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How exactly do you do 1-1-1 vs P? I have heard how strong this is vs P. What is the common BO?
I did it myself vs Very hard AI...and i got 4-5 tanks with 3-4 banshees and some marines at about 9 min mark (not sure) and the enemy already has so many forces to deal with my army.
So, what time does 1-1-1 normally hit, and how many tanks/banshees are you supposed to have? I think mine is too late, because what I do is Rax, marine, tech lab, factory, and tank production. When I have a little more gas I start starport. Is this wrong?
Newbie question, how many SCVs do I need to have on my main when my natural is done? Does the number change if I FE, if I expand mid term or if I expand late?
On January 21 2012 07:44 KenDM wrote: Why is a reactored hellion expand preferred over a siege expand in a TvZ?
Siege tanks are slow and difficult to use to apply pressure without a big commitment. They engage and disengage slowly due to their low movespeed and need to be in siege mode. Also, they are gas-heavy units, and operate best in large numbers rather than small numbers due to their low rate of fire.
As a result, Siege Tank attacks as terran require a large number of marines or another filler unit to cover for the tanks to siege and unsiege, and fill in gaps in firepower.
Hellions, on the other hand, are gas-cheap, quick, and can engage and disengage at will. This means that you can make a few early-game hellions to trap the zerg in his base until he has a lot of zerglings or some roaches, and do so without a big commitment-- if he makes a lot of units, you can use your mobility to go home. It's a low-risk, high-pressure build that can deal economic damage easily and prevents creep spread without great cost to you.
But what about if the opponent goes spinecrawlers and roaches all of a sudden. You'd then have to make siege tanks with siege mode research, I think that takes a lot of time to get ready right?
I''ve been using bomber's t v z style to huge success lately. However, i've noticed zergs who get up to 8 roaches after a hatch first and hit a timing whereby the 2 marines in the bunker is simply not enough. (even with mass repair!) Any thoughts?
On January 21 2012 18:54 ThaSlayer wrote: I''ve been using bomber's t v z style to huge success lately. However, i've noticed zergs who get up to 8 roaches after a hatch first and hit a timing whereby the 2 marines in the bunker is simply not enough. (even with mass repair!) Any thoughts?
you should have a techlab on the factory and on the rax. just build a tank and 1-2 maradaur... thats an easy hold
How do I deal with protoss lategame, zerg (in general) and Terran?
Vs Protoss I'm very comfortable all the way untim Ht's come out, I manage to trade my army once or twice max, but eventually he'll just remax on zealot / archon and it becomes simply impossible to deal with.
and vs zerg I just feel clueless I do a normal hellion expand build but then I just don't know when to attack, zerg expands everywhere and I get rolled over.
vs terran I feel clueless aswell, I've been mostly trying random stuff like going mass marine with heavy upgrades and add tanks a little later once I start needing them, but I'm sure I cannot do this everygame and it just doesn't feel very solid.
Against protoss lategame, try to get as many ghosts as possible, don't listen to people who say 5-6 is enough, get as many as you can afford, in terms of supply they will trade well with anything that comes out of gateways. You must be scanning around a lot so you know where their army is and can snipe/emp HT, face it you don't need the minerals at this point. Against archons you absolutely must manually target and kill them, you cannot let the AI auto fire on the zealots.
If you really aren't sure when to attack vs zerg then it is almost always safe to go at 200/200, this isn't usually optimal but it is very easy to remember! Like protoss don't be afraid to use a lot of scans to make certain that you engage favourably.
On January 21 2012 11:12 Celestia wrote: Newbie question, how many SCVs do I need to have on my main when my natural is done? Does the number change if I FE, if I expand mid term or if I expand late?
It's possible to have 24 scvs at 5:51 which is near the time your second CC finishes with an 18 CC in a gasless FE. That's the minimum I want at my main base. After that I'll typically rally both CCs to my nat.
