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On January 10 2012 04:31 Marathi wrote: Does anyone still play iEchoic 2fact2port in TvT anymore? I used to use this build but was beginning to struggle with it and then pre-igniter got nerfed so I dropped it in favour of something else.
Can't seem to settle on a TvT which doesn't include tanks (I don't like tanks) I play bio vs Z and P but not having much joy with bio vs T (not good enough to deal with tanks) so I was wondering if people still played iEchoic 2fact2port
yeah the real problem with the iechoic build is you stay on 1 base for soooo long. Its been mostly dropped for 1/1/1 with cloakless banshees and an expo. You can deal a ton of damage to an iechoic style build because they will have so few marines when the first banshee gets there.
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The flavor of the month, so to speak, is the 1-1-1 reaper hellion medic elevator into XXXX
It can go into mech, with banshees into viking and siege expand. You can go into bio, or biomech, as I do. It's a good way to punish slower builds and keep them pinned for a substantial amount of time.
Speed reaper/hellion elevator is quite fun, and strong.
Show nested quote +On January 09 2012 05:37 Shankapotamus wrote: what's the build order for the hellion reaper medivac? I do it in TvZ, a more allin 2 rax 1 fac kind of way, and I do it (Just winged it a game wgo, I like it) in TvT. I won't link the TvZ, as they aren't what you asked for.
It's on a smurf, for a friends leveling account. It's a fun, fast troll build too if you're power leveling an account.
http://drop.sc/88887 http://drop.sc/88888#
Those should suffice, though, as both are 1-1-1 reaper/hellion medic elevator.
Enjoy
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On January 10 2012 09:13 iAmJeffReY wrote: The flavor of the month, so to speak, is the 1-1-1 reaper hellion medic elevator into XXXX
It can go into mech, with banshees into viking and siege expand. You can go into bio, or biomech, as I do. It's a good way to punish slower builds and keep them pinned for a substantial amount of time.
Speed reaper/hellion elevator is quite fun, and strong.
What do you do if they have like, 1 marauder? It just doesnt work right?
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On January 10 2012 09:16 HardCorey wrote:Show nested quote +On January 10 2012 09:13 iAmJeffReY wrote: The flavor of the month, so to speak, is the 1-1-1 reaper hellion medic elevator into XXXX
It can go into mech, with banshees into viking and siege expand. You can go into bio, or biomech, as I do. It's a good way to punish slower builds and keep them pinned for a substantial amount of time.
Speed reaper/hellion elevator is quite fun, and strong. What do you do if they have like, 1 marauder? It just doesnt work right? Speed reapers are faster? Hellions are faster? Just split them up and spread them on one base, or two.
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Hi guys, just a quick question.
Can my 45 Combat Shield and Stim ready Marines win in a head-on fight in the situation displayed below ? (vs 3 Sieged tanks, 16 no stim and no combat shield marines and a banshee in a tight choke). Remember I have 45 Marines, the others are on top of my ramp and not shown in the picture.
![[image loading]](http://i.imgur.com/9ElMM.jpg)
Thank you for your answers!
What happened + Show Spoiler +I sacked the expo, got up my ramp and waited for my 2 medivacs to come out, when they did I picked up and dropped my entire army out of my base and headed towards his base, a base trade ensued and I lost since he had cloaked Banshee. I was doing the Thorzain +1/Stim ~45-50 Marines and 2 medivacs push by the way.
Any other ways I should have dealt with this if a head-on fight loses ?
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Blazinghand
United States25551 Posts
On January 10 2012 13:07 TuElite wrote:Hi guys, just a quick question. Can my 45 Combat Shield and Stim ready Marines win in a head-on fight in the situation displayed below ? (vs 3 Sieged tanks, 16 no stim and no combat shield marines and a banshee in a tight choke). Remember I have 45 Marines, the others are on top of my ramp and not shown in the picture. ![[image loading]](http://i.imgur.com/9ElMM.jpg) Thank you for your answer!
First let me tell you a story:
I had a friend whose uncle taught sailing, and one of the questions he'd ask during the verbal examination was, "what do you do if you're caught on a lee shore in hurricane force winds?" and it was a real stumper. With winds pushing you into the shore, and with that level of strength to the winds, almost nobody would be able to avoid foundering their vessel on the rocks, sand, etc. Tried as we might, we weren't able to find an answer to his question. He had a huge smile on his face as he said, "what you do is you don't get caught on a lee shore during a hurricane, kiddos" and clapped us on the back.
But that's not where this story ends; for although letting your adversary siege up there is the same as being caught on a lee shore in high winds in that you mus avoid it to begin with, it's also the same as being caught on a lee shore in high winds insofar as that it's possible it WILL still happen, even if you sail/play your best, and if you don't have a contingency plan in place for it, your boat/game will get unnecessarily dashed on the rocks / lost.
