• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:31
CEST 07:31
KST 14:31
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 - RO8 Preview3[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10
Community News
Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced9
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) 2026 GSL Season 2 Qualifiers
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ (Spoiler) Asl ro8 D winner interview BW General Discussion Do we have a pimpest plays list? AI Question
Tourneys
[ASL21] Ro8 Day 4 [BSL22] RO16 Group Stage - 02 - 10 May [ASL21] Ro8 Day 3 [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Stormgate/Frost Giant Megathread OutLive 25 (RTS Game) Daigo vs Menard Best of 10
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Movie Stars In Video Games: …
TrAiDoS
ramps on octagon
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1894 users

[D] thorzain's TvT vs banshees - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 Next All
General_Winter
Profile Joined February 2011
United States719 Posts
January 19 2012 02:10 GMT
#21
Has anyone else had the chance to test delaying add ons vs reapers? Do you see them in time to know you need to do it?

I haven't hit reapers for a few days, mostly its been hellions. I've been responding to hellions by building 1-2 bunkers depending on how open the nat is and getting tanks before starport instead of after. Not sure if this really works though or if its just worked for me due to mis controls of the hellions.
DrewRaynor
Profile Joined January 2011
Canada7 Posts
January 19 2012 02:48 GMT
#22
I really love this build by thorzain, i do prefer to reaper expand though, being able to see what is coming (banshee, multiple reapers), only take the one gas, so i can get combat shields, 2 reactors, and +1 attack before taking another gas. Most terrans try to go straight for the scvs so i rally my marines into the mineral line and use a few scvs and marines to try to push back the reapers. if you hold off the reapers you can pretty much deny them from taking their natural and you`ll be ahead. If you can`t then you`ll probably have more marines and better ups for a push later on.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
January 19 2012 04:03 GMT
#23
I've attempted this build, but I've had some difficulties with 2-tank pushes whereas it shuts banshees down completely (see earlier suggestions as to why - that about covers my strategies). What are others feelings about your opponent quick pushing with siege mode + 1 viking?
Whatson
Profile Blog Joined January 2012
United States5357 Posts
January 19 2012 04:11 GMT
#24
On January 19 2012 13:03 Jazzman88 wrote:
I've attempted this build, but I've had some difficulties with 2-tank pushes whereas it shuts banshees down completely (see earlier suggestions as to why - that about covers my strategies). What are others feelings about your opponent quick pushing with siege mode + 1 viking?

Against siege mode, as with all marine-focused early-game builds, you'll have to force an engagement when he's unsieged and bum-rush with marines and SCVs if needed. SeleCT does this really well, there was a game against MVP on Xel'Naga Caverns where MVP went early tanks, and SeleCT was only on marine hellion, so SeleCT bided time for stim, and surrounded MVP's units while dropping marines from medivacs on top of the siege tanks. The viking was able to kill his Medivac, but most of the marines were already dropped.
¯\_(シ)_/¯
Deleted User 109835
Profile Blog Joined September 2010
629 Posts
January 19 2012 04:36 GMT
#25
--- Nuked ---
smaug81243
Profile Joined October 2011
94 Posts
January 19 2012 16:58 GMT
#26
Usually you can break the siege push even if he is already sieged. Especially if its only 2 tanks. Pull a large number of scvs and split your marines/scvs so they aren't all clumped together and send them and you should be able to break it. If you manage to catch this push unsieged you are extremely far ahead.
dementrio
Profile Joined November 2010
678 Posts
Last Edited: 2012-01-19 17:35:45
January 19 2012 17:35 GMT
#27
.
ContactKilla
Profile Joined December 2010
United States194 Posts
January 19 2012 17:38 GMT
#28
your supposed to keep in a forward position.... yeah youll lose if 2 tanks are blasting through a choke at your main. it even says in the build to pretty much rally marines to a watch tower.

2 tank push is not scary at all with this build if you never get supply blocked
NewbieOne
Profile Blog Joined December 2010
Poland560 Posts
Last Edited: 2012-01-20 16:45:50
January 20 2012 16:39 GMT
#29
The "half a turret" off-topic made me think about something close: 99% ready to require just a touch to finish but still be cancellable if banshees don't come, if you really don't want those towers (and if you care to simcity like that). That'd be similar to salvaging a bunker.

