Brazil27 Posts
June 30 2011 16:39 GMT
#284
I never said this build was perfect, but it seems you are saying it's a complete failure, backing it up with too much theory.

I've played this build many times (don't know if you have) and every time I lose (yes, builds fail) I watch the replay to try and tune it up, try to make it better somehow, or even get to know its repairless flaws.

I don't see the point of flaming the effort of a fellow player that's to trying to bring to the table something other then 1 RAX - FE to mass MMM and opening up possibilities for a more interessting and fun game.

But hey, I guess we just won't agree on anything. The difference is I'm not prepotent to assume you are a clueless player; thats called respect. After all, I barely know you...

Cheers
AUGcodon
Profile Blog Joined February 2011
Canada536 Posts
June 30 2011 16:59 GMT
#285
Wait I thought warden never really claimed this to be a true macro build because of the ee-han timing. arguing this is a macro build is bit pointless as this build depends entirely around the 150 food push. That said, I do think this is a powerful 2 base attack that depends entirely on the control from both sides. The fundamental problem with biomech is how to get to end game with a robust economy. I think getting 3 bases running is alright on some map like creavesse or Terminus where you only got one entrance. From there drops need to slow down his economy, at least you got both BF and rauders at your disposal. The problem is moving out to secure the fourth and engagements. Raven's pdd is essential to the success of this build and I doubt the toss is going to politely let you set up in front of his base :D. But I don't think its entirely fair to dismiss biomech quite yet as the potential are there.
2809-8732-2116/ Fighting/ Mienfoo, Tyrogue, Sawk
Intricate1
Profile Joined May 2011
169 Posts
June 30 2011 17:02 GMT
#286
On July 01 2011 00:55 naventus wrote:
That's why I said you are clueless. You don't actually understand the game at a level where you can see the flaws in your reasoning.

Come back when you understand that dropping rax at 9-10m you will be behind in every area to the P. When will you complete the transition? P will be ready to fight at 13-14m, stim will be done in time, but that's only 6-8 production cycles of units. 20 bio units? So you can't move out, P takes a 3rd and denies you your 3rd. Then you get to play like warden and sit 2 base to 200 and hope for P to fuck up.

Notice how he refuses to post any losses, or true macro games?

The other half of your army is tied up into subpar trash like tanks and banshee. Upgraded gate is directly superior to those units. P will have: larger gate count, upgrades complete, critical tech complete. Nothing prevents you from throwing down barracks, but that is that inferior decision against a competent player.



have you ever thought your problem with this build is your not a top #20 Grandmaster or playing in that league?

you obviously care if this is a so called "All-In" or not, You do realize that as you reach the highest level of competition and the skill levels begin to converge It becomes more and more correct to push thinner and thinner edges in order to win. Who cares if the strategy ends with an all-in, if thats the choice to win the game then its stupid not to make it.

naventus
Profile Blog Joined February 2004
United States1337 Posts
Last Edited: 2011-06-30 17:19:51
June 30 2011 17:16 GMT
#287
Can you read my posts more carefully if you are going to spout kneejerk shit? Instead of trying to comprehend my points, you just exaggerate it into strawmen.

I have no problem with this being an allin, it absolutely takes advantage of timing, and it's definitely a nice strat to have in the toolbox. I don't think it's a failure, I think it's an excellent analysis of how to make 111 work. In fact, I've made this position clear in earlier posts.

But it is a lie that this is a scalable build. It's a lie that it's an adaptive build that can respond to a solid macro game by P. That's all I'm trying to bring to light.

The problem is that you care more about perceived respect than about objectively understanding the game.
hmm.
Switchy
Profile Joined June 2011
343 Posts
June 30 2011 17:27 GMT
#288
On July 01 2011 02:16 naventus wrote:
Can you read my posts more carefully if you are going to spout kneejerk shit? Instead of trying to comprehend my points, you just exaggerate it into strawmen.

I have no problem with this being an allin, it absolutely takes advantage of timing, and it's definitely a nice strat to have in the toolbox. I don't think it's a failure, I think it's an excellent analysis of how to make 111 work. In fact, I've made this position clear in earlier posts.

But it is a lie that this is a scalable build. It's a lie that it's an adaptive build that can respond to a solid macro game by P. That's all I'm trying to bring to light.

