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The Terran Help Me Thread - Page 16

Forum Index > StarCraft 2 Strategy
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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.
Haegr9599
Profile Joined April 2011
United States210 Posts
August 30 2011 00:32 GMT
#301
I am pretty lost in TvT at a diamond level. Just looking for a standard build with transitions that can hold (most) all-ins. Honestly, i just dont have a gameplan and am just looking for one

**not a big fan of mech
I choose my friends for their good looks, my acquaintances for their good characters, and my enemies for their intellects. A man cannot be too careful in the choice of his enemies
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2011-08-30 00:36:49
August 30 2011 00:36 GMT
#302
On August 30 2011 09:32 Haegr9599 wrote:
I am pretty lost in TvT at a diamond level. Just looking for a standard build with transitions that can hold (most) all-ins. Honestly, i just dont have a gameplan and am just looking for one

**not a big fan of mech


Usually, opening 1/1/1 and using the units you get from it to scout is pretty good. A couple of possibilities include a 1-gas 1/1/1 that rushes non-cloak banshee, or a 1-gas 1/1/1 that does a 4-redflame hellion drop. Both of these builds would make a quick hellion and scout his front to see what he's doing, coupled with a scan to see what's happening in his base, then scout with harass.

By not taking a 2nd gas, you'll be able to get a reasonably-timed expo, and with your scouting you SHOULD be able to use the flexibility of your production to make what you need to defend an all-in. It should transition fine into marine/tank or mech. You'll need to very aggressively counter what he's doing, but you'll have the infrastructure to hold whatever attack he brings to bear. The only worry would be if he expos quicker than you, since a 1-gas 1/1/1 expo is probably about as late as you can get without needing to do economic damage to stay in the game.

A 1-gas 1/1/1 4 red flame hellion drop expo is what I do in TvT, and it works pretty well.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Wrathsc2
Profile Joined March 2011
United States2025 Posts
August 30 2011 21:53 GMT
#303
Hey i just wanted to ask how many hellions you guys think are best in tvz from the reactor hellion expand. I like 4 the best but i feel like it slows down by rax but it keeps be safe. What do you guys think is the best number?
A marine walks into a bar and asks, "Wheres the counter?"
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2011-08-30 21:59:46
August 30 2011 21:55 GMT
#304
On August 31 2011 06:53 radiantshadow92 wrote:
Hey i just wanted to ask how many hellions you guys think are best in tvz from the reactor hellion expand. I like 4 the best but i feel like it slows down by rax but it keeps be safe. What do you guys think is the best number?


Depends what you going for. If he's not going roaches I like to get around 6 and stop at there. If I want to get fast blue flame I get two then switch to tech lab and research. 4 is the standard "default" number though.

On August 30 2011 09:36 Blazinghand wrote:
A 1-gas 1/1/1 4 red flame hellion drop expo is what I do in TvT, and it works pretty well.


Find that a bit coin flippy. Dunno, I like to just get blue flames and banshee/viking out with expo going while being defensive. Feels safer
perser84
Profile Joined October 2010
Germany399 Posts
August 31 2011 01:20 GMT
#305
how you play vs blueflame opening no mattter how i simcity my mineral line they mangage to get there
and if not they get map control and expo faster then me
kofman
Profile Joined August 2011
Andorra698 Posts
August 31 2011 01:42 GMT
#306
On August 31 2011 06:53 radiantshadow92 wrote:
Hey i just wanted to ask how many hellions you guys think are best in tvz from the reactor hellion expand. I like 4 the best but i feel like it slows down by rax but it keeps be safe. What do you guys think is the best number?


I personally get only 2 hellions when reactor hellion expanding, because I feel that getting more than 2 is unneccasary because the zerg will most likely have enough spine crawlers and queens to defend any number of hellions. The only time I well get 4 is on xelnaga, when the expo is hard to defend. With 2 hellions, you keep the zerg guessing and maybe force him to make roaches or extra spines which would be neccesary against more hellions. The 2 hellions force a big investment from zerg, and can deny creep tumors/control the watchtowers well enough. In addition, if your opponent if doing the sheth build against you and you make 4 hellions, then if you don't have a bunker, you basically lose the game straight up. However, if you only make 2 hellions and make a tank right after, the tank will be there in time to defend against the 7 roaches that will be coming, without the need for a bunker.

