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TvZ on Entombed Valley , what do you terrans do?! - Page 2

Forum Index > StarCraft 2 Strategy
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polishedturd
Profile Joined October 2010
United States505 Posts
January 06 2012 05:56 GMT
#21
i don't see how reactor hellion into marine tank would be any weaker on this map to be perfectly frank :T
http://i.imgur.com/EbrnM.jpg
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
January 06 2012 06:00 GMT
#22
reapers for bunker rushing on entombbed valley is one of the most broken aspects in the game. If u put the bunker behind the expansion mineral line at the high ground, u can load a reaper on the bunker and hit both expansion AND main hatcheries due to bunker +1 range.

Have fun abusing this idea folks
storkman
Profile Joined June 2011
United States157 Posts
January 06 2012 06:02 GMT
#23
I like to do 1 rack expand but you have to make a sorta silly wall in. I like to cut off my nat with supply depos not blocking the ramp to your nat but from the ramp of my main to my nat sorta make a diagonal cross cutting my natural in half... kinda hard to explain wish i could upload a picture
OH YEAH
lhr0909
Profile Blog Joined June 2011
United States562 Posts
January 06 2012 06:10 GMT
#24
I would watch this day 9 daily and use this build:



This build focuses on a fast 3rd base, and a strong macro style marine tank play, which I think is the best for the map just because your third base is right next to you. The build is well-explained by day9, so I don't think I need to explain or I can explain better than he does.
No Pain No Gain
Cyclone999
Profile Blog Joined January 2011
Canada331 Posts
January 06 2012 06:17 GMT
#25
Thread: TvZ on Entombed Valley , what do you terrans do?!

My answer: Lose and then veto the map.

Honestly though, I feel like this map is (A) never gonna go into tournament play, (B) the rocks are just weird, (C) the map looks weird aesthetics...I don't feel like it's worth playing on this map :o
16 year old Masters Terran :D
namste
Profile Joined October 2010
Finland2292 Posts
January 06 2012 08:56 GMT
#26
On January 06 2012 15:17 Cyclone999 wrote:
Thread: TvZ on Entombed Valley , what do you terrans do?!

My answer: Lose and then veto the map.

Honestly though, I feel like this map is (A) never gonna go into tournament play, (B) the rocks are just weird, (C) the map looks weird aesthetics...I don't feel like it's worth playing on this map :o


It was just in the AOL tournament, so A is wrong at least.
IM hwaitiing ~ IMMvp #1 | Bang Min Ah <3<3
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
January 06 2012 12:41 GMT
#27
Fast expanding is not impossible (it's actually quite good), I suggest reactor hellion double expand even.
I find that mech is incredibly strong on this map more than most, while bio has to be cautious about where it stages a push from.
Creator of sc2unmasked.com
tessem
Profile Joined March 2011
United States23 Posts
Last Edited: 2012-01-14 17:29:40
January 14 2012 16:56 GMT
#28
Entombed valley is really Zerg friendly because the Zerg has a well protected natural and an opportunity for a quick third. The map is also large, which allows the Zerg to move around freely unless you gain map control early.

I would suggest opening up with reactor hellions and transitioning into Marine, Tank, Medivac. Use the Hellions to apply pressure and contain the Zerg. If you are lucky, you can even deny their third. Afterwards, use your marine, tank, medivac force to contain them and slowly choke them. Get some vikings too to deal with the broodlords that they will try to get.

