1. 2 Rax
2. Quick Marine tank push
3. Reaper Hellion drop
4. 7 marine 3 hellion 1 medivac
5. Immediately cut all gas mining and expo twice
6. Others (Please state exact response)
Forum Index > StarCraft 2 Strategy |
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. | ||
Clazziquai10
Singapore1949 Posts
1. 2 Rax 2. Quick Marine tank push 3. Reaper Hellion drop 4. 7 marine 3 hellion 1 medivac 5. Immediately cut all gas mining and expo twice 6. Others (Please state exact response) | ||
aLmosTeu
Germany101 Posts
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Huggerz
Great Britain919 Posts
On February 20 2012 23:13 Clazziquai10 wrote: Its a TvT match. You open barracks->gas->OC. You scout your opponent with your 13th scv and you find that he went 14 CC. What would be the response against this? 1. 2 Rax 2. Quick Marine tank push 3. Reaper Hellion drop 4. 7 marine 3 hellion 1 medivac 5. Immediately cut all gas mining and expo twice 6. Others (Please state exact response) I would reactor hellion expand, then either go to starport for drop and start banshees OR build second factory + start blue flame then run a fuckload of hellions into his front. If he doesn't have a strong enough wall off then hellions will cripple him. Go mech either way. Marine hellion pressure can be very good but if it is shut down or just doesn't kill enough shit you have no upgrades and significantly delayed expansion, which is never a good situation, and game is his/hers to lose. | ||
kranten
Netherlands236 Posts
I always 1 rax expand, would it be worth the risk it to cancel the cc (if scouted last) throw down 2 more rax and marine/scv all in? | ||
Bagi
Germany6799 Posts
On February 21 2012 03:36 kranten wrote: Is there anything I can do against nexus first on maps like tal'darim? I always 1 rax expand, would it be worth the risk it to cancel the cc (if scouted last) throw down 2 more rax and marine/scv all in? There are some variations of marine/SCV all-ins against nexus first, but I don't know the exact details and it just seems like a huge gamble to me. What I usually do is just start a bunker just so that it can hit the nexus but the nexus can't see it, and start rallying my first marines over there. If allowed to finish it can really throw the protoss out of the loop, and you can safely do your regular 1rax FE behind it. | ||
teamamerica
United States958 Posts
On February 21 2012 03:36 kranten wrote: Is there anything I can do against nexus first on maps like tal'darim? I always 1 rax expand, would it be worth the risk it to cancel the cc (if scouted last) throw down 2 more rax and marine/scv all in? Also you could go 15 cc on taldarim too. Seems to beat 1rax cc in every category, the only weakness being super chronod zlot -> stalker. Every time I get away with it I have so much income so fast it's crazy. Or be like me and just always reactor hellion expo vs toss ^^ | ||
TheDwf
France19747 Posts
On February 21 2012 03:36 kranten wrote: Is there anything I can do against nexus first on maps like tal'darim? Go for some bunker pressure (as you would do against Zerg) then play as usual, 1 rax gasless FE is economically fine against Nexus first. | ||
Blazinghand
![]()
United States25550 Posts
On February 21 2012 04:01 TheDwf wrote: Show nested quote + On February 21 2012 03:36 kranten wrote: Is there anything I can do against nexus first on maps like tal'darim? Go for some bunker pressure (as you would do against Zerg) then play as usual, 1 rax gasless FE is economically fine against Nexus first. TheDwf has it right. Although you can try to bunker rush or 3rax marine/scv allin, really the best move is just to continue with your 1 rax FE and don't sacrifice economy. You're only expanding a little slower than him, and you get mules, so it's totally manageable. I've seen Kas go for a bunker rush with marauders, but this seems like a more risky move (and he also expands behind it rather than going all in). | ||
MadeOfPotato
United States30 Posts
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OtoshimonoU
United States509 Posts
On February 21 2012 05:21 MadeOfPotato wrote: What is a good way to counter/prepare for possible mutalisks in a TvZ matchup? I usually go marine tank, with a few early hellions, and spread a ton of turrets around my base, but if the zerg opponent counters with mutas I almost always lose, even if I have a couple vikings out... What's a good solid build to have a contingency for mutas but still be able to be very agressive? I see some games where Terrans just sprinkle a few thors with their army in TvZ. | ||
iAmJeffReY
United States4262 Posts
