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The Terran Help Me Thread - Page 354

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.
sour_eraser
Profile Joined March 2011
Canada932 Posts
September 11 2012 02:49 GMT
#7061
I couldnt find it in Liquipedia nor when I searched, there was only a guide from Feb,2011.
Would anyone give me some general BO for Thor,helion, and maurader all-in vs Zerg? Or at least tell me a VOD which features the build .
"What's the f*cking point of censoring a letter if everyone and their mother knows what it stands for.... F*cking morons"
Windwaker
Profile Joined February 2012
Germany1597 Posts
September 11 2012 03:30 GMT
#7062
hey guys i'm looking for decent mech-replays from for tvz and tvt any suggestions?
The path of the righteous man is beset on all sides by the iniquities of the selfish and the tyranny of evil men. Blessed is he, who in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
September 11 2012 05:57 GMT
#7063
does anyone have the opening of a banshee reactor hellion? maybe one that goes up to 6-8 hellions and then tech switches into bio with some pressure?

I've seen people like Illusion do it, but not sure on the timings
Sianos
Profile Joined April 2011
580 Posts
September 11 2012 08:14 GMT
#7064
The standard opening goes like this:

10 depot
12 rax
15 ox + marine
16 CC cut marine production
depot continue marine production
double gas
bunker
@100 gas factory
@50 gas reactor on rax
@100% factory statport swap fac and rax
Tl at rax
@100% starport swap starport with rax start cloak and banshee.

Total 6 hellions and 2 bansheea for light pressure
Total 8 hellions and 3 banshees for multipronged herrasment


@ 400 mins cc
Tl rax -> stim
Double gas
Double ebay
Additional rax
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
September 11 2012 08:36 GMT
#7065
On September 11 2012 17:14 Sianos wrote:
The standard opening goes like this:

10 depot
12 rax
15 ox + marine
16 CC cut marine production
depot continue marine production
double gas
bunker
@100 gas factory
@50 gas reactor on rax
@100% factory statport swap fac and rax
Tl at rax
@100% starport swap starport with rax start cloak and banshee.

Total 6 hellions and 2 bansheea for light pressure
Total 8 hellions and 3 banshees for multipronged herrasment


@ 400 mins cc
Tl rax -> stim
Double gas
Double ebay
Additional rax


right. at that point, I think I'm okay. I just was wondering if anyone does a marine/medivac/maruader + whatever hellions left push to clear creep/pressure 3rd, etc and if so, around when? i've been trying it around 13-14 minutes and that's way too late i've found
Sianos
Profile Joined April 2011
580 Posts
Last Edited: 2012-09-11 09:29:21
September 11 2012 09:08 GMT
#7066
Search for demuslims tvz build and you will find the bo. The timong for the mmhm push is 10 minutes.
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2012-09-11 09:22:39
September 11 2012 09:20 GMT
#7067
If you are going bio you can just swap your starport with the factory and start siege tank production after 2 banshees and do a nice push with 2-2 at around 14 mins. Depending on the map I wouldn't want to move out without tanks that late.

At least that's what I've been doing and does ok *plat league. If zerg is going mutas I usually reinforce my 3rd with bunkers and delay a bit to avoid a big ling counter attack.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
September 11 2012 15:34 GMT
#7068
can someone take a look at this?

http://drop.sc/249424

i dont' think i pressured enough, i thought my drops did decent enough of damage. i didn't catch a tech switch to broods and should've just prepped ravens. i think if i had 3-4 ravens with missles, i could've taken the broodlord engagement ezpz

also i think when i was banking a billion minerals, i should've gotten like 4-5 extra cc's and started sacking scvs.
phfantunes
Profile Joined April 2010
Brazil170 Posts
September 11 2012 16:26 GMT
#7069
What's the proper way to manage medivacs in a battle? I've having a problem where they're grouped with the army ball and when I'm stimming and kiting my troops get really low on health and the medivac, since it's moving, doesn't heal enough.

