• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:59
CET 12:59
KST 20:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Blizzard Classic Cup - Tastosis announced as captains3Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series15BSL Season 224Vitality ends partnership with ONSYDE20
StarCraft 2
General
GSL CK - New online series Weekly Cups (March 2-8): ByuN overcomes PvT block Blizzard Classic Cup - Tastosis announced as captains Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza Vitality ends partnership with ONSYDE
Tourneys
[GSL CK] Team Maru vs. Team herO Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
ASL21 General Discussion Recent recommended BW games BSL 22 Map Contest — Submissions OPEN to March 10 BGH Auto Balance -> http://bghmmr.eu/ BSL Season 22
Tourneys
IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8 [Megathread] Daily Proleagues BWCL Season 64 Announcement
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread PC Games Sales Thread Path of Exile No Man's Sky (PS4 and PC) Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Mexico's Drug War Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2804 users

The Terran Help Me Thread - Page 162

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 160 161 162 163 164 460 Next
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.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2012-02-27 23:34:14
February 27 2012 23:29 GMT
#3221
On February 28 2012 07:58 Sajaki wrote:
What is ideal vs a mostly stalker colossus composition, like 6 colossus with mostly stalkers and like 8 zealots and a templar or three? Do you want to be very marine light vs this composition, and have mostly marauder ghost viking? And how many of each of those tech units would be good in this end game army?

Pretty much marauder ghost viking medic. 4 vikings per collsai, and 2 per each after that, with air upgrades is what I do personally. So that's like 14-16 vikings. The thing with stalker/collsai army is they cannot replenish and be a threat like chargelot archon. Chargelot archon gets on top of you so fast. Marauders eat stalkers for breakfast.

I like to get quite a few ghosts, once I actually get them. Stalkers have mostly shields, hitting a group of them with an EMP is like insta win.

Just make sure you have a huge concave, and don't set yourself up for that obvious mass blink under the vikings.

When it comes to scout timings--which is better?

A.) shift command the scv building the supply depot.

B.) rallying the 11th/12th SCV to a main.

C.) grabbing an scv off the mineral line at around 11 or 12 supply.

I believe normal scout for terran is on 14. Against Z/P You won't see anything anyways. The pool timing and queen + 2-4 lings run you away. For P, it's the ~4:05 stalker. Against T there are a plethora of options, and early walls on big maps can prevent you. Hence, the 6 minute scan.

Look for expo, 1 gas or two, for Z how much gas is gone (rare for P, gas first 1 gas DT is nasty, hatch first or pool first? Rax timing line up with your timing -- other wise proxy or gas first. Just have to know what to look for, good sir.

Scouting that early isn't really smart, in my mind. Sometimes, I don't scout under 17+ supply, after 2nd depot depending on what I do.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
yoona2012
Profile Joined February 2012
Denmark196 Posts
February 27 2012 23:43 GMT
#3222
On February 28 2012 07:58 Sajaki wrote:
What is ideal vs a mostly stalker colossus composition, like 6 colossus with mostly stalkers and like 8 zealots and a templar or three? Do you want to be very marine light vs this composition, and have mostly marauder ghost viking? And how many of each of those tech units would be good in this end game army?


6 colossi+alot of stalker+HT is a ton of gas and uncommon to have this many colossi.
As a general rule of thumb you want 2½ viking per colossi rounded up. However, most ppl wont go beyond 12 vikings regardless of the colossi count, since you can 1 shot colossi with 12 vikings.
Normally if you see both colossi and ht, they wont be stalker heavy, but chargelot heavy, in this case you mainly want enough marauders to slow down your adversaries zealot with concussive shell making your stutterstepping more effective, while marines deal dps.
Another general rule of thumb is that you want to avoid engaging the protoss ball as much as possible, and instead harass on multiple fronts to split up his army.

If the protoss has alot of stalker, 6 colossi and templar tech then he either has no upgrades (including blink and charge) or you let him turtle/mass expand unharrassed.
TheDwf
Profile Joined November 2011
France19747 Posts
February 27 2012 23:59 GMT
#3223
On February 28 2012 08:43 yoona2012 wrote:
Show nested quote +
On February 28 2012 07:58 Sajaki wrote:
What is ideal vs a mostly stalker colossus composition, like 6 colossus with mostly stalkers and like 8 zealots and a templar or three? Do you want to be very marine light vs this composition, and have mostly marauder ghost viking? And how many of each of those tech units would be good in this end game army?


