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[G] StimmedProbe's 5 Factory Mech TvP

Forum Index > StarCraft 2 Strategy
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StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
Last Edited: 2012-10-26 11:27:01
October 26 2012 04:41 GMT
#1
StimmedProbe's 5 Factory Mech TvP
Last Update: October 26th, 2012

Marines and Marauders are gone!

[image loading]
"Not quite like it's brood war predecessor, but still quite potent if used right!"


Basic Idea:

Hey everyone StimmedProbe here again with another build that I have been having a lot of success with. Bio is frustrating to use vs protoss. You have to make sure your engagement is exactly correct. If you are out of position, miss a few emps or get behind in upgrades you can lose easily, not to mention your army control has to be crisp. Mech is a little bit more forgiving in terms of control, but requires equal or perhaps more decision making and you need good multi-tasking to execute the build below. Players of all levels can find success with the build, but it will be most effective in the hands of a masters or grand-masters player. This build starts out with a fast expansion and then is followed up with banshee harass while building up a strong hellion/tank army off 5 factories. This is a 2 base timing attack, but it is not all-in.


Build Order:

10 Depot
12 Rax
15 Marine + Orbital
16 CC on low ground

Large Maps/No Pressure coming -> Cut Marines at 1, double gas, depot, bunker
Small Maps/Pressure coming -> Constant Marines, Depot, double gas, bunker
You can watch the replays to see the slightly different openings I do on Ohana and Antiga.

@100 gas -> Factory (4:30 if you got double gas before depot, 5:00 if you got a depot before double gas)
2nd bunker (Make sure you have at least 8 marines, or you will lose to a sentry bust, spread the bunkers out a bit if possible)
3rd gas
@100% Factory -> Starport + 4th gas
Tech lab on factory -> Swap starport onto tech lab
Banshee + Cloak + 3rd bunker if needed
Tech lab on factory -> siege tank/siege mode (this helps you survive counter-attacks, make sure your tanks are setup in nice positions)
Finally, 4 more factories (3 tech labs, 1 reactor, ~8:30)


Follow-up:

If you do everything right at 10 minutes you should have the following (assuming no real pressure):
  • 2 banshees with cloak done (1 harassing, the other on the way)
  • 70-80 supply
  • 2-3 bunkers full of marines
  • 5 factories (4 tech labs, 1 reactor) , 1 starport (tech lab)
  • 45-50 scvs, 4 refineries

Other things to note:
  • After making two banshees, make a raven. This will allow your raven to store up 150-200 energy for your push. Resume banshee pumping.
  • Pump tanks/hellions out of your factories. Prioritize tanks, but you will have to make hellions sometimes.
  • Harass with your banshees -> use them to scout a possible stargate.
  • When you have 400 minerals, make a 3rd cc (around 12 mins)
  • Get blue flame a minute before you move out.
  • Move out at around 13-14 mins and bring some scvs along for repairs.


The attack:

[image loading]


Bigger Picture: http://i.imgur.com/AaWyB.jpg

Notice how I killed only 3 workers, but i am 40 supply ahead. And this is not weaksauce 40 army supply like roaches or marines/mauds this is 40 supply in MECH up! This is not because of macro skill differences either, my opponent is a top 16 grandmaster!

Your goal now is to get into a nice position and use your banshees and hellions like your octopus arms and the seige tanks as the core home base. Leap frog your tanks if you need to. Make sure you cloak your banshees, and use the pdd when the battle begins. Try not to get caught un-sieged by scanning ahead. You can put your banshees with your main army, or you can send them off to harass a weak position. Very few protoss know how to split their army against a mech push + 4 banshees harassing I found. 4 banshees are much stronger than a 1 medivac drop, and have insane mobility.


Conclusion:

This is my go to tvp mech build, and I found it very potent against most of my opponents. As long as I don't die early game because I didn't scout or skipped a bunker or two, I often straight up kill my opponent at the 14 minute mark. My mech army overpowers the protoss army with sheer strength, something that reminds me of the brood war days. The rumble of the seige tanks blasts are music to my terran ears =] Go out there and try it! If you have any questions feel free to ask them, I'd be happy to answer them!


Replays:

Notice how little damage I do with my banshees because my opponents played very safe/standard/properly. My push still comes out over 30 food ahead. Now imagine if I got more than 2-3 probes, how strong it would be =] All opponents are GMs.


Rank 70 GM, Antiga -> http://drop.sc/267927
Opponent's Build: 1gate expansion -> 3gate -> robo -> 3rd/4th gas -> twlight/forge -> colo + charge + upgrades -> 5 gate

Description: Very standard play from my opponent. My harass does hardly any damage (3-4 probes). I push out at around 13 minutes and get into a nice position outside of the natural. My opponent has a nice arc, but I simply have too many units, and his colossus are nearly useless against the lines and lines of sieged up tanks. His army melts to mine in the final engagement and he taps out.


Rank 6 GM, Ohana -> http://drop.sc/267928
Opponent's Build: 1gate expansion -> robo -> 3gate -> 3rd/4th gas -> forge -> colo -> 5 gate

Description: Again, very standard play from my opponent. My harass gets like 1 probe because my opponent got a fast obs into my base and scouted it. The push was a bit slow to get into the sweet spot between the natural/3rd, but eventually I was able to push there, and force an engagement. Notice when my opponents army attempts to hit from a different angle I dart into his main with 6 hellions. Also, if you are able to kill all his obs, your banshees can eat up his colossus.


Rank 34 GM, Cloud Kingdom -> http://drop.sc/267940
Opponent's Build: 1gate expansion-> 3gate -> robo -> 3rd/4th gas -> colo (2 base stalker/colo timing attack)

Description: My opponent opened up fairly standard and did one of the best builds on this map, the stalker/colo 2 base timing attack. Notice how even though with only 4 factories and rallying my raven like a nublet my army is still much stronger than his. His army attempts to engage mine, but his front line evaporates in a second. He pulls back to his natural, but my tanks get a vice grip on his natural and he is forced to engage into my fortified position. He taps out after seeing his army disappear for a second time.
SCRedditor
Profile Joined October 2012
United States57 Posts
October 26 2012 05:05 GMT
#2
Nice, yet another guide. StimmedProbe, you're like the only person who still makes terran guides. I really appreciate it! =)
Thanks to those that support me. For those that don't like me, please PM me. I always wish to kiss ass.
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2012-10-26 05:14:38
October 26 2012 05:13 GMT
#3
Some more StimmedProbe guide?

To think that yesterday, I was praticing your builds (4 thors, hellion all-in, 1/1/1 contain) all day, and you provide me some more good stuff =)

I am surprised by your supply advantage, but you're GM and I'm not, so I'll believe you again!
Ordien
Profile Joined January 2012
Denmark34 Posts
October 26 2012 05:23 GMT
#4
I have been struggling so much vs protoss lately, and I'll defiantly try this out.

Thanks a lot! :D
"The only real valuable thing is intuition." - Albert Einstein
theLiminator
Profile Joined April 2011
Canada57 Posts
October 26 2012 05:26 GMT
#5
How do you lose when you play this build? I don't mean when you die to an allin or something, I mean, how do you lose in the lategame?
I can dance all day.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10336 Posts
October 26 2012 05:32 GMT
#6
Nice guide! and it's about mech, hurray. Hopefully many people will find this useful and try out mech (or try again).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
October 26 2012 05:33 GMT
#7
On October 26 2012 14:26 theLiminator wrote:
How do you lose when you play this build? I don't mean when you die to an allin or something, I mean, how do you lose in the lategame?


If i lose late game it is normally because of an early attack from the protoss which damaged me, but didn't kill me. If I get to mid-game on even footing, I rarely lose. I have lost a base trade once, that's the only one I remember out of like 20+ games. Ultra late game you need to be careful about motherships, when you get vortexed your tanks come out in tank mode.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
October 26 2012 05:37 GMT
#8
On October 26 2012 14:26 theLiminator wrote:
How do you lose when you play this build? I don't mean when you die to an allin or something, I mean, how do you lose in the lategame?


You lose with terran mech when you make positional or compositional mistakes.
Other than that if the push didnt fully work ghosts will have to be added after to combat archon/air/mothership builds. (or maybe vikings. I dont like vikings.)

I dont actually know how protosses can counter terran mech with traditional PvT builds if its not a heavy pressure/all in builds.