So:

1) Am I kiting improperly?
2) Should I keep a separate groupd for medivacs?
3) Move command on an unity to follow it and keep them out of the control group?
4) Hit hold position mid battle?
5) Micro them in battle?

What's the best way to control your medivacs in battle or what am I doing wrong?

Thanks in advance.
Enoya
Profile Joined September 2012
3 Posts
Last Edited: 2012-09-11 16:27:25
September 11 2012 16:27 GMT
#7070
I have big issues with late game fights.

I dont know why but i have always more than my opponent (army value/upgrade) and a good army composition, but i lamentably fail in fight :/

Last game against a mid diamand protoss :


http://i.imgur.com/XRDXa.jpg

What a fail :<

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=271171#/replay_overview

Replay here if someone had some tips to improve !

Tyty TL community
Sianos
Profile Joined April 2011
580 Posts
September 11 2012 19:43 GMT
#7071
On September 12 2012 01:26 phfantunes wrote:
What's the proper way to manage medivacs in a battle? I've having a problem where they're grouped with the army ball and when I'm stimming and kiting my troops get really low on health and the medivac, since it's moving, doesn't heal enough.

So:

1) Am I kiting improperly?
2) Should I keep a separate groupd for medivacs?
3) Move command on an unity to follow it and keep them out of the control group?
4) Hit hold position mid battle?
5) Micro them in battle?

What's the best way to control your medivacs in battle or what am I doing wrong?

Thanks in advance.


Solution 1: have your medivacs on a seperate hotkey

Solution 2: only box the bio you are moving manual with your mouse and only use the mmm hotkey for moving
Jermman
Profile Joined November 2011
Canada174 Posts
September 11 2012 20:28 GMT
#7072
On September 12 2012 04:43 Sianos wrote:
Show nested quote +
On September 12 2012 01:26 phfantunes wrote:
What's the proper way to manage medivacs in a battle? I've having a problem where they're grouped with the army ball and when I'm stimming and kiting my troops get really low on health and the medivac, since it's moving, doesn't heal enough.

So:

1) Am I kiting improperly?
2) Should I keep a separate groupd for medivacs?
3) Move command on an unity to follow it and keep them out of the control group?
4) Hit hold position mid battle?
5) Micro them in battle?

What's the best way to control your medivacs in battle or what am I doing wrong?

Thanks in advance.


Solution 1: have your medivacs on a seperate hotkey

Solution 2: only box the bio you are moving manual with your mouse and only use the mmm hotkey for moving


Solution 3: Ctrl-click a single marine, and start stutter stepping backwards. In TvZ you dont want to move the marauders, you want the banes to hit them. In TvP your marines are the dps not the marauders, so you want the marauders at the front/they are less important to move than the marines.

So basically what im saying is, you can keep your army all on 1 hotkey if you are comfortable that way, just ctrl click the rines and the medis will stay still/follow as they heal running rines.
Terran/Random Player
NewDawn
Profile Joined March 2012
Canada120 Posts
September 11 2012 22:51 GMT
#7073
This is probably the most relevant place to post this. I just played my placement. After ending with 850~880 flux points in Diamond, I would assume that I could beat another Diamond player should I place. I guess I was wrong. I don't know what. Did I miss an expo, did I do something wrong? Q_Q. I think I just got owned by Fungals, but I'm not entirely sure. His two base really threw me off, so I didn't really know what to do. I figured that since I held off the baneling/ling whatever I should be fine.

Partly, I guess I should have been more careful with watching those Infestors. Those sneaky Infested Terran throwers. So I guess my question is, what could I have done better in this game? Granted, my B/O is still completely a spin-off of a P opener and a T opener, but I just use it because I get some drops early enough to deny thirds.. which evidently did not happen this game Q_Q. Thanks~

http://drop.sc/251328
이지은 | 송지은 | 정은지 | 홧팅 ~ !
stichtom
Profile Joined March 2011
Italy695 Posts
Last Edited: 2012-09-14 14:40:39
September 11 2012 23:34 GMT
#7074
Hi everyone,
I use the 1rax FE build in every game in every match up. Now i'm getting a little bit tired of this build. Are there any others strong build?