My build is that I pump 2 hellions from the reactored factory, and starting a tech lab on the rax that just built the reactor ASAP. I then switch the factory onto the tech lab that the rax built and switch the rax onto the reactor that the factory had. I then pump nonstop marines and tanks, take the 2nd gas, and add another rax and make a techlab on it and start shields ASAP. Make a 3rd rax without addons for extra marines, then make a strong 9 minute push to kill any 3rd from the zerg and possibly kill him straight up. For this push, you should have about 15 marines and 3 tanks, with shields done and stim started. Make an engy bay for upgrades, and see if zerg is going mutas (most likely) or infestors (rare). If they go mutas, then add on extra rax for more marines and make sure to make marines nonstop out of your existing rax. If they go infestors, then you don't have to go as hard on the marines production but make an extra factory and make extra tanks. Try to seige up the zerg's natural, while expanding yourself.

High masters terran.
8D
Profile Joined June 2011
66 Posts
August 31 2011 02:59 GMT
#307
Sry if this is a repeat question but i am having trouble with my bunker rushes in TvZ, my main problem is how many Scv's should i pull right now i take 2 but i feel thats too little and drones are able to block/kill my scvs, but im worried that if i pull more it will hinder my eco too much to make a string transtition. Does anyone know the optimaal amount of scvs in a bunker rush and how to get the most out of them?
release the gracken
Clonze
Profile Joined October 2009
Canada281 Posts
Last Edited: 2011-08-31 03:24:10
August 31 2011 03:12 GMT
#308
On August 31 2011 11:59 8D wrote:
Sry if this is a repeat question but i am having trouble with my bunker rushes in TvZ, my main problem is how many Scv's should i pull right now i take 2 but i feel thats too little and drones are able to block/kill my scvs, but im worried that if i pull more it will hinder my eco too much to make a string transtition. Does anyone know the optimaal amount of scvs in a bunker rush and how to get the most out of them?


A bunker rush in TvZ that involves excessive repairing of bunkers is probably considered by most ''all-in'' and a gimmicky way to win. You will not always get a gimmicky win (any strategy that's "all -in" can be beat)
one of the best bunker pressures you can do that isn't all in is with 1 scv, so that he pulls ~2drones. you follow that up with 1rax and 3 marines(13 refinery) and then reactor on the rax and a factory(both should be built at the same time).

the reason why this is really good is because the zerg loses mining time and you can just cancel the bunker for 75minerals. you also might be able to pick a drone or two off with the 1-3 marine follow up. and it forces lings to be made, if you get the bunker completed it forces a lot of lings!

when the zerg makes a bunch of lings... your reactor hellions will do tons of damage! this build also allows you to do a pretty quick expansion. (expo time comes around the time factory finishes)
Putting zenio on your fantasy team is almost as bad as putting him on your actual team. -Alex Smith
kofman
Profile Joined August 2011
Andorra698 Posts
August 31 2011 04:08 GMT
#309
On August 31 2011 12:12 Clonze wrote:
Show nested quote +
On August 31 2011 11:59 8D wrote:
Sry if this is a repeat question but i am having trouble with my bunker rushes in TvZ, my main problem is how many Scv's should i pull right now i take 2 but i feel thats too little and drones are able to block/kill my scvs, but im worried that if i pull more it will hinder my eco too much to make a string transtition. Does anyone know the optimaal amount of scvs in a bunker rush and how to get the most out of them?


A bunker rush in TvZ that involves excessive repairing of bunkers is probably considered by most ''all-in'' and a gimmicky way to win. You will not always get a gimmicky win (any strategy that's "all -in" can be beat)
one of the best bunker pressures you can do that isn't all in is with 1 scv, so that he pulls ~2drones. you follow that up with 1rax and 3 marines(13 refinery) and then reactor on the rax and a factory(both should be built at the same time).

the reason why this is really good is because the zerg loses mining time and you can just cancel the bunker for 75minerals. you also might be able to pick a drone or two off with the 1-3 marine follow up. and it forces lings to be made, if you get the bunker completed it forces a lot of lings!

when the zerg makes a bunch of lings... your reactor hellions will do tons of damage! this build also allows you to do a pretty quick expansion. (expo time comes around the time factory finishes)

This guy has no idea what he is talking about. Bunker rushing is in no ways "cheese", "gimmicky", or "all-in". I would say pull about 3 scvs if your doing the 12/14, and up to 5 if your doing the 11/11. Try to start bunkers in multiple locations at the same time so that its hard for the zerg to kill all of the bunkers that are going up. While doing this, make an expansion. The guy who I quoted is saying complete nonsense, don't listen to him.