My own problem with this build: I can't seem to be able to defend myself against marine-only rushes. It's hard to fend off a bioball or siege rush and I suppose it'd be near impossible to defend against a stim rush (I'm not presuming brilliant stutter step micro here) and I believe the 9 rax cheese (or possibly a 2 rax) would kill it without breaking a sweat. I suspect ladder optimisation may require bunkers. But this build side-tracked with bunkers may become inferior to builds which incorporate stationary defences by design.

Word of advice with banshees: don't presume this is just an opening. Banshee players sometimes soft-contain you with the banshees and expand in the background to get either a normal army or just more banshees, and sometimes battlecruisers. With depleted OC energy and unguarded turrets, a surprise raid of several banshees can do damage, as well as a sudden appearance of, say, 5 battlecruisers (though he may well be trying to get a lot of them along with upgrades behind the monkey business banshee harass, as I used to do).
yaRus
Profile Joined February 2011
Russian Federation68 Posts
February 03 2012 07:46 GMT
#30
I still have lots of problems with this build playing against mech terran. BF Hellions in early and middle game counter marines very good and enemy can abuse lots of hellion drops. I cant aford alot of marauders, because i have 2 reactors.

And when it comes to late game, mass hellions can counter any drops by me and can affectivily counter far expansions while opponent gathering lots of tanks.

So, the question is - how to counter mech oriented openers with this build?
KroN
Profile Joined March 2011
Germany438 Posts
Last Edited: 2012-02-04 09:43:43
February 04 2012 09:42 GMT
#31
On February 03 2012 16:46 yaRus wrote:
I still have lots of problems with this build playing against mech terran. BF Hellions in early and middle game counter marines very good and enemy can abuse lots of hellion drops. I cant aford alot of marauders, because i have 2 reactors.

And when it comes to late game, mass hellions can counter any drops by me and can affectivily counter far expansions while opponent gathering lots of tanks.

So, the question is - how to counter mech oriented openers with this build?


i think you cannot continue to go marine/tank or you will mostly loose... hellions are too cost-efficient. if i see them going mech (more then 1 factory) i would swap the rax away from the reactors and build more techlabs.. you have to add in a good amount of marauders to survive against mech or go mech yourself.

TL:DR you cannot with this build, you have to alter it to more RAX with Techlab.
Unhallowed
Profile Joined January 2011
Canada171 Posts
February 04 2012 09:48 GMT
#32
I get combat shield specifically for defending banshees. Marines with that upgrade, coupled with 1-2 turrets at mineral lines easily denies banshee, and allows for counter aggression once pressure is averted.
What is evil but good tortured by it's own hunger and thirst?
TumescentPie
Profile Joined November 2011
United States28 Posts
February 04 2012 15:00 GMT
#33
I am only platinum, but I ♥♥♥LOVE ♥♥♥ banshee play. It is easily my favorite Terran unit (they remind me of my landspeeders from my Raven wing army).

However, let me give my fellow Terran buddies some advice on banshees - typically you want to keep 4-6 marines in a clump to chase the banshees. 4 marines is too many for a banshee to really take down.

Be careful on the advice to "Just go attack" many times a banshee player will either have bunkers and/or tanks back home, so you may be running into a trap. Also, the walk paths are such that if you time it wrong the opponent may see it and queue a banshee just for defense, which means that the 1-2 that are in your base are still going to be in your base poking at your soft parts while the banshee at home cloaks and destroys your push.

The way I look at banshees may be different than how other people look at them so I will explain my view.

I see two basic types of banshee - Army Banshee and Harass Banshee.

Each banshee you make can fall into either category, but you have to realize what the purpose of your tool is going to be. If you are making banshees before 10 minutes, they really need to be harass banshees first and then can fill the role of army banshees after they are no longer effective. If they are being made after 10 minutes, they better be able to be army banshees.

