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TvP – The Reaper as Lategame Harassment - Page 2

Forum Index > StarCraft 2 Strategy
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Squigly
Profile Joined February 2011
United Kingdom629 Posts
February 14 2012 14:18 GMT
#21
On February 14 2012 22:45 woreyour wrote:
I agree with QQ - time lost building them usually is the problem. Also you can just do drops with 8 marines / 4 marauders on what ever you want to snip and they would still work plus they are already available in your army. Also does not hurt your build. Toss could just warp 3-4 stalkers and your reapers need to back out(dependes on numbers but still not effective). I think they can have a build time upgrade for reapers to make them viable - like the thing they did with pheonix - cant make them OP units outright - might as well add an upgrade.


Lol huge necropost. But i think you missed one of the main points. When you send a large reaper hit-squad, say to the 4th, you can take out the warping in pylons before the warp in finishes, and then you have ages to do what you want. And 12 reapers rape a cannon or 2 so hard that there would have to be a lot invested in defending it already.
OriginalBeast
Profile Joined September 2010
United States709 Posts
February 14 2012 18:11 GMT
#22
If only I could remember to make them they might be good especially If you actually have the map control
More gg, more skill.
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