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[G] TvT Hellion / Air Revamped

Forum Index > StarCraft 2 Strategy
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Toxi78
Profile Joined May 2010
966 Posts
Last Edited: 2011-07-26 14:23:16
July 12 2011 16:53 GMT
#1
Introduction :

Not being a fan of siege tanks TvT myself, ever since iEchoic posted his build I have adopted the hellion / air composition against Terran. Many people criticized iEchoic’s build for being too cheesy (“so basicly it’s a double factory blue flame hellion cheese into 2 starport banshee cheese huh”) and having obvious early game flaws, which I will detail later on. For these reasons I tried to make a build that would be able to transition into the same style while being less “cheesy” early in the game. With the patch and the fact that iEchoic went sort of inactive lately, I think this unit composition deserves a new thread. I also have my personal views on when the unit mix is the most effective, which isn’t explained in the original thread.

Flaws of the original build:

-Because of all the infrastructure you get, the build is REALLY easily scouted, and your opponent immediately knows what he will face not only in the next 5 minutes, but basically what your game plan for the whole game will be, and assuming he isn’t stupid he will react much better to everything you throw at him. The build is too obvious, you are basically showing your cards pre-flop and you still expect to beat experienced players? No way.
- It spends more resources on production facilities than you can really afford at this stage of the game : you don’t really need 2 factories and 2 starports at this moment, and you do not even use a reactor instead of making a second factory/starport early. Hell, the build even uses a supply drop because it’s so short on resources, and the facilities are barely all producing at the same time. The fact that you build the starports after 2 factories and blueflame makes them really late. We can do better.
-Cloak banshees. Whatever iEchoic says, with perfect execution of the build, cloak banshees were a PAIN to deal with. We have to be safer.

My build:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=189624&currentpage=42#829
I posted it on the actual thread long ago, but got no attention for it, which is sad. Check the replays, it is worth a thousand words.
I'm going to rewrite it :
12 rax 13 refinery standard opening, 1 marine OC constant scv production
at about 75% of the marine, get 2nd refinery
factory
supply depot
techlab on baracks
fly the factory on the techlab, get hellion + blueflame
get starport asap
get reactor on barracks asap
supply depot
hellion
hellion
starport on reactor, get viking + medivac
get a depot at the same time
make a 2nd starport if you don't have the clear read "he will go cloak banshees" otherwise get a raven before the 2nd starport
factory on reactor , starport on techlab
produce hellions, banshees, vikings, raven (reactionary)
get a command center sometime around 50 supply (you should have an excess of ressources)



Why is it better?

As I said, it gets units and production facilities out in a much more natural way, and it’s almost impossible to scout really early that you will transition into hellions / air, because if he spends a scan (you have to run the hellions out of scan range before he does, unless you expect a reaper opening, ie if you saw techlab on barracks with your scv), he will only see reactor going up on the barracks, a starport, and an upgrading techlab@factory, which looks more like a siege tank push or siege expand than any hellions shenanigans. I do not say it’s ‘unscoutable’, it’s just way less obvious that you are going for a hellion drop into the so called “iechoic” composition.

Unit mix ?

Please read :
http://wiki.teamliquid.net/starcraft2/IEchoic's_2fac_2port_TvT , it explains the composition quite well.
My thoughts on it: banshees are bad, I prefer battlecruisers in most situations. What I do is when I am floating my expand, I get a third starport near my barracks while getting a reactor, and I get a fusion core, taking the 2 gases and I start getting BCs off 2 starports and vikings off the reactored one. I rely mostly on hellions early in the game, and BCs later, banshees are there to end the game if I made a lot of damage or to defend while I transition into BCs. BCs are now very good units since they move a lot faster, and they can clean up marines (banshees can't). Getting armor upgrades is really important (in these replays I do not do it, but I started to do it now, it's really a must to beat marines).

When are you strong?

