• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:00
CEST 17:00
KST 00:00
  • 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, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon175.0.16 Hotfix (June 30) - Balance + Bug Fixes20Weekly Cups (June 22-28): Zergs thrive in new patch2[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon 5.0.16 Hotfix (June 30) - Balance + Bug Fixes 5.0.16 patch for SC2 goes live (8 worker start) Is the larve respawn broken? ByuL, and the Limitations of Standard Play
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! INu's Battles#17 <BO.9> Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
ASL 22 Proposed Map Pool ProGamer Paychecks Story BW General Discussion Best thing happen to StarCraft since Remastered? Data needed
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
ZeroSpace at Steam NextFest - Last free demo Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Beyond All Reason
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
[94721]Better Good-Health Signs Than 3-15 Bans/Yea TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Men's Fashion Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3696 users

The Terran Help Me Thread - Page 337

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 335 336 337 338 339 460 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.
-niL
Profile Joined January 2012
Canada1131 Posts
August 18 2012 20:34 GMT
#6721
Hello, I took a break from starcraft for about bit over a month and I heard the meta for TvZ is hellion banshee. What is the build order (it can be very simple/general)? Like is it done on one base, done after 1rax FE, what is the goal of it, when do I hit with what amounts, what is the follow up, etc?
Squisher16
Profile Joined July 2012
United States9 Posts
August 18 2012 21:29 GMT
#6722
hey terrans, i wanted to know how to perfectly engage a maxed toss army and how many ghosts i should have. i know the vikings and ghosts in front, but whenever i engage it seems like before i snipe or emp most of the templar my ghosts die to collosi fire sice they are in front. I can also never seem to snipe all of the tosses observers so my ghosts always die first. thnx ♥! I play bio just to let u guys know
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
August 18 2012 21:51 GMT
#6723
On August 19 2012 05:34 -niL wrote:
Hello, I took a break from starcraft for about bit over a month and I heard the meta for TvZ is hellion banshee. What is the build order (it can be very simple/general)? Like is it done on one base, done after 1rax FE, what is the goal of it, when do I hit with what amounts, what is the follow up, etc?


It's after 1 rax fe, hellion banshee is to enable you to harass/scout without risk, it means you can tell exactly what he is doing and punish any excessively greedy play.

You then just transition into whatever you like that you did a month ago, bio, marine/tank, mech, whatever.
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
August 18 2012 22:07 GMT
#6724
On August 19 2012 06:29 Squisher16 wrote:
hey terrans, i wanted to know how to perfectly engage a maxed toss army and how many ghosts i should have. i know the vikings and ghosts in front, but whenever i engage it seems like before i snipe or emp most of the templar my ghosts die to collosi fire sice they are in front. I can also never seem to snipe all of the tosses observers so my ghosts always die first. thnx ♥! I play bio just to let u guys know


i also struggle with unit control in these situations (who doesn't!), but are you scanning the protoss army, when you're maxed you don't really need the extra minerals then and there so it's better to focus on scans, you can scan the protoss army to tell if his colossi are at the front, if they are with enough vikings you may be able to swoop in and snipe one. but if they're protected at the back, that lets you run in and snipe/emp whatever you want.

i feel like the amount of ghosts is more a preference, for me the phrase too many ghosts tvp doesn't exist!
Brood War Protoss, SC2 Terran/Protoss
Kanaric
Profile Joined August 2012
United States1 Post
Last Edited: 2012-08-18 23:18:28
August 18 2012 23:10 GMT
#6725
Hey all,

This may have been covered, and I'm sure I'm missing something when I search, but I'm having touble with TvP and TvZ in the High-Gold & Low-Plat brackets. For this post, I'll attempt to tackle the TvP problem, as I seem to meet more toss on ladder than anything.

