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[G] Micromancer's TvP Reaper Opening - Page 3

Forum Index > StarCraft 2 Strategy
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Techno
Profile Joined June 2010
1900 Posts
November 03 2011 16:11 GMT
#41
Looks great on ladder but if they somehow knew you were doing this couldnt they just leave 1 stalker at the mineral line?
Hell, its awesome to LOSE to nukes!
Charger
Profile Blog Joined September 2010
United States2405 Posts
November 03 2011 18:13 GMT
#42
On November 04 2011 01:11 Techno wrote:
Looks great on ladder but if they somehow knew you were doing this couldn't they just leave 1 stalker at the mineral line?


Even playing 100% straight up and standard, if your opponent somehow knows what you are doing it's going to be tough to do anything. Your statement pretty much covers every single strategy out there.
It's easy to be a Monday morning quarterback.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
November 03 2011 19:14 GMT
#43
wow sounds really fun, sort of like the 1 marauder 5-7 marine 1 reaper push (and their variations) but with 4 reapers :D

thx for sharing
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
riverkim09
Profile Joined November 2010
United States291 Posts
November 03 2011 19:16 GMT
#44
The reaper should be used to scout first b4 probe harrassing. Any sort of stargate play will crush this build if T keeps churning out reapers
leecx
Profile Joined September 2010
Singapore41 Posts
November 07 2011 16:04 GMT
#45
These past few games the protoss have been wising up to the reaper attacks. After the first scouting reaper they either leave stalkers near the cliff or near the mineral line. As you said, the first minipush isn't that threatening and it rarely causes them to pull the stalkers away from these hotspots. Would it be better to pull back and macro or to just run in anyway and try to get as many kills as possible?

Also, if the reapers fail to do damage, wouldn't you be playing from behind?
no u
Thylacine
Profile Joined August 2011
Sweden882 Posts
November 09 2011 19:23 GMT
#46
Im not sure this build works in 1.4 at all but I will give it a try! its better then doing some random all in that i usually do in TvP atm :p
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
Micromancer
Profile Joined August 2011
Canada116 Posts
December 06 2011 15:39 GMT
#47
These past few games the protoss have been wising up to the reaper attacks. After the first scouting reaper they either leave stalkers near the cliff or near the mineral line. As you said, the first minipush isn't that threatening and it rarely causes them to pull the stalkers away from these hotspots. Would it be better to pull back and macro or to just run in anyway and try to get as many kills as possible?

Also, if the reapers fail to do damage, wouldn't you be playing from behind?


It's always better to keep the reapers alive than to suicide if they are defending properly. You can still use them for scouting, denying watch towers, searching for pylons. and they are great for knocking down rocks. If your playing on antiga or shattered temple, its great to use them to take down the rocks at the alternate entrance to the protoss's third. Or take down the gold rocks at on shattered. In regards to being behind if they don't do damage its not really true at all, this build takes advantage of a kind of powering, because the reapers are cheap and take along time to build you are barely spending money at your barracks. Because of the map control they give you, you invest that money into more barracks instead of units. Because of the reapers you get your racks up faster than you would normally and by the time the protoss can gather enough units to push you should be in full production.


Im not sure this build works in 1.4 at all but I will give it a try! its better then doing some random all in that i usually do in TvP atm


Because of more recent patch changes and just experimenting around more i haven't been using this build as much lately, i will try it out again and see if i cant get some current replay's up soon. Because of the ghost nerf it obviously isn't quite as strong anymore but i still believe its viable. It doesn't transition the best into fast starport play because the early gas spent on reapers delays it quite a bit. On the other hand protoss's are seem to be leaning more towards fast citadel/ Templar tech to complement the cheaper upgrades from the recent patch, and seem to be skipping colossus more. Which is a style of play which this build is quite strong against.
Screaming for vengance
Micromancer
Profile Joined August 2011
Canada116 Posts
January 30 2012 22:02 GMT
#48
Ok current patch replays now out!
Screaming for vengance
GeinRH
Profile Joined October 2011
United States2 Posts
February 01 2012 03:09 GMT
#49
Hey Micromancer,

I'm happy to find another that utilizes the reaper. I was curious if you have found a reaper opening that works vs zerg or terran? Or do you find the reaper to be not as strong of an opener in those matchups?

Thanks
Micromancer
Profile Joined August 2011
Canada116 Posts
Last Edited: 2012-02-02 08:14:56
February 02 2012 08:11 GMT
#50
Hey Micromancer,

I'm happy to find another that utilizes the reaper. I was curious if you have found a reaper opening that works vs zerg or terran? Or do you find the reaper to be not as strong of an opener in those matchups?

Thanks


Hey there, I actually love opening reaper in TvZ as well, I find it functions alot like the hellion expand, in that you can kill alot of lings, maybe a drone here or there, deny creep and a fast third as well as getting a really good scout. The reapers map control doesn't last as long but i open 2 reapers which is quite a bit cheaper than a factory + hellions so you get to expand much quicker. I like to open with a marine and kinda fake bunker pressure to force some lings early on which the reapers can kill quite well. Plus if by some fluke the bunker finishes reapers can kill lings , spines and hatcheries very quickly so you are going to do alot of damage.

Here is a replay

[image loading]

I know there are some nifty reaper/ hellion/ medivac builds out there for TvT however i've felt that reapers take so long to build that they cut into your marine count enough that to deal with banshees you also need to go for a fast starport. I am a big fan of early expanding so i usually avoid making more than one reaper in TvT.
Screaming for vengance
GeinRH
Profile Joined October 2011
United States2 Posts
February 02 2012 21:05 GMT
#51
Thanks

That helps alot
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