The problem is that you care more about perceived respect than about objectively understanding the game.



Agree with this.
With this build you have to kill or cripple the protoss in the 150 food attack(or before that). Fact is the higher up you come the better P players are at not dying to this push. I've played a similar style for a long time (biomech) but it always feels a bit gimmicky.

Fun strategy that i like to use myself and can win you a lot of games but its just not a solid longterm strategy in my opinion.
MrASAP
Profile Joined May 2011
United Kingdom63 Posts
June 30 2011 17:43 GMT
#289
nice guide!
4Servy
Profile Joined August 2008
Netherlands1542 Posts
Last Edited: 2011-06-30 22:43:22
June 30 2011 21:44 GMT
#290
Terran is underpowerd when using tech so dont use tech its that simple. If you tech to not do a big timing push and then start using bio might aswell use bio from the start.
SKaREO
Profile Joined September 2010
Canada58 Posts
July 04 2011 04:26 GMT
#291
I developed a build that beats Protoss 95% of the time and someone told me I was using Warden's build. Anyway, I had to come see this build and now I realize he was wrong, but not entirely.

I open cloak banshees, mainly because it counters every Protoss build that doesn't include a robo facility. Second, I build a Raven after the banshees to snipe their observer and start massing energy for PDDs. You wouldn't believe how effective mobile detection is in this match up, Protoss really can't play very well when they are blind, and it keeps them in their base in fear to move out because of the banshees+raven.

Now, while constantly building marines and Hellions early on, I will research Blue Flame and throw down a Ghost Academy. I'll add a Medivac in my composition for drops and to heal forces after engagements. After Blue Flame is completed, I swap the Factory on the reactor from Barracks and by now have 2 tech lab rax, 1 reactor factory, and 1 tech lab starport.

This is when I destroy the rocks and, using superior army composition, hold map control. Should have roughly 8 BFHellions, 16 Marines, 4 Marauders, 2 Ghosts, 1 Raven, 2 Banshees, 1 Medivac. Throw your 3rd up at the gold, build 4 more rax, 1 more factory, armory, another starport. If its collosi get mass vikings, and if its templars, get thors and more ghosts.

The blue flame hellions are the backbone of this strategy. Not only do they serve as phenomenal harassment tools, melting mineral lines during larger engagements while the opponent is distracted, but they also melt the three most deadly Protoss units to a Terran: Zealots, Sentries and High Templar. Not only the MASSIVE bonuses they get to damaging light units, their splash damage will not cause friendly fire!

I do not use tanks very often in this match up for that reason, and because Zealots cause tank fire to splash on your forces and they are immobile, therefore forcing your army to hold engagements instead of being able to easily retreat while psi storm is melting them. To counter Stalkers you have Marauders and PDDs.

That's my 2 cents.
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naventus
Profile Blog Joined February 2004
United States1337 Posts
July 04 2011 04:53 GMT
#292
When is your CC in that build? It feels like around 7-8m?

What happens against P builds that get exp at 5-6m, with obs in time for cloak?

And re: hellions, do people understand that a BF hellion needs to hit 2 light targets to breakeven with marine DPS? And you would need to hit 6 targets to breakeven against nonlight.
hmm.
GoonSack
Profile Joined January 2011
New Zealand36 Posts
July 04 2011 05:29 GMT
#293
On July 04 2011 13:26 SKaREO wrote:
I developed a build that beats Protoss 95% of the time and someone told me I was using Warden's build. Anyway, I had to come see this build and now I realize he was wrong, but not entirely.

I open cloak banshees, mainly because it counters every Protoss build that doesn't include a robo facility. Second, I build a Raven after the banshees to snipe their observer and start massing energy for PDDs. You wouldn't believe how effective mobile detection is in this match up, Protoss really can't play very well when they are blind, and it keeps them in their base in fear to move out because of the banshees+raven.

Now, while constantly building marines and Hellions early on, I will research Blue Flame and throw down a Ghost Academy. I'll add a Medivac in my composition for drops and to heal forces after engagements. After Blue Flame is completed, I swap the Factory on the reactor from Barracks and by now have 2 tech lab rax, 1 reactor factory, and 1 tech lab starport.

