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On December 24 2012 03:12 govie wrote:Show nested quote +On December 24 2012 02:57 Pursuit_ wrote:On December 24 2012 02:34 govie wrote: In tvt i play purely MMM (without tanks). Even when i face a terran that plays Marine medivac tanks. I personally dont like the use of tanks because there only good in siege mode. Are MMM+banshees a good answer to MM+T to try to contain his aggresion towards my base to not get walled in so i can continue my drops in his expansions? I don't think there's a reliable way to combat marine tank with pure bio. Banshee's don't really work because your opponent can just scan and pick them off with marines. For awhile (a long time ago) I played around with pure marine + a couple ghosts to nuke and force my opponent to unsiege, then stim in, do damage, retreat before tanks sieged. In theory it's possible but it's extremely unforgiving. TvT atm seems to be Marine Tank >> Bio > Mech > Marine Tank. I usually go Marine Tank and switch into Bio if my opponent is going Mech, although I've been playing around with Mech recently and enjoy it. If you really want to play without tanks, I think you have to just be hyper aggressive and constantly catch your opponent unsieged and/or with small tank numbers. You can delay their pushes by having your army ready at their natural and force them to slow push across the map. If you end up getting contained, it's going to be hell to break out. edit: It's definitely an uphill battle, I feel like you have to get lucky or vastly outplay your opponent to beat a marine / tank player with bio. GL! I'm bronze but learning, and my opponent today was gold. I did reasonably well and if i would have done more aggressive drops after my first drop, i could have won. I dont like tanks. To siege and unsiege, slowly moving forward. Forcing a stalemate. I like fastmoving guerilla warfare, thats why i asked Could it be done with marauders+medivacs against the tanks and use mostly drops to snipe productionbuildings and then immediately push out with the Marauderball+Medivac? So that he cant rebuild a force fast enough when i kill it?
The problem with that is that Marines will beat Marauders in medium-large numbers pretty efficiently, especially with tanks behind them. I don't really see it working at higher levels, but in bronze you might be able to completely outmacro your opponent or catch them out of position easily.
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Just a question for TvP!!!
When you do the standard Fe build as terran and you see the protoss does FE (1 gate Nexus) what do you guys normally do to punish this act? Also, if you choose not to punish how do you efficiently capitalize?
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Is Thorzain's 1 Barracks FE into Marine/Medivac push still good in TvT? If not, what build can I do instead?
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On December 24 2012 06:56 Fencar wrote: Is Thorzain's 1 Barracks FE into Marine/Medivac push still good in TvT? If not, what build can I do instead?
From what I'm seeing in pro games as well as in my own, the standard for good builds is now mostly some variant of gas opening unless you go CC-first. Tech units like Tanks/Banshees or Hellions into mech are so good versus your basic bio in smaller numbers that it's very risky to play without Tanks or others for long.
Is it bad? No, you can still make it work. However, it's tricky to defend certain all-ins without very VERY good reaction timing and SCV pulls.
I prefer either gas-first or 15-gas builds nowadays. Go into fast Hellion drop, mech, or Banshee expand, using your early tech lead to build up a sufficient tank count that means any of his aggression tends to get blunted.
Obviously, higher-level Terrans than me have a better analytical perspective on these openings.
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On December 23 2012 19:35 Roynalf wrote:Show nested quote +On December 23 2012 16:50 GTPGlitch wrote: Ok so in TvZ I've taken a liking to a custom semi-allin of mine-5rax 2fac marine/thor (seems to work best on ohana)
I don't have supply numbers, but the general gist is
1 barracks (send first 3 marines+1 scv out to harass early) 2 Command centers (both in main) 2 barracks 2 gas Factory + float down to natural Factory Armory after first fac finishes 2 Barracks tech labs on both factories+2 barracks, 2-3 reactors on barracks Engi bay somewhere in there Stim, CShield, +1 armor for vehicles and infantry Attack with 3-5 thors and X marines, pull some scv's from main to prevent mining out and land 3rd CC in case of emergency
So far my attacks hit around 13:30, but i'm only diamond so I'm sure it could be improved (or it sucks, in which case you could just ignore this ^^; ) How many scvs, marines and thors you have with your push. If the push hits that late I could see just infestor baneling army killing that easily on creep
Last game I played it was 11 scv's, 4 thors, and almost 50 marines-using the thors as the leaders helps tank damage and buys time to spread behind the thors once the attack is visible. Also, with marines behind thors, if the zerg tries to run in infestors to fungal you can pick them off with thor shots before they get in range (and again, even if you don't you get more time to spread).