If you're expanding later, it's still good to keep building SCVs. The additional scvs will still give you a bit of a boost on mining, plus you'll be able to saturate your expansion faster when you finish it.
This is in general, though, and what you or your opponent want to do.
Hey all I am currently having trouble punishing a nexus first =\. I usually try to punish with a 4rax scv all in but usually by time i get to his base he already has around 3 stalkers and 2 zealots. Should i just go CC before a marine when i scout this?
On January 21 2012 21:45 Willzzz wrote: Against protoss lategame, try to get as many ghosts as possible, don't listen to people who say 5-6 is enough, get as many as you can afford, in terms of supply they will trade well with anything that comes out of gateways. You must be scanning around a lot so you know where their army is and can snipe/emp HT, face it you don't need the minerals at this point. Against archons you absolutely must manually target and kill them, you cannot let the AI auto fire on the zealots.
If you really aren't sure when to attack vs zerg then it is almost always safe to go at 200/200, this isn't usually optimal but it is very easy to remember! Like protoss don't be afraid to use a lot of scans to make certain that you engage favourably.
I will do that vs Protoss, thanks, I always tried having 5 or 6 like people said and I missed almost all the time, once I get the hang of using them I'll reduce the number.
Now, vs zerg I try doing that, waiting untill 200/200 to push out, but I have to do something to deny his expos or else he will just expand all over the map and trade with my army forever. If mutas are out it's impossible (or very risky) to even attempt a drop so I just find myself in a situation where I'm just delaying my death for as long as I have minerals :/
On January 21 2012 10:39 DontLoseSightOfIt wrote: How exactly do you do 1-1-1 vs P? I have heard how strong this is vs P. What is the common BO?
I did it myself vs Very hard AI...and i got 4-5 tanks with 3-4 banshees and some marines at about 9 min mark (not sure) and the enemy already has so many forces to deal with my army.
So, what time does 1-1-1 normally hit, and how many tanks/banshees are you supposed to have? I think mine is too late, because what I do is Rax, marine, tech lab, factory, and tank production. When I have a little more gas I start starport. Is this wrong?
I'm surprised how hard it is to find a good answer to this. I think part of the problem is there are a lot of TvP builds called 1-1-1.
On January 21 2012 20:56 Ko1tz wrote: How do I deal with protoss lategame, zerg (in general) and Terran?
Vs Protoss I'm very comfortable all the way untim Ht's come out, I manage to trade my army once or twice max, but eventually he'll just remax on zealot / archon and it becomes simply impossible to deal with.
and vs zerg I just feel clueless I do a normal hellion expand build but then I just don't know when to attack, zerg expands everywhere and I get rolled over.
vs terran I feel clueless aswell, I've been mostly trying random stuff like going mass marine with heavy upgrades and add tanks a little later once I start needing them, but I'm sure I cannot do this everygame and it just doesn't feel very solid.
This might seem a little wierd but I have been going mass ghost/viking and some normal bio late game against Zealot/Archon. Landed vikings seem to rip through zealots. It's been working well actually.
On January 21 2012 20:56 Ko1tz wrote: How do I deal with protoss lategame, zerg (in general) and Terran?
Vs Protoss I'm very comfortable all the way untim Ht's come out, I manage to trade my army once or twice max, but eventually he'll just remax on zealot / archon and it becomes simply impossible to deal with.
and vs zerg I just feel clueless I do a normal hellion expand build but then I just don't know when to attack, zerg expands everywhere and I get rolled over.
vs terran I feel clueless aswell, I've been mostly trying random stuff like going mass marine with heavy upgrades and add tanks a little later once I start needing them, but I'm sure I cannot do this everygame and it just doesn't feel very solid.
This might seem a little wierd but I have been going mass ghost/viking and some normal bio late game against Zealot/Archon. Landed vikings seem to rip through zealots. It's been working well actually.
Uhm,... bad idea, bad advice. Vikings die to everything and anything once they get hit. Even landing vikings after killing collsai can be detrimental to your viking count.
