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On July 13 2012 12:47 Digamma wrote: i dont think this will work on any map with a close third. like with the game on cloud kingdom he simply moved the queens over and you had to back off. maybe on like shakuras when the queen takes forever to walk over then yes it can deny the third and make the reapers worth the massive amount of gas you spent on it.. i dont think this can hold a 8 minute roach ling bane bust though.
You can tank up to 3 queens while you target down a hatch, if your reaper count is 8+. Just cycle them in/out of medivac or pull-back micro. This is fine for cloud kingdom.
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I feel the building attack is what nullifies spines in this situation: the healing in HotS (isnt speed removed too?) wont help goo much as it is out of combat only. Thus, hots nerfs this strat but buffs low reaper count strats
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Very cool. I'm not currently playing, but I will certinally try when I get back to it. I like styles that are similar to this.
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I played that strat a view times, yesterday! It is insane how fast 8 reapers kill a hatch. With the medivacs you can just ignore the queens and get all reapers out. Also reapers in a bunker are not too bad against roaches.
But don't attack 2 queens with transfuse...
Really like that reaper play, thanks for that guide!
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brilliant guide, the video is great too, love Animals as Leaders =]
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Nice to see this instead of the usual balance complain ^^ Superb thread.
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Now please make a template that is easy to use for other people that want to make guides and i bet we'll be seeing a lot more quality guides here!
Awesome work man
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If this strat becomes popular Blizzard my rethink the HOTS changes to the reaper
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Good lord you can load 6 reapers in a medivac...
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This is totally awesome guide. I mainly play toss at low level but i will ask my master terran friend to try this out.
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On July 14 2012 00:18 Spec wrote: Good lord you can load 6 reapers in a medivac... 8
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You sir, are awesome, great guide, nice video/good editing, and most of all, Animals as Leaders, nice to hear some good music . Time to go make some reapers. thanks friend.
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On July 14 2012 04:23 Plague1503 wrote:Show nested quote +On July 14 2012 00:18 Spec wrote: Good lord you can load 6 reapers in a medivac... 8
this, I was like wtf, that's awesome...
time for some reaper drops for hatchery sniping and incorporting their epic deeps into my late game army
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On July 14 2012 05:09 Aoxer wrote:Show nested quote +On July 14 2012 04:23 Plague1503 wrote:On July 14 2012 00:18 Spec wrote: Good lord you can load 6 reapers in a medivac... 8 this, I was like wtf, that's awesome... time for some reaper drops for hatchery sniping and incorporting their epic deeps into my late game army  Most expensive thing to lose, like ever. 100/100, and 400/400 for reapers lol 500/500. That's a bruuuuuuuuuuutal loss. I'm a reaper guy in TvT, and losing a medvac with reapers makes my heart sink.
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On July 13 2012 11:50 cristo1122 wrote:Show nested quote +On July 12 2012 21:26 Belial88 wrote: I can't wait until HOTS makes the building attack useless. so imba ;/
What can a zerg do against this OP? I feel like roaches would be the only way to not lose, right? but in hots they regenerate health themselves which makes its in some ways even scarier 
I'd much rather deal with regenerating reapers than reapers that have building attack...
OP, how do you beat this please. Because this always destroys me.
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On July 14 2012 07:18 dohgg wrote: Defensive roaches.. You would need a lot of them to cover all angles of 3 bases, at least 3 per base at the very minimum if the Terran has bad control, but if he has good control you would need 4 or more, thus keeping the Zerg from getting 3 bases off of only queens, and the Terran still has map control.
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I actually ran into some trouble vs a large pack of speedlings, and sufficient scouting to cut off attack paths into the zerg territory. I still won the game but it was due to outplaying the Zerg later on. This was on Cloud Kingdom; I was constantly forced to pick up and leave. I'll upload a replay later once I have a few more
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Damn, that's a great and innovative idea! I never thought about that and i find it mind blowing that none of the progamers have thought about this, or play with it ! Great ideas sir !
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On July 14 2012 17:35 WhalesFromSpace wrote:I actually ran into some trouble vs a large pack of speedlings, and sufficient scouting to cut off attack paths into the zerg territory. I still won the game but it was due to outplaying the Zerg later on. This was on Cloud Kingdom; I was constantly forced to pick up and leave. I'll upload a replay later once I have a few more  Yeah, this is true, but a zerg forced to make that many lings will not be happy with their economy. Most of the time they can just baneling all-in you from there, though, so forcing all those lings isn't the best when it can be so hard to hold.
This build would be great for Bo3 matches where your opponent is only good at doing 3 hatch gasless (or ice fisher) styles, though.
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