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[G] Blazinghand's Thorship TvZ - Page 4

Forum Index > StarCraft 2 Strategy
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Fencar
Profile Blog Joined August 2011
United States2694 Posts
February 11 2012 18:27 GMT
#61
Nice guide, if the current patch goes through I look forward to using this on ladder, along with the marauder/hellion all-in! :D

Also, this is pretty funny:

On January 10 2012 20:29 XRaDiiX wrote:
I actually think i faced you or someone doing this build on Ladder.

I crushed them (Masters League) and ended up 4 base Zerg vs his 1 base Terran because he couldn't expand after my roach baneling queen held off his scouted Thor/scv/banshee/marine Cheese.

He kept picking up the Thor and flying it back to his base to Repair when it got low. But he lost way too many SCV's failing like a scrub.

I held it off and laughed at him while i expanded and had 4-bases to his one base!

User was warned for clearly not reading the Strategy Forum Guidelines

^ Guy with 1500 posts gets warned for not reading guidelines. XD
This is my signature. There are many like it, but this one is mine.
Brutaxilos
Profile Blog Joined July 2010
United States2624 Posts
February 11 2012 18:29 GMT
#62
Hi, great thread got a quick question though. I am a high gold random player facing mid to high platinums 90% of the time. TvZ is my absolute worst matchup. Would my opponents be skilled enough that I can use this on? Also, when you extract your thor is it better to go back to your base for repair or attack another area? Thanks.
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 11 2012 19:16 GMT
#63
On February 12 2012 03:27 Fencer710 wrote:
Nice guide, if the current patch goes through I look forward to using this on ladder, along with the marauder/hellion all-in! :D

Also, this is pretty funny:

Show nested quote +
On January 10 2012 20:29 XRaDiiX wrote:
I actually think i faced you or someone doing this build on Ladder.

I crushed them (Masters League) and ended up 4 base Zerg vs his 1 base Terran because he couldn't expand after my roach baneling queen held off his scouted Thor/scv/banshee/marine Cheese.

He kept picking up the Thor and flying it back to his base to Repair when it got low. But he lost way too many SCV's failing like a scrub.

I held it off and laughed at him while i expanded and had 4-bases to his one base!

User was warned for clearly not reading the Strategy Forum Guidelines

^ Guy with 1500 posts gets warned for not reading guidelines. XD

Why are you all so adament about allin against zerg now with ghost nerf? I never go ghosts, and do quite well against zergs. I only get ghosts late late 4+ bases, and then only to EMP/snipe infestors. I always get vikings for broods. I feel they're just the ish.

I never all in zerg, I'm just aggressive. You can always end the game, win or lose, before hive against any zerg strat...sans double upgrade lings into infestor fast hive, that's just imba.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-02-11 21:53:25
February 11 2012 21:49 GMT
#64
On February 12 2012 03:29 Brutaxilos wrote:
Hi, great thread got a quick question though. I am a high gold random player facing mid to high platinums 90% of the time. TvZ is my absolute worst matchup. Would my opponents be skilled enough that I can use this on? Also, when you extract your thor is it better to go back to your base for repair or attack another area? Thanks.


If you're trying to get better at TvZ, This build will NOT help you. It is an all-in that uses micro that's unrelated to standard play, and the only macro that happens is one base. If you want to improve your TvZ as your weakest matchup, I'd recommend learning a (Wiki)Reactor Hellion Expand or some other standard play.





On February 12 2012 00:37 TangSC wrote:
Cool build, I may try this - although I feel like you're taking a big risk in hoping your zerg opponent doesn't attack. There's no way you can really scout with this build, so if Zerg opens hatch first into an eco-baneling bust, roach/ling, or even roach/ling/baneling I don't see much defensive potential.

On February 12 2012 02:41 iAmJeffReY wrote:
Show nested quote +
On February 11 2012 21:32 Blazinghand wrote:
OK guys, we get a fresh new batch of replays. As I scramble and try to clear my bonus pool for this season, I find myself all-inning in some of my TvZs... and for me that means thorship.

http://drop.sc/packs/524

Several gems for you connoisseurs this time around.

In the replay against Marine (Z): He rushes for Infestor off 2 base and gets brutalized. The BM that began at the opening of the game only ramps up as he realizes his sad, doomed fate. It's hard to say what motivated his BM, but was strong indeed. He felt like the game was unfair, which, well, it is, if you rush lair. I particularly enjoyed this one.

In the replay against Marineforger (Z): He goes for a 2 base roach bust, a profoundly unwise choice against a 1-basing terran. I bleed a few depots and some marines, and the thorship is able to terrorize his mineral line and queens unmolested. The followup all-in is basically a formality. As a fellow all-inner, he sends me a respectful "gg" before tapping out. Somehow, I think we understood each other.

In the replay against lunar (Z): He goes for a 28-drone baneling bust with 8 banelings, 24 zerglings. He busts the wall but can't overwhelm thor #2. He loses a creep queen and a couple overlords. He rushes for lair afterwards. Realizing too late his folly, he begins a lair and powers up to 44 drones in an attempt to mass roaches. As a fellow all-inner, he "ggs" before leaving. I think we knew eachother well this game as well.

