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Hello Teamliquid
DoctorFunk here with another more brief and brutal TvZ all-in: The Marauder/Hellion all-in. This is nothing new, nothing revolutionary, and been around literally forever. I decided to make a guide on it for two reasons: Reason One : It's an effective all-in, and I didn't see any guides on it here. Reason Two : If you've been on those internets today, you may have noticed that late-game TvZ is getting a significant nerf. To my interpretation, this is Blizzard's invitation to recklessly all-in and avoid late game TvZ. If that's what floats your boat, this guide may interest you.
Also, it's generally viable at all levels.
Ouch
![[image loading]](http://i.imgur.com/TQ5RM.jpg) I have another guide that involves battlecruisers here if interested.
The Idea + Show Spoiler +To the zerg player, you will be doing a standard reactor hellion expand. The typical response is to get a spine or two up, an extra queen in the natural, and drone pretty hard. Hopefully you've been denying scouting and they do not know that you haven't expanded and are making constant marauders and hellions. Ideally, they should not know until you're at their natural with rockets, flamethrowers and whatever those drill things the scvs have. You should have the tools in your arsenal to deal with any composition the zerg has at this point. Good micro is greatly rewarded with this build. If you want an easy to execute, but micro intensive all-in, this should fit you.
The Build Order + Show Spoiler + 10 depot 12 rax 13 ref 16 marine/oc 16 barracks 16/17 supply depot 17 scv 18 marine 19 scv 19 factory 19 reactor on rax pull one scv out of gas 19/20 tech lab(on 16 rax) 20 scv 20 supply 22 marauder 23,24 scv 26 marauder 28- first two hellions 30 - supply depot, tech lab on rax 31 scv 33- two hellions ---pull another scv out of gas 37-marauder 39-marauder 40 - last scv 42, two hellions and SUPPLY DROP 46 - two marauders/ supply depot From here out, just constant marauder/hellion production rallied to your units.
Engagement + Show Spoiler + When your first hellions are out, play it like a standard reactored hellion expand. First check your natural for lings, tag the relevant Xel'Naga tower, and proceed to the natural. With your second pair of hellions, check some likely spots for the opposing player to hide a zergling, then proceed to the natural. Four hellions at the natural, one at the Xel'Naga watch tower, one racing around aimlessly(i.e.denying scouting) and the rest rallied to the center of your base. Again, deny deny deny scouting. If your hellions see an overlord out on the map, consider sending one of your marines to bully it away. Do not show more than four hellions unless you have to.
"It's go time" Hellions on one hotkey, marauders on the other.
Push out of your base around 7:10 with about 8 hellions, 6-7 marauders, two marines, and 12 scvs. Start concussive shells shortly before you move out (preferably by ~6:40). It helps a little, but is not really anything too significant, I often don't use it. Rally your two barracks and factory to their natural or your marauders. Put your scvs on autorepair, have them alternating between attacking, sitting in front repairing each other, and repairing your hellions. If you want to, shift follow them on your hellions with autorepair enabled. You want to take down the spines with your marauders.
Basically your micro is
a) have scvs on autorepair b) a move c) pull back your hellions behind your marauders when they engage, kite with marauders OR just stand there and be beefy. d) After you kill all of the UNITS in the natural, move straight to the main. I don't mind leaving that hatchery alive. as long as the queen down there is dead, they can only produce a few lings out of it anyways. Again, you're on the clock, so get to roasting. c) if they decide to attack you on their ramp with mass speedlings, you can collect an easy win. again, pull your hellions behind your marauders OR you can kind of have the hellions and scvs tank with autorepair if they are clumped together well.
Be sure to not attack lings with just SCVS while your hellions are roasting drones and marauders are aimlessly shooting things.
Target Priority:
First take down the spines, unless speedlings run past the spine. In that case, roast them. Then move onto queens. You don't want them to get off another inject on their natural. However, if speedlings are threatening a surround, don't blindly charge at the queen, exposing your hellions. Also, drone roasting is very good. Drones will not scratch you, unless you somehow let them surround you with lings, so enjoy the barbecue.
Remember, you REALLY do not want to get your hellions surrounded by speedlings without SCV's and Marauders clumped with them. Speedlings are really good against hellions if they have a proper surround.
Counters + Show Spoiler + If they are going for a roach/ling all in a la tang, they will have an easier time defending. If you catch the roaches out on the map, surround them with your scvs and kite forward with your marauders, focus firing them. Swing the hellions around to maximize splash on the roaches. Pull them away if speedlings are going to surround them.
Mass ling/spine: This is more difficult in my opinion. You have to push the spines to take them down because you're on the clock, but you don't want your army to be in an unfavorable position for a surround. Follow the micro tips listed before and you can be okay, as long is there isnt an insane amount of speedlings.
Banelings: Try to kite them with hellions. If you have to take hits, throw a couple marauders at them, do NOT be clumped up.
Super fast muta is not a viable counter, the game will be over in one way or another before then.
Replays
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Conclusion + Show Spoiler + That's it! This is an effective all-in at all levels of play. Good micro is rewarded, poor micro is punished.
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Well written. As a heavy macro zerg, I don't look forward to seeing this on ladder.
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About how many scvs do you leave behind in base to continue constant rauder/hellion production?
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On February 11 2012 06:02 blackberry_ wrote: About how many scvs do you leave behind in base to continue constant rauder/hellion production? good question. I'm sure that my execution is not exactly optimal, but I typically just box about half of my scvs and bring them with my push. I could run a couple of tests vs AI and figure out an optimal number and put it in the guide.
Short answer: a little less than half, but this may not be optimal.
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I like that you are honest in your guide, rather than saying "Unleash the aggression in TvZ!" without calling it an all-in (a la Tang). I did want to see a build order for this all-in, as I would like to mix it in sometimes on ladder to keep things interesting.