Stimmedprobe will probably answer your question better


On another hand, Stimmed, since the opener is pretty much the TvZ hellion banshee into mech, whats your opinion on super heavy hellion compositions into quick 3rd base for extreme map control? to my knowledge the protoss army cant really do much against heavy hellions unless he opened blink stalkers, in which even then the aoe damage is too hard and risks his gas for collosi production
Stop procrastinating
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
October 26 2012 05:42 GMT
#9
On October 26 2012 14:37 padfoota wrote:
Show nested quote +
On October 26 2012 14:26 theLiminator wrote:
How do you lose when you play this build? I don't mean when you die to an allin or something, I mean, how do you lose in the lategame?


You lose with terran mech when you make positional or compositional mistakes.
Other than that if the push didnt fully work ghosts will have to be added after to combat archon/air/mothership builds. (or maybe vikings. I dont like vikings.)

I dont actually know how protosses can counter terran mech with traditional PvT builds if its not a heavy pressure/all in builds.

Stimmedprobe will probably answer your question better


On another hand, Stimmed, since the opener is pretty much the TvZ hellion banshee into mech, whats your opinion on super heavy hellion compositions into quick 3rd base for extreme map control? to my knowledge the protoss army cant really do much against heavy hellions unless he opened blink stalkers, in which even then the aoe damage is too hard and risks his gas for collosi production


Nicely put, most of mech losses are because of composition mistakes (no ghosts late game, lack of anti-air, not enough hellions/buffer units) ect. You can also lose if you are out of position or not in siege mode.

This is a little bit different than the hellion/banshee opening. You don't get hellions out, and your banshee is much faster. There are also no double armories and the 3rd base is later. The factories are also much faster (8:30 vs 10:30). The TvZ mech build is a heavy 3-4 base macro build generally. This build is a sharp 2 base -> do damage -> continue if needed type of build. I prefer to open banshees because I can use them to scout. Hellions can't really scout.
dynwar7
Profile Joined May 2011
1983 Posts
October 26 2012 05:57 GMT
#10
Thanks Stimmedprobe, at least where there is a huge deficit of terran guides, you are like a drop of water in the desert..
Regarding the imbalance, hilarious to see Zergs defending themselves....
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2012-10-26 06:03:32
October 26 2012 06:02 GMT
#11
On October 26 2012 14:42 StimmedProbe wrote:
Show nested quote +
On October 26 2012 14:37 padfoota wrote:
On October 26 2012 14:26 theLiminator wrote:
How do you lose when you play this build? I don't mean when you die to an allin or something, I mean, how do you lose in the lategame?


You lose with terran mech when you make positional or compositional mistakes.
Other than that if the push didnt fully work ghosts will have to be added after to combat archon/air/mothership builds. (or maybe vikings. I dont like vikings.)

I dont actually know how protosses can counter terran mech with traditional PvT builds if its not a heavy pressure/all in builds.

Stimmedprobe will probably answer your question better


On another hand, Stimmed, since the opener is pretty much the TvZ hellion banshee into mech, whats your opinion on super heavy hellion compositions into quick 3rd base for extreme map control? to my knowledge the protoss army cant really do much against heavy hellions unless he opened blink stalkers, in which even then the aoe damage is too hard and risks his gas for collosi production


Nicely put, most of mech losses are because of composition mistakes (no ghosts late game, lack of anti-air, not enough hellions/buffer units) ect. You can also lose if you are out of position or not in siege mode.

This is a little bit different than the hellion/banshee opening. You don't get hellions out, and your banshee is much faster. There are also no double armories and the 3rd base is later. The factories are also much faster (8:30 vs 10:30). The TvZ mech build is a heavy 3-4 base macro build generally. This build is a sharp 2 base -> do damage -> continue if needed type of build. I prefer to open banshees because I can use them to scout. Hellions can't really scout.


Hellions cant scout -> Personally when i open heavy hellions in TvP I feel if the protoss is doing something greedy/weird hes going to die/take a ton of damage when my hellions go right up his face, which signals to me hes doing something weird, and if he does something safe its going to show up to defend against my hellions, thereby allowing me to "scout" simply by forcing him to show his hand, no?

I havent met a guy who sim cities until later on when the composition is set tho

However, I do love all kinds of hellion/banshee openers simply because of how aggressive and mobile they are
Stop procrastinating
Lyyna
Profile Joined June 2011
France776 Posts
October 26 2012 06:19 GMT
#12
Interesting. it looks a lot like my own 1 rax-3/4fact - 1 port push. that's a really nice attack
isnt 4 tl fact a bit overkill on 2 bases btw?
http://www.teamliquid.net/forum/sc2-strategy/459600-how-to-mech-them-cry-lyynas-mech-in-hots - The 2014 Mech guide ! http://www.twitch.tv/lyyna for stream and contact infos
theLiminator
Profile Joined April 2011
Canada57 Posts
October 26 2012 06:53 GMT
#13
I can see this being super strong, I guess the main thing is not dying to some sort of 2 base/3 base timing. Or maybe heavy warp prism play? (But i'm sure you'll have tons of turrets from extra min.)
I can dance all day.
Moonling
Profile Blog Joined May 2010
United States987 Posts
October 26 2012 06:56 GMT
#14
Is anybody else having trouble accesing the replays? After my client starts up after saving it and opening it once i enter my password and such and get into b.net it dosen't play the replay right away like it used to? Am i missing something?
1% of koreans control 99% of starcraft winnings. #occupykorea.
Moonling
Profile Blog Joined May 2010
United States987 Posts
October 26 2012 07:12 GMT
#15
After watching the Antiga game my only question is why do you need 4 tech lab facts? At no point during that game did you produce 4 tanks at a time, generally you stuck with 3 at a time and just produced a hellion out of the 4th tech lab fact. Could you not get the same production with 3 tech facts, and 1 reactor? And maybe get an amory for +1 instead of that other factory??

My reasoning is because I feel like you are going all-in because if you don't do damage the Toss will be up in tech (He was about 3 min from Storm, and if the push fails he will have his 3rd which means multiple Robo's.

Where has you have 0 upgrades, you do have a 3rd, but not in the positon to get out vikings if he pumps out massive amounts of coli after your failed push
1% of koreans control 99% of starcraft winnings. #occupykorea.
dynwar7
Profile Joined May 2011
1983 Posts
October 26 2012 08:00 GMT
#16
I think getting 4 tl is for flexibility.

Remember a tl can also produce hellions. And when he has gas, it can be used for tanks. I am not sure but I think its just for flexibility.
Regarding the imbalance, hilarious to see Zergs defending themselves....
blublub
Profile Joined April 2010
Poland18 Posts
October 26 2012 08:03 GMT
#17
This build seems to have potential. But is it possible to win againts equall oponent that goes immortal/archon ? Tanks bearly do any damage to both the units. Do you incorporate some ghost or more banshes when you see alot of immortal and templar ? Do you kite them with helions to lower their shields ?
I always struggle with mech againts immortals.
Terra nostrum !
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
October 26 2012 08:24 GMT
#18
This seems similar to the TvP Mech build shown in the Day9 Daily, although this goes for tanks instead of Thors and a bit more Marines.
I'm curious to see how this would against a Stargate opening, as tanks cannot shoot up.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
October 26 2012 08:39 GMT
#19
On October 26 2012 17:24 Thezzy wrote:
This seems similar to the TvP Mech build shown in the Day9 Daily, although this goes for tanks instead of Thors and a bit more Marines.
I'm curious to see how this would against a Stargate opening, as tanks cannot shoot up.


You have some marines and a starport, as well as already building up to 4techlab factories. You could probably make a round of thors, and if he commits heavily to stargate, kill him with an scv pull, if he doesnt, be fine with a few marines, turrets, maybe a thor on patrol or something.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
brofestor
Profile Joined October 2012
Singapore101 Posts
Last Edited: 2012-10-26 08:56:56
October 26 2012 08:56 GMT
#20
prefer a 111 with reactor hellion plus medivac drop into expand before going mech in tvp. with a dual prong hellion harass you can get a lot of probes taht allows you to play mech nicely.

in these cases it seems ur opponents arent used to dealing with mech (all going herp derp colossus as if expecting mmm all the time), with correct scouting chargelots/immortals/archons/templar shld stop this push.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-10-26 09:06:50
October 26 2012 09:06 GMT
#21
Cool stuff!

