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The Terran Help Me Thread - Page 169

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.
CopperFox
Profile Joined March 2012
Australia1 Post
March 05 2012 11:42 GMT
#3361
Hi. I have lost a couple of TvTs lately to proxy thors after I 1 rax FE. I feel like I should be able to hold these off with such a high scv count - as long as I have a bunker up - by merely target firing down the 5 or so SCVs he brings while repairing the bunker with the scvs from my natural, while my marines build 5 at a time. However twice now I have narrowly lost because I couldn't attack the last TWO scvs. They're hidden behind the Thor's back/shoulder plate. It's very frustrating trying to click on these last scvs, and usually he's killed my scvs repairing the bunker before I've managed to, and the scvs from my main cant get down there in time, so it's effectively gg because I won't get enough defense up at the front before the reinforcing thors arrive.
I know how I will stop losing to this build (apparently it takes 2 times for me to learn!), I just need to add it to the list of possibilities when i see an addon-less wall in and check for the proxy factory. However, if anyone has any tips for killing the last few repairing scvs that would be appreciated (I've tried hitting the delete key and rotating the camera, but one is still hiding behind the shoulderpad ... and delete is an awkward button to hit in the heat of the moment!)
Huggerz
Profile Joined May 2011
Great Britain919 Posts
March 05 2012 12:02 GMT
#3362
I 1 rax FE all the time against Zergs and defend all sorts of baneling / roach ling busts, it's only early baneling all ins which really counter it reliably or cripple SCV count to such an extent that I end up behind. Obviously, it depends on your build after CC (i.e. do you have enough marines, and/or do you have tanks or hellions), wall-in use and unit splits. Should get at least 2 bunkers if you scout enough to anticipate 2 base aggression from a Zerg even if you mech

“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
forsakeNXE
Profile Joined October 2011
Germany539 Posts
March 05 2012 12:10 GMT
#3363
Would you be so kind to pm me or write here how you follow up your 1rax fe in tvz?
I just saw polt on asus rog with cc first vs. Z, due to it is easy scoutable i might try 1rax fe.

I atm go for cc forst into 4 rax, 2 gas, 2x tl (stim +cs), 2 reactpr, ~8:00 3rd cc followup with factory, starport, 2 more gas and then 2x ebay intp marine tank.
Would be really interessted in how you do you'r 1rax fe to kinda adapt a bit (; ty!
Let's learn together!
hotsuma
Profile Joined May 2011
Brazil56 Posts
March 05 2012 12:28 GMT
#3364
Hi everyone.
I am a high diamond player, having a lot of trouble in TvZ, I am completely lost against hatch first into mass ling infestor.
I cant scout properly, and dont know when I can engage, deny his tird, that kind of thing.
When I see his getting his fast third, I try to deny it, but most of times I deny and lose all my army, it only works fine whe the z is playing really greedy and have a poor vision of the map with his overlords.
THe lack of map control because of a ton of lings make me play blind, I cant say if a timming atack is coming, or a bling burst.
If someone send me some replays or give me some advices I will apreciate.
Sry to bother you guys, and for my english.
Ty in advance.
My totality eclipses the chasm!
Huggerz
Profile Joined May 2011
Great Britain919 Posts
Last Edited: 2012-03-05 13:49:17
March 05 2012 13:42 GMT
#3365
Second supply depot before CC to allow constant marine & SCV production. Fake bunker rush, cancel immediately if it's obvious he knows it's happening and has drones there to attack SCV - start CC on low ground unless you haven't vetoed Metalopolis or something.

3 more racks at 20-24 supply
2 refineries
IDEALLY start third CC ASAP from this point but delay it for safety if you scout him mining more than 100 gas or tech beyond pool
Get stim started

At this point consider moving out with marines to try force him to make units - scan natural or main if unsure about safety.
Get Factory and 2 Engineering Bays, normally in that order - on a lot of maps you kind of need tanks to secure third.
Get Reactors on racks ASAP - don't need to build all at once.
Obvious stuff like turrets blah blah blah, scout regularly for bases and tech and deny him Xel'Naga towers as much as possible.

Normally start tank production from Factory and start Starport to switch onto one of the racks with a Reactor.
As soon as first 2 medivacs are out drop him in two places - at this point you should know where his third is, so drop there and his main. Persist with drops unless he is massing mutalisks.

Typically be adding extra production facilities from 12-14 minute mark onwards and ensure you begin to set up more expansions. Make absolutely sure you get +1 vehicle weapons

Ultimately ::: push at 2-2 with at least one drop going - generally 3-5 tanks and 75+ marines
Make sure you expand at least once behind this. If you do not kill him, make sure you kill as many hatcheries as you can (pay attention to drops) without losing all your units. You should 100% drop his main while pushing, to find and (hopefully) kill his spire or ultralisk den if he has one.
If you cripple him enough then you can just continue with marine tank, and continue expanding.