As an ammedum: It is still unclear whether Entombed Valley is Zerg friendly or not. While the argument could be made that Hellions are very good on this map or that a Zerg is succeptible to a bunker rush, I find it incredibly easy for a Zerg to get a quick third and take map control with some Zerglings.
"More GG, more skill" - White-Ra
Picklebread
Profile Joined June 2011
808 Posts
January 14 2012 17:19 GMT
#29
I think if you do a 2rax right or reactor hellion expand into a 3 tank push is good. 12/14 and just forcing lings has always worked for me.
Nibbler89
Profile Blog Joined May 2011
884 Posts
Last Edited: 2012-01-14 18:36:51
January 14 2012 18:33 GMT
#30
It's pretty easy to deny zerg's fourth(and third with a timing attack) on this map so as long as you get a third at a reasonable time and focus on denying zerg's fourth while taking your own you can usually win in the late game. I do think this map is pretty difficult tvp though. Protoss doesn't really need a fourth base and can turtle 3 base till 3-3 and max pretty easily since there's not much room to drop at all.
Snaiil
Profile Blog Joined April 2010
Sweden312 Posts
January 14 2012 18:39 GMT
#31
Try Bomber's TvZ. It's stupidly easy to turtle up your three bases.
13JackaL
Profile Joined March 2011
United States577 Posts
January 14 2012 18:55 GMT
#32
Yeap, fast 3rd base + upgrades is golden here
and my axe
WayHeroic
Profile Joined May 2011
United States111 Posts
January 14 2012 19:23 GMT
#33
On January 06 2012 14:53 hipsterdontlie wrote:
on polt's stream ive seen him doing a bunker rush with reaper, and expanding off of 1 rax and 2 reapers. This usually works because the reaper can bypass the ramp which seems to be the issue with marine bunker rushes


Yeah, this is the strategy I've started to favor on this map, especially since there's a good semi-blind spot by the ledge of the natural to place a bunker for your reapers to jump into and harass. I use the reapers to do whatever damage I can, expand, build up 2 Reactor'd raxes and build 1 marauder and 4 marines at a time. I do a followup attack with stim and concussive, and I can use the natural ramp of entombed to make a wall of marauders with marines dealing dps behind them.
RaE21
Profile Joined September 2010
United States260 Posts
January 14 2012 19:50 GMT
#34
the 12/14 2 rax is insanely good on this map if executed correctly against a fast hatchery zerg. Watch the recent gsl MVP vs. Lucky game 1 on the map...MVP proxies his 2 rax just outside his natural ramp and abuses the little nook by the natural ramp to keep a marine safe while he builds 2 bunkers, 1 on low ground walling the marine in and 1 on high ground protected by the marine on the ground. I've tried as well, but don't proxy my rax in fear of a zerg all in when you kill his hatch ><
Sovern
Profile Joined March 2011
United States312 Posts
Last Edited: 2012-01-14 20:06:29
January 14 2012 20:05 GMT
#35
The problem with going for a fast third on this map or pretty much any map vs zerg is that by the time that you're heading out for your big push you most likely have done zero harassment and the zerg is getting Hive tech. I'd suggest a 2 hellion poke/rally to prevent creep spread and maintain map control or force a lot of lings while going for a fast 2 base 2/3 tank marine/bunker push. It applies a lot of pressure and you can almost always grab a faster third than the zerg with this build. Sometimes it can outright kill the zerg if you execute it correctly.
upperbound
Profile Joined September 2011
United States2300 Posts
January 14 2012 20:07 GMT
#36
As stated, the two best openings are 2 rax (because you can abuse the way the natural ramps are with a bunker), and Reactor Hellion into double expand, because it's really hard for the zerg to challenge.

It's actually surprisingly difficult for the zerg to take a third here unless you lose your hellions. I usually make 6 hellions here, with 5 at the bottom of the ramp and 1 on the other side of the rocks, and almost every zerg 2 base muta against me, which I invite.
hipsterHobbit
Profile Joined September 2011
United States218 Posts
January 14 2012 20:29 GMT
#37
On January 06 2012 15:00 OpTiKDream wrote:
reapers for bunker rushing on entombbed valley is one of the most broken aspects in the game. If u put the bunker behind the expansion mineral line at the high ground, u can load a reaper on the bunker and hit both expansion AND main hatcheries due to bunker +1 range.

Have fun abusing this idea folks

So you can bunker rush zerg's main hatchery

the day sc2 died
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