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On July 08 2011 07:07 iAmJeffReY wrote:Show nested quote +Sure. For the cost of 5-6 tanks you get it all up, the ghosts, the 2 academies, cloak and the nukes. And if you wanna get 6 tanks out in that time you need to get all the ghosts and nukes up, you'd need a second factory. Defensively 12 tanks are not much better than 6 behind a wall. And offensively they are not faster as well.
First off, stop and never try to try this. 12 tanks over 6 is life and death against zerg ground. Ghosts and nukes have no place until infestors/tier3 and a stalemate, respectively. And yes, 12 tanks over 6 is a LOT faster. You can 2-4 tank hop at a time, and still have 8-10 tanks sieged. 6 you can only do 1-2 at a time. Dude this 2 fac close position. I tried it on shakuras, and on XNC following a 11/12 rax (I'm almost 1.7k master, but a habitual 1-1-1'er in every MU) and even tho I suck with 2 raxing, that tank follow up is a 100% safe IMO to any cheese all in against my FE. The push? Insane how hard it hits lol Dude even did a fast lair + speed banes into mass muta. Easy peasy take out his third, and push his nat hard as he hits me with mutas. Makes it 1 base zerg vs 2 base terran, just gotta survive muta play. I feel the damage if you control and hop well is like... definite taking out an army/base,.
Nice. This is the 2fact siege tank push you're talking about yeah? It really relies on you doing a lot of damage as you get late stim, late combat, late medivacs and late attack upgrades so you need to do a lot of damage. The thing is, close positions, you can get a good siege on them before they have mutas out and then turret up as you contain them. Longer maps, if they can get mutas out, you are going to be in a lot of trouble.
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+ Show Spoiler + Your SCV scouts gas and drones pulling out after 100 gas (DRG v sCfOu style). Z is going to get speed and hatch. They'll have a weaker mineral income because of this. You need to be back in your main at about 5 minutes but any drone kills you get at this stage are HUGE. If you kill 5+ drones, do a tank + stim push transition. It's safe if Z feels they got too behind and all in, feel they need to get back by taking fast 3rd or if they try to drone up too hard and overcompensate.
I dont get this. You say that zerg will get speed and hatch. You mean a 3rd hatch early or are you talking about the natural hatch?
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On July 08 2011 08:14 minimalistic wrote:+ Show Spoiler + Your SCV scouts gas and drones pulling out after 100 gas (DRG v sCfOu style). Z is going to get speed and hatch. They'll have a weaker mineral income because of this. You need to be back in your main at about 5 minutes but any drone kills you get at this stage are HUGE. If you kill 5+ drones, do a tank + stim push transition. It's safe if Z feels they got too behind and all in, feel they need to get back by taking fast 3rd or if they try to drone up too hard and overcompensate. I dont get this. You say that zerg will get speed and hatch. You mean a 3rd hatch early or are you talking about the natural hatch?
Er sorry, I meant natural hatch. I can see how you might have read 3rd hatch. I'll fix it.
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Noooooo!!! You revealed all the builds i've been using on the ladder haha
Great guide though!
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Is the OP bunker rush really OP? Has it been used by any pro-gamers?
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Dominican Republic913 Posts
Impresive guide, im not terran but i can show this to some friends, i would be glad if some day i see a guide like this for Protoss.
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On July 08 2011 08:42 archonOOid wrote: Is the OP bunker rush really OP? Has it been used by any pro-gamers?
Well, pros don't play in close positions but I bet they'd use it if they could. There are similar things you can do on xel and on crossfire where you can place a marine next to a wall and use a bunker to wall the marine off. Pros do those bunker placements and I'm sure they'd do this if they played close positions metal.
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On July 08 2011 09:15 The.Doctor wrote:Show nested quote +On July 08 2011 08:42 archonOOid wrote: Is the OP bunker rush really OP? Has it been used by any pro-gamers? Well, pros don't play in close positions but I bet they'd use it if they could. There are similar things you can do on xel and on crossfire where you can place a marine next to a wall and use a bunker to wall the marine off. Pros do those bunker placements and I'm sure they'd do this if they played close positions metal. Watch pros stream ladder. Not directed at you, just off what you said -- they bunker rush close position all the times whenever I watch. 11/12 rax or 12/13 is what I see, and do the bunker block or bunker hop on expos.
A bunker is not unusual to get up if you space it back and build next closer. I see a lot of people doing that now to enforce a lot of early lings so you regain econ lead.
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loved the metal trick ahhaahah
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crazy good so well done great guide
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great write-up! I gotta practice doing more focus-firing ^^
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Wow thank you very much for this post. TvZ is definitely something I've struggled with as I've been learning, hopefully this can help me break my plateau and get Diamond
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Wow, thank you so much! I have just started playing 1v1s again after a long school break, and I have been looking for some TvZ guidance lately, but this guide seems to cover everything!
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Very comphrehensive guide, much appreciated. I play terran on and off (zerg is my main race) but one problem I have as T is that I'm usually too afraid of a zerg counter attack if I push out. Is there any way to defend/deny a zerg counter attack (ling runby, mutas in my base etc.) while I push, or does the game just degrade into a base trade in that scenario?
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You are AWESOME! TvZ has basically made me quit SC2 the past 2 or so weeks and you really covered all the bases with this guide. Excellent, excellent work!
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So... is there any method to deal with burrowed banelings or must I always get a raven in fear of this crap thats made me lose like 15 games?
Awesome guide, btw, I was going to switch to zerg because of the new season, then I saw this guide.
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Wow what a great guide. I'll definitely watch you if I see that you're streaming. Thanks for the guide
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wow did not know about the tanks vs banelings...
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On July 08 2011 14:17 deathtrance wrote: So... is there any method to deal with burrowed banelings or must I always get a raven in fear of this crap thats made me lose like 15 games?
Awesome guide, btw, I was going to switch to zerg because of the new season, then I saw this guide.
I prefer scanning rather than using a raven.
You need to be able to see the Z army from far away and a Raven can't serve that purpose as it would just get picked off by mutas and replacing it is annoying. Baneling bombs aren't that popular on the ladder maps from what I've experienced but more so on say crossfire where it's very easy to lay and get a T army clumped up and predict which way T is going. I might get a raven when I play on that map. Gas is quite important to Terran (believe it or not). You want that tank and medivac production up all game along with your upgrades. Z shouldn't have too many banes around the map if you have proper map presence and typically you'll only need to scan once or twice when pushing. Yes it makes sense to use a raven but as per the current metagame, I think scans are better ATM.
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