TvZ on Entombed Valley , what do you terrans do?! - Page 2
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polishedturd
United States505 Posts
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Qntc.YuMe
United States792 Posts
Have fun abusing this idea folks | ||
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storkman
United States157 Posts
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lhr0909
United States562 Posts
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. | ||
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Cyclone999
Canada331 Posts
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 | ||
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namste
Finland2292 Posts
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. | ||
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oOOoOphidian
United States1402 Posts
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. | ||
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tessem
United States23 Posts
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. | ||
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Picklebread
808 Posts
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Nibbler89
884 Posts
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Snaiil
Sweden312 Posts
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13JackaL
United States577 Posts
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WayHeroic
United States111 Posts
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. | ||
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RaE21
United States260 Posts
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Sovern
United States312 Posts
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upperbound
United States2300 Posts
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. | ||
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hipsterHobbit
United States218 Posts
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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