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[D] Viability of BCs in TvP - Page 2

Forum Index > StarCraft 2 Strategy
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-FoX
Profile Joined November 2010
United States479 Posts
July 05 2011 19:55 GMT
#21
BCs are always strong when they aren't seen ahead of time. That's one of the reason tech switches are so effective and BCs are no exception to this rule. If Protoss sees your BCs before you have more than 5 or 6 out, then the effectiveness will decrease extremely fast because Protoss will start countering it immediately.

One of my most vivid memories of BCs in TvP was one of Boxer's games in GSL. I believe it was in Code A against Ace? Not exactly sure but even with a large group of BCs, Boxer's army was still unable to win. Feedback is extremely effective against BCs so if they already have templar it is tough. I think BCs are really only effective if the enemy is going heavy, heavy Robo tech, like upwards of 5 or 6 collosus. Otherwise, the cost and time it takes to upgrade/create BCs isn't very worth it.

BC/SCVrepair rushes were common back in GSL Season 1 or 2 (AugustWeRRa) but with the repair nerf, BCs are just not as effective anymore.
xTrim
Profile Joined April 2011
472 Posts
Last Edited: 2011-07-06 05:07:38
July 06 2011 05:06 GMT
#22
On July 06 2011 04:47 adwodon wrote:
The number one problem with BC's is upgrades, you need air upgrades for BC's to be truely useful but the question is when to get them.

I guess by going bio in TvP you may already be getting air ups for vikings, either adding a second armory at some point or just slowly getting the armour after attack you could possibly transition into a more air focused Terran composition with bio support as opposed to bio with air support.
I might look into this myself for a bit of fun.

In TvZ you have a similar situation, except you arent likely to get any air upgrades. However you mainly get only mech attack for tanks if you go tank marine, you could possibly squeeze in another armory (possibly forgo double ebay) and get +air armour for BC.
The main problem with this is you can never really mass BC in TvZ, zerg can just spam corrupters and put a stop to them, with a few blords for dealing with the ground, however a few BC's may be useful and force zerg to overreact or just give you an extra in a battle to control an area, its something you'd have to experiment with but in a match between MVP and Dimaga a while ago MVP did get 2 or so BC's to help out against an ultra ling infestor composition when he decided to play defensively.


So yea in short its possibly viable to do in TvP if you refined it well enough, TvZ I think its probably more situational and you should probably only think about 2 or so BCs to help rather than massing them, but im really not sure on that match up.


im sort of thinking.... late game toss either way needs air supported by bio: ghosts bcs raven vikings (if air heavy toss) or banshees (ground heavy) and marauders with several medivacs.... after you have 15 barracks in lated game (4+ bases taken), you probably already have 2x reactored starport and attack upgrades due to a colossus tech, so add 3 (?) more starports and then you slowly (if possible) trade heavy bio army to free supply (maybe with drops, or expo sniping, dunno) and go air

what i`m saying is that you need heavy hitters: marines are excellent dps, but once upgrades are equal, they die so fast because of storms and colossus that its not even funny.. bcs are awesome dps, and with shields down (emp) and PDD`s things could get nasty
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