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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. |
1 problem though. It's weak against surprise void ray. And I do say surprise because often I cant be sure if its void ray or some dt bullshit. Scouted voidray is totally fine however.
Reaper scouts it. If toss scouts reaper FE, I delay the reaper poke until after I get poked, or scv draws stalkers around. If I see 2 gas, 3 gate on a scan or reaper come back through, I know it's proxy DT or VR. I delay the reactors, and get rax 4 and 5, and do 5 rax 1 tech lab, get 2nd gas, stay on 1 base, and get to medics. Stim finishes REALLY early and helps deal with it. Maybe the players were bad or executed badly, but I've beat the last 2 3 gate VR's I've faced, both being complete all ins and proxied. I am falling in love with reaper FE period, in all match ups. You can go into bio heavy, upgrade heavy defensive, mech, anything. It's so sweet. I love to go reaper fe into 1-1-1 vs zerg for a blue flame marine stim double medic drop. Then it's just time to tack on infrastructure.
I've talked to a few protoss after they play me, and they all say they rarely see the tank push with the bio. It hits right as they want to third if they do play defensive, as you state. Sure, OB scouts it, but I feel unless you get great positioning, immortals under 2 won't cut it. If they scout it too late and react late it's kinda going to hurt with FF.
I'm still tweaking it myself, taking guys off gas after tech lab + reaper, to get a faster 2 raxes, then get 2nd gas and the double reactors after a few marines to be safe from quick pressure. The best part is how it works so seemlessly, lol. It feel like a half way decent attack every time. I scan before, and get a little stiffy seeing what I can make happen. I'm glad someone else picked it up with me and is tweaking it. I'm trying to get a friend or two into doing it, but they can't seem to get it right.
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Blazinghand
United States25551 Posts
Blazinghand's Replay Analysis ...is back! Finals are over and I'm able to help people out again. Here's a recent replay from the thread asking for help:
On December 13 2011 01:44 Absentia wrote:I posted a while back about my difficulties in the TvZ matchup and, after some improvement, i'm facing more problems. I played two games against a mid/high master player yesterday, (mid Master T myself) and i'd appreciate it if people would look over the games and offer some insight as to what I can improve. Please note i'm not looking for things like 'oh there was a supply block at time t1' UNLESS it was crucial in me losing the game. Large glaring flaws in my overall gameplay are what i'm looking for. http://drop.sc/73792+ Show Spoiler +This one I lost. I played really sloppy in general but I think it highlights a common problem in my play. I'm often forced into an extremely defensive position and remain in that position for the entire game. Obviously you can point out various sloppy plays including supply blocks and having tanks sniped....but are these the only reason I lost? Are there any major flaws in my play? Thanks for any help.
Hi Absentia, I made a VoD reviewing your replay and offering advice. Although these are normally 10-15 minutes long, your play was pretty solid so it took some extra time. Plus, long game ._. Video Review: Part 1: http://www.twitch.tv/blazinghand/b/302533284 Embedded Youtube: + Show Spoiler + Part 2: http://www.twitch.tv/blazinghand/b/302533343 Embedded Youtube: + Show Spoiler + My semi-comprehensive written notes: banshee rush on big maps not so great cutting units for a quicker expo also not so great when you fly the banshee out, avoid zerglings and Xel naga towers
banshee harass: when you're on a time budget, if he has only 1 queen, kill it-- if he has multiple queens, go for drons and get out
35 scvs at 10:00 you cut 6 scvs, or roughly 20% of your current scv count.
14:00 marine/tnak fight 2 things to do against banelings + lings as marine/tank 1) split / pull back marines 2) focus fire banelings with tanks. <-- if you do this your splits will work better
fighting mutas your double ups are good. this is a good move make 1 thor. this prevents mutalisks from stacking up near your marine/tank drops force zerg to respond using lair tech units. use drops to control the location of zerg gas/lair units.