Also, the attack works pretty well against protoss if you research strike cannons and intersperse the thors through your army so that FF doesn't split it up.
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On December 24 2012 07:20 GTPGlitch wrote:Show nested quote +On December 23 2012 19:35 Roynalf wrote:On December 23 2012 16:50 GTPGlitch wrote: Ok so in TvZ I've taken a liking to a custom semi-allin of mine-5rax 2fac marine/thor (seems to work best on ohana)
I don't have supply numbers, but the general gist is
1 barracks (send first 3 marines+1 scv out to harass early) 2 Command centers (both in main) 2 barracks 2 gas Factory + float down to natural Factory Armory after first fac finishes 2 Barracks tech labs on both factories+2 barracks, 2-3 reactors on barracks Engi bay somewhere in there Stim, CShield, +1 armor for vehicles and infantry Attack with 3-5 thors and X marines, pull some scv's from main to prevent mining out and land 3rd CC in case of emergency
So far my attacks hit around 13:30, but i'm only diamond so I'm sure it could be improved (or it sucks, in which case you could just ignore this ^^; ) How many scvs, marines and thors you have with your push. If the push hits that late I could see just infestor baneling army killing that easily on creep Last game I played it was 11 scv's, 4 thors, and almost 50 marines-using the thors as the leaders helps tank damage and buys time to spread behind the thors once the attack is visible. Also, with marines behind thors, if the zerg tries to run in infestors to fungal you can pick them off with thor shots before they get in range (and again, even if you don't you get more time to spread). Also, the attack works pretty well against protoss if you research strike cannons and intersperse the thors through your army so that FF doesn't split it up. ...what of ling/bane? What of roach ling bane? What of roach ling flanks?
13:30 for 4 thors, 50 marines gives the zerg too mcuh free time to be hive + 4 base by then. Easy to stop.
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On December 22 2012 15:55 Wrathsc2 wrote:Show nested quote +On December 22 2012 15:48 Lazerlike42 wrote: Having Gold/Platinum level trouble with Protoss.
The main problem seems to be this: the way micro in those end game battles scales makes it very difficult for me as Terran in this matchup. If we are on equal supply and equal upgrades, I will only very, very rarely - 1 in 20 games - have anything happen other than being annihilated in the battle. I just don't have the skills to do all the micro necessary against colossus and storms. What's always been suggested to me is that I need to keep the Protoss on his back heal and try to slow him down in the mid-game with things like multi-pronged drops and that sort of thing. Now I'm quite capable of this and manage it fairly well against zerg.
The problem is that when I watch the GSL and whatnot, these drops work in large part because pros are constantly trying to cut their corners as tight as possible and maintain map presence and all of that, so they don't have a lot of defense in their base and their army is out of position to respond to drops. In Gold and Platinum levels, people don't play this way but play extremely safe and as a result, anytime I try to drop - even in multiple places - he always has either defense available already or his main army very nearby. As a result, there isn't any slowing the Protoss down to happen and it simply leads to a 200/200 battle which is extraordinarily hard for me to win.
What can I do here? if u see them playing safe u can get more greedy. Either way tho u will have to play them in the lategame so getting down ur micro in practice will be a big plus. Also, work on ur macro and attack timings so that even if they are being defensive u can still kill them. 1 army 2 ghost 3 vikings. im sure u know the drill its all about practicing it. I suggest going on micro trainer and playing with a friend.