Do you have replays against bulldog/immortal busts with a warp prism? I do that vs tech/expand openings a lot and it works really well, i'm curious to see how it does at GM level.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Akamu
Profile Blog Joined April 2010
United States309 Posts
October 26 2012 10:09 GMT
#22
Wow this guide is exactly what I was looking for. Fantastic guide. My only question is in regards to upgrades. When do you get them? if ever? Wouldn't +1 attack on mech really really increase dos in a tank heavy comp like this?
I hear your heart beat to the beat of the drums, what a shame that you came here with someone.
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
Last Edited: 2012-10-26 10:58:12
October 26 2012 10:22 GMT
#23
On October 26 2012 16:12 Moonling wrote:
After watching the Antiga game my only question is why do you need 4 tech lab facts? At no point during that game did you produce 4 tanks at a time, generally you stuck with 3 at a time and just produced a hellion out of the 4th tech lab fact. Could you not get the same production with 3 tech facts, and 1 reactor? And maybe get an amory for +1 instead of that other factory??

My reasoning is because I feel like you are going all-in because if you don't do damage the Toss will be up in tech (He was about 3 min from Storm, and if the push fails he will have his 3rd which means multiple Robo's.

Where has you have 0 upgrades, you do have a 3rd, but not in the positon to get out vikings if he pumps out massive amounts of coli after your failed push


I get 4 factories with tech lab because that spends your 3 base gas income perfectly. With 6 gas, you earn 672 gas per minute, and 4 factories with tech lab consume 667 gas per minute. You will also spend 100 gas a minute on banshees. Again, you gotta produce hellions from time to time if your macro is perfect, but most of the time I find that 4 tl facts + 1 reactor fact + 1tl port macros perfectly off 3 bases for another sharp timing.

Upgrades do not matter very much, although they are nice. Your positioning and whether or not you are sieged up properly determine the outcome of the game much more than a +1 upgrade.

On October 26 2012 17:03 blublub wrote:
This build seems to have potential. But is it possible to win againts equall oponent that goes immortal/archon ? Tanks bearly do any damage to both the units. Do you incorporate some ghost or more banshes when you see alot of immortal and templar ? Do you kite them with helions to lower their shields ?
I always struggle with mech againts immortals.


You earn 448 gas per minute off 4 gas, you think you can get 4 obs, 6 stalkers, at least 3 sentires, and immortals and archons out? It ain't happening. The banshees already force at least 3 obs from protoss and 6 stalkers. Check my calculations below.

On October 26 2012 17:56 brofestor wrote:
prefer a 111 with reactor hellion plus medivac drop into expand before going mech in tvp. with a dual prong hellion harass you can get a lot of probes taht allows you to play mech nicely.

in these cases it seems ur opponents arent used to dealing with mech (all going herp derp colossus as if expecting mmm all the time), with correct scouting chargelots/immortals/archons/templar shld stop this push.


I crush chargelot/immortal/archon/templar harder than colo based play lol... That's why there are no replays of it. It is a 1a stomp.. You have roughly 3000 gas to spend on stuff to beat the stuff in my screenshot. Go ahead and try to find a mix that beats it lol.. Warpgate + Robo + 6 stalkers + 3 sentries + 4 obs = 1050 gas. You got 2000ish left. Twlight/Templar archives, -350. So you wanna make 6 archons? Oh you want charge as well? Then make that 5 archons.. oh and no immortals then..

On October 26 2012 18:06 Teoita wrote:
Cool stuff!

Do you have replays against bulldog/immortal busts with a warp prism? I do that vs tech/expand openings a lot and it works really well, i'm curious to see how it does at GM level.


I'll ask my practice partners to try it.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
October 26 2012 11:10 GMT
#24
...and here I was just getting the hang of mmm/ghost/viking control :D
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
Last Edited: 2012-10-26 11:47:31
October 26 2012 11:24 GMT
#25
Stimmed deserves something next to his name from TL. Always providing new T builds in a really stagnant era for it.


Would be great to see some replay's with early harrass
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
Salient
Profile Joined August 2011
United States876 Posts
Last Edited: 2012-10-26 12:22:41
October 26 2012 12:20 GMT
#26
We should all join together to nominate this guy for blue poster status. IMO this build could be even better in HoTS with HellBats.
Methy
Profile Joined November 2010
United Kingdom74 Posts
October 26 2012 12:38 GMT
#27
I have a big problem with this sort of guide - something that all 'Mech in TvP' posts fail to recognise - your opponents are essentially misreading your build, and reacting terribly, which is what allows you to win.

Mech will always be the 'catch em with their pants down' in WoL, because if a protoss knows mech is coming, he should never lose. The standard 1 gate expo => 3 gate => colossus + double forge is about the worst possible thing the protoss could be doing. Colossi are not all that useful against pure mech, and upgrades are flat out a waste of time vs mech. As such, any time your opponent gets colossus + double forge, you should treat it as a horrible misread.

This makes mech a wonderful laddering strategy, the overwhelming majority of Protoss simply have no idea how to deal with mech, and will play standard and get crushed. On the other hand, those that do respond correctly will similarly crush you with little difficulty.

That being said, the strongest thing about this build is the fact that it *looks* so much like a 1/1/1 in the early stages - which will often cause a protoss to cut probes at ~30 at which point they fall too far behind to catch up.

I just feel it's always worth mentioning that builds like these can never become the standard because of how bad they are when your opponent is expecting them. (If you don't believe that, consider that Mech TvP is similar to broodwar TvP, but the terran has a few disadvantages - tanks are weaker, hellions are way worse than vultures - while protoss has a few advantages - dragoons can blink, zealots can charge, immortals stomp everything. The only 'new' thing for the terran that could threaten that balance is the thor - which is vulnerable to templar anyway)
<3 Nony
Methy
Profile Joined November 2010
United Kingdom74 Posts
October 26 2012 12:39 GMT
#28
Not to take anything away from the guide - fantastic guide overall - I just *really* feel it needs to be stressed that this should only work when your opponent isn't expecting it/doesn't scout mech until he's fully commited to an anti-bio build. Again, these factors make it a fantastic laddering strategy, but terrible tournament strategy.
<3 Nony
`dunedain
Profile Blog Joined April 2011
655 Posts
October 26 2012 12:44 GMT
#29
Sweet guide!
Thanks yet again for showing that there are still people out there working hard on furthering the strategies that we Terran rely on to survive throughout these dark times.

Will try to refine this out on my practice account, thanks again!
"In order to be created, a work of art must first make use of the dark forces of the soul." ~Albert Camus
brofestor
Profile Joined October 2012
Singapore101 Posts
October 26 2012 12:57 GMT
#30
On October 26 2012 19:22 StimmedProbe wrote:


Show nested quote +
On October 26 2012 17:56 brofestor wrote:
prefer a 111 with reactor hellion plus medivac drop into expand before going mech in tvp. with a dual prong hellion harass you can get a lot of probes taht allows you to play mech nicely.

in these cases it seems ur opponents arent used to dealing with mech (all going herp derp colossus as if expecting mmm all the time), with correct scouting chargelots/immortals/archons/templar shld stop this push.


I crush chargelot/immortal/archon/templar harder than colo based play lol... That's why there are no replays of it. It is a 1a stomp.. You have roughly 3000 gas to spend on stuff to beat the stuff in my screenshot. Go ahead and try to find a mix that beats it lol.. Warpgate + Robo + 6 stalkers + 3 sentries + 4 obs = 1050 gas. You got 2000ish left. Twlight/Templar archives, -350. So you wanna make 6 archons? Oh you want charge as well? Then make that 5 archons.. oh and no immortals then..


i really doubt it...pls show replays of that happening outside of some early immortal/prsim bust,
colossus always FARE WORST against mech builds since they are practically shite against mech and the gas will be better use for immortals...
when i mean about the compo is that it would have prob at max, a few archons with a mostly chargelot/immortal army, sprinkling of stalker and templar (feedback/storm) for those banshees. All your replays so far just show that ur opponent know how to do colo builds very well but fail to adapt to mech since they probably meet ur build only like once every hundred PvT they have.
Upon scouting with obs, the toss should have stop colo production, get super fast 3rd for the gas (since you cannot pressure with mech early) to build chargelot/immortal. and pls they dont need so many obs, 2 plus a cannon or 2 will be enough.
If there are a few games where toss PLAYED OPTIMALLY TO MECH and yet ur mech can still crush them, MVP wld be using mech to TvP his way to the bank alr.
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
Last Edited: 2012-10-26 13:09:15
October 26 2012 13:08 GMT
#31
On October 26 2012 21:38 Methy wrote:
I have a big problem with this sort of guide - something that all 'Mech in TvP' posts fail to recognise - your opponents are essentially misreading your build, and reacting terribly, which is what allows you to win.