I have two replays that can paint the picture of my problems perfectly. You can DL them here: Game 1: http://pvpchamps.com/sc2/TvPcontainfail.SC2Replay and Game 2: http://pvpchamps.com/sc2/TvP2loss.SC2Replay . The links are from my FTP, because I didn't feel like setting up an account elsewhere. If you're not comfortable with DLing from me, let me know, and I'll throw them up somewhere else.

Self Analysis:
Game 1:
I start off with MVP's 3 rax TvP build, which is admittedly poorly executed by me. I plan to bring some early aggression before 8 minutes, and I usually feel like I'm doing everything correctly up until I get to my opponents ramp. At this point, I'm usually met with sentries FFing me to death, so this game, I decide to wait it out, hold off his expansion, and try to contain him until I can gain a significant econ advantage.

This player is smart, and he sends warp prisims to distract me. I know that I should have left a few rines, or maybe a viking home to deflect this, and I will make sure to do that in the future.

I feel like my biggest problem is my unit control, and lack of ghosts for this game. Sentries are really tough for me to deal with, as my micro is bad, and I usually get myself into a terrible position and die. I know that I need to use ghosts, but again, my unit control is bad so effectively using ghosts is a challenge.

I dropped the ball and let my opponent turn the tables. Besides better unit control, using ghosts, and scouting for that warp prism, what should I be doing? Also, any tips for unit control would be much appreciated and welcome.

Game2:
I really screwed up the 3 rax build in this game, but I feel like that isn't the biggest problem. He went for some 4 gate all in rush, which I should have scouted better and prepared for. Anything else?

Thanks in advance.

Edit:
I want to develop an early game aggressive playstyle, but I also want to know how to deal with late game situations, especially in max army scenarios. Any tips on anything related to my gameplay would be greatly appreciated.


Edit:

apparently the URL code isn't working for me...

Links to games:

Game1: http://pvpchamps.com/sc2/TvPcontainfail.SC2Replay
Game2: http://pvpchamps.com/sc2/TvP2loss.SC2Replay
kuroshiroi
Profile Joined November 2010
3149 Posts
August 18 2012 23:19 GMT
#6726
What's my motivation to get a three base economy in TvZ? Are higher level zergs somehow better at protecting their third than my plat opponents?

In BW TvZ, Terran was normally on two base econ, constantly attacking and pressuring so I'm wondering why SC2 Terrans seem to love their thirds and maxed out armies. I usually just get macroed to death if I even try...
Fly Jaedong, fly!
stichtom
Profile Joined March 2011
Italy695 Posts
August 18 2012 23:27 GMT
#6727
http://drop.sc/240189

Hi, i am a mid master played from italy and i don't know why i lost this game. It is a TvP-

I think i played well overall, but his storms were just too much for me. Do u have any tips?

Thanks and sorry for my english
Favourite player: IM.MVP ~ Favorite league: IPL
Wardi
Profile Blog Joined November 2011
England898 Posts
August 18 2012 23:39 GMT
#6728
On August 19 2012 02:25 SC2John wrote:
Show nested quote +
On August 18 2012 18:19 Wardi wrote:
On August 18 2012 15:35 SC2John wrote:
On August 18 2012 09:42 Wardi wrote:
Hey guys,

I was wondering if anyone has any tips or ideas on how to scout/defend a 3 gate pressure after a 1 gate FE. I find myself sometimes getting lucky, seeing a chrono on the Cyber which makes me a bit suspicious but I feel like I have to pre-pull SCVs to be able to repair my bunkers. This is fine if he actually does the pressure but if he doesn't and I've made a mis read I will be heavily behind.

So is there any reliable way to scout this other than trying to sneak that SCV into his main and the standard SCV patrolling in front of your ramp?


1). Just do the Bomber optimization. You can throw down a blind bunker or two without any economic repercussions before the push and be completely safe.

2). Do a marine shove at about 6:00 with 9ish marines. You should try to kill off the stalker sitting at your front and take the watchtower. If you see an offensive moveout around 6:00-6:15 with a probe, start your bunkers at home and patrol the SCV in front of your ramp. This timing should also coincide with your SCV scout so you don't accidentally walk into a 4-gate.