Thx


P.s Since i'm learning english, did i do any mistakes?

Tuesday, Jun 22 11:00am GMT (GMT+00:00)
Favourite player: IM.MVP ~ Favorite league: IPL
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
September 11 2012 23:49 GMT
#7075
On September 12 2012 08:34 stichtom wrote:

Hi everyone,
I use the 1rax FE build in every game in every match up. Now i'm getting a little bit tired of this build. Are there any others strong build?

Thx


P.s Since i'm learning english, did i do any mistakes?

You could always try 14CC. Someone call me out if this is wrong:
14CC
@150 minerals, rax
@150 minerals, rax
@100% rax, orbital x2
Take gas, transition.

Only mistake was "Are there any others strong build?"
Should be "Are there any other strong builds?"
Getting back into sc2 O_o
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
September 12 2012 00:51 GMT
#7076
On September 12 2012 08:49 Mavvie wrote:
Show nested quote +
On September 12 2012 08:34 stichtom wrote:

Hi everyone,
I use the 1rax FE build in every game in every match up. Now i'm getting a little bit tired of this build. Are there any others strong build?

Thx


P.s Since i'm learning english, did i do any mistakes?

You could always try 14CC. Someone call me out if this is wrong:
14CC
@150 minerals, rax
@150 minerals, rax
@100% rax, orbital x2
Take gas, transition.

Only mistake was "Are there any others strong build?"
Should be "Are there any other strong builds?"

I always just do it was 14 cc 15 rax 16 rax constant scv to 19, then OC OC at 300 minerals, constant marines double gas when allowed drop 3rd rax tech lab at like 50-75 gas so stim is instant on finsh, then double reactor and an ebay ~6 min for dt/banshee

same as you said, but just with a few numbers,
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
RaAj
Profile Joined September 2011
Australia12 Posts
Last Edited: 2012-09-12 13:29:51
September 12 2012 13:25 GMT
#7077
Hi,

I am a Zerg player switching to Terran, and i was womdering what the general most standard flow for each matchup was e.g. ZvP 14 pool 16 hatch drone hard 3 gas at 6:30, if toss pressures > roaches and lings, if not pressuring > tech to lair build up on upgrades add to infestor count and turtle with spines while going to brood lord tech expand when going dry aswell as for more gas income. So here is my question exactly:

Can anyone give me the general standard flow of each game like I said above for TvT, TvP, TvZ. For TvT/Z I'd like bio transitions

As the flow is much easier to understand with the Zerg race with how their macro mechanics work (droning till good amount and maybe tech while doing so then mass units and tech hard once at the 3 base Z drone count, of course units to defend if pressure is detected. Just using the flow of ZvP to show how easily understandable it is in its general sense).

Thanks.
KroN
Profile Joined March 2011
Germany438 Posts
Last Edited: 2012-09-12 14:14:34
September 12 2012 14:13 GMT
#7078
On September 12 2012 22:25 RaAj wrote:
Hi,

I am a Zerg player switching to Terran, and i was womdering what the general most standard flow for each matchup was e.g. ZvP 14 pool 16 hatch drone hard 3 gas at 6:30, if toss pressures > roaches and lings, if not pressuring > tech to lair build up on upgrades add to infestor count and turtle with spines while going to brood lord tech expand when going dry aswell as for more gas income. So here is my question exactly:

Can anyone give me the general standard flow of each game like I said above for TvT, TvP, TvZ. For TvT/Z I'd like bio transitions

As the flow is much easier to understand with the Zerg race with how their macro mechanics work (droning till good amount and maybe tech while doing so then mass units and tech hard once at the 3 base Z drone count, of course units to defend if pressure is detected. Just using the flow of ZvP to show how easily understandable it is in its general sense).

