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 .
The Terran Help Me Thread - Page 354
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sour_eraser
Canada932 Posts
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 . | ||
Windwaker
Germany1597 Posts
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Chaggi
Korea (South)1936 Posts
I've seen people like Illusion do it, but not sure on the timings | ||
Sianos
580 Posts
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
Korea (South)1936 Posts
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
580 Posts
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Doko
Argentina1737 Posts
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
Korea (South)1936 Posts
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
Brazil170 Posts
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
3 Posts
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
580 Posts
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
Canada174 Posts
On September 12 2012 04:43 Sianos wrote: 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. | ||
NewDawn
Canada120 Posts
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 | ||
stichtom
Italy695 Posts
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) | ||
Mavvie
Canada923 Posts
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?" ![]() | ||
iAmJeffReY
United States4262 Posts
On September 12 2012 08:49 Mavvie wrote: 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, | ||
RaAj
Australia12 Posts
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
Germany438 Posts
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
Australia12 Posts
On September 12 2012 23:13 KroN wrote: 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
Germany438 Posts
On September 12 2012 23:24 RaAj wrote: 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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