To Clonze: How are you supposed to get 13 refinery when 2 raxing? What you are describing is a reactor hellion expand, not a 2-rax... Learn to read, please. A 1-rax bunker pressure is rediculous, there is no way any zerg would let the bunker finish, plus you need the minerals from the bunker to make hellions and the CC if you are going reactor hellion expand. And also, a 2-rax is not in any way all-in, thats why its called a 2-rax expand, because you get an expansion while you are doing the pressure.
Clonze
Profile Joined October 2009
Canada281 Posts
Last Edited: 2011-08-31 14:54:33
August 31 2011 14:52 GMT
#310
On August 31 2011 13:08 kofman wrote:
+ Show Spoiler +
On August 31 2011 12:12 Clonze wrote:
Show nested quote +
On August 31 2011 11:59 8D wrote:
Sry if this is a repeat question but i am having trouble with my bunker rushes in TvZ, my main problem is how many Scv's should i pull right now i take 2 but i feel thats too little and drones are able to block/kill my scvs, but im worried that if i pull more it will hinder my eco too much to make a string transtition. Does anyone know the optimaal amount of scvs in a bunker rush and how to get the most out of them?


A bunker rush in TvZ that involves excessive repairing of bunkers is probably considered by most ''all-in'' and a gimmicky way to win. You will not always get a gimmicky win (any strategy that's "all -in" can be beat)
one of the best bunker pressures you can do that isn't all in is with 1 scv, so that he pulls ~2drones. you follow that up with 1rax and 3 marines(13 refinery) and then reactor on the rax and a factory(both should be built at the same time).

the reason why this is really good is because the zerg loses mining time and you can just cancel the bunker for 75minerals. you also might be able to pick a drone or two off with the 1-3 marine follow up. and it forces lings to be made, if you get the bunker completed it forces a lot of lings!

when the zerg makes a bunch of lings... your reactor hellions will do tons of damage! this build also allows you to do a pretty quick expansion. (expo time comes around the time factory finishes)

This guy has no idea what he is talking about. Bunker rushing is in no ways "cheese", "gimmicky", or "all-in". I would say pull about 3 scvs if your doing the 12/14, and up to 5 if your doing the 11/11. Try to start bunkers in multiple locations at the same time so that its hard for the zerg to kill all of the bunkers that are going up. While doing this, make an expansion. The guy who I quoted is saying complete nonsense, don't listen to him.

To Clonze: How are you supposed to get 13 refinery when 2 raxing? What you are describing is a reactor hellion expand, not a 2-rax... Learn to read, please. A 1-rax bunker pressure is rediculous, there is no way any zerg would let the bunker finish, plus you need the minerals from the bunker to make hellions and the CC if you are going reactor hellion expand. And also, a 2-rax is not in any way all-in, thats why its called a 2-rax expand, because you get an expansion while you are doing the pressure.


Please don't quote people who are trying to help, then tell them that they're clueless. I'm well more accomplished than you. Great flame though, you did it kofman.

and you're right, it is a hellion expand. not once did i mention 2 rax but i guess it could have been kinda unclear. and the idea of this is to not rely on a bunker finished, so what are you going to say next?
from experience watching and better players, 2 rax is NOT a solid build and can be easily defeated, leaving the T at a huge disadvantage. I'd give you some quotes but I don't want to give the effort to shut down a simple minded TL flamer who thinks that calling people clueless makes him look good/feel good/ or whatever it is you are getting from this.

Basically many pros have said they regret using 2rax expand build in many Bo#s because it was defended correctly and they were put so far behind that they couldn't recover. 1rax bunker pressure is not ridiculous because the bunker is NOT MEANT TO COMPLETE. The zerg gets put a tiny bit behind by reacting to the bunker.