Thanks.


Hey,

thats not so easy to answer and depends on the style you wanna play, i can only answer for the flow of my games. This is from my own experience ~1200 masters, not that high.

TvZ
I only 14CC, Hellion Banshee into a Mech Timing (smaller maps) or into a normal marine/marauder/tank style (larger maps). Zergs cant really punish the 14CC if they go 15h, so if i scout 15h im safe for the beginning. The next thing is if he takes a gas before or at 4min or not.

If he does take gas he will have just speedlings or a roach/ling/bane push comming. Build always a bunker in the corner with your CC so it also can hit the ramp, it protects your SCVs from the earliest lings and then build depots in front of it so it cant be fully surrounded and this is the key to holding the all-ins. You will have 4-6 hellions, 2 marines in a bunker and 1 banshee when it hits, just micro and hite behind the bunker/wall and you will most likely come out ahead.

If he does not take gas he will get 4-6 queens most likely and a faster 3rd base, so try to do damage with hellions/banshee (runby 3rd/nat) but dont loose them all unless you get many drones. Get a 3rd CC, 2 Ebays and 3-5 more rax and power up to try to hit some 2-2 timing with ~150 supply.

In most games you are pretty safe when you live through the first all-ins and then have to play normal mid-late TvZ, watch for ultras or broods, try to drop while pushing and try to push when you see hive building, so he has to spend gas on banes and cant just safe up to ultra/brood.

TvP
I play 1rax FE on all maps, you could also try cloak banshee into tank expand into bio, but its risky. I normally play super standard Rax,CC,2Rax,2Gas,Techlab,Stim,Factory,Ebay,+1,Starport, Techlab, Reactor and see what he got and try to drop at 10mins with 2-4 medivacs and your bio.

Scout his base when your Rax is building and look for

- 2 pylons, no proxy yet, 3rd pylong comming a bit later
- 1 or 2 gas, 2gas will most likely be some kind of blink/voidray/dts/prism play or just a sentry heavy espand with 2 in each gas
- chronoboost, if its low before core and he chronos probes its no fast 4gate or cheese, he will most likely expand off 1gate. If his chrono is on his core and he has 2 chronos safed up he will allin you unless hes bad, get a 2nd bunker, watch for pylons in or near your base and get SCVs ready to repair

If you live through this stuff you win, if its a normal macro game you have to find out if he goes colossi or twilight (scan, run single marines to scout his army,...) then react accordingly. Your net choice is to get 4th and 5th Rax or 3rd CC. If i see Colossus i like to get 2nd Starport, 5 Rax and max out near 14-15mins to crush him or atleast trade good with 10+vikings and mass MMM before templar. If i see fast templars try to expand and macro up with ghosts, you cant just bully into him that can end badly with storms andn without ghosts.

You have to train your army control with MMMVG (MMM,Viking,Ghost) to win later TvPs and you have to learn not to be afraind of Toss in the Midgame, there is no need to. Dont let him get up on bases or you can control all you want, if he powers through its hard to be cost-effective against zealot archon with storms. Watch for Tech switches between templars/colossi and always have 2 reactored starports ready lategame.

TvT

You have to choose if you wanna be the agressor or the defendor, 1raxFE vs gas openings. I like to be agressive but not allin with an expo behind...

- Cloak Expand
- Marine Hellion elevator
- Atm i have good results with banshee marine hellion off 1gas and pressure and expand. vikings after the 1. banshee without cloak for banshees if he goes gas or to land and pressure if he does not.

TvT is mostly about positioning and strategy, if you get an advantage, dont try to kill him, contain him. I lost so many games cause i desperately wanted to kill my opponent like in tvp or tvz but it does not work with proper tank positioning and stuff. Contain him and dont let him get his next base while being safe from drops and not neglecting upgrades and expos. He has to break out, mostly cost-inefficient.