In the replay against MohuRaN (Z): This is really the crowing achievement of my night. This guy held the all-in with a muta rush (lost all the mutas, but held it). So I made three more thors and allinned again ^^ and it worked. I can only imagine the horror when he realized the same all-in was coming and he didn't have any banelings this time around ^^

I even cut the VoD from my stream just so you can witness the miracle firsthand if you'd like:

Twitch.tv: http://www.twitch.tv/blazinghand/b/308215602
Embedded video (youtube): + Show Spoiler +



Sometimes, when playing standard, I almost forget the pure joy that is utilizing this micro-heavy idiosyncratic all-in.

Wtf up with that depot placement in that vod?

And 2nd off, I think tang has a point. How do you scout a econ bust, or roach ling, or roach ling bane rushes? I feel you have no map control until that single viking comes out to clear the way for the thor.


This is a good question! Thanks for asking. If you take a look at my most recent replay pack, two of the zergs all-in me-- one with banelings and one with roaches. If you look through the lifetime replay pack there are countless replays of zergs trying to all-in with some mixture of roaches, lings, and banes, and you can see how I deal with it. Unfortunately, a lot of how I deal with all-ins and the like is situational depending on how many depots etc he kills (and he WILL kill some depots) but I'll do my best to explain in detail what I do to fight these all-ins. In general, though, once you have a Thor out you're bulletproof, and if you're worried you just wall super hard. I'm talking every prod fac, every depot at the top of your ramp.

My scv scout's goal is to see his hatchery and gas timing. If I scout a 1-basing zerg, well, I just read the "Terran handbook" and make a bunker since he's also 1-basing. This is pretty rare. If he goes hatch-first and doesn't take any gasses before my scv is dead, any aggression will be so late I'll be able to defend it. If I scout a hatch-first that has a gas, I assume he's gonna have some sort of garbage coming so I wall the top of my ramp with every building but the armory.
This almost always buys enough time to get a thor and a dropship out, and then I just micro my way to victory. The wall won't stop the all-in, but it'll buy time. Expensive time, but valuable time:
+ Show Spoiler [The Great Wall] +
[image loading][image loading][image loading]


In terms of map control against the zerg, your viking is only popping out like 45 seconds later than the first two hellions of a reactor hellion expand, and it's SO ANNOYING for the zerg player :D You are admittedly working with less map control than a reactor hellion expand, but somewhat more than a 1 rax reaper expand or 1 rax FE. In any case, your initial "getting up in his grill" should get started between 6:10 an 6:20 depending on where he's hiding his scouting overlord and/or whether or not he already tried to sacrifice it.
+ Show Spoiler [Ready to Plunder] +
[image loading]


In any case, against eco busts with like 30 drones (as opposed to all-in busts with fewer) you will always have your thor out in time to defend, and there's no bust that's good against a well-microed thorship.
+ Show Spoiler [Thor Timing and Roach Timing] +
[image loading][image loading]


In any case, I'd characterize this build as entirely safe against all-ins, or as safe as a terran build CAN be without blindly making bunkers.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-04-30 09:38:31
April 30 2012 09:00 GMT
#65
Alright gents, so I'm here with new content and VoDs! Despite my efforts to free myself from this build, I still find myself using it sometimes to get out of a losing streak

In any case, the maps have changed a lot since I first started this, so I thought I'd talk about which maps Thorship is good and bad on. I don't do my own vetos like this since I play other matchups BUT it's just my general thoughts, having Thorshipped a fair number of games.

An illustrated guide to the S7 Map Pool!
+ Show Spoiler +
Daybreak
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Some Airspace, Ramped Main, Forward Main Ramp
Cons: Ramped Natural, Choked Natural
Verdict: No Veto

Cloud Kingdom
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Large Main, Ramped Main
Cons: Ramped Natural, Choked Natural, Recessed Main Ramp
Verdict: Veto

Korhal Compound
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Some Airspace, Large Main, Ramped Main, Unramped Natural, Short Rush Distance
Cons: Recessed Main Ramp
Verdict: No Veto

Ohana
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Large Main, Ramped Main
Cons: Minimal Airspace, Ramped Natural, Recessed Main Ramp
Verdict: Veto

Entombed Valley
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Some Airspace, Ramped Main, Forward Main Ramp
Cons: Ramped Natural, Long Rush Distance, Long Drop Distance
Verdict: Veto

Antiga Shipyard
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Large Main, Ramped Main, Wide Natural, Close Air Spawns
Cons: Recessed Main Ramp, Ramped Natural, Cross Spawns
Verdict: Preference

Metalopolis
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Massive Airspace, Large Main, Ramped Main, Unramped Natural, Wide Natural, Short Rush Distance, Close Air Spawns
Cons: Thorship Too Stronk
Verdict: No Veto

Metropolis
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Good Airspace, Ramped Main, Unramped Natural, Close Air Spawns
Cons: Recessed Main Ramp, Choked Natural
Verdict: No Veto

Shakuras Plateau
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Some Airspace, Large Main, Ramped Main, Close Air Spawns
Cons: Recessed Main Ramp, Ramped Natural, Choked Natural
Verdict: Preference

Tal'Darim Altar
+ Show Spoiler +
[image loading]
Red boxes represent typical Overlord areas. Green lines represent Thorship routes.

Pros: Some Airspace, Large Mai
Cons: Ramped Natural, Choked Natural, Unramped Main, Massive Rush Distance
Verdict: Veto


VoD: A Typical Thorship:
+ Show Spoiler +


VoD: Thorship vs Roach/Ling:
+ Show Spoiler +


Clip: Thorship vs Roach/Bane
+ Show Spoiler +


Happy Thorshipping!
When you stare into the iCCup, the iCCup stares back.
TL+ Member
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