This is why many pros generally stay away from the strategy forum, because scrubs like kofman are here.
Putting zenio on your fantasy team is almost as bad as putting him on your actual team. -Alex Smith
SchAmToo
Profile Blog Joined April 2010
United States1141 Posts
August 31 2011 15:11 GMT
#311
On August 31 2011 23:52 Clonze wrote:
Show nested quote +
On August 31 2011 13:08 kofman wrote:
+ Show Spoiler +
On August 31 2011 12:12 Clonze wrote:
Show nested quote +
On August 31 2011 11:59 8D wrote:
Sry if this is a repeat question but i am having trouble with my bunker rushes in TvZ, my main problem is how many Scv's should i pull right now i take 2 but i feel thats too little and drones are able to block/kill my scvs, but im worried that if i pull more it will hinder my eco too much to make a string transtition. Does anyone know the optimaal amount of scvs in a bunker rush and how to get the most out of them?


A bunker rush in TvZ that involves excessive repairing of bunkers is probably considered by most ''all-in'' and a gimmicky way to win. You will not always get a gimmicky win (any strategy that's "all -in" can be beat)
one of the best bunker pressures you can do that isn't all in is with 1 scv, so that he pulls ~2drones. you follow that up with 1rax and 3 marines(13 refinery) and then reactor on the rax and a factory(both should be built at the same time).

the reason why this is really good is because the zerg loses mining time and you can just cancel the bunker for 75minerals. you also might be able to pick a drone or two off with the 1-3 marine follow up. and it forces lings to be made, if you get the bunker completed it forces a lot of lings!

when the zerg makes a bunch of lings... your reactor hellions will do tons of damage! this build also allows you to do a pretty quick expansion. (expo time comes around the time factory finishes)

This guy has no idea what he is talking about. Bunker rushing is in no ways "cheese", "gimmicky", or "all-in". I would say pull about 3 scvs if your doing the 12/14, and up to 5 if your doing the 11/11. Try to start bunkers in multiple locations at the same time so that its hard for the zerg to kill all of the bunkers that are going up. While doing this, make an expansion. The guy who I quoted is saying complete nonsense, don't listen to him.

To Clonze: How are you supposed to get 13 refinery when 2 raxing? What you are describing is a reactor hellion expand, not a 2-rax... Learn to read, please. A 1-rax bunker pressure is rediculous, there is no way any zerg would let the bunker finish, plus you need the minerals from the bunker to make hellions and the CC if you are going reactor hellion expand. And also, a 2-rax is not in any way all-in, thats why its called a 2-rax expand, because you get an expansion while you are doing the pressure.


Please don't quote people who are trying to help, then tell them that they're clueless. I'm well more accomplished than you. Great flame though, you did it kofman.

and you're right, it is a hellion expand. not once did i mention 2 rax but i guess it could have been kinda unclear. and the idea of this is to not rely on a bunker finished, so what are you going to say next?
from experience watching and better players, 2 rax is NOT a solid build and can be easily defeated, leaving the T at a huge disadvantage. I'd give you some quotes but I don't want to give the effort to shut down a simple minded TL flamer who thinks that calling people clueless makes him look good/feel good/ or whatever it is you are getting from this.

Basically many pros have said they regret using 2rax expand build in many Bo#s because it was defended correctly and they were put so far behind that they couldn't recover. 1rax bunker pressure is not ridiculous because the bunker is NOT MEANT TO COMPLETE. The zerg gets put a tiny bit behind by reacting to the bunker.

This is why many pros generally stay away from the strategy forum, because scrubs like kofman are here.



Actually, both sides have merit. And as for your point that they "put in a tiny bit" then you may have fallen into the trap I did when I first tried it. If you position correctly and you ALSO react correctly you should be able to force an absurd amount of spines and zergling that delay any kind of immediate droning...and if they do immediately drone you have the advantage in army size (that is, if you go for 3rd rax after the expo is started). The trick at this point is to attack at the right time, and deny them the ability to see your re-push. You need to send 3 marines to kill a xelnaga or walk around. I typically find 10 marines to be sufficient at this point.