Hm. Sometimes even with two bunkers I lose, as he kills one bunker before my SCVs get to the bunker and the second he has enough forcefields to deny the repair.

Thanks for the tips.


I might also add that a good technique is to place your SCVs IN FRONT of the bunker if you spot the pressure early enough. This negates FF on the back, and FF on the front of your bunker just helps you against zealots. You want to place them in front on hold position with auto-repair on.


Yeah I think I am already doing a lot of these tips etc, it really just is being a little bit faster on that reaction time.
CommentatorOwner of WardiTV. Streamer, caster & event organizer. / / www.wardi.tv
kuroshiroi
Profile Joined November 2010
3149 Posts
August 19 2012 00:01 GMT
#6729
On August 19 2012 08:10 Kanaric wrote:
+ Show Spoiler +
Hey all,

This may have been covered, and I'm sure I'm missing something when I search, but I'm having touble with TvP and TvZ in the High-Gold & Low-Plat brackets. For this post, I'll attempt to tackle the TvP problem, as I seem to meet more toss on ladder than anything.

I have two replays that can paint the picture of my problems perfectly. You can DL them here: Game 1: http://pvpchamps.com/sc2/TvPcontainfail.SC2Replay and Game 2: http://pvpchamps.com/sc2/TvP2loss.SC2Replay . The links are from my FTP, because I didn't feel like setting up an account elsewhere. If you're not comfortable with DLing from me, let me know, and I'll throw them up somewhere else.

Self Analysis:
Game 1:
I start off with MVP's 3 rax TvP build, which is admittedly poorly executed by me. I plan to bring some early aggression before 8 minutes, and I usually feel like I'm doing everything correctly up until I get to my opponents ramp. At this point, I'm usually met with sentries FFing me to death, so this game, I decide to wait it out, hold off his expansion, and try to contain him until I can gain a significant econ advantage.

This player is smart, and he sends warp prisims to distract me. I know that I should have left a few rines, or maybe a viking home to deflect this, and I will make sure to do that in the future.

I feel like my biggest problem is my unit control, and lack of ghosts for this game. Sentries are really tough for me to deal with, as my micro is bad, and I usually get myself into a terrible position and die. I know that I need to use ghosts, but again, my unit control is bad so effectively using ghosts is a challenge.

I dropped the ball and let my opponent turn the tables. Besides better unit control, using ghosts, and scouting for that warp prism, what should I be doing? Also, any tips for unit control would be much appreciated and welcome.

Game2:
I really screwed up the 3 rax build in this game, but I feel like that isn't the biggest problem. He went for some 4 gate all in rush, which I should have scouted better and prepared for. Anything else?

Thanks in advance.

Edit:
I want to develop an early game aggressive playstyle, but I also want to know how to deal with late game situations, especially in max army scenarios. Any tips on anything related to my gameplay would be greatly appreciated.


Edit:

apparently the URL code isn't working for me...

Links to games:

Game1: http://pvpchamps.com/sc2/TvPcontainfail.SC2Replay
Game2: http://pvpchamps.com/sc2/TvP2loss.SC2Replay

That build might be too outdated for even gold so maybe you should look into alternatives like 2 rax, 1 rax FE or 1/1/1 but whatever.

Game 1:
The main thing you need to do is improve your macro. For instance, you didn't hotkey any of your raxes/starports, you finished 2/2 at 25 minutes or something in the first game (which I guess is fine since your P opponent finished 1/1 around the same time) and you managed to get 200 energy on both orbitals at the same time. Oh, and you forgot combat shields, ouch. Make more stuff and get better upgrades and you would have had that game after 15 minutes.

Game 2:
SCVs need to repair bunkers, that's about it. Bunkers are imba

Better micro will come with more practice. Or put it another way, master your macro, then micro will follow.