6 colossi+alot of stalker+HT is a ton of gas and uncommon to have this many colossi.
As a general rule of thumb you want 2½ viking per colossi rounded up. However, most ppl wont go beyond 12 vikings regardless of the colossi count, since you can 1 shot colossi with 12 vikings.

Thing is, Vikings die. You may one-shot Colossi at the beginning of the fight, but then Stalkers kill some of them and you don't have the critical number anymore, which means Colossi live longer, all for your bio's despair.

The number of Vikings to get is always tricky, and Protosses sure know how to exploit that. But 6 Colossi in midgame is like between 5 and 7 minuts of production time for one Robo (depending on how many Chronoboosts were spent on the production), so once those Colossi are gone the Protoss player will have a very hard time replenishing them (unlike lategame, in which 6 Colossi out of 3 Robos is 2 minuts and 30 seconds at best...), so you can get something like ~18 Vikings to shut him down.
yoona2012
Profile Joined February 2012
Denmark196 Posts
February 28 2012 00:32 GMT
#3224
On February 28 2012 08:59 TheDwf wrote:
Thing is, Vikings die. You may one-shot Colossi at the beginning of the fight, but then Stalkers kill some of them and you don't have the critical number anymore, which means Colossi live longer, all for your bio's despair.

The number of Vikings to get is always tricky, and Protosses sure know how to exploit that. But 6 Colossi in midgame is like between 5 and 7 minuts of production time for one Robo (depending on how many Chronoboosts were spent on the production), so once those Colossi are gone the Protoss player will have a very hard time replenishing them (unlike lategame, in which 6 Colossi out of 3 Robos is 2 minuts and 30 seconds at best...), so you can get something like ~18 Vikings to shut him down.


Well you don´t just stim and amove as a terran. You usually have vikings flanking (preferably from a high ground) while the gateway units are tanking for the colossi and chasing the stutterstepping bio ball, which naturally leaves the colossi hanging in the back of the protoss army. 12 vikings arent gonna die in 1 second you know, they are afterall armored units and 12 of them are quite alot, the danger of making 18 or more is that protoss tech switches seconds later to chargelot/storm/archon and you suddenly have a ton of supply flying around practically useless. So unless you land them (and lets face it, they don´t arent cost effecient or even great as ground units) you suddenly have a very inferior army combosition vs his next warpin rounds.

Watching terran progamers it´s very rare to see more than 12 vikings, but then again you´ll rarely see protoss progamers make more than 4 colossi too.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 28 2012 01:57 GMT
#3225
On February 28 2012 09:32 yoona2012 wrote:
Show nested quote +
On February 28 2012 08:59 TheDwf wrote:
Thing is, Vikings die. You may one-shot Colossi at the beginning of the fight, but then Stalkers kill some of them and you don't have the critical number anymore, which means Colossi live longer, all for your bio's despair.

The number of Vikings to get is always tricky, and Protosses sure know how to exploit that. But 6 Colossi in midgame is like between 5 and 7 minuts of production time for one Robo (depending on how many Chronoboosts were spent on the production), so once those Colossi are gone the Protoss player will have a very hard time replenishing them (unlike lategame, in which 6 Colossi out of 3 Robos is 2 minuts and 30 seconds at best...), so you can get something like ~18 Vikings to shut him down.


Well you don´t just stim and amove as a terran. You usually have vikings flanking (preferably from a high ground) while the gateway units are tanking for the colossi and chasing the stutterstepping bio ball, which naturally leaves the colossi hanging in the back of the protoss army. 12 vikings arent gonna die in 1 second you know, they are afterall armored units and 12 of them are quite alot, the danger of making 18 or more is that protoss tech switches seconds later to chargelot/storm/archon and you suddenly have a ton of supply flying around practically useless. So unless you land them (and lets face it, they don´t arent cost effecient or even great as ground units) you suddenly have a very inferior army combosition vs his next warpin rounds.

Watching terran progamers it´s very rare to see more than 12 vikings, but then again you´ll rarely see protoss progamers make more than 4 colossi too.

Hence why you keep tabs on their army, and only make the vikings you need to make. Air upgrades in the late game make up for their + upgrades, as viking upgrades scale so fucking well vs collsai.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
ahuang
Profile Joined November 2011
United States13 Posts
February 28 2012 05:06 GMT
#3226
Can anyone link me a replay of a pro player doing a 111 cloaked banshee into Mech opening? Or if you are really experienced with doing a similar type build then by all means reply.