Remember, this is not to kill the zerg, but delay tech and deny drones. Many terrans foolishly lose all their forces thinking they can trade with zerg, and its just not true, because they can rebuild quicker, and they get the round of drones in between, thus its best to scoot and shoot their drones and only fully engage when you can absolutely demolish their force.
twitch.tv/schamtoo | twitter.com/schamtoo
Clonze
Profile Joined October 2009
Canada281 Posts
Last Edited: 2011-08-31 16:15:43
August 31 2011 15:52 GMT
#312
On September 01 2011 00:11 Schamus wrote:
Show nested quote +
On August 31 2011 23:52 Clonze wrote:
On August 31 2011 13:08 kofman wrote:
+ Show Spoiler +
On August 31 2011 12:12 Clonze wrote:
Show nested quote +
On August 31 2011 11:59 8D wrote:
Sry if this is a repeat question but i am having trouble with my bunker rushes in TvZ, my main problem is how many Scv's should i pull right now i take 2 but i feel thats too little and drones are able to block/kill my scvs, but im worried that if i pull more it will hinder my eco too much to make a string transtition. Does anyone know the optimaal amount of scvs in a bunker rush and how to get the most out of them?


A bunker rush in TvZ that involves excessive repairing of bunkers is probably considered by most ''all-in'' and a gimmicky way to win. You will not always get a gimmicky win (any strategy that's "all -in" can be beat)
one of the best bunker pressures you can do that isn't all in is with 1 scv, so that he pulls ~2drones. you follow that up with 1rax and 3 marines(13 refinery) and then reactor on the rax and a factory(both should be built at the same time).

the reason why this is really good is because the zerg loses mining time and you can just cancel the bunker for 75minerals. you also might be able to pick a drone or two off with the 1-3 marine follow up. and it forces lings to be made, if you get the bunker completed it forces a lot of lings!

when the zerg makes a bunch of lings... your reactor hellions will do tons of damage! this build also allows you to do a pretty quick expansion. (expo time comes around the time factory finishes)

This guy has no idea what he is talking about. Bunker rushing is in no ways "cheese", "gimmicky", or "all-in". I would say pull about 3 scvs if your doing the 12/14, and up to 5 if your doing the 11/11. Try to start bunkers in multiple locations at the same time so that its hard for the zerg to kill all of the bunkers that are going up. While doing this, make an expansion. The guy who I quoted is saying complete nonsense, don't listen to him.

To Clonze: How are you supposed to get 13 refinery when 2 raxing? What you are describing is a reactor hellion expand, not a 2-rax... Learn to read, please. A 1-rax bunker pressure is rediculous, there is no way any zerg would let the bunker finish, plus you need the minerals from the bunker to make hellions and the CC if you are going reactor hellion expand. And also, a 2-rax is not in any way all-in, thats why its called a 2-rax expand, because you get an expansion while you are doing the pressure.


Please don't quote people who are trying to help, then tell them that they're clueless. I'm well more accomplished than you. Great flame though, you did it kofman.

and you're right, it is a hellion expand. not once did i mention 2 rax but i guess it could have been kinda unclear. and the idea of this is to not rely on a bunker finished, so what are you going to say next?
from experience watching and better players, 2 rax is NOT a solid build and can be easily defeated, leaving the T at a huge disadvantage. I'd give you some quotes but I don't want to give the effort to shut down a simple minded TL flamer who thinks that calling people clueless makes him look good/feel good/ or whatever it is you are getting from this.

Basically many pros have said they regret using 2rax expand build in many Bo#s because it was defended correctly and they were put so far behind that they couldn't recover. 1rax bunker pressure is not ridiculous because the bunker is NOT MEANT TO COMPLETE. The zerg gets put a tiny bit behind by reacting to the bunker.

This is why many pros generally stay away from the strategy forum, because scrubs like kofman are here.



Actually, both sides have merit. And as for your point that they "put in a tiny bit" then you may have fallen into the trap I did when I first tried it. If you position correctly and you ALSO react correctly you should be able to force an absurd amount of spines and zergling that delay any kind of immediate droning...and if they do immediately drone you have the advantage in army size (that is, if you go for 3rd rax after the expo is started). The trick at this point is to attack at the right time, and deny them the ability to see your re-push. You need to send 3 marines to kill a xelnaga or walk around. I typically find 10 marines to be sufficient at this point.