The unit composition you get is, in my opinion, really strong early in the game or in low econ/unit count situations, which means that when you both do damage to each other early on, you will get ahead with the next drops / attacks you make. Late game, hellions are a great mineral dump, and when both armies just fought and you have 10+ hellions from your reproduction , you will be able to kill TONS of SCVs with a hellion run-by, it’s so strong. I personally think that banshees suck, I usually get them to survive counter pushes (after the drop, doesn’t matter if it went well or not) that bad players make (because (counter) early pushes get CRUSHED by hellions + scvs + a few air units) , once it’s crushed, the next hellion drop will make a ton of damage. To defend such pushes, you can also kite marines with hellions, then run at home and repair them if he decides to go for it. I personally crush thor all-ins with it, simply because hellions supported by SCVs and a Viking on ground and a banshee in the air (that’s what you have most of the time when he comes) will crush marines/scvs on ground, and the thor without repair will not kill everything you have (that’s just how it is…), and then the hellion drop will make huge damage. In mid game, this is where it gets dangerous for you, right when you are taking your expand (and just before you take the 3rd), a strong push can kill you during the transition into BCs, or a contain can get annoying. This is why you have to be active with hellions, sothat he is afraid to leave his base. So what you have to do is surviving the mid game (most of the time it’s not hard, but it can be problematic) and late game, when you have BCs, tons of bases and an awesome harassment tool, the hellions, you will be in good shape.

Counters?

Early game, the only counter is to have a strong defense of the hellion drop, but you should not do 0 damage at all (unless you are really bad :D) and 3 hellions killed (I only ever drop 3 hellions) does not mean a won game, the best thing for you is if your opponent actually thought so and goes for a counter attack : you will destroy him.
Turtling, contrary to what iEchoic says, is the strongest answer : while getting mass marines, some marauders, tanks (yes they are so annoying vs hellions), thors and starports (because after the first big fight, he can try to get air dominance), you can’t really harass in these situations, and fighting head-on can get risky because marines are really really good (did you know?). If your opponent invests too much in turrets and you have map control and a huge economy behind it, do not hesitate to transition into normal mech and use Vikings on the ground if he has mostly Vikings himself (this sounds very situational, watch the game vs nfteamBreach). Upgrade air armor against marines.
Mass thors : if I remember well, the games I lost in the replays here are against thors, do not hesitate to land Vikings if there are only thors left (no tanks around , that’s really important), they do well against Thors. Use the yamamoto cannons on thors that’s really important.
Against the now popular 3 reapers rush, you should be able to defend it with blue flame (you should have seen the techlab early, so the hellions must be in your base) unless it’s close air positions on metalopolis/shattered. What I do most of the time is pulling a few scvs near the cliff so I am sure that i can defend until I have blueflame, then you are fine (reapers are light).

Who am I ?

I come from warcraft 3 reign of chaos, which is like vanilla starcraft from what I know of starcraft 1, there still was a community after frozen throne was released, and I believe I was (and still am since I play in tournaments without laddering nowadays) the best player for the past 2 years, so I have a good RTS background and know what it is to compete with the best. I now play in the Spanish team Wizards, which is one of the best Spanish SC2 teams (with apsc2), and we are in SC2CL masters division (best European clan league). I was around 3700 masters before the reset I think, but I definitely improved a lot and will continue to do so next year, as I was a full time student this year ( same situation next year but with much less pressure in engineer school so I will have more time for myself). I am around 1800 masters nowadays, which is decent and allows me to play vs the best players in ladder (sase, beastyqt, etc).And yes, I already know that I am quite BM, no need to make posts about it.

Replays?
As I didn’t manage to upload the replays one by one on http://www.gamereplays.org/starcraft2/ I posted the whole replay pack : [url blocked]
It includes replays against :
(T)Runaground
(T)Beastyqt
control
(T)CupCake (ThomasG, former wc3 pro)
(T)DBS
Empires <-- grudge replay
(T)Fargo
(T)Ourk
(T)Happy
(T)Jinro
(T)Breach
(T)Rmdx
(T)sda


Conclusion

I do not claim that this strategy is flawless nor do I execute it perfectly, otherwise I'd be in korea fighting for 80k$ already. It doesn't have a direct counter, your opponent has to play better than you. As you can see, the 2 players that are much better than me in the replays, jinro and happy, beat me, but the build allowed me to give them a good fight even though the better player won in the end. I can also lose games against players of my skill level if I make mistakes. Please do not post if you don't know what you are talking about ("yo i just get marauders vikings i know what you do so you cant drop me and i win izpz"). If you have beat me in ladder when I used this build and I didn't make huge obvious mistakes, then I can say 100% sure that you are not a worse player than me, IE the build didn't make me lose, you were better.




bylex
Profile Joined May 2010
Brazil27 Posts
July 12 2011 17:09 GMT
#2
Nice guide. Gonna try it. TvT is pretty frustrating if you don't know exactly what you are doing. There are so many ways to just lose from one second to the next.