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Blazinghand
United States25551 Posts
On December 14 2011 11:03 iAmJeffReY wrote:Show nested quote +1 problem though. It's weak against surprise void ray. And I do say surprise because often I cant be sure if its void ray or some dt bullshit. Scouted voidray is totally fine however.
Reaper scouts it. If toss scouts reaper FE, I delay the reaper poke until after I get poked, or scv draws stalkers around. If I see 2 gas, 3 gate on a scan or reaper come back through, I know it's proxy DT or VR. I delay the reactors, and get rax 4 and 5, and do 5 rax 1 tech lab, get 2nd gas, stay on 1 base, and get to medics. Stim finishes REALLY early and helps deal with it. Maybe the players were bad or executed badly, but I've beat the last 2 3 gate VR's I've faced, both being complete all ins and proxied. I am falling in love with reaper FE period, in all match ups. You can go into bio heavy, upgrade heavy defensive, mech, anything. It's so sweet. I love to go reaper fe into 1-1-1 vs zerg for a blue flame marine stim double medic drop. Then it's just time to tack on infrastructure. I've talked to a few protoss after they play me, and they all say they rarely see the tank push with the bio. It hits right as they want to third if they do play defensive, as you state. Sure, OB scouts it, but I feel unless you get great positioning, immortals under 2 won't cut it. If they scout it too late and react late it's kinda going to hurt with FF. I'm still tweaking it myself, taking guys off gas after tech lab + reaper, to get a faster 2 raxes, then get 2nd gas and the double reactors after a few marines to be safe from quick pressure. The best part is how it works so seemlessly, lol. It feel like a half way decent attack every time. I scan before, and get a little stiffy seeing what I can make happen. I'm glad someone else picked it up with me and is tweaking it. I'm trying to get a friend or two into doing it, but they can't seem to get it right.
I actually also go for a 1 rax Fe into 1-1-1 and there's a way to scout for void ray all-in even without using a reaper. You have to be a king with your scv, though-- I'll show you.
Basically, by keeping an eye open for a 2-gas opener that doesn't get a quick robo, or lots of sentries, doesn't expand quickly, and saves chrono boost, you can tell it's a proxy/hidden void ray attack without even seeing a star gate. If he uses up all his chrono, he's going DTs, or he's going for a really bad version of void ray that doesn't chrono the void ray, which shouldn't be a problem for your build.
Here's a master league TvP in which, based on my opponent's gas timing, level of chrono boost, and expo timing, I determine he's VR all-inning me with a hidden stargate. A quick factory is pivotal in holding off the VR all-in: VoD: http://www.twitch.tv/blazinghand/b/302537348 Embedded Youtube:+ Show Spoiler +
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On December 14 2011 12:54 Blazinghand wrote: Basically, by keeping an eye open for a 2-gas opener that doesn't get a quick robo, or lots of sentries, doesn't expand quickly, and saves chrono boost, you can tell it's a proxy/hidden void ray attack without even seeing a star gate. If he uses up all his chrono, he's going DTs, or he's going for a really bad version of void ray that doesn't chrono the void ray, which shouldn't be a problem for your build. How do you continually scout for chrono boost? You can see how much he's saved up in the start with your SCV, and you can scan about once to check again, but he could easily have spent those chronos on probes while getting a dark shrine out.
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Blazinghand
United States25551 Posts
On December 14 2011 13:03 Andreas wrote:Show nested quote +On December 14 2011 12:54 Blazinghand wrote: Basically, by keeping an eye open for a 2-gas opener that doesn't get a quick robo, or lots of sentries, doesn't expand quickly, and saves chrono boost, you can tell it's a proxy/hidden void ray attack without even seeing a star gate. If he uses up all his chrono, he's going DTs, or he's going for a really bad version of void ray that doesn't chrono the void ray, which shouldn't be a problem for your build. How do you continually scout for chrono boost? You can see how much he's saved up in the start with your SCV, and you can scan about once to check again, but he could easily have spent those chronos on probes while getting a dark shrine out.