Remember, this is not to kill the zerg, but delay tech and deny drones. Many terrans foolishly lose all their forces thinking they can trade with zerg, and its just not true, because they can rebuild quicker, and they get the round of drones in between, thus its best to scoot and shoot their drones and only fully engage when you can absolutely demolish their force.

No, his side has no merit. After reading his past posts it really gets under my skin that this "kofman" guy said I don't know what i'm talking about.

As for your sneaky timing push involving the 3rd rax after expo, my opinion and thought process is that it's hyper-aggressive and if the zerg defends it.. you might feel you could have microd better(positioning/unitcontrol) but in the end, your strategy wasn't very macro-style oriented. What i mean by this is, you will have fallen far behind on tech and zerg can abuse this and have an easy win.
Your aggressive push involves hoping the zerg has made too many drones (there's no way to really scout how much a zerg is droning without a scan/lucky scout at this point in the game), but if the zerg defends your push with whatever.. (roach or speedling) he can prevent you from getting your expo set up with a light contain(you are lacking tech to secure the expansion) and from there take an easy win from you.

edit: i should also say that if you get the expo up with bunkers, your lack of tech will still delay any aggression you can do on 2 base, so the zerg wont feel much tension and can just explode economically.
Putting zenio on your fantasy team is almost as bad as putting him on your actual team. -Alex Smith
KingOfAmerica
Profile Joined April 2011
United States246 Posts
August 31 2011 16:14 GMT
#313
1 Rax Reaper Expand question:

My general TvZ is 2 Reapers for pressure / scouting, expand, then 3 barracks, factory, starport. Aiming for a push around 10:30 with stim marines, 2-3 tanks, a medivac +1 weapons.

I'm having two problems with this: 1) After my reaper harass is done (around 6 min or so I just let them stay on towers / scout expands), I dont put pressure on till the push and he drones hard 2) Lair tech is out by 10:30 as a result and makes my push harder.

Anyone have any successful earlier timings I could hit off the same 1 rax reaper expand foundation? Something in the 9:00 range or so?
The nukes gonna land on his aarrrrmmmmyyy AHHHHH
Clonze
Profile Joined October 2009
Canada281 Posts
Last Edited: 2011-08-31 17:34:32
August 31 2011 17:29 GMT
#314
On September 01 2011 01:14 KingOfAmerica wrote:
1 Rax Reaper Expand question:

My general TvZ is 2 Reapers for pressure / scouting, expand, then 3 barracks, factory, starport. Aiming for a push around 10:30 with stim marines, 2-3 tanks, a medivac +1 weapons.

I'm having two problems with this: 1) After my reaper harass is done (around 6 min or so I just let them stay on towers / scout expands), I dont put pressure on till the push and he drones hard 2) Lair tech is out by 10:30 as a result and makes my push harder.

Anyone have any successful earlier timings I could hit off the same 1 rax reaper expand foundation? Something in the 9:00 range or so?


try to base your timing push off of when they get their 3rd base. your goal is to stop the zerg from getting a third while you get your third.

and always make sure you're fighting zerg on YOUR terms when using units like sieged tanks, don't let them catch you offgaurd. Have scouts(1stimmed marine) watching your sides and front.

maybe try going 1 reaper expand. lift the rax and make a reactor /factory at the same time so you can do some more pressure with some hellions while you expand. Follow that up with a siege tank/marine push to hit his 3rd base. (add medivac depending on the scenario).

-Don't wait too long to get your third, generally around the time you want to do your pushout you should also expand.
-Don't fall behind in upgrades
-Don't wait too long to start thinking about lategame TvZ, (Ghost/blueflame is a great addition to terran lategame army against zerg) Make sure to get marauders if you see ultras. and obviously a few vikings if you see broods, but ghosts do pretty well against them.

-use nukes on their 3rd/4th as a distraction for your main army gaining position.
Putting zenio on your fantasy team is almost as bad as putting him on your actual team. -Alex Smith
KingOfAmerica
Profile Joined April 2011
United States246 Posts
August 31 2011 18:15 GMT
#315

try to base your timing push off of when they get their 3rd base. your goal is to stop the zerg from getting a third while you get your third.


