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[G] TvZ - Early Rax/Fac Aggression with No Add-On - Page 3

Forum Index > StarCraft 2 Strategy
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Prev 1 2 3 4 Next All
Hossinaut
Profile Joined June 2011
United States453 Posts
March 18 2012 19:57 GMT
#41
I don't think that when you are trying to improve several aspects in order for a build to work it will help low level players improve.

Actually, I know this to be the case, having many lower level friends who try to improve, and doing a bunch of things at once just degrades every aspect of their play.
Picklebread
Profile Joined June 2011
808 Posts
March 18 2012 20:07 GMT
#42
Very nice build ive been enjoying alot of success with it. I think worth noting is if you take every1 out of gas after the 100 for fact, you get a like 4:40-4:50 expo which is reallllly nice.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
March 18 2012 20:45 GMT
#43
On March 19 2012 04:57 Hossinaut wrote:
I don't think that when you are trying to improve several aspects in order for a build to work it will help low level players improve.

Actually, I know this to be the case, having many lower level friends who try to improve, and doing a bunch of things at once just degrades every aspect of their play.

For me it was a build that I used to get my multitasking up to par. Handling all the micro required for this build while also macroing and teching to banshees and then expanding is quite a challenge.

Due to the build being gimmicky and vulnerable I switched into macro heavy builds and different pressures such as 2 rax or marine/medivac, but practicing this build is definitely something that can improve your abilities, even if it is not a very optimal build.
Creator of sc2unmasked.com
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
March 18 2012 22:27 GMT
#44
On March 19 2012 04:34 piiiT wrote:
isnt it more viable to pull scvs out of gas after 100 because u only build ... marines, hellions, command center? and after cc put em back of course? the banshee follow up doesn't seem to be the most important aspect of the build i understand...?

You could if you want faster CC.


Just remember guys this build is mainly good to practice micro. Regardless of results or not (we all have opinions on that), its a build the helps practice micro.
Sergio1992
Profile Blog Joined October 2011
Italy522 Posts
Last Edited: 2012-03-18 23:40:33
March 18 2012 23:40 GMT
#45
thanks, used that against high diamond, was really useful ,10x times better than 2 rax, keep making guides! I enjoyed it.
Thank you again.
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
Last Edited: 2012-03-19 00:01:21
March 19 2012 00:00 GMT
#46
For you who thinks this isn't a viable opening because the replays provided are ridiculously old here are 2 games in a row I just played on ladder.

drop.sc/135978
drop.sc/135979

Both games I'm at my opponents base before spine has even started. Could be because I'm plat? I don't think so. I end up losing both games later on because I have no idea how to play TvZ.
Team Liquid needs more Terrans.
Genetic
Profile Joined August 2010
Canada84 Posts
Last Edited: 2012-03-19 00:18:47
March 19 2012 00:18 GMT
#47
Have not tried the build yet, but as as a Master Terran I will!

Based upon the original post, I am wary about being able to keep those 3 marines alive and preventing the spine from finishing... But you've wrote a good post! I'll try it and report back.

TheNewblar
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
March 19 2012 00:36 GMT
#48
Very old style of TvZ, 5 marine hellion. it delays your expansion and you don't have the creep delaying capabilities of reactored hellion, but you do have a lot of options to go for.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
LtCalley
Profile Joined March 2011
United States244 Posts
March 19 2012 00:40 GMT
#49
i've seen bomber do this, it's not a bad build. i personally would not use it however, as the potential for damage doesn't seem as high as with reactored hellion.
"No matter how good you are at something, there's always about a million people better than you" - Homer Simpson
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
March 19 2012 13:03 GMT
#50
On March 19 2012 09:36 Gamegene wrote:
Very old style of TvZ, 5 marine hellion. it delays your expansion and you don't have the creep delaying capabilities of reactored hellion, but you do have a lot of options to go for.

5 marines? I am guessing you mean after the first wave of reinforcements (2 marines + hellion)?