You have 3 scouting opportunities
1) initial scv scout for 2nd gas or not 2) delayed scv scout, do this during his stalker scouting poke-- he wont' be at home to stop it (if he is, assume a tech all in)
If he's saved up chrono boost but goes for a DT build anyways, you should still be fine due to walls and 2x orbital. DT is super super easy to stop once you have a starport. Also note that one of my responses to a potential VR all-in is to add a engineering bay, which makes me even safer against DTs.
Also, if he's saving chronos but gets DTs, it's a sub-optimal build and he'll have less economy etc so you can afford to burn a scan to buy time for your turret to come up if he's out-dpsing the repair on your wall.
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im even loosing to P that nexus first. I have tried hitting with the normal 2 rax reac\tech lab timing just before 6 minutes i have tried rallying units straight away and trying to bunker.... i cant stop shit they do. What should I be doing to punish them for this? I have seen it on medium maps like antiga
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is there any openers i can do for tvp that will allow me to transition into mech play cause i've been having a hard time with bio play and my micro with bio units is not really the greatest and if anyone is willing to help me get use to bio play i'd much appreciate it.
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I need a LOT of help. I'm winning like 30% of my games lately and I don't know why. My macro feels pretty damn good, yet I just can't gain an edge any time in the game.
Here's a game where my opponent gets decent creep spread and decides to mass expand on Shattered Temple with a good number of spine crawlers, and I basically can't touch him. I open reactor hellion expand, but he's prepared with several spines, so I just switch to a 10:00 timing attack.
I've seen several pros advocate that this is the best version of the reactor hellion opening; 2 hellions then transition to marine/tank. Except 2 hellions is not enough to stop creep spread, and even the mid-diamond zergs that I face can spread creep over half the map by the 10:00 mark. Is this just a bad build? Are the pros wrong?
He just kind of runs over my army twice despite triple expanding greedily, and the game is over at 17:00 when he runs over my planetary with mutas and banelings. I feel like I'm macroing up, getting units, but it doesn't matter. I try to fit in drops but I can't get enough in and still have a formidable timing push, and I feel like my apm (130-150) just isn't cutting it to do this properly. What should I be working on? I'm dead broke but still considering hiring a coach to at least give me things that I should be doing. In the lower leagues it was easy; work on SCV production, work on unit production, learn some scouting and timings. Now it's a lot less clear what it's going to take to get better.
http://drop.sc/74297
EDIT: And this guy, who just makes 7 queens then derps to a win http://drop.sc/74298
One more, again just getting rolled. For whatever reason, my 19 depot cancelled, but beyond that I don't know what went wrong: http://drop.sc/74304
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On December 14 2011 13:14 bwodie wrote: im even loosing to P that nexus first. I have tried hitting with the normal 2 rax reac\tech lab timing just before 6 minutes i have tried rallying units straight away and trying to bunker.... i cant stop shit they do. What should I be doing to punish them for this? I have seen it on medium maps like antiga First, always try some kind of “fake” bunker pressure build, as you (can) do against a Zerg. You don't have to commit to it, simply building a Bunker near their nexus and sending your first Marine will force him to pull probes and lose some mining time.
As for strategies, you have several options.
1. Marine/SCV all-in. 2. Reactor Hellion (only if he did not build his Pylon/Gate/Core at the top of this ramp), as he will not have enough to deal quickly with your Hellions, allowing you to kill many Probes. 3. 1-1-1 => Marine/Hellion elevator (7 or 8 Marines, 3 Hellions, 1 Medivac). Korean Terrans usually go double expand as a follow-up since they likely killed many Probes. 4. Double expand if you went for some kind of fast expand build, e. g. build an extra CC before the usual +2 rax after you went gasless 1 rax FE. The extra CC will allow you to keep up with their economy. 5. As for 2 rax, I think Protoss going Nexus first can defend it given a good read on your play, but there should still be some way to break even. I'd have to see what Polt does against Nexus first since he plays 2 rax so often. 6. 1-1-1 Marine/Tank/Banshee all-in should also work, but you have to hit earlier than the usual timing; something around 8'30 so their economy has no time to fully kick in. Alternatively, you can skip Banshees for a strong Marine/Tanks push with bunkers.