But seriously, that build looks awful, try to find something else that suits your playstyle.
Fly Jaedong, fly!
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
August 19 2012 00:25 GMT
#6730
Zerg tend to go for a rapid 3bases defended with queen/ling. Its a challenge for Terran to match this with the inevitable surge of units which comes once that drone count has been established. I've been doing some pondering and does it sound feasible to go for a double expo off of 2fact?

The premise behind this build is essentially to build a large number of hellions to give map control for a safe double expo. In my eyes any ling production is shut down, creep is denied and Zerg will devote resources to defensive structures. If roaches are produced aggressively (cheese or simply as part of a timing) then Terran has the tech to produce seige mode tanks rapidly (working under the premise blue flame is taken).

Mutas wont pop until 11minutes, by which point it is perfectly feasible that 3bases.will be up and a transition to third or simply marine tank will be well under way. 2base infestors will simply mean Terran has a huge economic lead... I'm struggling to find an issue, does anyone fancy theory crafting this with me?
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
Account252508
Profile Joined February 2012
3454 Posts
August 19 2012 00:35 GMT
#6731
--- Nuked ---
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
Last Edited: 2012-08-19 00:40:59
August 19 2012 00:40 GMT
#6732
On August 19 2012 09:35 monkybone wrote:
Show nested quote +
On August 19 2012 09:25 DKR wrote:
Zerg tend to go for a rapid 3bases defended with queen/ling. Its a challenge for Terran to match this with the inevitable surge of units which comes once that drone count has been established. I've been doing some pondering and does it sound feasible to go for a double expo off of 2fact?

The premise behind this build is essentially to build a large number of hellions to give map control for a safe double expo. In my eyes any ling production is shut down, creep is denied and Zerg will devote resources to defensive structures. If roaches are produced aggressively (cheese or simply as part of a timing) then Terran has the tech to produce seige mode tanks rapidly (working under the premise blue flame is taken).

Mutas wont pop until 11minutes, by which point it is perfectly feasible that 3bases.will be up and a transition to third or simply marine tank will be well under way. 2base infestors will simply mean Terran has a huge economic lead... I'm struggling to find an issue, does anyone fancy theory crafting this with me?


Mutas might very well pop before 11 minutes. 2 base muta rushes can be expected even before 9 minutes.

Yes but who's afraid of that? If its scouted then the large hellion numbers can get in and do the damage while the Zerg has few units to stop them; getting turrets up behind this with Thor/marine would leave T with a huge advantage
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-08-19 00:45:51
August 19 2012 00:42 GMT
#6733
--- Nuked ---
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
Last Edited: 2012-08-19 00:55:12
August 19 2012 00:52 GMT
#6734
On August 19 2012 09:42 monkybone wrote:
Show nested quote +
On August 19 2012 09:40 DKR wrote:
On August 19 2012 09:35 monkybone wrote:
On August 19 2012 09:25 DKR wrote:
Zerg tend to go for a rapid 3bases defended with queen/ling. Its a challenge for Terran to match this with the inevitable surge of units which comes once that drone count has been established. I've been doing some pondering and does it sound feasible to go for a double expo off of 2fact?

The premise behind this build is essentially to build a large number of hellions to give map control for a safe double expo. In my eyes any ling production is shut down, creep is denied and Zerg will devote resources to defensive structures. If roaches are produced aggressively (cheese or simply as part of a timing) then Terran has the tech to produce seige mode tanks rapidly (working under the premise blue flame is taken).

Mutas wont pop until 11minutes, by which point it is perfectly feasible that 3bases.will be up and a transition to third or simply marine tank will be well under way. 2base infestors will simply mean Terran has a huge economic lead... I'm struggling to find an issue, does anyone fancy theory crafting this with me?


Mutas might very well pop before 11 minutes. 2 base muta rushes can be expected even before 9 minutes.