Hm i hope i answered your question partly.

Cheers
RaAj
Profile Joined September 2011
Australia12 Posts
Last Edited: 2012-09-12 14:27:08
September 12 2012 14:24 GMT
#7079
On September 12 2012 23:13 KroN wrote:
Show nested quote +
On September 12 2012 22:25 RaAj wrote:
Hi,

I am a Zerg player switching to Terran, and i was womdering what the general most standard flow for each matchup was e.g. ZvP 14 pool 16 hatch drone hard 3 gas at 6:30, if toss pressures > roaches and lings, if not pressuring > tech to lair build up on upgrades add to infestor count and turtle with spines while going to brood lord tech expand when going dry aswell as for more gas income. So here is my question exactly:

Can anyone give me the general standard flow of each game like I said above for TvT, TvP, TvZ. For TvT/Z I'd like bio transitions

As the flow is much easier to understand with the Zerg race with how their macro mechanics work (droning till good amount and maybe tech while doing so then mass units and tech hard once at the 3 base Z drone count, of course units to defend if pressure is detected. Just using the flow of ZvP to show how easily understandable it is in its general sense).

Thanks.


Hey,

thats not so easy to answer and depends on the style you wanna play, i can only answer for the flow of my games. This is from my own experience ~1200 masters, not that high.

TvZ
I only 14CC, Hellion Banshee into a Mech Timing (smaller maps) or into a normal marine/marauder/tank style (larger maps). Zergs cant really punish the 14CC if they go 15h, so if i scout 15h im safe for the beginning. The next thing is if he takes a gas before or at 4min or not.

If he does take gas he will have just speedlings or a roach/ling/bane push comming. Build always a bunker in the corner with your CC so it also can hit the ramp, it protects your SCVs from the earliest lings and then build depots in front of it so it cant be fully surrounded and this is the key to holding the all-ins. You will have 4-6 hellions, 2 marines in a bunker and 1 banshee when it hits, just micro and hite behind the bunker/wall and you will most likely come out ahead.

If he does not take gas he will get 4-6 queens most likely and a faster 3rd base, so try to do damage with hellions/banshee (runby 3rd/nat) but dont loose them all unless you get many drones. Get a 3rd CC, 2 Ebays and 3-5 more rax and power up to try to hit some 2-2 timing with ~150 supply.

In most games you are pretty safe when you live through the first all-ins and then have to play normal mid-late TvZ, watch for ultras or broods, try to drop while pushing and try to push when you see hive building, so he has to spend gas on banes and cant just safe up to ultra/brood.

TvP
I play 1rax FE on all maps, you could also try cloak banshee into tank expand into bio, but its risky. I normally play super standard Rax,CC,2Rax,2Gas,Techlab,Stim,Factory,Ebay,+1,Starport, Techlab, Reactor and see what he got and try to drop at 10mins with 2-4 medivacs and your bio.

Scout his base when your Rax is building and look for

- 2 pylons, no proxy yet, 3rd pylong comming a bit later
- 1 or 2 gas, 2gas will most likely be some kind of blink/voidray/dts/prism play or just a sentry heavy espand with 2 in each gas
- chronoboost, if its low before core and he chronos probes its no fast 4gate or cheese, he will most likely expand off 1gate. If his chrono is on his core and he has 2 chronos safed up he will allin you unless hes bad, get a 2nd bunker, watch for pylons in or near your base and get SCVs ready to repair

If you live through this stuff you win, if its a normal macro game you have to find out if he goes colossi or twilight (scan, run single marines to scout his army,...) then react accordingly. Your net choice is to get 4th and 5th Rax or 3rd CC. If i see Colossus i like to get 2nd Starport, 5 Rax and max out near 14-15mins to crush him or atleast trade good with 10+vikings and mass MMM before templar. If i see fast templars try to expand and macro up with ghosts, you cant just bully into him that can end badly with storms andn without ghosts.