And I agree. I also don't think a 200/200 battle is an ideal situation in TvP. Unless you have a good number of ghosts and/or vikings with your bio composition. You should probably work on your micro, your EMPs, your army spreads versus storms, and your kiting, even though you said its difficult for you. Always try and catch his HTs off gaurd if possible too. Also more marauders in your army can make it a lot tankier versus storms if they do hit you. So keep an eye out on your marauder to marine ratio. I'm diamond but I've encountered similar problems, until I began working on my micro in those late-game engagements. I'm doing more timing pushes now in TvP, which are working out well. I found a strong MMM push at 10-11 mins with stim and +1 attack, while they're trying to establish a third, is extremely strong. They're generally weak in this transition period because they're going for tech, and if instead they've been massing gateway units, then you can just pull back, and they're usually behind. If you can kill off their third with the push, then mission accomplished and you'll be way ahead. They can't turtle up on a bad economy because they will just fall further and further behind while you macro. They can successfully turtle if you're too late to pressure them or do any damage. So bully them if you can. Take advantage of their weaknesses, like their lack of mobility, and their awkward early gateway composition (since they have to rely on zealots, sentries, stalkers for the most part). Long story short - be aggressive long before 200/200 - in the form of frontal assaults and drops. If you time them better, they won't be prepared for it. Also being aggressive is pivotal in TvP because we can make even trades better than they can. It can be so crippling for them because everything is so costly to replace. Keep in mind that bio is so good not because it's just strong, but because it's incredibly cost efficient. Hope this helped to some degree.
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On December 24 2012 06:21 OhThatDang wrote: Just a question for TvP!!!
When you do the standard Fe build as terran and you see the protoss does FE (1 gate Nexus) what do you guys normally do to punish this act? Also, if you choose not to punish how do you efficiently capitalize?
unless he opts to take a fast third then there is not really any way to punish the toss if he plays well and deny drops, you can opt to take a fast third yourself by going 1 rax fe into 2cc and continue on with 3 rax stim and medivacs, except you will have a much better economy. But as always you would need to scout for proxy pylons and etc, as toss has a lot of builds off 2 base that can severely punish a terran if you are not careful.
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On December 24 2012 12:17 Handy.jab wrote:Show nested quote +On December 22 2012 15:55 Wrathsc2 wrote:On December 22 2012 15:48 Lazerlike42 wrote: Having Gold/Platinum level trouble with Protoss.
The main problem seems to be this: the way micro in those end game battles scales makes it very difficult for me as Terran in this matchup. If we are on equal supply and equal upgrades, I will only very, very rarely - 1 in 20 games - have anything happen other than being annihilated in the battle. I just don't have the skills to do all the micro necessary against colossus and storms. What's always been suggested to me is that I need to keep the Protoss on his back heal and try to slow him down in the mid-game with things like multi-pronged drops and that sort of thing. Now I'm quite capable of this and manage it fairly well against zerg.
The problem is that when I watch the GSL and whatnot, these drops work in large part because pros are constantly trying to cut their corners as tight as possible and maintain map presence and all of that, so they don't have a lot of defense in their base and their army is out of position to respond to drops. In Gold and Platinum levels, people don't play this way but play extremely safe and as a result, anytime I try to drop - even in multiple places - he always has either defense available already or his main army very nearby. As a result, there isn't any slowing the Protoss down to happen and it simply leads to a 200/200 battle which is extraordinarily hard for me to win.
What can I do here? if u see them playing safe u can get more greedy. Either way tho u will have to play them in the lategame so getting down ur micro in practice will be a big plus. Also, work on ur macro and attack timings so that even if they are being defensive u can still kill them. 1 army 2 ghost 3 vikings. im sure u know the drill its all about practicing it. I suggest going on micro trainer and playing with a friend. And I agree. I also don't think a 200/200 battle is an ideal situation in TvP. Unless you have a good number of ghosts and/or vikings with your bio composition. You should probably work on your micro, your EMPs, your army spreads versus storms, and your kiting, even though you said its difficult for you. Always try and catch his HTs off gaurd if possible too. Also more marauders in your army can make it a lot tankier versus storms if they do hit you. So keep an eye out on your marauder to marine ratio. I'm diamond but I've encountered similar problems, until I began working on my micro in those late-game engagements. I'm doing more timing pushes now in TvP, which are working out well. I found a strong MMM push at 10-11 mins with stim and +1 attack, while they're trying to establish a third, is extremely strong. They're generally weak in this transition period because they're going for tech, and if instead they've been massing gateway units, then you can just pull back, and they're usually behind. If you can kill off their third with the push, then mission accomplished and you'll be way ahead. They can't turtle up on a bad economy because they will just fall further and further behind while you macro. They can successfully turtle if you're too late to pressure them or do any damage. So bully them if you can. Take advantage of their weaknesses, like their lack of mobility, and their awkward early gateway composition (since they have to rely on zealots, sentries, stalkers for the most part). Long story short - be aggressive long before 200/200 - in the form of frontal assaults and drops. If you time them better, they won't be prepared for it. Also being aggressive is pivotal in TvP because we can make even trades better than they can. It can be so crippling for them because everything is so costly to replace. Keep in mind that bio is so good not because it's just strong, but because it's incredibly cost efficient. Hope this helped to some degree. Just a quick note, late game you want hardly any marauders in your army, because they are ridiculously cost inefficient.