Zeals will charge and pimp out those vikings. Don't do it. 1 ghost 200/100, 1 viking 150/75. That's a fucking LOAD of money.
On January 21 2012 21:45 Willzzz wrote: Against protoss lategame, try to get as many ghosts as possible, don't listen to people who say 5-6 is enough, get as many as you can afford, in terms of supply they will trade well with anything that comes out of gateways. You must be scanning around a lot so you know where their army is and can snipe/emp HT, face it you don't need the minerals at this point. Against archons you absolutely must manually target and kill them, you cannot let the AI auto fire on the zealots.
If you really aren't sure when to attack vs zerg then it is almost always safe to go at 200/200, this isn't usually optimal but it is very easy to remember! Like protoss don't be afraid to use a lot of scans to make certain that you engage favourably.
I will do that vs Protoss, thanks, I always tried having 5 or 6 like people said and I missed almost all the time, once I get the hang of using them I'll reduce the number.
Now, vs zerg I try doing that, waiting untill 200/200 to push out, but I have to do something to deny his expos or else he will just expand all over the map and trade with my army forever. If mutas are out it's impossible (or very risky) to even attempt a drop so I just find myself in a situation where I'm just delaying my death for as long as I have minerals :/
You should never need to reduce that number, not unless you can't afford it, which should not really be an issue late game.
I think you underestimate how quickly you can hit 200/200 if you macro properly, you will have map control with your hellions until say 10:00 and can max out around 16:00 on 3 base. Now assuming the zerg is also macroing and therefore no battles have occurred, what's the worst that can happen? Lets take your scenario where he has 4 bases say, unless he has 100 drones his economy isn't really going to be much better than yours, and if he does have 100 drones then his army will be pathetic compared to your max.
How am I supposed to defend an early reactor marine + sieged tanks push in tvt? My opener is a one rax expand. Do I lose the game if he gets to my base?
On January 22 2012 04:32 Steak_ wrote: How am I supposed to defend an early reactor marine + sieged tanks push in tvt? My opener is a one rax expand. Do I lose the game if he gets to my base?
On January 21 2012 07:44 KenDM wrote: Why is a reactored hellion expand preferred over a siege expand in a TvZ?
Siege tanks are slow and difficult to use to apply pressure without a big commitment. They engage and disengage slowly due to their low movespeed and need to be in siege mode. Also, they are gas-heavy units, and operate best in large numbers rather than small numbers due to their low rate of fire.
As a result, Siege Tank attacks as terran require a large number of marines or another filler unit to cover for the tanks to siege and unsiege, and fill in gaps in firepower.
Hellions, on the other hand, are gas-cheap, quick, and can engage and disengage at will. This means that you can make a few early-game hellions to trap the zerg in his base until he has a lot of zerglings or some roaches, and do so without a big commitment-- if he makes a lot of units, you can use your mobility to go home. It's a low-risk, high-pressure build that can deal economic damage easily and prevents creep spread without great cost to you.
But what about if the opponent goes spinecrawlers and roaches all of a sudden. You'd then have to make siege tanks with siege mode research, I think that takes a lot of time to get ready right?
You're usually only making like 4 hellions before transitioning to tank production. Spinecrawlers don't let the zerg player be aggressive, and you can continue to contain the creep spread etc if he gets them. If he gets Roaches, he's delaying his tech which is good for you, and you can defend with a bunker pretty easily until your tanks are up.
On January 22 2012 04:32 Steak_ wrote: How am I supposed to defend an early reactor marine + sieged tanks push in tvt? My opener is a one rax expand. Do I lose the game if he gets to my base?
Depends on what you build after your cc.
I've been doing the ThorZain build on the Day9 daily, you go up to 2 barracks -> double gas - > 3rd barracks. I've tried pulling SCVs but it doesn't seem to do much if the tanks are sieged up, and if I ward them away far from my base with a pack of marines and scvs it seems real bad for my economy.