You have to train your army control with MMMVG (MMM,Viking,Ghost) to win later TvPs and you have to learn not to be afraind of Toss in the Midgame, there is no need to. Dont let him get up on bases or you can control all you want, if he powers through its hard to be cost-effective against zealot archon with storms. Watch for Tech switches between templars/colossi and always have 2 reactored starports ready lategame.

TvT

You have to choose if you wanna be the agressor or the defendor, 1raxFE vs gas openings. I like to be agressive but not allin with an expo behind...

- Cloak Expand
- Marine Hellion elevator
- Atm i have good results with banshee marine hellion off 1gas and pressure and expand. vikings after the 1. banshee without cloak for banshees if he goes gas or to land and pressure if he does not.

TvT is mostly about positioning and strategy, if you get an advantage, dont try to kill him, contain him. I lost so many games cause i desperately wanted to kill my opponent like in tvp or tvz but it does not work with proper tank positioning and stuff. Contain him and dont let him get his next base while being safe from drops and not neglecting upgrades and expos. He has to break out, mostly cost-inefficient.

Hm i hope i answered your question partly.

Cheers


You answered my question very well

I have another, when you mention what style I want to play, what do you mean? Could you tell me what kind of styles are possible? Because I kind of have a vision of what style I want but not sure if it can be called I style (I want to play very upgrade centric without being greedy but macro safe and aim to kill him with few drops but mainly by cost efficiency as the game wears on to the mid-late game) and if my style really is one, then what kind of game flow should I take for each MU?

Thanks.
KroN
Profile Joined March 2011
Germany438 Posts
September 12 2012 14:34 GMT
#7080
On September 12 2012 23:24 RaAj wrote:
Show nested quote +
On September 12 2012 23:13 KroN wrote:
On September 12 2012 22:25 RaAj wrote:
Hi,

I am a Zerg player switching to Terran, and i was womdering what the general most standard flow for each matchup was e.g. ZvP 14 pool 16 hatch drone hard 3 gas at 6:30, if toss pressures > roaches and lings, if not pressuring > tech to lair build up on upgrades add to infestor count and turtle with spines while going to brood lord tech expand when going dry aswell as for more gas income. So here is my question exactly:

Can anyone give me the general standard flow of each game like I said above for TvT, TvP, TvZ. For TvT/Z I'd like bio transitions

As the flow is much easier to understand with the Zerg race with how their macro mechanics work (droning till good amount and maybe tech while doing so then mass units and tech hard once at the 3 base Z drone count, of course units to defend if pressure is detected. Just using the flow of ZvP to show how easily understandable it is in its general sense).

Thanks.


Hey,

thats not so easy to answer and depends on the style you wanna play, i can only answer for the flow of my games. This is from my own experience ~1200 masters, not that high.

TvZ
I only 14CC, Hellion Banshee into a Mech Timing (smaller maps) or into a normal marine/marauder/tank style (larger maps). Zergs cant really punish the 14CC if they go 15h, so if i scout 15h im safe for the beginning. The next thing is if he takes a gas before or at 4min or not.

If he does take gas he will have just speedlings or a roach/ling/bane push comming. Build always a bunker in the corner with your CC so it also can hit the ramp, it protects your SCVs from the earliest lings and then build depots in front of it so it cant be fully surrounded and this is the key to holding the all-ins. You will have 4-6 hellions, 2 marines in a bunker and 1 banshee when it hits, just micro and hite behind the bunker/wall and you will most likely come out ahead.

If he does not take gas he will get 4-6 queens most likely and a faster 3rd base, so try to do damage with hellions/banshee (runby 3rd/nat) but dont loose them all unless you get many drones. Get a 3rd CC, 2 Ebays and 3-5 more rax and power up to try to hit some 2-2 timing with ~150 supply.