Yes but who's afraid of that? If its scouted then the large hellion numbers can get in and do the damage while the Zerg has few units to stop them; getting turrets up behind this with Thor/marine would leave T with a huge advantage


That's a lot of words, turrets, thors, marines. But the matter of fact is that you went for a double factory opening planning to produce hellions and siege tanks. At what point does the armory go down? The engi bay? How many marines are you going to produce, and how? What scouting pattern ensures you to have turrets up in order to defend early mutas? Zerg will obviously block hellion harass going for such early mutas.

I wasn't referring to a specific build order, more the generalized theme of using a swell of hellions to defend a double expo.

With regards to the Thor marine turret tank situation, I was suggesting the 2fact hellion as a basis for however the individual chooses to play I.e tanks early if you see roaches else delay their production, thors if you're going mech and marines if you plan to go Bio.
As I said, rather than suggesting a Bo, I was questioning whether there was a place for double fact plays in the current metagame.
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
August 19 2012 02:12 GMT
#6735
can anybody explain why in TvZ ghosts are so rarely seen anymore, yeah I know about the snipe nerf, but are they really no longer viable at top level, its just i see so many tvz's where the terran uses vikings to deal with broodlords, then the opponent just tech switches into ultras and wins, or a fungal just takes down almost every viking pretty much winning the game
Brood War Protoss, SC2 Terran/Protoss
NewDawn
Profile Joined March 2012
Canada120 Posts
August 19 2012 02:32 GMT
#6736
In TvT, how do I stop a 1/1/1 late Expo when I do 1Rax FE with a bio-centric mid-game transition. As soon as I scanned at 6:20~ I saw the 1/1/1 and immediately got a Tech on my Factory and tried to get tanks, and skipped medivacs for vikings. I feel that the 1/1/1 completely wrecks me when I 1Rax FE.

What should I do?
이지은 | 송지은 | 정은지 | 홧팅 ~ !
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2012-08-19 03:10:04
August 19 2012 02:47 GMT
#6737
On August 19 2012 08:19 kuroshiroi wrote:
What's my motivation to get a three base economy in TvZ? Are higher level zergs somehow better at protecting their third than my plat opponents?

In BW TvZ, Terran was normally on two base econ, constantly attacking and pressuring so I'm wondering why SC2 Terrans seem to love their thirds and maxed out armies. I usually just get macroed to death if I even try...



The 3-base economy in SC2 for terrans represents the ability to freely produce at a huge rate without having to build any more workers. In fact, for all races, this is kind of the case; that being said, SC2 strategy is completely based around 3rd bases now. Probably the most important aspect of this 3-base economy is the 5th and 6th gases, which allow a terran player to continually build medivacs/vikings + tanks/thors from 2-3 factories while still continuing to get upgrades, dumping all the remaining gas and minerals into marine/marauder.

That being said, around 14:00 is when terran is starting to complete all of it's core upgrades and approach that maxout moment on 3 bases, but before zerg can reach that BL tech, which is the only really good thing to deal with maxed out marine/tank pushes. Most modern terran plays revolve around constant 3-base aggression, much like for a while ZvP was based around the 11:00 roach maxout play. It's a timing window based on terran getting a lot of stuff really fast while zerg has to survive until tier 3.

Obviously, the faster you reach this moment in the game, the more time you're potentially giving yourself to do damage while the zerg player is still stuck on lair tech. Therefore, we're seeing faster and faster CC's, as it allows terrans to better keep up with the zerg economy as well as reach this maxout moment a little faster and a little more comfortably.