Mech will always be the 'catch em with their pants down' in WoL, because if a protoss knows mech is coming, he should never lose. The standard 1 gate expo => 3 gate => colossus + double forge is about the worst possible thing the protoss could be doing. Colossi are not all that useful against pure mech, and upgrades are flat out a waste of time vs mech. As such, any time your opponent gets colossus + double forge, you should treat it as a horrible misread.

This makes mech a wonderful laddering strategy, the overwhelming majority of Protoss simply have no idea how to deal with mech, and will play standard and get crushed. On the other hand, those that do respond correctly will similarly crush you with little difficulty.

That being said, the strongest thing about this build is the fact that it *looks* so much like a 1/1/1 in the early stages - which will often cause a protoss to cut probes at ~30 at which point they fall too far behind to catch up.

I just feel it's always worth mentioning that builds like these can never become the standard because of how bad they are when your opponent is expecting them. (If you don't believe that, consider that Mech TvP is similar to broodwar TvP, but the terran has a few disadvantages - tanks are weaker, hellions are way worse than vultures - while protoss has a few advantages - dragoons can blink, zealots can charge, immortals stomp everything. The only 'new' thing for the terran that could threaten that balance is the thor - which is vulnerable to templar anyway)


People were saying very similar things about Mech TvZ until a few months ago. For the timing the build hits it's clearly very hard for a Protoss to deflect no matter their composition. If they go for a 2 base play then the Terran can take a defensive advantage and get his/her third up.

Until enough high level players truly experiment with Mech TvP it's incredibly hard to say that it definitively won't work.

Also, whoever is right or wrong in the mech debate doesn't particuarly matter. The majority of people are not Masters+ and are only really looking for ladder builds anyway.
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
Methy
Profile Joined November 2010
United Kingdom74 Posts
October 26 2012 13:26 GMT
#32
On October 26 2012 22:08 DKR wrote:
Show nested quote +
On October 26 2012 21:38 Methy wrote:
I have a big problem with this sort of guide - something that all 'Mech in TvP' posts fail to recognise - your opponents are essentially misreading your build, and reacting terribly, which is what allows you to win.

Mech will always be the 'catch em with their pants down' in WoL, because if a protoss knows mech is coming, he should never lose. The standard 1 gate expo => 3 gate => colossus + double forge is about the worst possible thing the protoss could be doing. Colossi are not all that useful against pure mech, and upgrades are flat out a waste of time vs mech. As such, any time your opponent gets colossus + double forge, you should treat it as a horrible misread.

This makes mech a wonderful laddering strategy, the overwhelming majority of Protoss simply have no idea how to deal with mech, and will play standard and get crushed. On the other hand, those that do respond correctly will similarly crush you with little difficulty.

That being said, the strongest thing about this build is the fact that it *looks* so much like a 1/1/1 in the early stages - which will often cause a protoss to cut probes at ~30 at which point they fall too far behind to catch up.

I just feel it's always worth mentioning that builds like these can never become the standard because of how bad they are when your opponent is expecting them. (If you don't believe that, consider that Mech TvP is similar to broodwar TvP, but the terran has a few disadvantages - tanks are weaker, hellions are way worse than vultures - while protoss has a few advantages - dragoons can blink, zealots can charge, immortals stomp everything. The only 'new' thing for the terran that could threaten that balance is the thor - which is vulnerable to templar anyway)


People were saying very similar things about Mech TvZ until a few months ago. For the timing the build hits it's clearly very hard for a Protoss to deflect no matter their composition. If they go for a 2 base play then the Terran can take a defensive advantage and get his/her third up.

Until enough high level players truly experiment with Mech TvP it's incredibly hard to say that it definitively won't work.

Also, whoever is right or wrong in the mech debate doesn't particuarly matter. The majority of people are not Masters+ and are only really looking for ladder builds anyway.


It's not about composition - it's about playstyle. Fundamentally, Mech cannot put on substantial pressure until *at least* 10 minutes, and even then usually 13 or 14, they can harass, sure, but that's it. Standard Protoss play involves making sure you're safe from attacks in the early parts of the game. Think about how long it took protoss to figure out straight up 50 food stim timings? A long time, and builds that they do now incorporate being safe against them (early 3 gates + sentries)

Against mech this isn't an issue, you play it out like broodwar, a third base off 1 or 2 gates and maybe a robo (though you don't need the robo because of the lack of mines). Taking a third at 6 minutes, walling it in tight to prevent hellion run byes, chronoboosting right up to 70 probes at 10 minutes, ignoring upgrades all together, skipping sentries (except for maybe having 1 to deflect hellions), and then flooding with gateway units/immortals. That is how you deal with mech, and it is incredibly effective. On the other hand, that playstyle will cripple you against bio.

If you're trying to match 2 base vs 2 base PvT mech, the Protoss player should always lose, no one is disputing that. This build is immensely strong in those situations because of how efficient mech armies are.

The issues with TvZ mech *WERE* simply 'composition' issues - roach busts before siege mode were crippling, but getting early tanks against mutalisks was similarly crippling, the solution was to add in banshees to keep you safe against roaches, and effectively transition straight to thors for protection against mutas.

<3 Nony
Methy
Profile Joined November 2010
United Kingdom74 Posts
Last Edited: 2012-10-26 13:38:14
October 26 2012 13:30 GMT
#33
Also, what you're forgetting is that the high level players *have* truly experimented with mech - right after the transition from Broodwar. It's really really not hard to see that Mech in PvT is still very similar to Broodwar PvT, but Protoss have massive advantages, while terran have disadvantages - that is exactly how terran players concluded that bio is the better choice.

Any protoss with expertise in broodwar PvT should be absolutely fine against any mech build in SC2, with the one possible exception of mass thor + banshee - but that gets stomped so stupidly hard by feedback that it's hardly an issue.

edit - I'd like to actually point out that Thor Banshee was a fairly popular build for a long time in the early stages of the game - scans + thors long range AA taking out observers first, and then cloaked banshees dominating because of the lack of detection. This was extremely strong after they made strike cannons a cooldown - taking away the thor energy. So strong in fact, that they had to revert the change and give thors energy, making the composition extremely vulnerable to templar play (feed back on thors and banshees, air units general succeptability to storm because of a high degree of stacking, etc)
<3 Nony
Methy
Profile Joined November 2010
United Kingdom74 Posts
October 26 2012 13:34 GMT
#34
And again, my point was not that this is a terrible build, it's a fantastic build, but it really irks me when guides are created that don't explicitly lay out the weakness of the build.

While this build will bring players huge success on the ladder, I feel it should be explicitly stated in the OP that you will be walled against anybody that *does* understand how to respond correctly, but that those players are the extreme minority, even in Master/Grandmaster league. If you're happy to accept that in a small percentage of cases you will lose the game where there was quite literally nothing you could reasonably have done to win it - a fundamental problem with just about any laddering build - then you can ignore this. It is, however, a very prominant weakness with the build.
<3 Nony
mizU
Profile Blog Joined April 2010
United States12125 Posts
October 26 2012 13:41 GMT
#35
How would I beat this as a Protoss if I face it on ladder? What have you lost to?
if happy ever afters did exist <3 @watamizu_
Nyast
Profile Joined November 2010
Belgium554 Posts
October 26 2012 13:50 GMT
#36
I recently faced this as toss on ladder, and despite fast 3 bases, upgrades and a heavy chargelots/archons army, I got demolished despite higher army pop.

Mech scares me. Not because I think it's unbeatable, but it's exactly as Methy said: we face this build so rarely on ladder that we don't know anything about timings and good reactions. With more experience I have no doubts it wouldn't be terribly hard to hold it.
Methy
Profile Joined November 2010
United Kingdom74 Posts
October 26 2012 13:54 GMT
#37
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?