This is when I destroy the rocks and, using superior army composition, hold map control. Should have roughly 8 BFHellions, 16 Marines, 4 Marauders, 2 Ghosts, 1 Raven, 2 Banshees, 1 Medivac. Throw your 3rd up at the gold, build 4 more rax, 1 more factory, armory, another starport. If its collosi get mass vikings, and if its templars, get thors and more ghosts.

The blue flame hellions are the backbone of this strategy. Not only do they serve as phenomenal harassment tools, melting mineral lines during larger engagements while the opponent is distracted, but they also melt the three most deadly Protoss units to a Terran: Zealots, Sentries and High Templar. Not only the MASSIVE bonuses they get to damaging light units, their splash damage will not cause friendly fire!

I do not use tanks very often in this match up for that reason, and because Zealots cause tank fire to splash on your forces and they are immobile, therefore forcing your army to hold engagements instead of being able to easily retreat while psi storm is melting them. To counter Stalkers you have Marauders and PDDs.

That's my 2 cents.


Cloak banshee leaves you way behind vs any 1 gate fe robo build which is also the most common type of protoss fe. Fe with a quick forge and a cannon in each mineral line is also becoming more common (think Nada vs TT1 GSL world champs) and will also leave this opening in the dust.
goons of korhal
Zombo Joe
Profile Joined May 2010
Canada850 Posts
July 04 2011 06:08 GMT
#294
On July 04 2011 13:53 naventus wrote:
When is your CC in that build? It feels like around 7-8m?

What happens against P builds that get exp at 5-6m, with obs in time for cloak?

And re: hellions, do people understand that a BF hellion needs to hit 2 light targets to breakeven with marine DPS? And you would need to hit 6 targets to breakeven against nonlight.



Marines die very quickly in engagements, hellions don't so they get in more damage over-all (vs light of course)
I am Terranfying.
bylex
Profile Joined May 2010
Brazil27 Posts
July 04 2011 14:58 GMT
#295
On July 04 2011 15:08 Zombo Joe wrote:
Show nested quote +
On July 04 2011 13:53 naventus wrote:
When is your CC in that build? It feels like around 7-8m?

What happens against P builds that get exp at 5-6m, with obs in time for cloak?

And re: hellions, do people understand that a BF hellion needs to hit 2 light targets to breakeven with marine DPS? And you would need to hit 6 targets to breakeven against nonlight.



Marines die very quickly in engagements, hellions don't so they get in more damage over-all (vs light of course)


True. You forgot about their speed. With good micro they last so much longer than marines that you can just sh*t on the marine's dps...



naventus
Profile Blog Joined February 2004
United States1337 Posts
July 04 2011 16:20 GMT
#296
Have you ever tried any of your theorycraft at a high level? If hellions were superior to marines in a ground fight than they would actually be used in competitive since every T has a factory.

1) Hellions are not more durable than marines. Two marines are 110 HP vs 90 HP. Marines can be scattered throughout your concave to avoid them all getting hit by the same AOE. Marines in the back that will be alive will blast through zeals.

Hellions are often grouped up, most fights won't have positions where hellions can kite. Not to mention there's no kiting of stalker + colossus damage or chargezeal. Hellions need to be in the front instead of the back like marines because you need them to splash.

2) Hellions do abysmal combat DPS especially considering that the zeal line is usually scattered. When they hit your concave, you will be hitting 1 maybe 2 at best. So not only are you barely breaking even against marine DPS, it's not continuous DPS.

3) It doesn't matter that marines die. The point is that you trade them against his zeals. Unfortunately hellions do a much poorer job of trading against zeals in practice because of their cooldown, lack of upgrades, and positioning requirements.
hmm.
SKaREO
Profile Joined September 2010
Canada58 Posts
July 04 2011 19:56 GMT
#297
On July 05 2011 01:20 naventus wrote:
Have you ever tried any of your theorycraft at a high level? If hellions were superior to marines in a ground fight than they would actually be used in competitive since every T has a factory.


Yes, I have tested it against Top 8 Master league, here's an example (maybe not the best one, but decent) where this strategy is very successful: http://www.sc-replay.com/replay/28-06-11/96694-Placid-VS-SKaREO.html

Admittedly my opponent makes a few mistakes as do I, but I think it's because he doesn't encounter this strategy too often and a counter to it isn't so obvious as the MMM ball.