There should be other options, but here are the few ones I know.
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On December 14 2011 13:14 bwodie wrote: im even loosing to P that nexus first. I have tried hitting with the normal 2 rax reac\tech lab timing just before 6 minutes i have tried rallying units straight away and trying to bunker.... i cant stop shit they do. What should I be doing to punish them for this? I have seen it on medium maps like antiga 3-1 marine stim reactor hellion scv all in. I have yet to fail with it. An english speaking korean GM showed me on KR once when I bitched about it, and by god is it awesome. Do a normal 1 gas 1-1-1 as you would vs zerg, reactor hellion tech lab on rax, get stim, instead of CC get 2 more raxes, go on stim, pull all scvs. It's like 6-8 hellions, 20 marines, 20 scvs. It's a fucking death ball of pain.
I'll post a rep when I get home from work.
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@Upperbound
1st game
You fail to salvage your bunker I'm not sure why you bother making just 2 reactor hellions, are they purely to scout? in which case they do a poor job. If you are going to stop at 2 I wouldn't even bother with the reactor on the factory, keep it on the barracks. It would have helped you to have more hellions this game.
You take a long time to send SCV to your gold base, and then fail to protect it adequately.
Stuck on 2 base you are doomed.
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Has anybody given mech versus protoss a serious try? I am only a diamond level player and I am not fast enought to deal with the drops and constant counterattacks that meching invites, but to those who can: is it a viable strategy?
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On December 14 2011 11:41 Blazinghand wrote:Blazinghand's Replay Analysis...is back! Finals are over and I'm able to help people out again. Here's a recent replay from the thread asking for help: Show nested quote +On December 13 2011 01:44 Absentia wrote:I posted a while back about my difficulties in the TvZ matchup and, after some improvement, i'm facing more problems. I played two games against a mid/high master player yesterday, (mid Master T myself) and i'd appreciate it if people would look over the games and offer some insight as to what I can improve. Please note i'm not looking for things like 'oh there was a supply block at time t1' UNLESS it was crucial in me losing the game. Large glaring flaws in my overall gameplay are what i'm looking for. http://drop.sc/73792+ Show Spoiler +This one I lost. I played really sloppy in general but I think it highlights a common problem in my play. I'm often forced into an extremely defensive position and remain in that position for the entire game. Obviously you can point out various sloppy plays including supply blocks and having tanks sniped....but are these the only reason I lost? Are there any major flaws in my play? Thanks for any help. Hi Absentia,I made a VoD reviewing your replay and offering advice. Although these are normally 10-15 minutes long, your play was pretty solid so it took some extra time. Plus, long game ._. Video Review:Part 1: http://www.twitch.tv/blazinghand/b/302533284Embedded Youtube: + Show Spoiler +http://www.youtube.com/watch?v=9Lx5LkwyB8k Part 2: http://www.twitch.tv/blazinghand/b/302533343Embedded Youtube: + Show Spoiler +http://www.youtube.com/watch?v=8KEBrwry4DI My semi-comprehensive written notes:banshee rush on big maps not so great cutting units for a quicker expo also not so great when you fly the banshee out, avoid zerglings and Xel naga towers banshee harass: when you're on a time budget, if he has only 1 queen, kill it-- if he has multiple queens, go for drons and get out 35 scvs at 10:00 you cut 6 scvs, or roughly 20% of your current scv count. 14:00 marine/tnak fight 2 things to do against banelings + lings as marine/tank1) split / pull back marines 2) focus fire banelings with tanks. <-- if you do this your splits will work better fighting mutas
your double ups are good. this is a good move make 1 thor. this prevents mutalisks from stacking up near your marine/tank drops force zerg to respond using lair tech units. use drops to control the location of zerg gas/lair units.