The Harass Banshee needs to have 7 kills (preferably workers) before it dies to ensure that you are not behind. If you have less than 7 kills per banshee that you have made YOU ARE BEHIND!!!1!! (on noes). After a banshee has 7 kills, you can be careless with that banshee (or if you make 2 banshees then 14 kills total between the two). I am not saying that you can just throw it away, because it is now garbage, but I do mean that you can now prioritize your macro over your micro, and if the banshees don't make it, it isn't a big deal - but it is always nice to have them.

The Army Banshee is one that is either part of your standard looking marine/tank army, vangards your mech army, or is the workhorse of your air Terran army. Army banshees don't have to do damage, and can do a little bit of mild harass, but their point is to force the opponent to get vikings and ravens, to build excessive turrets, and to otherwise crap the bed. If you and your opponent both charge into each other with a similar army size and they have a few extra marines to your 2-12 cloaked banshees, you will win the engagement in style. especially if you can force them out of scans before the engagement.


I realize now that I have probably said too much, so hopefully if anyone reads this they get something out of it. Good luck, have fun.


TL;DR - Banshees are better than cake.
nukkuj
Profile Blog Joined March 2010
Finland403 Posts
February 04 2012 15:58 GMT
#34
I've tried out this build and had success against hellion drops and banshee openings, but I've ran into huge trouble with aggressive 2rax and siege pushes.

Reapers can be pain to deal with, depends on opponent's micro abilities.
statikg
Profile Joined May 2010
Canada930 Posts
February 04 2012 16:01 GMT
#35
I am just learning the ins and outs of this build. I would go with the blind eng bay (as timed in the build) and scan when your second orbital finishes and then heavy turret play against cloak banshees since you are far ahead you can definitely afford 5 turrets, I myself sometimes get greedy and try to get by with 2 but this often ends up costing me tons of scans and marines, and I kick myself for it afterwards.

Combat shield is not done in time for the arrival of the banshees so thats another reason to go turret heavy. Try your best to bother the banshees with marines because keep in mind if he is microing his banshees really hard his macro is suffering. Try not to commit with the marines because he is on a cloak time limit and its not that long before cloak will be gone. If hes good he will have a tank before you have stim up so the best thing to do is wait for dropships and drop his main, he shouldnt have enough to defend
RedMosquito
Profile Joined September 2010
United States280 Posts
February 04 2012 16:09 GMT
#36
if your having trouble with banshees i would recommend going fe into 1-1-1. You can have siege mode out in time to stop early tank pushes and you can swap your starport onto a reactor and get two vikings if you scan banshee play. It also sets up nicely for mech play which is superior to bio
ArkSC
Profile Blog Joined June 2011
128 Posts
February 05 2012 17:49 GMT
#37
Okay, so i do this build. Does anyone else have a problem with a 1/1/1 all in? I just played. He had 3 tanks, used his banshee for vision, and used marines as back up, how do you stop this?
Creator, Maru, MKP, Illusion, DeMuslim, MVP, Thorzain. ♥
jisora
Profile Joined November 2010
United States65 Posts
Last Edited: 2012-02-05 19:35:29
February 05 2012 19:20 GMT
#38
@ Overlord

Replay please?

Hold the towers. See the tanks coming. Pressure him and force the tanks to siege. Back off. Hit him when he unsieges to move forward. I'll assume this push came somewhat after 8:00 based on 3 tanks. At that point you should have 25+ marines, are adding 5 per cycle and have a far superior economy. Since he's going all-in, he needs to end it as quickly as possible. He doesn't have the luxury of leap-grogging his tanks methodically given how fast you're building marines. Use that to your advantage; the choice of either delaying or getting hit on the move is not a good choice for him. The problem comes when you don't bother with map vision and let them siege up at your natural before you have a chance to respond.
ArkSC
Profile Blog Joined June 2011
128 Posts
February 09 2012 02:53 GMT
#39
On February 06 2012 04:20 jisora wrote:
@ Overlord

Replay please?