On August 19 2012 11:12 ThePianoDentist wrote:
can anybody explain why in TvZ ghosts are so rarely seen anymore, yeah I know about the snipe nerf, but are they really no longer viable at top level, its just i see so many tvz's where the terran uses vikings to deal with broodlords, then the opponent just tech switches into ultras and wins, or a fungal just takes down almost every viking pretty much winning the game


Day9 did a recent daily and said something along the lines of "Although ghosts are still good even with the snipe nerf, SC2 is increasingly becoming less and less a game about straight up engagements and more about positioning and economy." That being said, it's much easier to dump money into making a mobile force of MMM/T that can be split up and attack multiple points than to dump into an earlier ghost transition and try to only engage the zerg head-on. In addition, the maps are becoming increasingly varied with more counterattack paths, making straight-up engagements more difficult to force.

I think ghosts still have a place in the lategame, particularly when dealing with a BL/infestor super army as well as doing some nuke harass, but they're place in the midgame has kind of been phased out in favour of more immediately useful units.

Personally, I don't really use ghosts. I prefer a lategame switch to thor/hellion/viking and try to engage well. In addition, I try to throw in a handful of battlecruisers for extra DPS and skew the zerg army ever so slightly to favour more corruptors. The switch to thors and BC in the lategame work well against both ultras and BLords, so they are solid units, albeit softer counters than snipe originally was.
StrategyAllyssa Grey <3<3
netherDrake
Profile Blog Joined September 2010
Singapore1831 Posts
August 19 2012 09:25 GMT
#6738
I need help with mid-late game TvT, and my overall game plan. I've not been winning many games in TvT unless I get a good lead early on.

Cloud Kingdom, I open gas first cloak banshee (he scouts me gas first) and he attempts to counter it by going viking and a raven into expand. I lose my first banshee but not after getting 6/7 worker kills, putting me slightly ahead early on. Both of us then build up our armies. I do a push out and I see that I can't break him, and decide to take my third. I take my third earlier than his and continue macroing before I push out to his 4th. My goal here was to contain/pressure him and then take two expansions.

After a few trades, I do manage to get both expansions with around 10-12 scvs on each. There are a few trades here and there and I believe I was slightly ahead till he sieged up one of my expansions. However, I'm not able to defend both expansions at the same time and that made it very hard for me to take back control of the game. Eventually, he takes his bases and his income starts shooting ahead of me. I do a desperation attack and try to enter his main but he is too well defended and I tap out.

I do realise I did not get +3 armor this game which was a big mistake, and I'd like for comments on my overall TvT play and what I should have done or done better.

Here's the download link:

http://www.sc2sea.com/replays.php?do=viewreplay&id=1898

I'm around the mid-high master level on korea.

Thanks for any help!
SC2 player for Flash eSports. twitch.tv/nether_drake, https://twitter.com/bryan_sum, http://www.facebook.com/pages/Bryan-Drake-Sum/468389706519567
Wardi
Profile Blog Joined November 2011
England898 Posts
August 19 2012 10:41 GMT
#6739
On August 19 2012 11:32 NewDawn wrote:
In TvT, how do I stop a 1/1/1 late Expo when I do 1Rax FE with a bio-centric mid-game transition. As soon as I scanned at 6:20~ I saw the 1/1/1 and immediately got a Tech on my Factory and tried to get tanks, and skipped medivacs for vikings. I feel that the 1/1/1 completely wrecks me when I 1Rax FE.

What should I do?


A replay might help to identify exactly what unit composition your opponent went for and how early his push was. There are multiple types including very early 6.30 siege pushes as well as later pushes after getting cloak banshees.

The first thing I can say is be prepared. The less damage you take the more economy you have to hold this off - so get them turrets up to defend the cloak banshees and you will be in a great position. Remember to save scans for when you engage his army, so you don't get destroyed by the two banshees that are cloaked and you cannot kill.

Be aware of your macro as well - do not let it slip while dealing with his harassment otherwise you are going to be in a lot of trouble.

Always make sure to get Combat Shields first - this extra health on your marines allows for a much better defence of builds such as this as they can tank extra shots from tanks, banshees and make your own marines so much better than his own.