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I am using the thorzain 1 rax fe in bio opening in TvT and i lost to a proxy thor allin how do i defend that with this build?
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On December 24 2012 21:08 Young Terran wrote: I am using the thorzain 1 rax fe in bio opening in TvT and i lost to a proxy thor allin how do i defend that with this build? Scout it and build marauders and bunkers.
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Hi all, diamond player
I'm having a lot of difficulty late game TvP, specifically deciphering what tech the Protoss is going for. I find myself very often overbuilding ghosts or vikings.
How can I tell if a protoss is sticking with a collusi based army or moving to storm, for example? Are there any tips and tricks for determining the unit composition you'll need for the 200/200 battle? Is it best to scan the protoss army or base/tech?
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Hi quick question regarding mech tvz:
When going Gasless FE reactor hellion banshee into mech, is it necessary to go double armory if opponent delays third and goes 2 base tech (like fast muta)?
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On December 25 2012 03:42 Sajaki wrote: Hi quick question regarding mech tvz:
When going Gasless FE reactor hellion banshee into mech, is it necessary to go double armory if opponent delays third and goes 2 base tech (like fast muta)?
Well if you want to play it safe you can do the thor first variation of the build which is instead of getting double armory, you get 2 factories first, then a armory when it is done you research +1 weapons, once the factories are done immediately build 2 tech labs on the factories, once the tech labs finish you start building thors, when you can you add on the 2nd armory and research +1 armor.
This way you can get out the thors right before mutas pop out, draw back it that obviously you upgrades are delayed. You can still play the double armory style against fast mutas you just have to have up a precautionary engineering bay and turrets to delay the mutas until your thors pop
Think of what I said as more of a guideline than rock solid truth as what you do will change depending on what you scout the zerg is doing as if you scout the zerg doing roach nydus or roach bane ling obviously you would not want to keep doing what you are doing but most of the time you should be able to hold most zerg aggression with hellion banshee
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On December 22 2012 04:02 Lazerlike42 wrote: I am so sick of losing to doom drops in TvT. What do I do about them?
Missile Turrets and even patrolling Vikings just aren't enough when someone really wants to doom drop me... There are games when I've been so frustrated that I actually do the clearly bad move of building missile turrets on every possible square along the edge of my base and the other guy STILL manages to get his army off because when he comes in with 6 or more medivacs full of stuff, there is enough time to start to unload and kill the turrets before the medivacs die and, in a TvT, my forces are trying to maintain the front line so they are far enough away that bringing them back is not in time to save my production.
I just don't see pros suffering this fate, because in all honesty none of them ever try to do it to one another. There has to be a reason why. What is it? In Marines/Tanks wars, your army is supposed to be on the map trying to get a better position than your opponent's army; most of the time it means both armies end up looking at each other, which means you should know his army size (thanks to Xel'Naga Towers and/or scans and/or a Medivac flying slightly forward protected by your sieged Tanks) and you should be able to know if suddenly 40+ supply is missing. Besides, you should patrol Marines at key locations so you see Medivacs heading towards your base; Sensor Towers fulfill a similar role.
With mech vs bio, it can be harder since usually you don't have map control, but Vikings with good positioning and Sensor Towers + Turret rings (gradually strengthened as the game goes on) should be enough to considerably weaken his drop; unless your opponent is at such a massive advantage that he can afford to trade 1:5 and still come out ahead, heavy Turrets rings should be enough to deter doom drops: yes, if he wants to commit with, say, 6 Medivacs, he will land some troops, but he should lose half of his Medivacs before they reach dry land making his drop a very costly move. Besides, mass Hellions can clear wounded bio without Medivac support quite easily if you line up his troops properly. Leaving 1-2 Tanks in your base/behind Turrets is an option too, especially on some maps (e. g. Entombed Valley's natural, Shakuras' main base) in which Marines/Marauders can hit your Turrets from the low ground. Keeping track of the location/size of his army is also essential (you can use Hellions or scans for that). Make sure you lift your Barracks and place it on a common drop path.