It's worked well so far, havent dropped a game yet even with a somewhat unrefined build (after the first banshee gets out its wing it from there), just because the cloaked banshee messes people up and then I drop BF hellions when I can so my opponent's eco is crippled a lot of the time. But anyway, if you have any other tips for Mech in TvT, they'd be much appreciated . (All this is at Plat/Diamond level for reference)
KiNGxXx
Profile Blog Joined August 2010
7928 Posts
Last Edited: 2012-02-28 06:31:01
February 28 2012 06:25 GMT
#3227
Hey guys!

I don't have the time to play much lately but I want to learn a nice solid build which you can use for all matchups. I was thinking about a 2rax opening because my mechanics aren't good enough for a one rax expand vs early pressure/allins. The problem is there are so many different 2rax-builds:

[image loading]

Can you guys help me to find an opening? It should be safe but there should also be an option to pressure a lot vs. very fast expanding opponents.

Edit: Or is this a good opening vs zerg/terran, too?
(Wiki)2 Rax Reactor First (vs. Protoss)
MKP|Maru|TaeJa|Mvp|Polt|INnoVation|GuMiho|Bomber|GoOdy|TeamTerran
Captain Soban
Profile Joined December 2010
United States119 Posts
February 28 2012 07:01 GMT
#3228
On February 28 2012 06:03 lorkac wrote:
When it comes to scout timings--which is better?

A.) shift command the scv building the supply depot.

B.) rallying the 11th/12th SCV to a main.

C.) grabbing an scv off the mineral line at around 11 or 12 supply.
This depends on many things. First off you have to figure out how scouting will cange you build depending on what you see. If you build doesn't cange at all, there isn't any reason to worker scout. Personally I scout after my rax finishes becuase my of my builds are safe from cheese and all I need to know is where my oppnent is located so I know where to attack with small pokes that accomplish the "scouting" for me. It also depends on what race you are up against seeing that each race can deny after a certain point. Gernerally scout terran early compared to protoss becuase a marine will pop out a lot faster than a stalker.
They say pizza ain't a funnel I say bullshit to that
burningPurple
Profile Joined May 2010
Norway76 Posts
Last Edited: 2012-02-28 07:39:40
February 28 2012 07:23 GMT
#3229
On February 27 2012 21:52 Yohsc2 wrote:
Show nested quote +
On February 27 2012 04:39 knekten wrote:

Try going for more macro oriented build, focusing on harrassing/wearing down the zerg rather than one "big push" which it sounds like you're going for. Try reactor hellion > expand > tech lab and stim on rax > lift factory after 4 hellions > build 2 more rax, one on the unused reactor, while getting a starport and building reactor on factory > switch starport with factory and start a tech lab and start tank production


I use this build too and it works pretty well. but after this 2 drops push and when mutas are on the field, i dont know what to do. Do i have to stay on 3 bases, camping and wait for 2-2 upgrades for a big push? Cause I used to keep attacking him wave after wave but he can defend too easily and i lose my units for nothin. I think its better to massing tanks and wait for a death army but it means i let zerg macroing (drops are not very effective cause of mutas and i have no map control).


After my first double medivac drop I expand, get double ups and put on pressure with my first couple of tanks (unless my drop completely failed, then I defend mutas and try to get a fast 4th and wait for 2/2 bio - +1 mech.) Denying tumors, cutting into expansion locations, generally just trying to be active with my army while staying off creep.

If I know he isn't trying for a 4th, and the map allows for it, I put siege up tanks near a cliff outside his base/natural and do a push where I'll have a favorable position, while getting a commandogroup of 10 or so marines to attack his 3rd. Basically just trying to be as cost effective as I can with my marines and tanks while slowly creeping ahead in econ/upgrades.
You don't need to win all your battles, just make sure you are cost effective and prefferably put pressure on multiple locations and macro while you're fighting.

However, you will want to know when you can be doing this constant pressure strategy and when it's not such a good idea. I've been having trouble doing it against stephano style when he gets to 2-2, that's when I know I have to sit back and defend. Normally I've been putting on so much pressure during the early-mid game and expanding behind that pressure that I'm in a favorable position and just generally better economy than him, so I just drop him and wait for max, then push out with multipronged drops and it usually works out pretty well unless he's gotten too many BL's.