Thanks for the vod - that was super awesome. I'm normally pretty wary about dropping against muta players because i'm always worried i'm throwing away free supply. They're definitely good on maps like Tal-Darim though so i'll try to make a more conscious effort to drop.
Thors are one of those units that I always think 'yeah it's good' but I always forget about building in game. Again, that's something i'll try to improve on.
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On December 15 2011 03:06 v3tt3dud3 wrote: Has anybody given mech versus protoss a serious try? I am only a diamond level player and I am not fast enought to deal with the drops and constant counterattacks that meching invites, but to those who can: is it a viable strategy? Not really, though it may work because Protoss lack experience against it.
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On December 15 2011 03:06 v3tt3dud3 wrote: Has anybody given mech versus protoss a serious try? I am only a diamond level player and I am not fast enought to deal with the drops and constant counterattacks that meching invites, but to those who can: is it a viable strategy?
I've played with a hellion/thor/banshee build a few times with some success @ mid masters. The problem I had with that build isn't the counter attacking or w.e because the composition is (fairly) mobile. The problem with it is the all ins before you can amass a decent army.
Anyway if you want to play around with it, the build goes something like this; Rax Gas Reactor on barracks (constant production from this) Expand + Two bunkers Tech to cloaked banshees (you can delay cloak for faster thor) Armory when possible, tech lab on factory
From here, you want to keep producing marines, banshees and thors until you can afford Factory (2) and Starport (2). Swap factory (2) onto the barracks so you are producing hellions 2 at a time. Build a tech lab on starport (2)
Hence, off two bases, your production should be; 1 Thor 2 Hellions 2 Banshees
w/ one armory upgrading your ground mech, (+1 damage then +1 armor)
Use your banshees for map control. You're attempting to keep the protoss in his base for as long as possible, (as well as deny any expansions). In the mean time, you're taking a third and teching to ghosts, (build barracks (2) and place tech labs on both). At this point you want double mech upgrades going.
When you engage, make sure to scan to kill any observes in the protoss army. The banshees are the real DPS dealers of this attack so do your best to keep them alive. One aim is to keep stalkers to a minimum. Loads of protoss go for heavy zealot to deal with the thors but end up getting rolled by the banshees. As time goes on, you can also add Ravens for PDD to make pushes even stronger. As you should clearly be able to see, good EMPs are going to be crucial to success with so many energy units.
This obviously isn't as fleshed out as one might hope, but i've had, (some, perhaps gimmicky) success with it. At the very least it might give you a different style to mess around with.
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Posted here before without success. Will try out again.
UPDATE with drop.sc link
http://drop.sc/74505?pass=e11d57c9-6cf1-4e25-950f-580bbda61c03 I'm lost masters/high diamond terran
At the time I always open reactor hellion FE vs Z. And keep denying the z creeping with 4-6 hellions as expand and researching stim + seige.
I struggle sometimes in TvZ where I feel i should win but lose against sloppy unit control. And my questions are:
1. If one loses the 4-6 hellions due to sloppyness, should one delay the first timing attack or can one feel comfortable doing the first push with rines + tanks?
2. In late game when one is sitting on a tank+rine+medivac death ball and one should move out, how far from the enemys units do you set with tanks etc? Do you do it just outside their main base?
3. Once one has set up the 'death ball', do you keep moving forward with a couple rines and tanks or do you wait for reinforcements?
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Blazinghand
United States25551 Posts
OOmpa, could you post your replay to drop.sc or a similar replay-site? My computer interacts poorly with mediafire. Sorry!