Hold the towers. See the tanks coming. Pressure him and force the tanks to siege. Back off. Hit him when he unsieges to move forward. I'll assume this push came somewhat after 8:00 based on 3 tanks. At that point you should have 25+ marines, are adding 5 per cycle and have a far superior economy. Since he's going all-in, he needs to end it as quickly as possible. He doesn't have the luxury of leap-grogging his tanks methodically given how fast you're building marines. Use that to your advantage; the choice of either delaying or getting hit on the move is not a good choice for him. The problem comes when you don't bother with map vision and let them siege up at your natural before you have a chance to respond.


I always have the tower, but i wait until he comes to my natural. I feel that if i even engaged when he was unsieged he would still win because im being hit just before stim is done or 1/1. so even with my larger rine count, the banshee would wreck me along with tanks and his marines.
Creator, Maru, MKP, Illusion, DeMuslim, MVP, Thorzain. ♥
Nanaki
Profile Joined September 2010
Belgium12 Posts
May 05 2013 12:11 GMT
#40
Now that Heart of the Swarm is out, I was wondering how feasible this build still is. I really like the build and so I'd like to do a variation on the build for HotS. I have two points to make.

One problem I've had had nothing to do with HotS units. the other guy was massing marines and tanks of of one base, from two barracks (one reactor), and 1 factory. He didn't have an orbital up yet, and pushed around the 930 minute mark. I had 3 rax, 2 orbitals up, producing 5 marines at a time. In the end I had 5 orso more marines with superior upgrades but no tanks. He had 4 and tore me to shreds. Considering his push came well after the 5 minute mark, I should have had an advantage. But replaying made it obvious something had to change in the build. So I decided on this:

- Scout expansion timing when factory starts. Your scout will arrive just before your factory finishes. If I see no expansion, instead of adding a reactor (for the starport), I add a tech lab, for earlier tank production. When the factory starts around 635, I should have 2 tanks by the time this... dare I say timing push, arrives. I probably should've also built some bunkers, but they don't fare well against siege tanks I guess.

Secondly, I see a lot of people with reaper harass problems. Since of HotS reapers became more viable an option, requiring no addon. Does this change the face of TvT considerably? Or can I with minor changes still cling onto this neato build? Some thoughts. Fire away.

Ow, and third. Drops to advance the siege line, have just been increased in efficiency thanks to medivac boost. The Siege tech doesn't require research anymore, so I see this as two pros for keeping this strategy in HotS.
We are Pentium of Borg. Division is futile. You will be approximated.
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 97
StarCraft: Brood War
GuemChi 5179
Noble 23
SilentControl 12
Icarus 8
Dota 2
monkeys_forever529
NeuroSwarm110
Counter-Strike
tarik_tv4572
m0e_tv575
Super Smash Bros
Mew2King105
Other Games
summit1g8064
C9.Mang0633
WinterStarcraft438
Sick213
RuFF_SC236
ROOTCatZ11
Organizations
Other Games
BasetradeTV427
Dota 2
PGL Dota 2 - Main Stream27
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• practicex 49
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1078
• Rush1032
• Stunt449
Upcoming Events
GSL
3h 59m
SHIN vs Zoun
ByuN vs herO
OSC
5h 29m
OSC
7h 29m
Replay Cast
18h 29m
Escore
1d 4h
The PondCast
1d 4h
WardiTV Invitational
1d 5h
Zoun vs Ryung
Lambo vs ShoWTimE
Big Brain Bouts
1d 10h
Fjant vs Bly
Serral vs Shameless
OSC
1d 16h
Replay Cast
1d 18h
[ Show More ]
CranKy Ducklings
2 days
RSL Revival
2 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
2 days
Krystianer vs TriGGeR
Cure vs Rogue
uThermal 2v2 Circuit
2 days
BSL
2 days
Artosis vs TerrOr
spx vs StRyKeR
Replay Cast
2 days
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
3 days
BSL
3 days
Dewalt vs DragOn
Aether vs Jimin
GSL
4 days
Afreeca Starleague
4 days
Soma vs Leta
Monday Night Weeklies
4 days
CranKy Ducklings
5 days
Afreeca Starleague
5 days
Light vs Flash
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-05-05
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W6
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.