On December 22 2012 04:47 Lionbacker wrote: Hi guys,
Does anyone know a good "sound" TvT opener, with replays to support it? Back in the day I used to study empirehappy since he did the same thing versus terran every game, and I was able to study his adjustments to various situations. I also knew his strategy was sound since he won almost every game on ladder. Seems like he mixes it up more now and is harder to study.
I do not like going 1rax, fast CC, into 2 more rax. I am not skilled enough to defend that versus a 1/1/1 all-in or cloak banshee, etc.
I am very systematic with my strategies and builds. I want to do one thing in TvT and perfect it. I also want my opener to be sound versus every situation assuming I scout it properly.
Any help would be appreciated!!!!!!!!!!!!!!!!!!!! You can try 1 rax FE → dual gas → 1-1-1. Safe and flexible, can transition into both Marines/Tanks or mech, a lot of variations depending on your opponent's opening, and defending 1-1-1 should be easier.
On December 22 2012 08:08 Effay wrote:I've been trying to do Bomber's TvZ style (14 minute 2/2 200 supply timing push, as talked about by Day 9 here: http://day9.tv/d/Day9/day9-daily-530/) and always come up like 20-23 supply short. It seems like I'm doing everything right but I always fall short. Anyone else doing this build? Don't worry, I would say it's quite normal you don't have Bomber's macro. Things you have to check: constant SCV production; no supply block; adding production facilities at the right timings; properly managing your mineral lines; cutting SCVs at the right number; no idle time on production facilities.
On December 22 2012 12:17 ff7legend wrote: Hey in TvP how do you prepare for their possible unit composition? How can you predict how many ghost and vikings you will need to deal with them. Is there a money number for each that you should just aim to get?
On December 25 2012 03:02 geoIOPS wrote: Hi all, diamond player
I'm having a lot of difficulty late game TvP, specifically deciphering what tech the Protoss is going for. I find myself very often overbuilding ghosts or vikings.
How can I tell if a protoss is sticking with a collusi based army or moving to storm, for example? Are there any tips and tricks for determining the unit composition you'll need for the 200/200 battle? Is it best to scan the protoss army or base/tech? Ghosts: progressively head towards 20-30 by lategame. Ghost count in your initial max depends on his army composition. Note that Ghosts are extremely expensive and quite slow to produce so depending on how midgame went you might not always have the necessary time and/or economy to get as many Ghosts as you would need. - If mostly Zealots/Archons/HTs aim at 10-15; no more since he should inevitably get a second and perhaps a third Robotics going for a Colossi switch, and seeing your whole Ghost squad evaporate to mindless lasers because you overmade Ghosts instead of getting Vikings really hurts your Terran soul. - If Storm-less max for some kind of 3-0-3 timing try to get 6-8 Ghosts in your max (ideally you would want more but from experience sometimes you barely have time to have the first round of Ghosts ready, not to mention resources issues).
Vikings: 3-4 per Colossus, don't forget air attack upgrades. If you manage to get 20-30 Ghosts and 20+ Vikings you have gold in your hands.
To scout his army composition, you mostly scan his army or use your flying Factory or poke with a stimmed Marine.
You can know he's getting Storm when you see HTs (otherwise Protoss would immediately morph them into Archons*) or if you see a Templar Archives being Chronoboosted/researching (check this link for animation).
*[I mean later in midgame, after going Colossi first; with some Templar openings Protoss may keep two HTs to use Feedback on your two first Medivacs before morphing into an Archon.]
If Protoss opens with Colossi and produces more than 3 of them he will likely max without Storm, probably going for a 3-0-3 Zealot/Stalkers/Archons/Colossi timing.
By (advanced) lategame you shouldn't really have to wonder if he has Colossi or Storm since he should have both: Colossi-free armies can't really handle mass Ghosts outside of defensive positions and Storm-less armies lose much of their appeal once upgrades are equal (assuming your Viking count is appropriate and you have several Ghosts to carpet EMP his army).