As I said above, play it like Broodwar. If you're unfamiliar with Broodwar then play it out like this:
(Ideal strategy - you know mech is coming before the game starts)
+ Show Spoiler +

- Any 1 gate Expo
- 3rd Nexus at ~6:00 (if you're uncomfortable with deflecting hellions off just one gate, do add a second)
- Robo asap after this since cloaked banshees will be coming at ~7:30 (should be able to get your first observer out comfortably)
- get a single forge at your third, and upgrade attack (not armour) without chronoboosting (upgrades are largely irrelevant against mech - to see this, work out the number of attacks required for stalkers and zealots to kill tanks and hellions with and without upgrades - compare this to the terran side of the picture)
- Wall in both your natural and your third to prevent hellions getting into the mineral line (again broodwar style)
-Go up to ~ 10 gates (should all be done before 10 minutes)
-Constantly produce chronoboosted immortals out of your robo after 2-3 obs

You then have two paths to follow:
- Double robo with constant immortal production before twighlight

OR
- Twighlight researching blink then charge
- Early 4th base with templar


You should be trying to deny him expos as much as possible. Don't ever try to push in to a heavily fortified position. Always try to set up flanks (flanks are your BIGGEST friend against mech) Since he doesn't have mines, he can't really prevent this, as such you can make it a general rule to always attack from *at least* 2 different angles, and pick where you want to engage accordingly.

If the game ever ends up split map, get a mothership and go for mass recall into the main (again similar to broodwar style) Sacrificing your entire army to kill off production facilities if needs be, and then flooding with reinforcements (similar to zerg)

Your general mentality is that he has the cost effective army, so you cannot win a fight cost for cost. His army is immobile however, so cannot shut down expansions. As such you're playing like a zerg - getting a big economic lead and flooding with low cost units (going for backstabs/base trades are also quite effective)

Now ideally you will not know mech is coming, and so will open up 1 gate FE => 3 gate robo. This is less than optimal against mech builds but still winnable *if* you throw down a third as soon as your obs gets to his base to reveal mech, and play as detailed above.
<3 Nony
Methy
Profile Joined November 2010
United Kingdom74 Posts
October 26 2012 13:59 GMT
#38
On October 26 2012 22:50 Nyast wrote:
I recently faced this as toss on ladder, and despite fast 3 bases, upgrades and a heavy chargelots/archons army, I got demolished despite higher army pop.

Mech scares me. Not because I think it's unbeatable, but it's exactly as Methy said: we face this build so rarely on ladder that we don't know anything about timings and good reactions. With more experience I have no doubts it wouldn't be terribly hard to hold it.


Committing to upgrades is, unfortunately, a bad thing against mech as they do so little for you. The idea is that the same square of 'dragoons/zealot vs tank/vulture' exists - Tanks want to be firing at stalkers not zealots, hellions want to soak up stalker hits to protect the tanks, while firing at zealots, zealots want to draw tank fire allowing stalkers to close with the tanks.

This is why blink is so helpful - zealots run in initially to draw the tank fire, but unlike broodwar, the 'dragoons' can simply ignore the 'vultures' - they can blink directly onto the tanks while the tanks are firing at zealots. Add in the power of immortals against BOTH tanks and vultures, and... well... *ouch*

As such, archon/chargelot is not actually an optimal composition *anyway.*

That being said, it is still far more about playstyle than about composition. You need to play fairly similarly to zerg, taking expansions early and getting a huge economic lead.
<3 Nony
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
Last Edited: 2012-10-26 14:04:16
October 26 2012 14:02 GMT
#39
hi mr probe.

first off, i deeply appreciate your work done with this guide and im already a fan of your idea.
I like how you basically skip the reactor rax and the armory in favor of earlier gas and more factories to get out that monstrous amount of tanks. however i am concerned about this build in a couple of ways.

1. you stay on 1 rax production up until 7 minutes ( which is when your first banshee pops) and completely rely on that for defence. meaning that, once you put down the factory you are commited to go through with it all the way and have no way to hold any 3 gate blink or 4 gate all in because you will eventually just get outproduced. Even just holding some well executed 3 gate pressure will prove to be quite a difficult task.

2. what would you actually do if protoss would, however wierd it may be, proxy stargate you. build vikings and micro like a boss?

3. this build is completely all in. once you lose your tanks you are done for. you have no upgrades. your 3rd is super late.

Also, in the ohana game vs this gm dude you won because he played greedy and didnt respond to your tech at all.
while you made as many units as you possibly could, this guy went for thermal lance colossi, 2-2 uprages, charge and a 3rd with 7 gates. so its no wonder that you were ahead in supply.

i suggest that you should think about doing this build with a cc first 2 rax opener (just to be a little safer against early pressure not for constant marine production) and skip one factory in favor of an armory and armor upgrades. I know this would cut into your tank count but you should be able to get a decent lategame setup up with this.

edit: your execution was flawed too. you could have had 10 more scvs by the time you moved out.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-10-26 14:25:09
October 26 2012 14:22 GMT
#40
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?


Other than bulldogging it (not sure if this works vs gm's but i've beaten monk with it so eh), i think a 1gate fe -> some sort of robo/3gate into forge/twilight council opening would do very well vs this kind of stuff. I never was a fan of colossi vs mech, and the ability to get charge, blink, archons and immortals vs the push should do extremely well.

That said yeah mech stuff is so unexplored, it's kinda hard to say. More than anything, it would come down to positioning. Getting a reactionary warp prism to flank with 2 immortals and a round of warped in zealots would also be really strong for instance.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Salient
Profile Joined August 2011
United States876 Posts
October 26 2012 14:49 GMT
#41
On October 26 2012 23:22 Teoita wrote:
Show nested quote +
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?


Other than bulldogging it (not sure if this works vs gm's but i've beaten monk with it so eh), i think a 1gate fe -> some sort of robo/3gate into forge/twilight council opening would do very well vs this kind of stuff. I never was a fan of colossi vs mech, and the ability to get charge, blink, archons and immortals vs the push should do extremely well.

That said yeah mech stuff is so unexplored, it's kinda hard to say. More than anything, it would come down to positioning. Getting a reactionary warp prism to flank with 2 immortals and a round of warped in zealots would also be really strong for instance.


Does "Bulldog" mean Immortal bust? If so, one base or two base Immortal bust?
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
October 26 2012 15:30 GMT
#42
Is there any way to skip banshees? ?
Be kind whenever possible. It is always possible.
Thunderflesh
Profile Blog Joined June 2010
United States382 Posts
October 26 2012 15:51 GMT
#43
ooo, I'm definitely going to try this out!
You'll worry less about what people think about you when you realize how seldom they do.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 26 2012 15:53 GMT
#44
1rax cc gasgas opening can autolose to some all-ins; so I don't recommend using this in every ladder game, cuz you'll just lose sometimes and not be able to stop it. For example if they do a 4gate warp prism attack in your main without making the chronos obvious (so to your first scv scout it will just look like a 1gate nexus) you won't have the units to stop it, no matter how many bunkers you make. The build is sensitive to immortal all-ins as well, especially if they use a pylon and observer to warp zlots into your main while pressuring your bunkers with the immortals. Just because the builds aren't optimal (because they're not making them obvious to you by showing chronos on warpgate or 2gas for immortal, etc) doesn't mean they aren't effective.

Your all-in defense comes from them not being able to know that you're going 1rax cc gasgas instead of 1rax cc raxrax, so most of the time you will be safe because they shouldn't choose all-ins which will work against your build since they shouldn't work vs normal play, and they can't know you aren't playing normally. Unless they know you're meching before game (custom game vs a friend or whatever), and then they can just kill you. It's safer to open with a gas build.

The cloaked banshee will stop 6gate all-ins. You may however be vulnerable to a 4gate after nexus, so just scout well for pylons and activity on the map.

I'm interested in how you adapt vs tech builds (2gas). The build as it is with no adaptations will of course lose to things like blink all-in and dt. Hell, your build doesn't mention an ebay, and your raven comes out too late just to stop dt after nexus (which would just show your scout 1gas, and make 2nd gas after you leave; and then a second scout would see nexus).

On 2base you cannot possibly support constant production of 4tanks and 1banshee. You can either not quite afford constant production of 3tanks, or you can afford constant production of 2tanks and 1banshee (with a little left over for upgrades). So there's no point in wasting gas on those extra factories, or at least in making techlabs on them. Increased hellion production will let you scout and harass better, so that will help. When korean terrans mech they usually open with 1 techlab and 2 reactors. If you have an adequate hellion count you won't need to "scan ahead".