I like this perspective as opposed to the stricter timing I have been trying to hit, particularly for this match up. Appreciate the advice, thanks

The nukes gonna land on his aarrrrmmmmyyy AHHHHH
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2011-09-01 05:39:29
September 01 2011 05:37 GMT
#316
On August 31 2011 06:55 Numy wrote:
Show nested quote +
On August 30 2011 09:36 Blazinghand wrote:
A 1-gas 1/1/1 4 red flame hellion drop expo is what I do in TvT, and it works pretty well.


Find that a bit coin flippy. Dunno, I like to just get blue flames and banshee/viking out with expo going while being defensive. Feels safer


It would be coin-flippy if I were rushing for blue flame hellions and drops on 1 base-- but I think that the safest TvT that doesn't have to all-in is probably a 1-gas 1-1-1 into expo.

Taking a 2nd gas before expo means your CC will be delayed a pretty large amount, so that's out of the question-- but a 1-1-1 like this lets you get the tech necessary to defend whatever harass your opponent does, and the scouting information necessarily to defend whatever all-in, and by not taking a 2nd gas, you trade the opportunity for cloak banshees, or blue flame drop, for an expo that keeps you in the game economically.

This guy DID note that he wanted a safe build. This is only coin-flippy insofar as if you lose your drop you're bonerized pretty hard. On the other hand, the drop is as much a scouting mechanism as it is a harass (4 red flame hellions won't deal that much damage). Assuming you're conservative with your committal, you can roast a marine and an scv or 2 and get out, ideally not losing any of your units, but getting a good scout off.

For someone who's struggling in TvT, this gives you access to quick hellions and viking tech for dealing with classic harasses, as well as the ability to begin tank production fairly easily when the time comes.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Wrathsc2
Profile Joined March 2011
United States2025 Posts
September 02 2011 00:53 GMT
#317
On August 31 2011 10:42 kofman wrote:
Show nested quote +
On August 31 2011 06:53 radiantshadow92 wrote:
Hey i just wanted to ask how many hellions you guys think are best in tvz from the reactor hellion expand. I like 4 the best but i feel like it slows down by rax but it keeps be safe. What do you guys think is the best number?


I personally get only 2 hellions when reactor hellion expanding, because I feel that getting more than 2 is unneccasary because the zerg will most likely have enough spine crawlers and queens to defend any number of hellions. The only time I well get 4 is on xelnaga, when the expo is hard to defend. With 2 hellions, you keep the zerg guessing and maybe force him to make roaches or extra spines which would be neccesary against more hellions. The 2 hellions force a big investment from zerg, and can deny creep tumors/control the watchtowers well enough. In addition, if your opponent if doing the sheth build against you and you make 4 hellions, then if you don't have a bunker, you basically lose the game straight up. However, if you only make 2 hellions and make a tank right after, the tank will be there in time to defend against the 7 roaches that will be coming, without the need for a bunker.

My build is that I pump 2 hellions from the reactored factory, and starting a tech lab on the rax that just built the reactor ASAP. I then switch the factory onto the tech lab that the rax built and switch the rax onto the reactor that the factory had. I then pump nonstop marines and tanks, take the 2nd gas, and add another rax and make a techlab on it and start shields ASAP. Make a 3rd rax without addons for extra marines, then make a strong 9 minute push to kill any 3rd from the zerg and possibly kill him straight up. For this push, you should have about 15 marines and 3 tanks, with shields done and stim started. Make an engy bay for upgrades, and see if zerg is going mutas (most likely) or infestors (rare). If they go mutas, then add on extra rax for more marines and make sure to make marines nonstop out of your existing rax. If they go infestors, then you don't have to go as hard on the marines production but make an extra factory and make extra tanks. Try to seige up the zerg's natural, while expanding yourself.

High masters terran.


Thank you, ill stick with 2 on maps with an easy second and 4 for maps like xelnaga and peaks. thanks again
A marine walks into a bar and asks, "Wheres the counter?"
MarbleGuest
Profile Joined September 2011
Hong Kong8 Posts
September 02 2011 05:21 GMT
#318
Hi a mid gold noob And I was having some trouble in TvZ. When are some timing (using in game timer) windows to apply pressure to the zerg when they FE hatch after spawning pool?

How much should i push out/ harass with each time I apply pressure?