Cheers.
Toxi78
Profile Joined May 2010
966 Posts
July 13 2011 10:19 GMT
#3
On July 13 2011 02:09 bylex wrote:
Nice guide. Gonna try it. TvT is pretty frustrating if you don't know exactly what you are doing. There are so many ways to just lose from one second to the next.

Cheers.


yes, TvT you have to be experienced to win games, otherwise you can still 1 base tank marine [air unit (medivac viking or banshee] rush and have a decent ratio, but it's not really satisfying.
do not hesitate to ask questions.
i'm amazed how on this forum, if you write a guide as a bronze league noob on how to 7 roach with all your drones you get 3 pages of answers, and if you write one about TvT with replays against jinro or beastyqt you get 1 single answer.
Wawarox
Profile Joined July 2011
161 Posts
July 13 2011 10:46 GMT
#4
Could you please rewrite your build In this thread? The one from the other thread is not really clear. Anyway the strat seems nice will try this out
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2011-07-13 10:51:50
July 13 2011 10:50 GMT
#5
-Because of all the infrastructure you get, the build is REALLY easily scouted, and your opponent immediately knows what he will face not only in the next 5 minutes, but basically what your game plan for the whole game will be, and assuming he isn’t stupid he will react much better to everything you throw at him. The build is too obvious, you are basically showing your cards pre-flop and you still expect to beat experienced players? No way.


This line confuses me. Why wouldn't you be able to still beat a player if he knows what tech you are going? I was considering trying this stuff out but if it relies on your opponent not knowing I'm not quite sure if I like it. I like robust builds more.
Toxi78
Profile Joined May 2010
966 Posts
July 13 2011 10:56 GMT
#6
On July 13 2011 19:50 Numy wrote:
Show nested quote +
-Because of all the infrastructure you get, the build is REALLY easily scouted, and your opponent immediately knows what he will face not only in the next 5 minutes, but basically what your game plan for the whole game will be, and assuming he isn’t stupid he will react much better to everything you throw at him. The build is too obvious, you are basically showing your cards pre-flop and you still expect to beat experienced players? No way.


This line confuses me. Why wouldn't you be able to still beat a player if he knows what tech you are going? I was considering trying this stuff out but if it relies on your opponent not knowing I'm not quite sure if I like it. I like robust builds more.


it does not rely on the opponent not knowing, it just doesn't give the information away for free.
see you go for a 4gate in PvP: if he knows, it's still strong, but if he doesn't know, it's even deadlier, so why letting him know?
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2011-07-13 11:54:16
July 13 2011 11:53 GMT
#7
I honestly hated iechoic's build as soon as it became popular. Fights just became a matter of "who could build more vikings" with about five banshees and the rest being hellions.

TvT was really, really retarded for a while. Microing Vikings is less fun than having your hands amputated.

My personal view on the best tvt style is a very flowing transition into a raven and banshees to compliment your tank/marine or tank/hellion, and then working your way towards battlecruisers on 3 base with air superiority,

Tanks are just so unbelievably good at zoning a player, and mobility play for our race is just gimmicky. It works, but a gimmick shouldn't be your staple (Despite the awesomeness of the innovation)
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
mGMUSE
Profile Joined October 2010
Singapore112 Posts
July 13 2011 12:03 GMT
#8
i've been doing almost the exact same build since iechoic's was released. i agree that it's the strongest build for tvt(at least for me) but you have to go echoic style with it and good players have adapted too much to it that it's pretty hard to execute it recently.

So for the past month or so i've been doing standard marine tank.. and getting crushed by other marine tank/bio players :<
Toxi78
Profile Joined May 2010
966 Posts
July 26 2011 14:24 GMT
#9
removed the spoiler tags, still thinking this deserves more attention than it gets compared to the countless "high plat, top5 gold" guides that pop up every day :/
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
July 26 2011 14:28 GMT
#10
Still its a unit composition that has been posted before, you just get a different way of getting there

Still think a pure mech composition is stronger that this...
STS17
Profile Joined April 2010
United States1817 Posts
July 26 2011 14:36 GMT
#11
Nicely written guide, and it's good to see you have worked towards a safer opening for a style that you enjoy. But in the end it's going to have the same strengths and weaknesses that iEchoic's build does. TvT remains a dynamic match-up with multiple viable ways of play.
Platinum Level Terran - Take my advice from that perspective
statikg
Profile Joined May 2010
Canada930 Posts
July 26 2011 15:43 GMT
#12
Don't get me wrong its a good guide, it just isn't really ground breaking because I think for the most part almost all Terrans have abandoned iEchoics style. I certainly don't run into it on the ladder almost ever now and even at its height it wasn't THAT popular. Sure it's viable but its really difficult for most people to make it work as well as standard play and more vulnerable to misclick losses.