Tank/hellion oriented builds have no lategame, so even if your push isn't an all-in, it might as well be. Voidrays won't be able to kill you outright, but they will delay your push assuming they haven't neglected their ground army. This lets them stall for mothership and/or carriers which can kill you. You can defend initially with thors and turrets, but as the game progresses and his carrier count increases you'll no longer be able to defend. And, having not expo'd quickly, having dumped a lot of gas into tanks and upgrades, and then the rest of your gas into survival-thors, you can't afford the bcs and/or ravens necessary to actually beat the carriers.

With other styles of mech I've found heavy immortal/archon/zlot compositions to be quite strong, but your style may very well not have trouble with them. Have you experienced something like that before?
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 26 2012 16:23 GMT
#45
Watching replays now.

I know you're a little mineral-tight initially, but a hellion right before/after techlab (for port) could help scouting a lot. You have no map vision or second scout to confirm that he went 1gate nex. I can understand wanting to hide the fact that you're going mech by not making/showing a hellion, but it strikes me as being very risky to have no second scout.
Oh you do make one on cloud kingdom. Why not in the other games?

Your build is probably smart on antiga. Management oriented mech builds don't fare well there.

No armory will make defending air tough, and make your army less longevous as the game goes on.

I see all three games were pretty easy/short, what is your intended transition for when you play vs someone who realizes that letting a mech army get across the map for free is a bad idea? Do you have any games where this attack doesn't end the game where you still win?
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
dynwar7
Profile Joined May 2011
1983 Posts
October 26 2012 16:36 GMT
#46
Yeah, a 2 base timing attack is normally quite strong, but what if the P reacts and defends properly? It will go to the mech style that many people believe does not work?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-10-26 17:13:21
October 26 2012 17:04 GMT
#47
On October 26 2012 23:49 Salient wrote:
Show nested quote +
On October 26 2012 23:22 Teoita wrote:
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?


Other than bulldogging it (not sure if this works vs gm's but i've beaten monk with it so eh), i think a 1gate fe -> some sort of robo/3gate into forge/twilight council opening would do very well vs this kind of stuff. I never was a fan of colossi vs mech, and the ability to get charge, blink, archons and immortals vs the push should do extremely well.

That said yeah mech stuff is so unexplored, it's kinda hard to say. More than anything, it would come down to positioning. Getting a reactionary warp prism to flank with 2 immortals and a round of warped in zealots would also be really strong for instance.


Does "Bulldog" mean Immortal bust? If so, one base or two base Immortal bust?


Bulldog is a brood war term. http://wiki.teamliquid.net/starcraft/Bulldog
I do it off 2 bases as a reaction to defensive tank openings, or if i hold off a hellion drop or cloak banshee without taking many losses (and the t goes tanks, which is quite common with 111 expand these days).

The warp prism dropping 4 zealots is key as otherwise tanks on the high ground are next to impossible to break.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 26 2012 17:31 GMT
#48
http://drop.sc/268041
http://drop.sc/268040
Food for thought.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
happyft
Profile Blog Joined December 2010
United States470 Posts
October 26 2012 18:14 GMT
#49
On October 27 2012 00:53 Nightmarjoo wrote:
1rax cc gasgas opening can autolose to some all-ins; so I don't recommend using this in every ladder game, cuz you'll just lose sometimes and not be able to stop it. For example if they do a 4gate warp prism attack in your main without making the chronos obvious (so to your first scv scout it will just look like a 1gate nexus) you won't have the units to stop it, no matter how many bunkers you make. The build is sensitive to immortal all-ins as well, especially if they use a pylon and observer to warp zlots into your main while pressuring your bunkers with the immortals. Just because the builds aren't optimal (because they're not making them obvious to you by showing chronos on warpgate or 2gas for immortal, etc) doesn't mean they aren't effective.

Your all-in defense comes from them not being able to know that you're going 1rax cc gasgas instead of 1rax cc raxrax, so most of the time you will be safe because they shouldn't choose all-ins which will work against your build since they shouldn't work vs normal play, and they can't know you aren't playing normally. Unless they know you're meching before game (custom game vs a friend or whatever), and then they can just kill you. It's safer to open with a gas build.

The cloaked banshee will stop 6gate all-ins. You may however be vulnerable to a 4gate after nexus, so just scout well for pylons and activity on the map.

I'm interested in how you adapt vs tech builds (2gas). The build as it is with no adaptations will of course lose to things like blink all-in and dt. Hell, your build doesn't mention an ebay, and your raven comes out too late just to stop dt after nexus (which would just show your scout 1gas, and make 2nd gas after you leave; and then a second scout would see nexus).

On 2base you cannot possibly support constant production of 4tanks and 1banshee. You can either not quite afford constant production of 3tanks, or you can afford constant production of 2tanks and 1banshee (with a little left over for upgrades). So there's no point in wasting gas on those extra factories, or at least in making techlabs on them. Increased hellion production will let you scout and harass better, so that will help. When korean terrans mech they usually open with 1 techlab and 2 reactors. If you have an adequate hellion count you won't need to "scan ahead".

Tank/hellion oriented builds have no lategame, so even if your push isn't an all-in, it might as well be. Voidrays won't be able to kill you outright, but they will delay your push assuming they haven't neglected their ground army. This lets them stall for mothership and/or carriers which can kill you. You can defend initially with thors and turrets, but as the game progresses and his carrier count increases you'll no longer be able to defend. And, having not expo'd quickly, having dumped a lot of gas into tanks and upgrades, and then the rest of your gas into survival-thors, you can't afford the bcs and/or ravens necessary to actually beat the carriers.

With other styles of mech I've found heavy immortal/archon/zlot compositions to be quite strong, but your style may very well not have trouble with them. Have you experienced something like that before?


Very well said, I was about to post much the same.

1 - Your build will lose to any attack that happens on the 8min attack or before, as you only have 2 bunkers + 8 marines + 1 banshee (no cloak). This includes 1 gate nex 4 gate pressure, 6 gate, and any 1 base build.

2 - You didn't scout between your initial scv scout and when your banshee hits their base at 8:40 in any of the 3 replays. And in one replay you didn't even see if he expanded or not. So you're really gambling that they will NR 10.

3 - In none of the 3 replays did the toss get charge. In my tvp meching experience, chargelots make a HUGE HUGE difference. Add archons to that mix, and hell/tank becomes barely cost efficient (I've run many unit tests, and it ALL boils down to how efficiently you split spread and arc your tanks, which you kinda did but not really)

4 - As nightmarjoo pointed out, it might not seem like your 2 base push is all-in, but it might as well be. You don't even get an armory.

Also, for further build optimization you might want to consider getting a medivac instead of your third banshee and going for blue-flame hellion drop harass to follow up. Getting siege mode by the 9:30 mark is useless since you only have 1 tank and if the protoss was gonna attack you anyway, it'd be by the 8min mark.
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
October 26 2012 18:15 GMT
#50
On October 26 2012 22:54 Methy wrote:
Show nested quote +
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?



As I said above, play it like Broodwar. If you're unfamiliar with Broodwar then play it out like this:
(Ideal strategy - you know mech is coming before the game starts)
+ Show Spoiler +

- Any 1 gate Expo
- 3rd Nexus at ~6:00 (if you're uncomfortable with deflecting hellions off just one gate, do add a second)
- Robo asap after this since cloaked banshees will be coming at ~7:30 (should be able to get your first observer out comfortably)
- get a single forge at your third, and upgrade attack (not armour) without chronoboosting (upgrades are largely irrelevant against mech - to see this, work out the number of attacks required for stalkers and zealots to kill tanks and hellions with and without upgrades - compare this to the terran side of the picture)
- Wall in both your natural and your third to prevent hellions getting into the mineral line (again broodwar style)
-Go up to ~ 10 gates (should all be done before 10 minutes)
-Constantly produce chronoboosted immortals out of your robo after 2-3 obs

You then have two paths to follow:
- Double robo with constant immortal production before twighlight

OR
- Twighlight researching blink then charge
- Early 4th base with templar




You'll never get to know before 6 minutes if he's meching, but assuming you do a standard 1 gate fe->3gate robo build, you should know what's up by 7:30-8:00, in which case you can cancel/not start your robo bay, do a partial wall on natural with pylons/gates. From there, you would start twilight and 1 forge and get charge+blink and keep up constant immortal+gateway unit production and maybe even take guys off gas at your nat to get a 3rd started fairly early. You'd only want to add in colossi in late/midgame if he's going extremely heavy on the hellions, but obv first you want to have a big base of chargelots, blink stalkers, and immortals.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
happyft
Profile Blog Joined December 2010
United States470 Posts
Last Edited: 2012-10-26 18:17:50
October 26 2012 18:17 GMT
#51
On October 27 2012 03:15 Drowsy wrote:
Show nested quote +
On October 26 2012 22:54 Methy wrote:
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?