On February 28 2012 08:03 Desolat wrote:
Hi, I am currently struggling in my TvZ, I usually go for a Hellion FE into Marine tank, trying to take a quick third if the map permits it. The problem I have is putting aggresion on my zerg opponent, is there any other way except for drops or will I need to just turtle to 200/200?

Basically the problem is how do I aggress a zerg opponent if I go for a Hellion FE into marine tank.


No, you don't want to sit and wait for 200/200 while playing marine+tank, you want to be attacking at every possible occasion, and get good engagements for yourself before he gets to T3.
You must learn to allow patience and stillness to take over from anxiety and frantic activity... The good player is patient. He is observant, controlling his patience, and organizing his composure. When he sees an opportunity, he explodes.
KenDM
Profile Joined June 2011
Netherlands206 Posts
February 28 2012 08:06 GMT
#3230
On February 28 2012 15:25 KiNGxXx wrote:
Hey guys!

I don't have the time to play much lately but I want to learn a nice solid build which you can use for all matchups. I was thinking about a 2rax opening because my mechanics aren't good enough for a one rax expand vs early pressure/allins. The problem is there are so many different 2rax-builds:

[image loading]

Can you guys help me to find an opening? It should be safe but there should also be an option to pressure a lot vs. very fast expanding opponents.

Edit: Or is this a good opening vs zerg/terran, too?
(Wiki)2 Rax Reactor First (vs. Protoss)


That is indeed a good build. It's the one that I use, it's the one that benefitted my TvP a lot! Especially against early expanding Protoss you'll be on the winning hand!

http://blip.tv/day9tv/day-9-daily-416-p1-marineking-vs-white-ra-2rax-opening-5947604

That's part one of Day9's explanation of the build. It's a really good idea to watch the video's, they give you a good undersstanding of what your goal should be during the push. It's intended to force the opponent to keep making stalkers for defense. If he's one basing, just send 1 unit up the ramp to see if he's doing some weird tech, if so: Pwn him. If he's doing a 4gate or a 3 gate robo, go back to your base and BUNKER UP!
KiNGxXx
Profile Blog Joined August 2010
7928 Posts
February 28 2012 08:32 GMT
#3231
On February 28 2012 17:06 KenDM wrote:
Show nested quote +
On February 28 2012 15:25 KiNGxXx wrote:
Hey guys!

I don't have the time to play much lately but I want to learn a nice solid build which you can use for all matchups. I was thinking about a 2rax opening because my mechanics aren't good enough for a one rax expand vs early pressure/allins. The problem is there are so many different 2rax-builds:

[image loading]

Can you guys help me to find an opening? It should be safe but there should also be an option to pressure a lot vs. very fast expanding opponents.

Edit: Or is this a good opening vs zerg/terran, too?
(Wiki)2 Rax Reactor First (vs. Protoss)


That is indeed a good build. It's the one that I use, it's the one that benefitted my TvP a lot! Especially against early expanding Protoss you'll be on the winning hand!

http://blip.tv/day9tv/day-9-daily-416-p1-marineking-vs-white-ra-2rax-opening-5947604
+ Show Spoiler +

That's part one of Day9's explanation of the build. It's a really good idea to watch the video's, they give you a good undersstanding of what your goal should be during the push. It's intended to force the opponent to keep making stalkers for defense. If he's one basing, just send 1 unit up the ramp to see if he's doing some weird tech, if so: Pwn him. If he's doing a 4gate or a 3 gate robo, go back to your base and BUNKER UP!

Thanks for the link. Watching right now.
But is this build viable vs T and Z, too? Because, as I said before, I would love to have ONE build which I can practise all the time vs all races. I don't have the time to have one build for each matchup. I know it's maybe not as good vs Z than vs P but still...a good build?
MKP|Maru|TaeJa|Mvp|Polt|INnoVation|GuMiho|Bomber|GoOdy|TeamTerran
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 28 2012 09:14 GMT
#3232
I feel like I have to share this to anyone who wants a weird TvZ openings... but I thought this was just the fucking coolest opening I have ever came up with on the fly. TvZ reaper -> marine/marauder/reaper pressure as I take fucking 3 bases.

Was insane, very fun to play. Against a 350 EU zerg he did a gasless spanishwa style...and lost like 6 queens =)
http://drop.sc/122622
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
negon
Profile Joined February 2012
212 Posts
February 28 2012 09:25 GMT
#3233
On February 28 2012 17:32 KiNGxXx wrote:
Show nested quote +
On February 28 2012 17:06 KenDM wrote:
On February 28 2012 15:25 KiNGxXx wrote:
Hey guys!