If he gets hive tech out with infestors, lings etc. then transition to battlecruisers or ravens and keep dropping.



Please note: this build is light on tanks for a long time so practice marine splitting. Infestor play is very popular but as long as you control well, force him to defend 2 drops regularly, and macro like your imaginary Korean father is watching, having a shit load of upgraded marines is very very strong against infestor ling



“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
hotsuma
Profile Joined May 2011
Brazil56 Posts
March 05 2012 14:10 GMT
#3366
On March 05 2012 22:42 Huggerz wrote:
Second supply depot before CC to allow constant marine & SCV production. Fake bunker rush, cancel immediately if it's obvious he knows it's happening and has drones there to attack SCV - start CC on low ground unless you haven't vetoed Metalopolis or something.

3 more racks at 20-24 supply
2 refineries
IDEALLY start third CC ASAP from this point but delay it for safety if you scout him mining more than 100 gas or tech beyond pool
Get stim started

At this point consider moving out with marines to try force him to make units - scan natural or main if unsure about safety.
Get Factory and 2 Engineering Bays, normally in that order - on a lot of maps you kind of need tanks to secure third.
Get Reactors on racks ASAP - don't need to build all at once.
Obvious stuff like turrets blah blah blah, scout regularly for bases and tech and deny him Xel'Naga towers as much as possible.

Normally start tank production from Factory and start Starport to switch onto one of the racks with a Reactor.
As soon as first 2 medivacs are out drop him in two places - at this point you should know where his third is, so drop there and his main. Persist with drops unless he is massing mutalisks.

Typically be adding extra production facilities from 12-14 minute mark onwards and ensure you begin to set up more expansions. Make absolutely sure you get +1 vehicle weapons

Ultimately ::: push at 2-2 with at least one drop going - generally 3-5 tanks and 75+ marines
Make sure you expand at least once behind this. If you do not kill him, make sure you kill as many hatcheries as you can (pay attention to drops) without losing all your units. You should 100% drop his main while pushing, to find and (hopefully) kill his spire or ultralisk den if he has one.
If you cripple him enough then you can just continue with marine tank, and continue expanding.

If he gets hive tech out with infestors, lings etc. then transition to battlecruisers or ravens and keep dropping.



Please note: this build is light on tanks for a long time so practice marine splitting. Infestor play is very popular but as long as you control well, force him to defend 2 drops regularly, and macro like your imaginary Korean father is watching, having a shit load of upgraded marines is very very strong against infestor ling





Ty dude!Could you share some reps with us?Would be amazing to see some.

My totality eclipses the chasm!
Huggerz
Profile Joined May 2011
Great Britain919 Posts
March 05 2012 15:37 GMT
#3367
Hmm I don't have any recent replays but these are a couple older ones.

Fairly sure all are pre-snipe patch and against low Masters

http://sc2rep.com/replays/(T)Huggerz_vs_(Z)KaSol/18468
http://sc2rep.com/replays/(T)Huggerz_vs_(Z)replica/18469
http://sc2rep.com/replays/(T)Huggerz_vs_(Z)SoLiDJoker/18470
http://sc2rep.com/replays/(T)Huggerz_vs_(Z)Msk/18471
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
haaz
Profile Joined May 2010
157 Posts
March 05 2012 17:37 GMT
#3368
When I play more than 3 bases I feel that I always lose games (usually because of AoE spells), and when I play one or two base I steamroll my opponents.
So my terran friends - please tell me some imba 1-2 base VIABLE strategies / timing attacks for every matchup that can guarantte me doing big damage to my enemies.

TvP
TvT
TvZ
temp banned: 2 warnings: 8, my little achievments 8), last update: 23-05-2013
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 05 2012 17:41 GMT
#3369
On March 06 2012 02:37 haaz wrote:
When I play more than 3 bases I feel that I always lose games (usually because of AoE spells), and when I play one or two base I steamroll my opponents.
So my terran friends - please tell me some imba 1-2 base VIABLE strategies / timing attacks for every matchup that can guarantte me doing big damage to my enemies.

TvP
TvT
TvZ


So instead of improving you want to actually stick with that 2 - base timing attack style?... There's no fix strategies we could name that would work on every map against every strategy. Starcraft 2 is a game of incomplete information and you need to react to what your opponent is doing not blindly stick with your stuff.

CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
haaz
Profile Joined May 2010
157 Posts
Last Edited: 2012-03-05 18:13:57
March 05 2012 18:10 GMT
#3370
So instead of improving you want to actually stick with that 2 - base timing attack style?...

Well I think playing 2 base style is similar to constant expand style in terms of improving.
Answer yourself the question - what does it mean to improve? Being able to survive to late game?
Constant expanding and making workes while doing some harass / timing pushes concetrated on keeping enemy busy?
Scouting and countering enemy unit compositions?
Well this is just your strategy / type of play.

If I am able to finish my enemies early / mid game and lose most of late games is that mean that I need to improve my late game? What if I just play 1000 games just two basing my enemys? Wouldnt I improve that way?

U probably call this allin. Well in my opinion this is strategy - concentrated on finishing game earlier than usual.
Why should I force myself to play longer games? When that happens my opponents will outplay me, why can't I just kill them when I got advantage?

Simple example - players like Combatex.
He is grandmaster because he perfected his cheesing / surprise style of play.
I think he is better than most master players because he taught himself (improved) how to react when his cheese is spotted etc.

Sure you can feel that you are better in late game than him (you probably will be), sure you can defend his cheese beacuse u are aware of his playstyle but what if he still wins? what if you just cant counter (even if scouted)? He just wins because he will know how to adapt, he saw responses to his cheeses many times he improved a lot that way.


There's no fix strategies we could name that would work on every map against every strategy.

I just want to force my opponents to counter my strategy (and changing their strategy this way) instead of finding ways to counter them. There are many viable FE openings which works on every map.
I just want to know some strong one / two base compositions which are very hard to deal with.
temp banned: 2 warnings: 8, my little achievments 8), last update: 23-05-2013
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
March 05 2012 18:43 GMT
#3371
Nobody has any respect for combatex so bringing him up as a positive example won't help your case. I carry no respect for that person at this moment.

If you want to all in, you want to all in. I have no qualms in executing allins. It won't help you improve. It's fun.

I don't judge.



That being said, here's how to all-in in every matchup in an effective manner:

TvX:
1 base 3 rax marine/scv allin - http://www.teamliquid.net/forum/viewmessage.php?topic_id=223517

TvT:
The classic all-in is proxy thor rush. 12 rax 13 gas factory at 100 gas (proxied), make a 2nd gas asap, hide an armory, and attack with your thor, your marines, and like 8+ repairing scvs.
Another good one is straight up 3 rax stim. It'll kill players who don't get quick cloak or something to defend it. Totally scoutable though so hide raxes 2 and 3 if you can.

TvP:
1-1-1 is of course your classic 1 base allin.
If you're looking for a 2-base all in I recommend:
Warden's Death Ball TvP: http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753
Yen's Marine Tank Banshee: http://www.teamliquid.net/forum/viewmessage.php?topic_id=299607

For TvZ there are two classics:
Marauder/Hellion All-in http://www.teamliquid.net/forum/viewmessage.php?topic_id=310757
11/11 marine/scv All-in (Wiki)Liquipedia Guide
If you're feeling for something a bit more elegant you should check out my Thorship guide
http://www.teamliquid.net/forum/viewmessage.php?topic_id=302050

Hope this helps.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Smackzilla
Profile Blog Joined April 2010
United States539 Posts
March 05 2012 18:49 GMT
#3372
On March 05 2012 21:02 Huggerz wrote:
I 1 rax FE all the time against Zergs and defend all sorts of baneling / roach ling busts, it's only early baneling all ins which really counter it reliably or cripple SCV count to such an extent that I end up behind. Obviously, it depends on your build after CC (i.e. do you have enough marines, and/or do you have tanks or hellions), wall-in use and unit splits. Should get at least 2 bunkers if you scout enough to anticipate 2 base aggression from a Zerg even if you mech


So how are you scouting it? I'm thinking specifically where the zerg does a pretty standard 2-base opener. Seems like my hellions might come out a little too late to give me warning. A scan is not guaranteed to catch a baneling nest. Do you scan for gas? Hide your first scv and try and suicide at a later timing? Again, I'm just not sure about the method for scouting such a thing off a normal 2-base zerg.
You see a mousetrap. I see free cheese and a f&%*ing challenge - Scroobius Pip
Smackzilla
Profile Blog Joined April 2010
United States539 Posts
March 05 2012 18:51 GMT
#3373
On March 05 2012 15:19 Lazerlike42 wrote:
Show nested quote +
On March 05 2012 11:05 Smackzilla wrote:
I've seen several posts, especially from zerg, who say that gasless FE vs zerg is really unsafe. Zerg calim to be very happy to see it and just go for a baneling bust off of 2 base, which still comes surprisingly early sometimes.