On February 20 2012 23:13 Clazziquai10 wrote: Its a TvT match. You open barracks->gas->OC. You scout your opponent with your 13th scv and you find that he went 14 CC. What would be the response against this? 1. 2 Rax 2. Quick Marine tank push 3. Reaper Hellion drop 4. 7 marine 3 hellion 1 medivac 5. Immediately cut all gas mining and expo twice 6. Others (Please state exact response) If I'm not reaper/hellion play, or the 5 reaper -> stim/CS timing attack off 4 rax, then I'd go double reactor marine hellion into medic, crank out 2 medics, then 2 vikings, then drop 2 more rax and fac make a reactor for rax, land other rax on the reactor, make a tech lab, land port on reactor/keep it on reactor. Hits kind of hard, with like 4-6 marines, 6-8 hellions, and 2 medics, followed by 2 vikings to control your borders from any kind of delayed drop/banshee play. What is a good way to counter/prepare for possible mutalisks in a TvZ matchup? I usually go marine tank, with a few early hellions, and spread a ton of turrets around my base, but if the zerg opponent counters with mutas I almost always lose, even if I have a couple vikings out... What's a good solid build to have a contingency for mutas but still be able to be very agressive? Marines and medics in drops pull mutas away. Clear creep with 8-16 marines and 1-2 medics draws mutas away, because lings will never pick them off. Don't spread turrets out. You want the to cover each other, and cover your addons, tech, and ebays/armories. A handful of marines with stim and medics push mutas out well. Just fake stim, stim 1-3 marines and they run from the sound. Once they commit to mutas, and you see over 15+, go ahead and crank out 2-3 thors to compliment your push. Helps zone out for your tanks to move forward a bit more brazen and with less fear of mutas. Also, vikings are a no no, beyond 1-2 for OL sniping. There are a plethora of builds that are safe from mutas, if you just know your timings. Esp with an elevator play, or banshee pressure you see the lair timing. Find the spire, and start the turrets. 1-2 turrets in your base can scare away mutas until they flock. Mutas in your base should never lose you the game, in my opinion. You should attack if he's too strong with mutas, feign an attack, or really attack. They HAVE to pull the mutas back, or lose their army, then subsequent mutas that are cake to fight with no lings/blings/infestors on the map. | ||
Smackzilla
United States539 Posts
On February 21 2012 05:24 OtoshimonoU wrote: Show nested quote + On February 21 2012 05:21 MadeOfPotato wrote: What is a good way to counter/prepare for possible mutalisks in a TvZ matchup? I usually go marine tank, with a few early hellions, and spread a ton of turrets around my base, but if the zerg opponent counters with mutas I almost always lose, even if I have a couple vikings out... What's a good solid build to have a contingency for mutas but still be able to be very agressive? I see some games where Terrans just sprinkle a few thors with their army in TvZ. I second this. I like to get an armory when I'm at 8 or 9 minutes. The thor probably wont be ready for the first mutalisk poke, but you can defend long enough for it to get out. Thors + turrets have a really nice synergy, and you can reduce your reliance on static air defense. | ||
kc
Canada212 Posts
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Blazinghand
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United States25550 Posts
On February 21 2012 06:14 kc wrote: whats the counter to 1 base void all in with pure stalker or with zeal warpin. i went 4 rax and i 1 rax'ed fe but it was too much. i scouted early so i knew it was a gas heavy build? im high masters too 1 rax FE with additional rax (and a bunker at the top of your ramp) should be an adequate defense. I wouldn't mind taking a look at the replay to see what happened. | ||
kc
Canada212 Posts
On February 21 2012 06:15 Blazinghand wrote: Show nested quote + On February 21 2012 06:14 kc wrote: whats the counter to 1 base void all in with pure stalker or with zeal warpin. i went 4 rax and i 1 rax'ed fe but it was too much. i scouted early so i knew it was a gas heavy build? im high masters too 1 rax FE with additional rax (and a bunker at the top of your ramp) should be an adequate defense. I wouldn't mind taking a look at the replay to see what happened. i went combat shield first and had a bunker, he just warped in at my nat on entommbed and i coudlnt really do anything. too many units | ||
kc
Canada212 Posts
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iAmJeffReY
United States4262 Posts
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kc
Canada212 Posts
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Blazinghand
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United States25550 Posts
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kc
Canada212 Posts
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