I don't have the time to play much lately but I want to learn a nice solid build which you can use for all matchups. I was thinking about a 2rax opening because my mechanics aren't good enough for a one rax expand vs early pressure/allins. The problem is there are so many different 2rax-builds:

[image loading]

Can you guys help me to find an opening? It should be safe but there should also be an option to pressure a lot vs. very fast expanding opponents.

Edit: Or is this a good opening vs zerg/terran, too?
(Wiki)2 Rax Reactor First (vs. Protoss)


That is indeed a good build. It's the one that I use, it's the one that benefitted my TvP a lot! Especially against early expanding Protoss you'll be on the winning hand!

http://blip.tv/day9tv/day-9-daily-416-p1-marineking-vs-white-ra-2rax-opening-5947604
+ Show Spoiler +

That's part one of Day9's explanation of the build. It's a really good idea to watch the video's, they give you a good undersstanding of what your goal should be during the push. It's intended to force the opponent to keep making stalkers for defense. If he's one basing, just send 1 unit up the ramp to see if he's doing some weird tech, if so: Pwn him. If he's doing a 4gate or a 3 gate robo, go back to your base and BUNKER UP!

Thanks for the link. Watching right now.
But is this build viable vs T and Z, too? Because, as I said before, I would love to have ONE build which I can practise all the time vs all races. I don't have the time to have one build for each matchup. I know it's maybe not as good vs Z than vs P but still...a good build?

No.
If you want a decent low level build for every MU, use this:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=299901
But honestly, if you want to improve, give every matchup a hour on Liquipedia, and use specialized build for each. Ideally a FE build. Reactor hellion FE vZ, 1rax FE vP and vT.
u sixpoll?
KenDM
Profile Joined June 2011
Netherlands206 Posts
February 28 2012 11:12 GMT
#3234
On February 28 2012 18:25 negon wrote:
Show nested quote +
On February 28 2012 17:32 KiNGxXx wrote:
On February 28 2012 17:06 KenDM wrote:
On February 28 2012 15:25 KiNGxXx wrote:
Hey guys!

I don't have the time to play much lately but I want to learn a nice solid build which you can use for all matchups. I was thinking about a 2rax opening because my mechanics aren't good enough for a one rax expand vs early pressure/allins. The problem is there are so many different 2rax-builds:

[image loading]

Can you guys help me to find an opening? It should be safe but there should also be an option to pressure a lot vs. very fast expanding opponents.

Edit: Or is this a good opening vs zerg/terran, too?
(Wiki)2 Rax Reactor First (vs. Protoss)


That is indeed a good build. It's the one that I use, it's the one that benefitted my TvP a lot! Especially against early expanding Protoss you'll be on the winning hand!

http://blip.tv/day9tv/day-9-daily-416-p1-marineking-vs-white-ra-2rax-opening-5947604
+ Show Spoiler +

That's part one of Day9's explanation of the build. It's a really good idea to watch the video's, they give you a good undersstanding of what your goal should be during the push. It's intended to force the opponent to keep making stalkers for defense. If he's one basing, just send 1 unit up the ramp to see if he's doing some weird tech, if so: Pwn him. If he's doing a 4gate or a 3 gate robo, go back to your base and BUNKER UP!

Thanks for the link. Watching right now.
But is this build viable vs T and Z, too? Because, as I said before, I would love to have ONE build which I can practise all the time vs all races. I don't have the time to have one build for each matchup. I know it's maybe not as good vs Z than vs P but still...a good build?

No.
If you want a decent low level build for every MU, use this:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=299901
But honestly, if you want to improve, give every matchup a hour on Liquipedia, and use specialized build for each. Ideally a FE build. Reactor hellion FE vZ, 1rax FE vP and vT.


Sorry, didn't realise you wanted a overall build. 3 Rax is indeed a very good build to start off with. Hasn't given me that much succes though. I got out of Bronze with learning 3 different builds for each matchup.
KroN
Profile Joined March 2011
Germany438 Posts
Last Edited: 2012-02-28 13:33:03
February 28 2012 13:32 GMT
#3235
On February 28 2012 18:14 iAmJeffReY wrote:
I feel like I have to share this to anyone who wants a weird TvZ openings... but I thought this was just the fucking coolest opening I have ever came up with on the fly. TvZ reaper -> marine/marauder/reaper pressure as I take fucking 3 bases.