So how can you play safe with a gasless FE vs a 2 base bling bust and/or identify it in time? What specific build are you doing after the FE opener? Should I just go with a reactor hellion build?

I've considered lots of depos at the entrance to the natural, plus even lifting my rax (I'll wall in my main with my 1st rax) to the natural's entrance for a beefier wall. As with my roach question, I'm doing a 2 fact BF hellion build a la Drewbie.

I've beat busts and I've lost to them, but I can't confidently say when me or my opponent are doing something right or wrong.


Not sure about this either but I have recently started doing a gasless expand against Zerg and I frankly like it much more than the reactored hellion expand, which I just think has been more than figured out at this point. It seems to me a Zerg can choose to either defend it easily or even outright kill you with early roaches. The reactored hellion expand just powers up too late with non-hellion units for my taste.

I like to gasless expand and then immediately after dropping the CC, the next 150 minerals goes into two refineries and I go straight for siege tech. I'll have a natural defended with 2 - 3 sieged tanks and the production off of 3 rax in marines with combat shield on the way before any 2 base bust timing comes. I also feel far, far safer against the possibility of heavy roach pressure which the reactored hellion expand seems to just open itself too. Had much success early game with this so far and almost always go into the late game with this build.


I've been considering going straight for siege tech and push at 4 tanks. Do you get caught much by early blings before your tanks are online?
You see a mousetrap. I see free cheese and a f&%*ing challenge - Scroobius Pip
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
March 05 2012 18:53 GMT
#3374
On March 06 2012 03:49 Smackzilla wrote:
Show nested quote +
On March 05 2012 21:02 Huggerz wrote:
I 1 rax FE all the time against Zergs and defend all sorts of baneling / roach ling busts, it's only early baneling all ins which really counter it reliably or cripple SCV count to such an extent that I end up behind. Obviously, it depends on your build after CC (i.e. do you have enough marines, and/or do you have tanks or hellions), wall-in use and unit splits. Should get at least 2 bunkers if you scout enough to anticipate 2 base aggression from a Zerg even if you mech


So how are you scouting it? I'm thinking specifically where the zerg does a pretty standard 2-base opener. Seems like my hellions might come out a little too late to give me warning. A scan is not guaranteed to catch a baneling nest. Do you scan for gas? Hide your first scv and try and suicide at a later timing? Again, I'm just not sure about the method for scouting such a thing off a normal 2-base zerg.


You should be able to scout the timing of his first gas / if he's mining more than 100 gas with your scv scout. A zerg with delayed gas or who mines 100 then stops is not doing a super early baneling bust, giving you time to get out some hellions and see what he's up to, typically.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
March 05 2012 20:42 GMT
#3375
On March 04 2012 19:14 jabberjaw wrote:
^i have some replays where I do jjajki's thor/marine/banshee 2 base push. though, im only 950 pt master, so my execution isn't going to be great, ofc. but there are VODs (no repalys, but its something at least) of jjakji using it and beastyqt's variant of it as well.

jjakji vs ace; 34:00 mark
http://www.twitch.tv/fxopenesports/b/306209855

jjakji vs yonghwa
http://www.youtube.com/user/KatuStarcraft?ob=0#p/search/0/eZ7mF23AfOU

beastyqt vs classicprime


How I wish that was standard TvP and you could win conistently with that compostion. That MU would be 10x more fun if you could actully build something past tier 1.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Huggerz
Profile Joined May 2011
Great Britain919 Posts
March 05 2012 20:49 GMT
#3376
Real men all in with battlecruisers
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2012-03-05 21:09:05
March 05 2012 20:54 GMT
#3377
On March 05 2012 21:28 hotsuma wrote:
Hi everyone.
I am a high diamond player, having a lot of trouble in TvZ, I am completely lost against hatch first into mass ling infestor.
I cant scout properly, and dont know when I can engage, deny his tird, that kind of thing.
When I see his getting his fast third, I try to deny it, but most of times I deny and lose all my army, it only works fine whe the z is playing really greedy and have a poor vision of the map with his overlords.
THe lack of map control because of a ton of lings make me play blind, I cant say if a timming atack is coming, or a bling burst.
If someone send me some replays or give me some advices I will apreciate.
Sry to bother you guys, and for my english.
Ty in advance.

It's easy to scout for, my man. Lack of third base, double evo's early, mass lings. If done a la stephano clone, as most are, they get +1/+1 before lair, so a delayed lair and refusal to roach.