As I said above, play it like Broodwar. If you're unfamiliar with Broodwar then play it out like this:
(Ideal strategy - you know mech is coming before the game starts)
+ Show Spoiler +

- Any 1 gate Expo
- 3rd Nexus at ~6:00 (if you're uncomfortable with deflecting hellions off just one gate, do add a second)
- Robo asap after this since cloaked banshees will be coming at ~7:30 (should be able to get your first observer out comfortably)
- get a single forge at your third, and upgrade attack (not armour) without chronoboosting (upgrades are largely irrelevant against mech - to see this, work out the number of attacks required for stalkers and zealots to kill tanks and hellions with and without upgrades - compare this to the terran side of the picture)
- Wall in both your natural and your third to prevent hellions getting into the mineral line (again broodwar style)
-Go up to ~ 10 gates (should all be done before 10 minutes)
-Constantly produce chronoboosted immortals out of your robo after 2-3 obs

You then have two paths to follow:
- Double robo with constant immortal production before twighlight

OR
- Twighlight researching blink then charge
- Early 4th base with templar




You'll never get to know before 6 minutes if he's meching, but assuming you do a standard 1 gate fe->3gate robo build, you should know what's up by 7:30-8:00, in which case you can cancel/not start your robo bay, do a partial wall on natural with pylons/gates. From there, you would start twilight and 1 forge and get charge+blink and keep up constant immortal+gateway unit production and maybe even take guys off gas at your nat to get a 3rd started fairly early. You'd only want to add in colossi in late/midgame if he's going extremely heavy on the hellions, but obv first you want to have a big base of chargelots, blink stalkers, and immortals.


I really really commend charge over blink. Do unit tests if you don't believe me. The difference between having charge and not is tremendous.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-10-26 18:39:26
October 26 2012 18:39 GMT
#52
On October 27 2012 03:17 happyft wrote:
Show nested quote +
On October 27 2012 03:15 Drowsy wrote:
On October 26 2012 22:54 Methy wrote:
On October 26 2012 22:41 mizU wrote:
How would I beat this as a Protoss if I face it on ladder? What have you lost to?



As I said above, play it like Broodwar. If you're unfamiliar with Broodwar then play it out like this:
(Ideal strategy - you know mech is coming before the game starts)
+ Show Spoiler +

- Any 1 gate Expo
- 3rd Nexus at ~6:00 (if you're uncomfortable with deflecting hellions off just one gate, do add a second)
- Robo asap after this since cloaked banshees will be coming at ~7:30 (should be able to get your first observer out comfortably)
- get a single forge at your third, and upgrade attack (not armour) without chronoboosting (upgrades are largely irrelevant against mech - to see this, work out the number of attacks required for stalkers and zealots to kill tanks and hellions with and without upgrades - compare this to the terran side of the picture)
- Wall in both your natural and your third to prevent hellions getting into the mineral line (again broodwar style)
-Go up to ~ 10 gates (should all be done before 10 minutes)
-Constantly produce chronoboosted immortals out of your robo after 2-3 obs

You then have two paths to follow:
- Double robo with constant immortal production before twighlight

OR
- Twighlight researching blink then charge
- Early 4th base with templar




You'll never get to know before 6 minutes if he's meching, but assuming you do a standard 1 gate fe->3gate robo build, you should know what's up by 7:30-8:00, in which case you can cancel/not start your robo bay, do a partial wall on natural with pylons/gates. From there, you would start twilight and 1 forge and get charge+blink and keep up constant immortal+gateway unit production and maybe even take guys off gas at your nat to get a 3rd started fairly early. You'd only want to add in colossi in late/midgame if he's going extremely heavy on the hellions, but obv first you want to have a big base of chargelots, blink stalkers, and immortals.


I really really commend charge over blink. Do unit tests if you don't believe me. The difference between having charge and not is tremendous.


The idea of blink before charge is that you can get both in time for the push, but blink first gives you more map control and makes defending hellions easier.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
BaCoNSawce
Profile Blog Joined August 2011
United States34 Posts
October 27 2012 01:23 GMT
#53
This is a extremely interesting build. will defiantly try this out in hots and give my feed back to see how I like it
Rumor has it Dustin Browder likes destructible rocks....
brofestor
Profile Joined October 2012
Singapore101 Posts
October 27 2012 08:24 GMT
#54
this build and other variants of it would definitely be much more viable in HotS since the widow mine will help immensely in defense (and for early game harassment too)...if blizz keep the mine that way, which i doubt they would.
elanobissen
Profile Joined February 2011
Denmark244 Posts
October 27 2012 10:06 GMT
#55
How do you defend blink all-in with this build?
mizU
Profile Blog Joined April 2010
United States12125 Posts
October 27 2012 11:56 GMT
#56
Hmmmmm I think phoenixes or voidrays or both with chargelot archon would be decent, instead of going for colossi.

I used to go voidrays vs mech a few seasons ago, unless it gets scouted, anti air is not going to be existent in this build, right?
if happy ever afters did exist <3 @watamizu_
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
October 27 2012 21:58 GMT
#57
Great build! I was looking for solid tvp build and this is really what I was looking for. I am diamond, and I have played four games and my record is 2-2 so far. Both loses that i had were due to poor positioning and sieging/unsieging. For this build it is always good to scout ahead with a hellion.
Pookie Monster
Profile Joined October 2010
United States303 Posts
October 28 2012 00:07 GMT
#58
Its pretty obvious if you scout two fast gas geysers for toss, you have to modify this build greatly. on certain maps like cloud kingdom and antiga you may have to throw down a tech lab on the barracks and make a second barracks with a tech lab to pump marauders to give you enough defense vs blink stalker all-in until you get a decent tank count. I personally dont think mech is going to be viable vs toss till heart of the swarm. We dont have proper meat shield units/blocking devices to protect tanks from protoss units. Charglot/archon/immortal crushes mech horribly.
??
blublub
Profile Joined April 2010
Poland18 Posts
October 29 2012 14:45 GMT
#59
I try to play only with this build and it is ok. But I find really weak vs warp prism play, early dt's or dt's with warpprism. Even after Nexus. Upon scouting it protoss can go just straight tech knowing that you wont attack him until you have enough units. And the constant warp prism/dt harrass delays this final push a lot. I usually lost when got harrased like that because protoss was able to establish his 3rd and get zelot charge. Often the warprism is used later in fights droping zelots onto tanks and warping next waves close to tanks. I feel like 1 early viking is a must and getting another later. But don't know how to squeez them when I have to make 2 cloacked banshes and a raven ASAP or then i have no map awareness or detection.
Terra nostrum !
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
October 29 2012 20:09 GMT
#60
On October 29 2012 23:45 blublub wrote:
I try to play only with this build and it is ok. But I find really weak vs warp prism play, early dt's or dt's with warpprism. Even after Nexus. Upon scouting it protoss can go just straight tech knowing that you wont attack him until you have enough units. And the constant warp prism/dt harrass delays this final push a lot. I usually lost when got harrased like that because protoss was able to establish his 3rd and get zelot charge. Often the warprism is used later in fights droping zelots onto tanks and warping next waves close to tanks. I feel like 1 early viking is a must and getting another later. But don't know how to squeez
them when I have to make 2 cloacked banshes and a raven ASAP or then i have no map awareness or detection.