EDIT: Thanks! I'll take a look at it presently.
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So...i read around the forms a little bit. I am a low lvl platinum player who fares pretty well. However...everyone always says to "marco better, or spend ur money" do you all have any specific tips or advice to help me do this?
Thanks for any help
MajyK
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On December 15 2011 07:14 OOmpa wrote:Posted here before without success. Will try out again. UPDATE with drop.sc link http://drop.sc/74505?pass=e11d57c9-6cf1-4e25-950f-580bbda61c03I'm lost masters/high diamond terran At the time I always open reactor hellion FE vs Z. And keep denying the z creeping with 4-6 hellions as expand and researching stim + seige. I struggle sometimes in TvZ where I feel i should win but lose against sloppy unit control. And my questions are: 1. If one loses the 4-6 hellions due to sloppyness, should one delay the first timing attack or can one feel comfortable doing the first push with rines + tanks? 2. In late game when one is sitting on a tank+rine+medivac death ball and one should move out, how far from the enemys units do you set with tanks etc? Do you do it just outside their main base? 3. Once one has set up the 'death ball', do you keep moving forward with a couple rines and tanks or do you wait for reinforcements?
1) It depends on how well you trade your hellions. If a group of lings just comes out and surrounds them, then you shouldnt make the push. The push basically only beats a zerg who you did damage to in the early game.
2) You go as close as you can get to his base without getting too close to his army. Usually I use scans or stim ahead a marine to try to find his army, better safe then sorry though. You start slow pushing, at this point in the game you want to move forward as fast as possible but you don't want him to catch you with alot of your tanks unseiged. Ultimately you want to trade favorably. You want to take out the creep on your way as well.
3) Once you haev set up, try to spread your mairnes around the tanks and slowly move the tanks forward until he is forced to attack you. You don't just want to sit there your goal is to get tanks in range of the hatch.
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Blazinghand
United States25551 Posts
Blazinghand's Replay Analysis ...is back! Finals are over and I'm able to help people out again. On deck today are UpperBound and OOmpa. If you want help, post a replay of yourself losing a game, with your own analysis of what went wrong, and ask for help! People will be glad to help you, and I check in from time to time and do video reviews :D
On December 14 2011 14:33 upperbound wrote:I need a LOT of help. I'm winning like 30% of my games lately and I don't know why. My macro feels pretty damn good, yet I just can't gain an edge any time in the game. Here's a game where my opponent gets decent creep spread and decides to mass expand on Shattered Temple with a good number of spine crawlers, and I basically can't touch him. I open reactor hellion expand, but he's prepared with several spines, so I just switch to a 10:00 timing attack. I've seen several pros advocate that this is the best version of the reactor hellion opening; 2 hellions then transition to marine/tank. Except 2 hellions is not enough to stop creep spread, and even the mid-diamond zergs that I face can spread creep over half the map by the 10:00 mark. Is this just a bad build? Are the pros wrong? He just kind of runs over my army twice despite triple expanding greedily, and the game is over at 17:00 when he runs over my planetary with mutas and banelings. I feel like I'm macroing up, getting units, but it doesn't matter. I try to fit in drops but I can't get enough in and still have a formidable timing push, and I feel like my apm (130-150) just isn't cutting it to do this properly. What should I be working on? I'm dead broke but still considering hiring a coach to at least give me things that I should be doing. In the lower leagues it was easy; work on SCV production, work on unit production, learn some scouting and timings. Now it's a lot less clear what it's going to take to get better. http://drop.sc/74297EDIT: And this guy, who just makes 7 queens then derps to a win http://drop.sc/74298One more, again just getting rolled. For whatever reason, my 19 depot cancelled, but beyond that I don't know what went wrong: http://drop.sc/74304 Hi UpperBound, I made a VoD reviewing your replay and offering advice. NOTE: I make a major tack in my analysis 6 minutes into the 2nd video on youtube, or 21 minutes into the video on twitch.tv. Although all my analysis before that is accurate, the really important stuff begins there. Video Review: Twitch.tv VoD: http://www.twitch.tv/blazinghand/b/302617690 Embedded Youtube: + Show Spoiler +http://www.youtube.com/watch?v=vCAdGCo1AzI My semi-comprehensive written notes: Game 1 + Show Spoiler +upperbound game 1