I think u still do have creep delaying capabilities because u still have some hellions out. U dont need a army of hellions to deny creep
Creeesta
Profile Joined November 2010
United States3 Posts
March 19 2012 18:27 GMT
#51
HAHA i did this and worked like a charm!!! didn't have any problems, and zerg did everything you said.. the got greedy and went for drones drones drones!!!! he even had two zerglings but i foucsed them down. he also had a spine that was half way done. when i was pushing he pulled he queen off to help but was trying not to lose it... then my hellon got there and it was over.. great build vs zerg i'll be using it on small/ mid maps. i went for expo as well everything was perfect timing.
I'm a guy
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
March 19 2012 19:47 GMT
#52
On March 20 2012 03:27 Creeesta wrote:
HAHA i did this and worked like a charm!!! didn't have any problems, and zerg did everything you said.. the got greedy and went for drones drones drones!!!! he even had two zerglings but i foucsed them down. he also had a spine that was half way done. when i was pushing he pulled he queen off to help but was trying not to lose it... then my hellon got there and it was over.. great build vs zerg i'll be using it on small/ mid maps. i went for expo as well everything was perfect timing.

Great to know we have someone positive pulling it off nicely :D
thank you for the compliments!
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
March 20 2012 01:53 GMT
#53
On March 19 2012 22:03 OpTiKDream wrote:
Show nested quote +
On March 19 2012 09:36 Gamegene wrote:
Very old style of TvZ, 5 marine hellion. it delays your expansion and you don't have the creep delaying capabilities of reactored hellion, but you do have a lot of options to go for.

5 marines? I am guessing you mean after the first wave of reinforcements (2 marines + hellion)?

There's a timing attack that moves out at 5 min with 1Hellion/5Marine that's generally used to kill creep, queen, overlord, zerglings. Like the build in this thread, it can be annoying to deal with on maps with a large expansion or if you neglect that first spine crawler. However, the first hellion is usually followed up with tanks or other tech switches, so it's significantly less pressure.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
March 20 2012 02:01 GMT
#54
On March 20 2012 10:53 TangSC wrote:
Show nested quote +
On March 19 2012 22:03 OpTiKDream wrote:
On March 19 2012 09:36 Gamegene wrote:
Very old style of TvZ, 5 marine hellion. it delays your expansion and you don't have the creep delaying capabilities of reactored hellion, but you do have a lot of options to go for.

5 marines? I am guessing you mean after the first wave of reinforcements (2 marines + hellion)?

There's a timing attack that moves out at 5 min with 1Hellion/5Marine that's generally used to kill creep, queen, overlord, zerglings. Like the build in this thread, it can be annoying to deal with on maps with a large expansion or if you neglect that first spine crawler. However, the first hellion is usually followed up with tanks or other tech switches, so it's significantly less pressure.

It's important to note, that specific build was popular before it became standard to put a spine at the expansion and build a third queen it was also designed to weaken/kill queens to allow a cloaked banshee to go to town. This 3 marine with rallied hellion variation the OP describes is meant to hit before the spine finishes to hopefully prevent zerg from defending it that easily. This is definitely a build for maps like crossfire/dual sight/metalopolis/taldarim/daybreak, but most of the map pool now tends to have narrow chokes at the natural and zergs rarely take damage from the banshee followup anymore either. As I said I like it as one of many ways to open cloaked banshees into mech, just don't lose the banshees.
Creator of sc2unmasked.com
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
March 20 2012 13:00 GMT
#55
On March 20 2012 11:01 oOOoOphidian wrote:
Show nested quote +
On March 20 2012 10:53 TangSC wrote:
On March 19 2012 22:03 OpTiKDream wrote:
On March 19 2012 09:36 Gamegene wrote:
Very old style of TvZ, 5 marine hellion. it delays your expansion and you don't have the creep delaying capabilities of reactored hellion, but you do have a lot of options to go for.

5 marines? I am guessing you mean after the first wave of reinforcements (2 marines + hellion)?

There's a timing attack that moves out at 5 min with 1Hellion/5Marine that's generally used to kill creep, queen, overlord, zerglings. Like the build in this thread, it can be annoying to deal with on maps with a large expansion or if you neglect that first spine crawler. However, the first hellion is usually followed up with tanks or other tech switches, so it's significantly less pressure.

As I said I like it as one of many ways to open cloaked banshees into mech, just don't lose the banshees.