In most games you are pretty safe when you live through the first all-ins and then have to play normal mid-late TvZ, watch for ultras or broods, try to drop while pushing and try to push when you see hive building, so he has to spend gas on banes and cant just safe up to ultra/brood.

TvP
I play 1rax FE on all maps, you could also try cloak banshee into tank expand into bio, but its risky. I normally play super standard Rax,CC,2Rax,2Gas,Techlab,Stim,Factory,Ebay,+1,Starport, Techlab, Reactor and see what he got and try to drop at 10mins with 2-4 medivacs and your bio.

Scout his base when your Rax is building and look for

- 2 pylons, no proxy yet, 3rd pylong comming a bit later
- 1 or 2 gas, 2gas will most likely be some kind of blink/voidray/dts/prism play or just a sentry heavy espand with 2 in each gas
- chronoboost, if its low before core and he chronos probes its no fast 4gate or cheese, he will most likely expand off 1gate. If his chrono is on his core and he has 2 chronos safed up he will allin you unless hes bad, get a 2nd bunker, watch for pylons in or near your base and get SCVs ready to repair

If you live through this stuff you win, if its a normal macro game you have to find out if he goes colossi or twilight (scan, run single marines to scout his army,...) then react accordingly. Your net choice is to get 4th and 5th Rax or 3rd CC. If i see Colossus i like to get 2nd Starport, 5 Rax and max out near 14-15mins to crush him or atleast trade good with 10+vikings and mass MMM before templar. If i see fast templars try to expand and macro up with ghosts, you cant just bully into him that can end badly with storms andn without ghosts.

You have to train your army control with MMMVG (MMM,Viking,Ghost) to win later TvPs and you have to learn not to be afraind of Toss in the Midgame, there is no need to. Dont let him get up on bases or you can control all you want, if he powers through its hard to be cost-effective against zealot archon with storms. Watch for Tech switches between templars/colossi and always have 2 reactored starports ready lategame.

TvT

You have to choose if you wanna be the agressor or the defendor, 1raxFE vs gas openings. I like to be agressive but not allin with an expo behind...

- Cloak Expand
- Marine Hellion elevator
- Atm i have good results with banshee marine hellion off 1gas and pressure and expand. vikings after the 1. banshee without cloak for banshees if he goes gas or to land and pressure if he does not.

TvT is mostly about positioning and strategy, if you get an advantage, dont try to kill him, contain him. I lost so many games cause i desperately wanted to kill my opponent like in tvp or tvz but it does not work with proper tank positioning and stuff. Contain him and dont let him get his next base while being safe from drops and not neglecting upgrades and expos. He has to break out, mostly cost-inefficient.

Hm i hope i answered your question partly.

Cheers


You answered my question very well

I have another, when you mention what style I want to play, what do you mean? Could you tell me what kind of styles are possible? Because I kind of have a vision of what style I want but not sure if it can be called I style (I want to play very upgrade centric without being greedy but macro safe and aim to kill him with few drops but mainly by cost efficiency as the game wears on to the mid-late game) and if my style really is one, then what kind of game flow should I take for each MU?

Thanks.


I mostly meant if you want to play Bio, Biomech or Mech, because some openings allow any transition and some are fixed. Any type of 1/1/1 opening allows all transitions, but mech openings are often more risky and require more safe openers because its harder to hold pushes until your mech stuff is out. Generally speaking you could 1Rax FE in every matchup and follow up accordingly.

TvT - Marine Tank Medivac Viking, get your expansions, build 1Techlab others Reactor and get your upgrades and lots of marines, in the later game tanks get more important so build more factories. Its all about engagement and a little experience when and where to attack.

TvP - as i explained above

TvZ - as explained above just off 1RaxFE instead of 14CC

To be safer for practice and ladder you could always go

10 Depot (at ramp)
12 Rax
(stop rax building with your SCV at 14-15 and...) 14-15 Depot
16 OC
16 Marine
17 CC (inbase to be safe)

KroN

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