bunker rushing: don't show marines at gas steal or he won't make lings reactor hellions: with jsut 2 hellions be more careful
8:30 scv count (27 scvs produced + 6 you start with) -- 33 scvs, you have 29, 10% cutting, not bad
10:30 push usually has combat shields -- also, if he's walled in with crawlers, try to either siege harass them if they few, or go for a different target if they are many
Drop 14:30-- kill spotting zerglings
After you see mutas: it's important to upgrade marines so that they eat them
Fighting against Spanishiwa's No-gas ZvX Scouting: look for lack of a vespene geyser before completion of hatchery Fighting: attack before he has ling speed or banes-- you have a timing window before 10:00, after that he will win unless you a quick third Fighting version 2: take a really quick third Game 2 + Show Spoiler +upperbound game 2
that many queens --> take a quick third for free be careful with hellions
rear tanks not close enough to front tank at 11:20 priority for siege tank shots: banelings then lings then queens what happened: tanks didn't shoot at banes, therefore marines died practice that kind of engagement against speed banes Game 3 + Show Spoiler +game 3 keep marines under protective umbrelle of tanks don't let creep tumors get behind you focus banes with tanks -- similar engagement stuff you cut hella marines during your fight, which is unusual-- try not to do this
On December 15 2011 07:14 OOmpa wrote:Posted here before without success. Will try out again. UPDATE with drop.sc link http://drop.sc/74505?pass=e11d57c9-6cf1-4e25-950f-580bbda61c03I'm lost masters/high diamond terran At the time I always open reactor hellion FE vs Z. And keep denying the z creeping with 4-6 hellions as expand and researching stim + seige. I struggle sometimes in TvZ where I feel i should win but lose against sloppy unit control. And my questions are: 1. If one loses the 4-6 hellions due to sloppyness, should one delay the first timing attack or can one feel comfortable doing the first push with rines + tanks? 2. In late game when one is sitting on a tank+rine+medivac death ball and one should move out, how far from the enemys units do you set with tanks etc? Do you do it just outside their main base? 3. Once one has set up the 'death ball', do you keep moving forward with a couple rines and tanks or do you wait for reinforcements? Hi OOmpa, I made a VoD reviewing your replay and offering advice. Video Review: Twitch.tv VoD: http://www.twitch.tv/blazinghand/b/302617956 Embedded Youtube: + Show Spoiler +http://www.youtube.com/watch?v=XGXOmyapwRo My semi-comprehensive written notes:
+ Show Spoiler +OOmpa / Deja Shakuras plateau: easy map to defend on scan to kill creep tumors during marine tank push once you've been on his creep for 1:30, time to retreat
position un-addoned rax to prevent runbys into natural
never let a creep tumor get behind you In the final battle, you still have a chance, but you get caught unsieged marines kill everything zerg has except banelings and infestors tanks can 1-shot clumps of banelings and have more range, and 2-shot infestors. the purpose of tanks is to protected marines from their counters to do this, you generally need to be sieged up, you gotta kill creep tumors
1. if you lose the hellions, it's still okay to do the push, but most of the time you'll kill some creep tumors and go home and that's it
2. start being in seige mode as soon as you're at their creep, then slowly go forward, killing creep tumors - never let a creep tumor be behind you
3. usually wait for reinforcements, move forward if he doesn't have banelings-- it depends on his creep spread and army size
I hope this helped! Anyone else looking for replay reviews can post their replays asking for help here in the Terran Help Thread, but I won't be getting to them until this weekend.
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