On March 06 2012 02:41 Type|NarutO wrote:
Show nested quote +
On March 06 2012 02:37 haaz wrote:
When I play more than 3 bases I feel that I always lose games (usually because of AoE spells), and when I play one or two base I steamroll my opponents.
So my terran friends - please tell me some imba 1-2 base VIABLE strategies / timing attacks for every matchup that can guarantte me doing big damage to my enemies.

TvP
TvT
TvZ


So instead of improving you want to actually stick with that 2 - base timing attack style?... There's no fix strategies we could name that would work on every map against every strategy. Starcraft 2 is a game of incomplete information and you need to react to what your opponent is doing not blindly stick with your stuff.


Odd, since every build I come up with starts off as an allin, then I cut things and drop an early FE into them. Or, if I'm in a funk, shitting on someone better than you with an all in is a solid confidence booster to go back and play some standard games. Practicing only macro games yields only good mechanics and macro etc. What do you do in a, say, Bo5 and you're up 2-2, won first two, lost 2nd 2 because you did same 'style' all four games, and they have it figured? You never have practiced your allin cheese, go to bust it out and lose.

It doesn't hurt to know how to execute proper 1-2 base all ins. Not everything in playing a long game makes you better.

So how are you scouting it? I'm thinking specifically where the zerg does a pretty standard 2-base opener. Seems like my hellions might come out a little too late to give me warning. A scan is not guaranteed to catch a baneling nest. Do you scan for gas? Hide your first scv and try and suicide at a later timing? Again, I'm just not sure about the method for scouting such a thing off a normal 2-base zerg.
1 rax FE into double gas -> reactor hellion comes out in time to scout and deal with a 2 base econ bust. 1 base bling bust can be easily scouted, so I'm ignoring that. A lot of terrans are doing that lately, to get expo earlier and still take map control and deny a third, possibly. Hellions come out ~6:30-6:50 if I'm not mistaken. Tack on 2 more rax, swap addons and what not, and you can go into about anything.


When I play more than 3 bases I feel that I always lose games (usually because of AoE spells), and when I play one or two base I steamroll my opponents.
So my terran friends - please tell me some imba 1-2 base VIABLE strategies / timing attacks for every matchup that can guarantte me doing big damage to my enemies.

TvP
TvT
TvZ

TvP 1-1-1 3 hellion drop -> raven -> 3 rax marine tank banshee raven all in. 1-1-2, Yens 2 base like 7-1-2 marine banshee is sick.

TvT - reaper/hellion elevator. proxy factory on TDA works amazing. Proxy rax+reactor and take the gamble they don't wall in. 1-1-1 marine tank banshee push. Hellion/marine double reactor elevator. 12/14 rax double reaper. 1-1-2. Proxy marauder rush.

TvZ double reactor hellion. 1-1-1 reactor hellion cloakshee. Mara/hellion. 6 rax all in. 2/2 marine tank hellion 1 base push.
3-1-2 marine hellion banshee scv all in.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Striker.superfreunde
Profile Joined May 2010
Germany1119 Posts
Last Edited: 2012-03-05 22:25:44
March 05 2012 22:22 GMT
#3378
Hi Terras!

Is it better to position your marauders in front of your bio ball (marines, marauders, vikings medivacs and ghost), behind it or mixed - just random.

I have realy trouble dealing with Zealots/Stalkers/imos/Colos and later storms.

My mechanics are too bad to handle 3 control groups at once. It's hard that you have to bring up so almost perfekt unit control, even to stay alive in gold league.
'Your ak is pretty... uhm... dank!'
ShakaDEVIRGO
Profile Joined May 2011
Mexico106 Posts
March 05 2012 22:29 GMT
#3379
hi , i am a high master p swithching to terran what im looking for are some guides of how to play terran with transitions and everything even better if they are mech guides for tvt thanks alot in advance , also some streams i should watch to learn
Lazerlike42
Profile Joined July 2011
United States104 Posts
March 05 2012 22:45 GMT
#3380
Since I go straight for siege, I have some tanks sieged up before such a bust should happen. Basically, I strongly value siege in TvZ and TvT and I think a lot of Terrans are pretty stupid for delaying it for so long lately. Terrans used to get siege reasonably early, but lately they've been putting it off and the results are obvious, I think, to those who are paying attention. In the past 6 months of GSLs and MLGs and other tournaments it seems like every TvT has been decided by one player just getting siege before an opponent who delays it and taking a decided advantage. I've similarly seen countless TvZs end earlier than they should because the Terrans wants to use pure marine or hellion with marine for far too long.

It's almost as though there is a certain "greed" going on where they want to push the limit to how much early damage can be done or how much harass before getting into the core mid-game army composition.

In any case, what is the general game time when you are having trouble with these 2 base busts coming in?

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