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

Forum Index > StarCraft 2 Strategy
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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.
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