Was insane, very fun to play. Against a 350 EU zerg he did a gasless spanishwa style...and lost like 6 queens =)
http://drop.sc/122622


that looks really fun, will try it on short maps (does not rewally work on long ones, correct?). What crushes this? Mass ling should, right? A little refined this would be a neat build for shorter maps!
KenDM
Profile Joined June 2011
Netherlands206 Posts
February 28 2012 14:58 GMT
#3236
Anyone have anything to say about this replay? I tried being aggressive with drops, even sniped colossus den twice, upgrade structures, sniped a Nexus, but it didn't work out for me in the end. I want to know how to be successful against Protoss.

http://drop.sc/122658
KroN
Profile Joined March 2011
Germany438 Posts
February 28 2012 15:47 GMT
#3237
On February 28 2012 23:58 KenDM wrote:
Anyone have anything to say about this replay? I tried being aggressive with drops, even sniped colossus den twice, upgrade structures, sniped a Nexus, but it didn't work out for me in the end. I want to know how to be successful against Protoss.

http://drop.sc/122658


hi, just posting my unformatted and uncommented notes! its written not so nice, but its not meant to be harsh, just my thoughts while watching!

Notes TvP - KenDM

-why 2rax pressure on such a LARGE map? 1rax FE should be better

-looks like Polt TvP 2Rax agression
-no scv'S forgotten
-no supply block

-normally you should stim right after conc-shell is done, why shields?
-normal move-out timing is with 2 or even 3 marauders?

-instead of shooting the nexus you should maybe folloe his army and not give him the time to get more stuff out while you only harm his nexus
-you loose about 4 marines before noticing and then you attack his stuff, he has more now
-i would focus the immortal

-battle is over, same worker, but he has expo out, so he is ahead.
### big one ###
-you CC should have been started at 7:27, it would be done by 9:07, you start it at 8:40
-you have tons of stuff in queue, you CC could be done by now and 2 more rax while still producing.
###############
-you couldhave started your CC by now, or maybe even have it half-way done
-you run more stuff in which just dies

-at the moment you are clearly behind. if you wait for few more units before you go and get stim instead of shield, this may look different.

10:07 and following
- you are 10 workers behind, expo still not done, he is getting his robo bay.
- you walk up with one marine to see if you cann punish him (thats good)
- you should see that you clearly cant with 2 immortals, and run up nontheless. (not good).
- now you are even farther behind (in army AND by 12 workers)

13:31 and following
- expo is finally up and good running
- he let you catch up in workers, did not start his upgrades earlier and has alot of money, so he messed up here.
- he is getting your third, you have the money, but dont?

-you drop him, pretty good, thanks to his pylon wall (nice wall lol) he cant reayll run there
-10 workers killed by now, thats good, you are now ahead in workers but he is up a good amount in army


14:45
- i think you could have just crushed his army there... go in with you vikings from the right, distract him and stim in from the left, snipe the colossi spread your stuff!
- i could be wrong, but i would havestimmed in there, could have won you the game or not, he has only 3 zealots and a few stalkers at 0-0 (check that if you have vision of his stuff)
- Why no addons still on all you stuff?
-armory way too late, he gets ahead in upgrades so it seems. (but you snipe it later )
- now you pull back and then you should atleast take a third, you just stand there and wait and mass up. drop him in his main, try to snipe the third while dropppinmg, do something!

16:33
-now you finally drop!
- snipe upgrades and robo bay, nice! you loose your stuff but your even in army.


... passive massing up by both sides, another drop....

you are maxed some time now, you snipe the upgrades again, very good.

you should add tons of production and bases now, or he will most likely roll you with his warpins.


he attacks your third in a very favourable spot, gets good storms and AOE off, you dont die, which is surprising to me.

his eco is much better no, doubleling your income and he has 5k in the bank

you start your 3 upgrade very late at 26min, you could have had it long time in the last fight.


good sniping the third and getting out!

he finally gets charge, the next engagenent was nt a good one, vikings should attack first in a flanking posision, his chargeloits rape your stuff, no ghosts for EMP, down in upgrades at 31minutes.

you die!