His uncle continued: "but should you get caught on the lee shore, you need to use the kedge anchor and swing your way into a heading away from shoals and shallow water. If it comes down to it, you can use it to tack if you don't have enough room to do so otherwise-- but you'll have to cut'er loose after that, so you have only once chance." He would take us out later in the day to show how this was done.
Don't get caught on a lee shore in a hurricane. But, if it happens-- to mitigate splash, stutter step the front marines forward. Stim a couple in front as you're moving in to engage so that the first volley from tanks is wasted. Consider pulling a couple scvs as well.
Ideally you'd walk a fair number of your dudes around to the other side for a flank, or have a dude spotting so this wouldn't happen though.
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Honestly if you flanked it it'd be an easy kill for you, I am unsure about rushing around your CC to engage that. If you have nothing but marines against tanks with siege, map awareness and flanking is the best possible way to kill them
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On January 10 2012 13:19 Blazinghand wrote:Show nested quote +On January 10 2012 13:07 TuElite wrote:Hi guys, just a quick question. Can my 45 Combat Shield and Stim ready Marines win in a head-on fight in the situation displayed below ? (vs 3 Sieged tanks, 16 no stim and no combat shield marines and a banshee in a tight choke). Remember I have 45 Marines, the others are on top of my ramp and not shown in the picture. + Show Spoiler +Thank you for your answer! First let me tell you a story: .... Don't get caught on a lee shore in a hurricane.
Cool story.
The reason I only ask for how/if I can deal with this is because I figured all the rest by myself watching the replay... I should have moved out and got the watch towers after killing his first Banshee... However I didn't because I suck and because it was my first time playing that map (didn't analyze it beforehand so didn't know about that terrain exploit).
One of my biggest mistake is to know what army can take on what, I just never know and never make the right moves in these situations, that's why i wanted to know. But yeah, you're definitely right.
On January 10 2012 13:21 Huggerz wrote: Honestly if you flanked it it'd be an easy kill for you, I am unsure about rushing around your CC to engage that. If you have nothing but marines against tanks with siege, map awareness and flanking is the best possible way to kill them
Great! I didn't even think about going around and flanking him, good idea. Thank you.
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Blazinghand
United States25551 Posts
It was still possible if you got a good flank, too. That missile turret would have made things hard though. I'd kill that missile turret then go for it.
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+ Show Spoiler +On January 10 2012 09:13 iAmJeffReY wrote:The flavor of the month, so to speak, is the 1-1-1 reaper hellion medic elevator into XXXX It can go into mech, with banshees into viking and siege expand. You can go into bio, or biomech, as I do. It's a good way to punish slower builds and keep them pinned for a substantial amount of time. Speed reaper/hellion elevator is quite fun, and strong. Show nested quote +On January 09 2012 05:37 Shankapotamus wrote: what's the build order for the hellion reaper medivac? I do it in TvZ, a more allin 2 rax 1 fac kind of way, and I do it (Just winged it a game wgo, I like it) in TvT. I won't link the TvZ, as they aren't what you asked for. It's on a smurf, for a friends leveling account. It's a fun, fast troll build too if you're power leveling an account. http://drop.sc/88887http://drop.sc/88888#Those should suffice, though, as both are 1-1-1 reaper/hellion medic elevator. Enjoy
Thanks, I'll check these replays out and give it a go, never really played a reaper build but I'm open to any TvT strat that is tankless!
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Is there a unit composition, general gameplan, playstyle, or something that lets you lose a fight in tvp and have more than 0% chance to win the game afterwards?
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I have no idea where I lost this game. I went gasless FE into 4 rax, which should be a counter to a 5 gate all-in, but apparently it's not. The one actual mistake I can identify in this game was that I threw down an engi bay but forgot to start +1.
I probably could have added my fifth rax a little earlier, but I'm not sure it would have made a big difference, I just got rolled. Any thoughts on how to react would be great.
http://drop.sc/89094
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On January 11 2012 03:38 upperbound wrote:I have no idea where I lost this game. I went gasless FE into 4 rax, which should be a counter to a 5 gate all-in, but apparently it's not. The one actual mistake I can identify in this game was that I threw down an engi bay but forgot to start +1. I probably could have added my fifth rax a little earlier, but I'm not sure it would have made a big difference, I just got rolled. Any thoughts on how to react would be great. http://drop.sc/89094
Mid masters and first time posting in this thread so forgive if this is too much/little detail..