Be patient and buy yourself time - if possible be active on the map with your marines and attempt to force him to siege before he gets to your base. When he does siege up assess how bad the situation is - do you really need to engage him right now? The longer you wait the better it gets for you as more upgrades and units start to become available from your economy. When you think you have enough engage from as many sides as possible - the high ground of your main, drop units round the back and from your natural (usually once stim has finished). This works well for the later pushes involving Banshees. Don't be afraid to pull workers as well - remember you have the economy advantage here and the extra orbital to reproduce SCVs and that extra buffering could help make the difference.

For earlier pushes with very early tanks and fewer marines I feel it is better to pull SCVs and engage ASAP. Because he has committed to tanks so early (skipped banshees) it means he is at his weakest when he only has 1-2 tanks and if you wait for stim there are just going to be way too many tanks to deal with.

These are a few tips, again if you can post the replay I can give you a bit better specific advice for the type of 1/1/1 you faced.
CommentatorOwner of WardiTV. Streamer, caster & event organizer. / / www.wardi.tv
Sianos
Profile Joined April 2011
580 Posts
August 19 2012 13:27 GMT
#6740
Hey i have a question regarding TvZ reactor hellion opening. I know there are different variants like 1 gas before 2nd CC and the 2nd after or both gas after 16 CC, but they all only have 1 marine until the hellions pop out and i think that just 6 lings can do a good amount of damage to your expand. Does anyone have a replay where they are doing the 16 CC into reactor hellion and defend aggainst those early 6 lings? I allways want to include an early bunker but i don´t see a pro do it.
Prev 1 335 336 337 338 339 460 Next
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
KungFu Cup 2026 Week 13
IntoTheiNu 1106
RotterdaM902
WardiTV776
TKL 301
SteadfastSC165
IndyStarCraft 149
CranKy Ducklings59
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 902
TKL 301
Ryung 242
SteadfastSC 165
IndyStarCraft 149
ProTech122
SHIN 103
RushiSC 34
trigger 31
StarCraft: Brood War
Britney 34362
Shuttle 2175
Sea 1922
EffOrt 1011
Hyuk 799
Light 738
firebathero 603
Soma 593
Horang2 456
BeSt 433
[ Show more ]
ggaemo 236
Snow 233
hero 175
Rush 167
Soulkey 151
Zeus 142
Last 136
Hyun 87
Dewaltoss 79
Pusan 71
Aegong 45
[sc1f]eonzerg 40
Free 34
sorry 31
ToSsGirL 31
scan(afreeca) 24
Sacsri 16
Shine 15
Bale 14
zelot 12
Rock 1
Dota 2
Gorgc6182
singsing3633
Dendi1085
qojqva942
Fuzer 636
XaKoH 594
XcaliburYe131
420jenkins113
Counter-Strike
x6flipin355
kRYSTAL_34
Super Smash Bros
Mew2King73
Other Games
hiko1179
B2W.Neo1035
FrodaN509
DeMusliM371
crisheroes320
ceh9270
Hui .195
amsayoshi29
KnowMe29
Trikslyr6
Organizations
Dota 2
PGL Dota 2 - Main Stream229
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• EnkiAlexander 31
• mYiSmile112
• CranKy Ducklings SOOP9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• FirePhoenix0
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis4040
• TFBlade750
Upcoming Events
Replay Cast
9h
CrankTV Team League
20h
Bombastic Starleague
1d 5h
The PondCast
1d 19h
HomeStory Cup
1d 20h
Replay Cast
2 days
HomeStory Cup
2 days
Replay Cast
3 days
HomeStory Cup
3 days
OSC
3 days
[ Show More ]
Sparkling Tuna Cup
4 days
WardiTV Weekly
5 days
The PondCast
6 days
Liquipedia Results

Completed

YSL S3
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSL Season 21: Qualifier 2
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026

Upcoming

CSL 2026 Summer (S21)
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Light Tournament 2026
Eternal Conflict S2 Finale
Heroes Pulsing #3
Eternal Conflict S2 E1
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.