Thanks for the guide bro
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Interesting... but it would be nice to have some clues as to how to defend it
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Awesome! I tried to make up a BO for this the other day on the ladder and it didn't work, because I'm bad. ^^ Thanks for the help, I'll try this and let you know. :D
Reason Two : If you've been on those internets today, you may have noticed that late-game TvZ is getting a significant nerf. To my interpretation, this is Blizzard's invitation to recklessly all-in and avoid late game TvZ. If that's what floats your boat, this guide may interest you.
LOL
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On February 11 2012 06:18 ArcticRaven wrote:Interesting... but it would be nice to have some clues as to how to defend it  The OP states that roach/ling is good for defending it. Even just pure roach can be strong, as you can produce a ton of roaches off of 2 base that can just overwhelm the relatively small marauder numbers.
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mass lings/spines is the best way to defend vs this
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On February 11 2012 06:18 ArcticRaven wrote:Interesting... but it would be nice to have some clues as to how to defend it  See: counters.
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Best defense is about 2 spines, 4 queens with 2 transfuses and about 14 lings, with lings in production, the queens are the really keystone because marauders and hellions don't do bonus damage vs them. Queens are also handy vs reapers, hellion all ins and banshees. No need to thank me.
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On February 11 2012 07:43 Wortie wrote: Best defense is about 2 spines, 4 queens with 2 transfuses and about 14 lings, with lings in production, the queens are the really keystone because marauders and hellions don't do bonus damage vs them. Queens are also handy vs reapers, hellion all ins and banshees. No need to thank me. Like I say about every single T all in. It can be stopped by queens, spines, and lings.
Also kind of helps to have creep spread, but with hellions on the map you're going to be fighting from one angle. No effective flanking possible. Blind banes on creep would do wonders.
Show nested quote +On February 11 2012 10:05 DoctorFunk wrote: Yes queens are a great defensive unit, particularly against Terran. Spanishiwa style would fare well against this, although I'm not sure when said style gets ling speed. From below --
not even spanishwa style. That's fallen out, IMO, as I see most zergs get gas by at latest 30. But more so the normal timing 15hatch 14/16 pool with an early macro hatch and an 3-4 queens for creep spread. Negates hellion openings, or blocks the damage, so you can spread creep effectively, and move spines up to get more area to flank the mara/hellion army.
I used to do mara/hellion timings, that's what always beat me.
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Yes queens are a great defensive unit, particularly against Terran. Spanishiwa style would fare well against this, although I'm not sure when said style gets ling speed.
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Platinum Zerg here. Lately if I scout a reactor hellion opening, I've just been immediately switching into Tang's Roach/Ling all-in, since every other Terran seems to love this opening. Not that I blame them since late game TvZ is pretty sad right now.
Blizzard really needs to give some sort of buff to Terran late game since Infestor/Broodlord is so ridiculous
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Great all-in. I had this in my arsenal for a long time but you refined it to be a little more effective. Considering how impossible tvz late game will be and how so few all-ins I actually know. i thought it might be a good idea to refine my all ins and learn some new ones. Thanks 
except, I build the tech lab on the rax first instead of making it look like a reactor hellion opening.
I build my first rax with a tech lab and start making marauders asap. I build my second rax and factory at same time. Once they finish, I get addons on them asap. I send my hellions out to make it look like a really delayed hellion opening and try to deny control of xel naga.
my all in though is at their front door at 830 with stim with 12-14 marauders and 12-14 hellions.
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here's what I do as zerg vs any hellion push. 4 roaches, send two to attack move all the way to the enemies base. you cannot deny my scout roaches. Now I know you didnt expand and will mass spines. When the attack comes get a surround with roach lings and focus spines to kill the marauders (NOT THE HELLIONS!). the marauders will die asap due to the +armored damage of spines, and leave the hellions to fend for themselves vs roach ling spine.
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Nice Guide! This sort of build has killed me more than a few times on ladder (
In my experience this build doesn't work as well on maps with closed off naturals like Shattered Temples or Shakuras Plateau. It's fairly easy to trap and surround the hellions with lings in some pocket or corner.
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Thanks for this, I didn't know any good tvz allins besides 11/11.
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On February 11 2012 14:44 Spieltor wrote: here's what I do as zerg vs any hellion push. 4 roaches, send two to attack move all the way to the enemies base. you cannot deny my scout roaches. Now I know you didnt expand and will mass spines. When the attack comes get a surround with roach lings and focus spines to kill the marauders (NOT THE HELLIONS!). the marauders will die asap due to the +armored damage of spines, and leave the hellions to fend for themselves vs roach ling spine. sounds effective, except that two early scouting roaches won't know whether you expanded a lot. A lot of hellion openers leave the cc in base for a bit due to roach/ling. if you mass spines against a standard reactor hellion expand, or marine hellion elevator, you will end up behind. Otherwise, sounds good---roach openings are pretty solid as long as its not all in and throwing them away.
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On February 11 2012 05:29 DoctorFunk wrote:The Build Order+ Show Spoiler + 10 depot 12 rax 13 ref 16 marine/oc 16 barracks 16/17 supply depot 17 scv 18 marine 19 scv 19 factory 19 reactor on rax pull one scv out of gas 19/20 tech lab(on 16 rax) 20 scv 20 supply 22 marauder 23,24 scv 26 marauder 28- first two hellions 30 - supply depot, tech lab on rax 31 scv 33- two hellions ---pull another scv out of gas 37-marauder 39-marauder 40 - last scv 42, two hellions and SUPPLY DROP 46 - two marauders/ supply depot From here out, just constant marauder/hellion production rallied to your units.
When do you build your 2nd barracks?
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