As for why pro don't use hellions often, because the meta game hasn't shifted there yet and these type of build aren't considered strong standards in the GSL yet (although I have a feeling hellions will make a big comeback in this match up after some more testing.)
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Zombo Joe
Profile Joined May 2010
Canada850 Posts
July 04 2011 21:49 GMT
#298
The reason marine DPS isn't good vs Protoss is because DPS stands for DAMAGE per SECOND.

Marines do 6 damage but the bread and butter Protoss units the Zealot and the Stalker have 1 armor, which makes marines do 5 damage to their health, decreasing the marine's effectiveness. Lets not even talk about Guardian Shield or fast armor upgrades lol.


Seconds are part of this derived statistic. How long do Marines last in a battle vs AOE Protoss units? A couple of seconds. How long do Hellions last? Much longer, because of their increased health, size (reduces AOE damage) and speed (which allows them to run away, kite, etc.)



On a side note, every race's mineral sink units are light units and mineral only. Hellions however beat all of them in a fight without any trouble at all. Blizzard probably intended the Hellion as the mineral sink killer.
I am Terranfying.
SKaREO
Profile Joined September 2010
Canada58 Posts
Last Edited: 2011-07-05 03:37:39
July 05 2011 03:33 GMT
#299
I think part of the reason why this unit composition is so strong is that all the main damage dealers are getting massive bonuses. Marauders get a bonus against armored units while blue flame hellions get a bonus to light units. Vikings get a bonus to armored air while thors get a bonus to light air. So even if you are a bit behind in upgrades, your units should be dealing damage more effectively.

Zombo Joe is absolutely right about hellions being the mineral sink killers, as well as the mineral line killers. Almost every Protoss I encounter will transition to mass Zealots, psi storm and archons (pretty common late game transition against Terran) because they end up getting a lot of minerals built up since their more effective units are gas heavy. Hellions end up being super effective from beginning to end, while even an MMM strategy should stop building marines after Collosi is in play as they die almost instantly, often before they deal a single shot of damage.
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naventus
Profile Blog Joined February 2004
United States1337 Posts
July 05 2011 04:47 GMT
#300
Let's look at a typical critical timing around 14m, when P first gets his 3 colo, or his 2 armor upgrades complete.

Let's imagine you started production of hellions around 9-10m when your factory completed. By 14m you will have 8-10 hellions. Somewhere along the way you added a tech lab and did BF research no later than 12m. So you trade the gas of 2 vikings for that.

Let's assume you are also rushing for 2/2 by that time mark, so now you have approximately 20 food, or 1/3 of your army tied up into units that do not benefit from your upgrades. A hellion does less DPS than a single marine against upgraded gate. It also has no armor. So a hellion absolutely has to splash 2 light units to equal equivalent marine. And, suppose some hellions survived, now they have to hit SIX heavy units.

For the hellions to pay off, the P has to actually commit a micro error. He has to send his zealots together bunched into your concave. Yea hellions are OK when that happens, but if he prespreads his army, than they suck.

And let's talk about positioning. Just think about it, they are coming to you in a horizontal line, but your hellions shoot in a straight line. Your hellions need to be bunched up, together, and in front to get the most out of their splash damage. If you spread them through the concave, they don't benefit from the AOE. When you kite, you will also need to keep your army grouped together so that the zeals clump.

Compare against marines, they can be spread throughout the concave. When marines kite zeal colossi, they do so with the entire bio ball and split apart efficiently like you would against banelings, without being punished by needing splash.

And at the end of the fight, if you put the hellions up front they will be dead and you will have a shit of a time against the zeal warpin. Compare with marines, where every surviving marine essentially doubles the DPS of the remaining marauders against zeals.

TLDR:
Marines benefit from upgrades.
A single marine is superior DPS against everything.
Better positioning, better followup to warpin

It's pretty simple, after a fight you will absolutely lose hellions crit mass, and then they are complete shit when you can't immediately blast away a ton of zeals.

---

People don't think marines are viable because they aren't using ghosts as well as they should be. Marine TTL (time to live) is not a problem if you land your EMPs.


hmm.
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