I agree, a lot of the mech players are too passive - just macroing and waiting for a deathball. A cloak banshee can delay the zerg's 3rd, kill drones at bases which don't have spors properly placed, and contribute DPS to the mid-game thor/tank/hellion push.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Death944
Profile Joined June 2011
Germany33 Posts
March 20 2012 13:21 GMT
#56
i think a big positive aspect of this build is that you make the zerg making units nonstop. you dont have to do that much damage at all, you just force him to make lings or tech up to roaches while making lings. With reactored hellions everthing can defended with a good wall and 1 or 2 spines but with this build he has to make lings to defend it. And with a good follow up like banshees or marine drops you can do even more damage and having the same amount of worker and win the game with a bigger economy. I did this opening the first time against my mid/high master buddy (I am mid master too) and he did exactly that what i described in my post. First he made lings, after that a few spore crawlers against my banshees while teching up to roaches to defend his third against more hellions (like 7 or 8) and after loosing many drones against banshees and 1 drop without stim he had to drone up and not making units and died to my first push with 3 tanks and 2 medivacs. I played this opening the first time and I didnt execute it well (my starport timing was way too late) and because of that I only upload the replay if you want to, I just wanted to say that even if I didn't execute it well I still crushed him. I like this build very much but I think if he knows whats coming (in a best of 3 for example) he can be safe easily if he builds a very early blind spine crawler (which puts him behind if the terran doesn't play agressive). so nice build!
Hiho
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
March 23 2012 12:36 GMT
#57
On March 20 2012 22:21 Death944 wrote:
i think a big positive aspect of this build is that you make the zerg making units nonstop. you dont have to do that much damage at all, you just force him to make lings or tech up to roaches while making lings. With reactored hellions everthing can defended with a good wall and 1 or 2 spines but with this build he has to make lings to defend it.

That's true, reactor hellion has become the "expected" early pressure to the point where every Zerg knows how to defend it without losses. I think mixing in a build that looks like reactor hellion but arrives earlier can be a great way to add variety to your early game aggression - especially, as you mention, in a best of X where your opponent has already seen you go reactor hellions.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Deleted User 109835
Profile Blog Joined September 2010
629 Posts
March 23 2012 13:24 GMT
#58
--- Nuked ---
KroN
Profile Joined March 2011
Germany438 Posts
Last Edited: 2012-03-23 13:33:28
March 23 2012 13:32 GMT
#59
Its a nice little change to reactor hellion, however i tried it many times without much success... when my marines are walking to zergs base there are mostly always zerglings out, even if its just 2-4 thes tried to pick up reinforcing single marines and when i arrive its exactly when the natural queen pops and the normal spine (zergs should always build the spine instantly when their natural completes imo) is nearly completed and i cant stop it. Even the queen alone can deal with the 3 Marines and the SCV with little support.

it throws me a bit off of my build and concept cause im used to reactor hellion expand and i loose focus on macro, so not the right build for me
ref4
Profile Joined March 2012
2933 Posts
March 23 2012 17:02 GMT
#60
I think this is great build to throw in in a Bo3 or Bo5 to keep your opponent honest (as aforementioned) and I think it will work on gold to low diamond zergs but not on bronze, silver and master and up for the following reasons:

1. Bronze and silver zergs (the real ones, not smurfs) loves to use roaches in all their MU's for some reason and thus will throw down a roach warren extremely early no matter what. Often they will even throw it down before getting their expansion. So by the time your hellion arrives he'll have a couple of roaches waiting and the momentum of your whole build is crushed, just like that.

2. High lvl zergs will get their speed ASAP. If they scouted gas from you they will assume reactor hellion so they will also throw down at least 1 spine crawler as soon as their natural finishes which will be done right as your 3 marines arrive. If they sense aggression following they will throw down another spine to cover the other side of their expansion if on maps with wide naturals and either get a roach warren or simply pump out speedlings and with spines, queens and speedlings/roaches the aggression this build intends to deliver will again, be thwarted. At best using this build you can deny watch towers and creep and a 3rd, which is what reactor hellion expand does anyway.

So in theory, this will work extremely well on greedy, mid-lvl zergs who neglect to put down spines until they have 2 saturated bases. But those zergs really do deserved to get killed by anything anyway
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