Personally I find that tank/hellion/viking has nearly all of the strengths and non of the weaknesses of this style of play.
yaRus
Profile Joined February 2011
Russian Federation68 Posts
July 27 2011 11:53 GMT
#13
Toxi78, thanks for nice build.

Can you provide futher details about it? I.E. it will be very cool if you will add replays and some comments how to adapt your build versus different common opepings like banshee opener, 3hellion drop, siege tank + viking/medivac contain, 3rax stim push(!!! seems strong vs your build). It will be much easier to understund how to run your build and be safe.

Anyway, i will watch those replays that you added here.

Thanks again.
ChemBroTron
Profile Joined January 2011
Germany194 Posts
Last Edited: 2011-07-27 12:02:30
July 27 2011 12:01 GMT
#14
On July 27 2011 00:43 statikg wrote:
Don't get me wrong its a good guide, it just isn't really ground breaking because I think for the most part almost all Terrans have abandoned iEchoics style.


I watched GSL Up & Down yesterday and now watching it too, and all I see is Hellion (so many Hellions) and Banshees. True, they transition to tanks and something else later in the game, but I saw so many BF Hellions and cloaked banshees.... And the game between scfou and Noblesse is still on banshee, hellion strat as of now.
Honeybadger
Profile Joined August 2010
United States821 Posts
July 27 2011 12:10 GMT
#15
I don't get it, really. You're just turtling, in a new way.

Isn't that kind of counterintuitive? If you're turtling, just do the style that is less likely to lose you the game in a single bad engagement.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
merLO
Profile Joined October 2010
19 Posts
July 27 2011 12:55 GMT
#16
There is also something to be said about opening hellions on larger maps...you can kite marines against 2-3 tank timing pushes early, good defense + in base expand can stop banshee harass and put you ahead, after you can expand and add tanks with a quick third.

Position vikings to deny drops, start massing tanks, try to drop/runby/bait with hellions. If he moves out, make him lose scvs or at least force units to stay at home.

Who even goes marines anymore?
FoFo
Profile Joined April 2010
Netherlands207 Posts
July 27 2011 15:10 GMT
#17
Lol i guess this guide is why i saw the build popping up on ladder again haha ^^
very well written though! definitly gonna try it out if only to see how to counter.
"we must avoid balancing SC2 by making everything suck equally hard."
Toxi78
Profile Joined May 2010
966 Posts
July 27 2011 15:30 GMT
#18
the problem is that i still feel strong with this strategy, but i am 100% sure it's possible to make the exact same opening and making a 2nd factory instead of the 2nd starport, and transitioning into mech, but as i dont really feel that i would win more than i do now if i made this mech transition, i'm not working on it.
i have actually thought of something : when you switch the 2, you get a raven before the 2nd production facility, and 2 hellions, you make an in-base CC when you are droping. you get 2 more hellions (you need 4 to defend counterpushes).
based on what you just saw in his base, you can do the following choices (you can do more than 1 of them at the same time, its not different paths):
-switch back reactor and factory, get 2 vikings, tank, siege tech
-get an additional starport (--> play the build i just explained)
-get an additional factory or even 2 because one will make hellions later(--> mech play, either with fast tanks / siege, or with hellions / air support into mech)
(get the add-ons with the racks to make it smoother)

but that's just a basis, now we have to think, based on what we see with our drop, what we want to transition into.
if you have ideas, we can discuss that.
legend4411
Profile Joined June 2011
Canada21 Posts
July 29 2011 10:51 GMT
#19
thanks for sharing.
Toxi78
Profile Joined May 2010
966 Posts
July 29 2011 21:56 GMT
#20
On July 29 2011 19:51 legend4411 wrote:
thanks for sharing.


ay no problemo.
if someone can help to develop the discussion i just posted, it would be nice, i think it has a lot of potential as a safe all around opener for TvT.
if you have questions about the build or the iechoic composition, i am sure i can help you, so do not hesitate =).
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