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[D] lategame Reapers in TvP

Forum Index > StarCraft 2 Strategy
Post a Reply
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
July 07 2011 09:33 GMT
#1
hellO,

i just wanted to point out the usefulness of reapers as a lategame harrasment unit

1. the standart TvP for most players revolves around huge amounts of techlab barracks with mass marauder production. meaning in a usual +3 bases situation you have around 8 to 12 barracks anyway so throwing in a round of reapers is technically possible.

2. the mass rax play relies on fast uprgades, those work for reapers aswell

3. speedreapers are faster than any protoss unit except the fenix

4. a group of 12 reapers with +3 attack 2 shots any protoss tech or production structure

5. reapers jump cliffs

6. 12 reapers cost 12 supply which is the same as 6 marauders

7. a mass rax setup spamming marauders still generates overgas because maras are more mineral then gas intensive, thus as you are low on minerals you can almost always spare 600/600//12 for a round of 12 reapers compared to 1200/300//24 for the marauders

8. when cleverly burning a group of reapers on your opponents production facilities you often get to see their exact setup and probecount.

9. when frequent harrasment occurs protoss is forced to idle defensive unitz in his bases as cannons do not protect from big amounts of reapers.

10.well microed reapers eat dark templar and zealots for breakfast, giving you a good method to deal with sneaky zealot/dt pressure
------------------------------------------
the above are the strong points i could think about

weaknesses

1. insane production time

2. low hitpoints ----> reapers have about 0 usage in a real battle

3. reapers are gas intensive ----> they conflict with any tech related builds

-----------------------------------------

now i think i can provide a scenario where reapers will be useful.

TvP - taldarim
http://sc2assistant.com/pics/maps/taldarim_altar_le.jpg[/url]

terran is powering low tech with high eco ---> mass marauders big rax play some medivacs etc.

protoss is doing a typical deathball style with colossus ht blinkstalker zeals etc.

usually terran will be maxed out before protoss, therefore accumulating money
while protoss on the other hand is still getting a scarier army with every cycle of unitz that is coming down.

so terran needs to transition away from his marauder med viking to a more supply efficient army or pick uphill fights against a stronger protoss deathball

what terran needs at this point is to get the air and vehicle upgrades, aswell as the infrastructure to support whatever latelatelategame army, he neglected in his opening stage in order to get the bio high eco play going.

this is where the reapers come in handy,
to punish protoss for moving out,
still make use of the mass rax
buy time.

--------------------------

as a general rule of thumb: scan'n'hop! and have fun!


JonB
Profile Joined February 2011
Sweden325 Posts
July 07 2011 09:37 GMT
#2
interesting.. well i used to play around with reapers in all mu's but i found it better to just play standard. havent tried them in lategame though, so ill give this a shot
hacker and programmer - the2me4u on skype
TranceKuja
Profile Joined May 2011
United States154 Posts
July 07 2011 09:40 GMT
#3
It's certainly viable. QXC has used them to great effect late game with the upgrade.
Winning
panzzzzz
Profile Joined April 2010
United States109 Posts
Last Edited: 2011-07-07 11:19:38
July 07 2011 11:19 GMT
#4
The problems with a later mass reaper focus are probably too many to justify it over some other unit production...Like you said, the build times are ridiculous, this means you will have to have extra macro structures up, which is not something you want. This takes out of marauder/marine production time, which means he can just walk in and kill you straight up.

Their low health isn't a problem when microed correctly (you aren't supposed to lose them anyway), but therein lies the issue: they are wayyyy too APM intensive to justify their cost/benefit - the extra micro apm and time spend using them to great effect could be used for macro and other purposes, considering the benefit of doing so isn't that much greater than say, a 2-3 click marauder drop (which you can queue up, as opposed to reapers).

Lastly, the cost of the reapers means you will have a mineral surplus and a gas deficit, meaning your army will end up being even more marine heavy over marauders/medivacs/ghosts/vikings. This makes you even weaker in the big fights, which will inevitably happen. The reaper harass cannot do anything at all in aiding your bio ball fights, whereas soemthing like a marauder drop or banshee harass can bolster your main force easily.
Cibron
Profile Joined March 2010
Sweden253 Posts
July 07 2011 11:45 GMT
#5
I think I'm gonna try this out. I need something to help my TvP. What I like most about this is that 10+ lategame reapers pretty much negate cannons that stop my hellions.

Unlike some previous poster I don't think gas cost is a problem but a benefit - when going bio I rarely have minerals left over in TvP.

ZOMGY (¬O_o)¬ || BeastyQQ FTW!! ||
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