TL;DR

you choose an agressive opening which is quite good on small maps he FE's and lives (is a good amount ahead)
he lets you get back but you dont vcapitalize on it (expand, take more production, drop while attacking an expo of his when he pulls to defend.
you upgrades are late even tho you snipe his many times.
no ghosts and low viking count against colossus and templar

cheers!
KroN
Profile Joined March 2011
Germany438 Posts
February 28 2012 16:36 GMT
#3238
ok i read your build at liquipedia.. it sais indeed move out with 1 or 2 marauders! then just ignore me telling oyu to move out with 3 or 4 building bunkers is a good option too like in the guide!
Captain Soban
Profile Joined December 2010
United States119 Posts
February 28 2012 18:51 GMT
#3239
On February 29 2012 01:36 KroN wrote:
ok i read your build at liquipedia.. it sais indeed move out with 1 or 2 marauders! then just ignore me telling oyu to move out with 3 or 4 building bunkers is a good option too like in the guide!

Hey just a few comments about you're critique-
The reason why you get CS before stim is because It finishes a whole minute before stim and makes it easier to keep up the pressure. If the toss pushes you back 40 seconds before stim is done, you could have kept up the pressure by researching CS instead.

Also, 2rax works on pretty much no matter how large expect something like cross position on taldarem.
They say pizza ain't a funnel I say bullshit to that
zmansman17
Profile Joined March 2011
United States2567 Posts
Last Edited: 2012-02-28 19:36:07
February 28 2012 19:35 GMT
#3240
I gave up 2 rax a while ago when I realized I didn't have the APM or micro for it. (110 average). If you are like me, and very good with micro, but don't want to risk an entire game relying on that micro, I would avoid 2 rax for a BO that better suits you (1219 pt. Terran last season).

I've also found that Protoss who aren't overly greedy with chronoboosting probes and have proper gateway production can stave off 2 rax really well UNLESS you are TSL_Polt and have near perfect, adroit micro.

I recommend 1 rax FE, since it's the standard in TvP. My favorite timing in TvP is MM with those first 2 medivacs, stim, combat shields, and +1. This is probably the strongest timing Terrans have in TvP, and this attack is largely indicative of whether or not you win the game. Generally you will know by the damage (or lack thereof) you do to the Protoss here whether you win the game.

With that said, the timing has everything you need and hits at a very strong time. Note you can also load up 1 medivac with 8 marines and send to his main mineral line to distract him and force your opponent to properly split his troops. All it takes is 1 moment of indecision for you to stim up the ramp, micro your drop back as he sends troops and capitalize on his error.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Prev 1 160 161 162 163 164 460 Next
Please log in or register to reply.
Live Events Refresh
GSL
10:00
GSL CK - Day 1
CranKy Ducklings SOOP108
Rex43
herO (Afreeca)41
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko150
ProTech123
TKL 91
Rex 43
herO (Afreeca) 41
StarCraft: Brood War
Britney 18284
Bisu 1719
Jaedong 1416
Shuttle 1038
Mini 348
EffOrt 287
Stork 223
Last 193
Rush 190
Soma 178
[ Show more ]
Light 170
Leta 163
JYJ 121
Pusan 119
ZerO 112
hero 111
Snow 111
Mong 107
ggaemo 78
Hyun 77
Mind 69
Sharp 60
ToSsGirL 58
Backho 36
soO 34
sSak 29
Noble 25
Nal_rA 20
sorry 18
GoRush 11
SilentControl 9
Dota 2
Gorgc1835
XaKoH 442
XcaliburYe162
canceldota56
Counter-Strike
byalli2162
olofmeister1905
shoxiejesuss845
x6flipin263
Super Smash Bros
Mew2King62
Other Games
singsing1244
B2W.Neo955
Fuzer 197
Pyrionflax195
crisheroes154
ToD104
KnowMe81
ZerO(Twitch)11
Organizations
Dota 2
PGL Dota 2 - Main Stream11934
Other Games
gamesdonequick928
StarCraft 2
WardiTV119
StarCraft: Brood War
lovetv 12
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH293
• 3DClanTV 12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2248
• Stunt880
Upcoming Events
WardiTV Team League
1m
TKL 91
The PondCast
22h 1m
WardiTV Team League
1d
Replay Cast
1d 12h
Replay Cast
2 days
CranKy Ducklings
2 days
RSL Revival
2 days
WardiTV Team League
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
RSL Revival
3 days
WardiTV Team League
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Team League
6 days
GSL
6 days
Liquipedia Results

Completed

Spring Cup 2026
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.