On December 22 2012 14:34 TempestMaker wrote: What's the best way to micro vikings in large viking vs viking battles? My thinking is that ideally you would grab 7 (assuming equal upgrades, 7 will one-shot a viking), and shift-focus fire a few enemy vikings, then grab another 7 (or the remainder if less than 7) and do the same. Would only want to queue a few (2-3?) at a time, since you want to one-shot enemies without overkill, which goes away once one of your 7 dies. Also I'm wondering if it would be a good idea to grab 8 per group if possible because of that.
So... what should I be doing? Vikings are Armored so assuming equal upgrades it takes not 7 but 5 shots to kill a Viking (28x5 = 140 > 125). If you have nothing more important to do, yes, you can select small groups of Vikings to focus fire queueing additional targets but most of the time Vikings battles involve BattleCruisers and/or Ravens so you have to spend your attention/micro on something else.
On December 22 2012 15:48 Lazerlike42 wrote: Having Gold/Platinum level trouble with Protoss.
The main problem seems to be this: the way micro in those end game battles scales makes it very difficult for me as Terran in this matchup. If we are on equal supply and equal upgrades, I will only very, very rarely - 1 in 20 games - have anything happen other than being annihilated in the battle. I just don't have the skills to do all the micro necessary against colossus and storms. What's always been suggested to me is that I need to keep the Protoss on his back heal and try to slow him down in the mid-game with things like multi-pronged drops and that sort of thing. Now I'm quite capable of this and manage it fairly well against zerg.
The problem is that when I watch the GSL and whatnot, these drops work in large part because pros are constantly trying to cut their corners as tight as possible and maintain map presence and all of that, so they don't have a lot of defense in their base and their army is out of position to respond to drops. In Gold and Platinum levels, people don't play this way but play extremely safe and as a result, anytime I try to drop - even in multiple places - he always has either defense available already or his main army very nearby. As a result, there isn't any slowing the Protoss down to happen and it simply leads to a 200/200 battle which is extraordinarily hard for me to win.
What can I do here? If you find your opponents are turtling/playing too passive, you can try to win through economic advantage by expanding more agressively. More income also means a better army composition for you (more Ghosts/Vikings). I'm afraid there's no easy fix, you have to learn how to control bio armies since most of the TvPs will come down to this as there is no reliable formula to kill a Protoss before 200/200. Against Colossus play you can also try 2-bases all-ins with SCV pull (you can check replays/VODs of Mvp or Bomber for that, they use this frequently).
On December 23 2012 14:34 CrazyF1r3f0x wrote: When going for bio, I don't know how many barracks I should have per base/oc; nor how many techlabs versus reactors to get. Does anyone have any general guidelines? 5 Barracks (usually 2 Reactors + 3 Tech Labs), 8 Barracks (3R + 5L) on 3 bases. Beyond that it depends on your economy, if you have several OCs you can get 12+ with Tech Labs on all those additional Barracks.
On December 23 2012 16:50 GTPGlitch wrote: Ok so in TvZ I've taken a liking to a custom semi-allin of mine-5rax 2fac marine/thor (seems to work best on ohana)
I don't have supply numbers, but the general gist is
1 barracks (send first 3 marines+1 scv out to harass early) 2 Command centers (both in main) 2 barracks 2 gas Factory + float down to natural Factory Armory after first fac finishes 2 Barracks tech labs on both factories+2 barracks, 2-3 reactors on barracks Engi bay somewhere in there Stim, CShield, +1 armor for vehicles and infantry Attack with 3-5 thors and X marines, pull some scv's from main to prevent mining out and land 3rd CC in case of emergency
So far my attacks hit around 13:30, but i'm only diamond so I'm sure it could be improved (or it sucks, in which case you could just ignore this ^^; ) Biomech compositions without Tanks do exist, mostly MMM + BFH or Marines/BFH/Thors. I find them questionable at best since playing without Tanks in TvZ leads to many problems; Roaches/(Banelings)/Infestors in particular should be near impossible to deal with.
On December 23 2012 20:40 mizU wrote: I recently ran into a zerg using roach hydra, against my bio, later he mixed in infestors and banes. If I open bio, should I go for more marauders since he barely had lings? I almost won only because I added 2 more facts and was pumping tanks 3 at a time, but roach hydra with good creep spread an upgrades is actually hard to deal with using bio. Should I try to transition into mech? What's the response against roach hydra if I open bio? Yes, add Tanks.