Little things during game -When sending the 14 scout use it to part build your supply depot then take it off building @ 20% and send it to scout, then use the scv to finish depot off after building rax -Maps with a ramp are easy to defend with a bunker or just held position and lots of marines, I'd build CC @ natural on this map (also shakuras, antiga, tal darim) -After 3 rax goes down thats when I'd add the gas, I don't use this build very often but I think you were mining too much gas, I think you can stick 2 guys in each gas rather than 3, then add 2 more guys to gas when factory complete. Then i'd stick 4th down, when 4th is built instant put tech lab on and build marauders or marines and research (you build factory first which defeats the purpose of the build with a 4 rax you want to be getting more bio and applying some early pressure) -You got massively supply blocked at 46, this will cost you in some games.
Why I think you lost You don't scout very much, I'd be prodding alot, see their composition, when you scan scan the natural, if you see no gases you know he's not teching so either fast 3rd of some gateway/gateway-light immortal timing or he's got a quick third (this again comes down to scouting, i'd always have a marine/scv at their third)
The big thing with holding this is you need at least 3 bunkers, you only had the 2...
When you're marine scouts units at bottom of ramp (really great scout btw I like this), INSTANTLY put scvs in front of bunkers, you don't need all of them but you want some for repair
You didn't stim, you had stim researched but you didn't use it
I think you played well overall though, you out macro'd your opponent and if you had put the 3rd bunker down, used scvs, and used stim you should of crushed it
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Little replay from TvP match I played... Today I've been using the 5rax pressure build, the idea is that you pressure with a good amount of units and expand behind it.
I think in the match I didn't need to force the second push, I was up a full base and was getting my tech together... just thought i'd see if could get some peoples advice on how they'd play the 5rax, any other mistakes I made?
http://drop.sc/89096
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On January 11 2012 03:36 dementrio wrote: Is there a unit composition, general gameplan, playstyle, or something that lets you lose a fight in tvp and have more than 0% chance to win the game afterwards?
I'm only Silver but I have great success with this 1rax FE into a 2 ghost timing push with bio
Here is the BO I use
+ Show Spoiler +10 Supply 12 Barracks 15 Orbital Command 16 Suppply 20 Command Centre 22 x2 Barracks 24 x2 Refinery TL on 1st Barracks ASAP - Stim asap once finished 30 Orbital Command on 2nd Command Centre 38 TL and Reactor on other 2 Barracks - Start Conc Shell once TL done 44 Ghost Academy Combat Shield on TL (whichever finishes upgrade first)
Push when combat shield is done and ghosts have enough energy for 1/2 EMPs each. I follow this up with Factory>Reactored SP and double engy bay for fast upgrades. I hope this helps I love this build.
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@cunningstunt I just don't get why your gas is so late, I find it much better to go 4 rax with earlier gas.
I think your pressure needs to be less committal, try and preserve your forces unless you spot a good opportunity.
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On January 11 2012 05:21 Willzzz wrote: @cunningstunt I just don't get why your gas is so late, I find it much better to go 4 rax with earlier gas.
I think your pressure needs to be less committal, try and preserve your forces unless you spot a good opportunity.
Honestly, just something I see on MKP and few other terrans streams.
edit: I think the reason is that you get ALOT of minerals as you're mining no gas, therefore you can put up your 3rd as you push out...
I don't think you need to commit to the attack, and I think that was my mistake.
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On January 10 2012 13:07 TuElite wrote:Hi guys, just a quick question. Can my 45 Combat Shield and Stim ready Marines win in a head-on fight in the situation displayed below ? (vs 3 Sieged tanks, 16 no stim and no combat shield marines and a banshee in a tight choke). Remember I have 45 Marines, the others are on top of my ramp and not shown in the picture. ![[image loading]](http://i.imgur.com/9ElMM.jpg) Thank you for your answers! What happened + Show Spoiler +I sacked the expo, got up my ramp and waited for my 2 medivacs to come out, when they did I picked up and dropped my entire army out of my base and headed towards his base, a base trade ensued and I lost since he had cloaked Banshee. I was doing the Thorzain +1/Stim ~45-50 Marines and 2 medivacs push by the way. Any other ways I should have dealt with this if a head-on fight loses ? Easily. Split marines and scvs in half, swing around the top. Send scvs in miliseconds before on attack move command, stim and box split and bounce the marines. AI controlled tanks shoot the closest thing to them. So therefore. if you box and split small amount of marines forward inbetween tank shots, you can get them to shoot where you want thus minimizing splash.
Sac a few SCVs, and just bust it down, and go on the offensive. Scan his nat before going, to check for sieged tanks, if so take third and get medics.
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Shameless plug..
Am a masters terran and looking to do some free coaching for terran players, will likely stream this as well, PM on TL if you're at all interested.
Will be streaming any coaching requests @ http://www.twitch.tv/dmg7
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Is it possible to win without using seige tanks at all.. I'm not a type of guy who just wants to use seige tanks but mainly only marines... and medivacs...
MKP style really.. But I don't really know to win seige tanks and a good build for early pressure so they cannot get seige tanks as fast..
I need help
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