Thanks :D
Im a marble
deeshoo
Profile Blog Joined October 2010
United States319 Posts
Last Edited: 2011-09-02 09:16:34
September 02 2011 09:16 GMT
#319
On September 02 2011 14:21 MarbleGuest wrote:
Hi a mid gold noob And I was having some trouble in TvZ. When are some timing (using in game timer) windows to apply pressure to the zerg when they FE hatch after spawning pool?

How much should i push out/ harass with each time I apply pressure?

Thanks :D


Depends on which opener you went, the two most typical ones being the 12/14 2rax expansd and the reactored hellion expand. Typically with each of those openers, I start harassing stuff right with my very first couple of units. With the 2rax I'll ideally have an SCV ready to build a bunker as soon as the first rax is finshed, and immediately rally all my marines to the bunker's location. Should he hold it off with drones and zerglings then I'll just back away, since having him pull drones off mining, building zerglings and spine crawlers, is enough economic damage for me to be satisfied. Similarly, with the reactored hellion opener, I'll start trying to roast as much stuff as possible while keeping my hellions alive. Once speedlings are finished, I'll really only start combing the edges of creep to clear tumors if possible, because if you go deep into the creep with zergling speed finished, you can say goodbye to your map control.

Remember, the key is to just apply pressure and maintain map control. If you lose all your forces, then whatever damage you managed to do is equalized and you won't have map control. The typical marine tank followup push should come roughly at 9:30-10 minutes, depending on the build. That's typically when you have marines with stim, and 3 tanks with siege just about to finished. Push all the way up to the edge of creep, scan and use just two or 3 marines to clear tumors, and then slowly push with your tanks. Keep your marines and tanks nicely spread, and he'll have to invest a LOT into killing your push, so much so that it's cost ineffective for him to do so and you actually won't be that behind from losing the push. If he went for a fast 3rd over a lair at around this time, then deny the 3rd, don't push into the natural, and then just go home and regroup while taking your own 3rd. If you can manage the multitasking, a marine drop far away from your push will do a good amount of damage as well (this "damage" can range from picking off a queen and an overlord or two, to destroying the entire mineral line in his main. dont get greedy)

TheDoc has a brilliant guide devoted to TvZ, accompanied by his own replays; I suggest you check it out. http://www.teamliquid.net/forum/viewmessage.php?topic_id=241247

Hope all this helps <3
gl hf :D
deeshoo
Profile Blog Joined October 2010
United States319 Posts
Last Edited: 2011-09-02 09:18:51
September 02 2011 09:18 GMT
#320
On September 01 2011 14:37 Blazinghand wrote:
Show nested quote +
On August 31 2011 06:55 Numy wrote:
On August 30 2011 09:36 Blazinghand wrote:
+ Show Spoiler +
A 1-gas 1/1/1 4 red flame hellion drop expo is what I do in TvT, and it works pretty well.


Find that a bit coin flippy. Dunno, I like to just get blue flames and banshee/viking out with expo going while being defensive. Feels safer


It would be coin-flippy if I were rushing for blue flame hellions and drops on 1 base-- but I think that the safest TvT that doesn't have to all-in is probably a 1-gas 1-1-1 into expo.

Taking a 2nd gas before expo means your CC will be delayed a pretty large amount, so that's out of the question-- but a 1-1-1 like this lets you get the tech necessary to defend whatever harass your opponent does, and the scouting information necessarily to defend whatever all-in, and by not taking a 2nd gas, you trade the opportunity for cloak banshees, or blue flame drop, for an expo that keeps you in the game economically.

This guy DID note that he wanted a safe build. This is only coin-flippy insofar as if you lose your drop you're bonerized pretty hard. On the other hand, the drop is as much a scouting mechanism as it is a harass (4 red flame hellions won't deal that much damage). Assuming you're conservative with your committal, you can roast a marine and an scv or 2 and get out, ideally not losing any of your units, but getting a good scout off.

For someone who's struggling in TvT, this gives you access to quick hellions and viking tech for dealing with classic harasses, as well as the ability to begin tank production fairly easily when the time comes.


Blazinghand, interesting opener. Mind sharing a replay so I can just get a glimpse into your decision making as to what and how much to pick off? I've been having similar troubles with getting into the mid/late game in TvT, since at my current level (diamond), everybody and their mom just does a 1base timing attack until I die, or opens cloaked banshee.
gl hf :D
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