On December 24 2012 02:34 govie wrote: In tvt i play purely MMM (without tanks). Even when i face a terran that plays Marine medivac tanks. I personally dont like the use of tanks because there only good in siege mode. Are MMM+banshees a good answer to MM+T to try to contain his aggresion towards my base to not get walled in so i can continue my drops in his expansions? No. Neither Banshees nor Marauders add anything valuable against Marines/Tanks. Once your opponent reaches a healthy Tank count he will simply decimate your army.
On December 24 2012 06:21 OhThatDang wrote: Just a question for TvP!!!
When you do the standard Fe build as terran and you see the protoss does FE (1 gate Nexus) what do you guys normally do to punish this act? Also, if you choose not to punish how do you efficiently capitalize? What makes you think that you can “punish” an opponent going fast expand if you fast expand yourself?
On December 25 2012 03:42 Sajaki wrote: Hi quick question regarding mech tvz:
When going Gasless FE reactor hellion banshee into mech, is it necessary to go double armory if opponent delays third and goes 2 base tech (like fast muta)? No, delaying the second Armory is safer unless you know/scout your opponent is going 2-bases Infestors; this way you can add Factory #2 and #3 earlier to get 2 Thors if Zerg goes Mutalisks, or Sieged Tanks if Zerg goes Roaches.
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In TVT, how are you supposed to break out of the mid or end game stalemates where both of you have equal bases and similiar armies with tanks. You can't engage into tanks and drops are sometimes not an option, what do you guys do and is there anyway to get an advantage or a smart way to play?
In TvP what builds and operners do you guys use that will allow you to keep up with toss? Often they just get more units and run over me or something similiar I just feel lost the entire matchup.
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I'm planning on swapping my old TvT build (ThorZaIN FE) for CC first into 1/1/1.
To aid me in this, could someone knowledgable give a quick (1 sentence or so) explanation on how to hold some common cheeses/pressures I might struggle against?
Any general advice for this (or any CC-first) build would also be much appreciated!
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On December 25 2012 06:21 Kasu wrote: I'm planning on swapping my old TvT build (ThorZaIN FE) for CC first into 1/1/1.
To aid me in this, could someone knowledgable give a quick (1 sentence or so) explanation on how to hold some common cheeses/pressures I might struggle against?
Any general advice for this (or any CC-first) build would also be much appreciated! CC first is pretty bad in TvT, a lot of stuff you just straight up will not hold or take a lot of damage from. Far better to 1 rax fe into 111 if you really want a fast expansion.
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On December 25 2012 06:19 Olsson wrote: In TVT, how are you supposed to break out of the mid or end game stalemates where both of you have equal bases and similiar armies with tanks. You can't engage into tanks and drops are sometimes not an option, what do you guys do and is there anyway to get an advantage or a smart way to play?
In TvP what builds and operners do you guys use that will allow you to keep up with toss? Often they just get more units and run over me or something similiar I just feel lost the entire matchup.
In TvT if you are playing marine tank vs marine tank than you should always be trying to get into a better position, just leave a couple of tanks sieged with a handful of marines and move around with the rest and try to get a position on one of his expos or you might find a weak point in his siege line and be able to break through.
You can also try to transition into sky Terran with Viking, raven, and BCs.
The most cookie cutter opening for TvP is the 1 rax FE into 3 rax stim into medivacs. Before you do the 10 min medivac poke either add on 2 more rax and pressure with 5 rax or get a 3rd cc. Afterwards get the one you did not decide to do, with the 10 poke you should be able to find out what tech path the protoss is going and react accordingly. Also make sure you try to keep up in upgrades.
Other openings are cc first or 1 rax FE into 2cc. They both continue on the the usually bio ball. The 2 cc build should be used as a reaction to if you scout the toss going nexus first.
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How do you scout vs the protoss arsenal? I'm having a lot of trouble holding two base all-ins, because even when I know something is coming, I don't know if it's dts, blink, immortal bust, warp prism, etc.Preparing for all possible busts seems inefficient and I'm afraid to move out with more than a handful of marines when I'm in the dark because the unupgraded rines could easily be caught and killed off.
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