I agree with this warp prism harass hits really hard. Yesterday I lost a game to warp prism + dt in the main, i just didn't have enough stuff to defend. I would recommend even skipping clock and getting viking after initial banshie and then raven.
Moonling
Profile Blog Joined May 2010
United States987 Posts
October 30 2012 01:46 GMT
#61
Any new repays with this build?
1% of koreans control 99% of starcraft winnings. #occupykorea.
Aulisemia
Profile Joined August 2011
United States123 Posts
October 30 2012 02:24 GMT
#62
I see on all 3 of the replays they go for colossus based armies...how does this fare against storm? I would think good positioning would do fairly well against it, but storm blankets on the hellions and chargelots to clean up the tanks is something I find myself running into a lot.
The ponciest ponce that ever ponced past a poncing palour.
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
October 30 2012 10:18 GMT
#63
I can only speak for diamond level, but it fares even better against ht openings, with hellions its really easy to bait the storm, or even completely dodge it.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
Last Edited: 2012-10-30 19:22:03
October 30 2012 19:21 GMT
#64
Hey how do u scout for 3/4 gate pressure off an expand and how do u even hold it?
I've been doing a bit of a variation of your build the past few days and 3/4 pressure off a protoss f/e really gets me.
TL+ Member
Ethoex
Profile Joined June 2012
United States164 Posts
October 30 2012 20:23 GMT
#65
this is crazy I cant wait to try it
"Until the very, very top, in almost anything all that matters, is how much work you put in. The only problem is that most people can't work hard even at things they do enjoy, much less things they don't have a real passion for." - Greg "IdrA" Fields
discator
Profile Joined March 2011
Germany639 Posts
October 30 2012 20:27 GMT
#66
Nice guide man, will definetly try it out on the Diamond Ladder ^.^
;;
Taefox
Profile Joined March 2010
1533 Posts
October 31 2012 04:58 GMT
#67
thanks stimmedprobe for inspiring me TvP again
@taefoxy
gosublade
Profile Joined May 2011
632 Posts
October 31 2012 05:12 GMT
#68
This seems extremely solid.
Not even death can save you from me.
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
October 31 2012 14:41 GMT
#69
On October 31 2012 04:21 ReachTheSky wrote:
Hey how do u scout for 3/4 gate pressure off an expand and how do u even hold it?
I've been doing a bit of a variation of your build the past few days and 3/4 pressure off a protoss f/e really gets me.


I've been playing this build for the past week. If I see a 3/4 gate coming from saved chrono or chrono on cyber core, I put down a second rax and pump more marines. It doesn't slow down your banshee too much, but a 3/4 gate really slows down their robo! If it is a bluff 4 gate, no big deal, once the 4 gate window has passed you stop marine production
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
November 01 2012 10:34 GMT
#70
does anyone have trouble with blink stalkers, they made me lose the game twice ina row. Also it would be cool i stimmed probe provided some more replays covering various situations.
Buddhabig
Profile Joined April 2011
Denmark72 Posts
November 01 2012 11:08 GMT
#71
I have been trying this for 2 days now. I have had about 20 wins and 2 losses. The losses came from early pressure, i even used it in tvz and tvt with succes! Stimmed! I thank you! <3 :3
"Girls like bad boys. Thats why you have so many." Kas to Naniwa! The shit i waste my time on now: https://osu.ppy.sh/u/2114273
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2012-11-02 02:01:37
November 02 2012 02:00 GMT
#72
no seriously how does a protoss deal with this build LOL

I feel like the current trend in TvP is just to pray the opponent doesnt do their craziest two base build when you play greedy, or play the craziest one base/two base build yourself so that never happens.
Stop procrastinating
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
November 02 2012 02:18 GMT
#73
On November 02 2012 11:00 padfoota wrote:
no seriously how does a protoss deal with this build LOL

I feel like the current trend in TvP is just to pray the opponent doesnt do their craziest two base build when you play greedy, or play the craziest one base/two base build yourself so that never happens.

Archon/Immortal/Chargelot with Storm destroys this composition
Creator of sc2unmasked.com
headnut
Profile Joined August 2009
Belgium58 Posts
Last Edited: 2012-11-03 13:34:38
November 03 2012 13:34 GMT
#74
http://drop.sc/270585

http://drop.sc/270586

2 replays vs master protoss
slightly different build
forgive me for my mistakes in the games ^^ i only play sc2 for 1 month now
Thylacine
Profile Joined August 2011
Sweden882 Posts
November 03 2012 13:40 GMT
#75
On November 02 2012 11:18 oOOoOphidian wrote:
Show nested quote +
On November 02 2012 11:00 padfoota wrote:
no seriously how does a protoss deal with this build LOL

I feel like the current trend in TvP is just to pray the opponent doesnt do their craziest two base build when you play greedy, or play the craziest one base/two base build yourself so that never happens.

Archon/Immortal/Chargelot with Storm destroys this composition


Archon/Immortal/Chargelot before 14 min, k.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
Chronos.
Profile Joined February 2012
United States805 Posts
November 03 2012 14:39 GMT
#76
Wow a good mech build for WoL, was expecting this to be for HotS. I'll definitely have to try this out, even though I'm Zerg =p
PanzerElite
Profile Joined May 2012
540 Posts
November 03 2012 15:36 GMT
#77
This stuff is good.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2012-11-03 17:59:09
November 03 2012 17:48 GMT
#78
On November 03 2012 22:40 Thylacine wrote:
Show nested quote +
On November 02 2012 11:18 oOOoOphidian wrote:
On November 02 2012 11:00 padfoota wrote:
no seriously how does a protoss deal with this build LOL

I feel like the current trend in TvP is just to pray the opponent doesnt do their craziest two base build when you play greedy, or play the craziest one base/two base build yourself so that never happens.

Archon/Immortal/Chargelot with Storm destroys this composition


Archon/Immortal/Chargelot before 14 min, k.


You have to open with about 6 stalkers and 2-3 observers to deal with the banshees. After that, when scouting all the factories, I feel like getting 4-5 phoenix and otherwise going pretty standard (collosi zealot heavy) is the best response. Don't go double forge, 1 forge is plenty, upgrades don't help much vs mech. Make sure you engage from multiple angles with your zealots and lift 4-5 tanks before engaging.

Edit: Also, don't reveal the Phoenix or harass with them, use them to lift tanks first then clean up the banshees. You can harass with them afterwards, but you want the terran to continue producing banshees (even if they switch to vikings this should still work, but if they keep making banshees it just makes it that much stronger).
In Somnis Veritas
avilo
Profile Blog Joined November 2007
United States4100 Posts
November 04 2012 01:23 GMT
#79
On October 26 2012 21:38 Methy wrote:
I have a big problem with this sort of guide - something that all 'Mech in TvP' posts fail to recognise - your opponents are essentially misreading your build, and reacting terribly, which is what allows you to win.

Mech will always be the 'catch em with their pants down' in WoL, because if a protoss knows mech is coming, he should never lose. The standard 1 gate expo => 3 gate => colossus + double forge is about the worst possible thing the protoss could be doing. Colossi are not all that useful against pure mech, and upgrades are flat out a waste of time vs mech. As such, any time your opponent gets colossus + double forge, you should treat it as a horrible misread.

This makes mech a wonderful laddering strategy, the overwhelming majority of Protoss simply have no idea how to deal with mech, and will play standard and get crushed. On the other hand, those that do respond correctly will similarly crush you with little difficulty.

That being said, the strongest thing about this build is the fact that it *looks* so much like a 1/1/1 in the early stages - which will often cause a protoss to cut probes at ~30 at which point they fall too far behind to catch up.

I just feel it's always worth mentioning that builds like these can never become the standard because of how bad they are when your opponent is expecting them. (If you don't believe that, consider that Mech TvP is similar to broodwar TvP, but the terran has a few disadvantages - tanks are weaker, hellions are way worse than vultures - while protoss has a few advantages - dragoons can blink, zealots can charge, immortals stomp everything. The only 'new' thing for the terran that could threaten that balance is the thor - which is vulnerable to templar anyway)


All of the above is pretty accurate. If your opponent knows you're meching 100% you will 100% lose TvP with mech UNLESS you happen to kill off 20-30 probes, in which case had you gone bio you could have basically won the game easily, whereas with mech you're just even with the protoss.

SC2 P v Mech is basically brood war P vs Mech except you have warp prisms, immortals, and warp-in while Terran gets no spider mines and weaker tanks.

Mech usually works because the opponent has no fucking clue what to do, or they are doing a cookie cutter build with lots of sentries that dies to mech.

Although, on a map like say, daybreak, mech can be viable if you open cloak banshee and kill workers. But once again, if you kill 20-30 workers why did you not simply go bio and win the game 20x easier?

At least HOTS is making mech tvp better (though it's not quite there yet).
Sup
avilo
Profile Blog Joined November 2007
United States4100 Posts
November 04 2012 01:24 GMT
#80
On November 03 2012 22:40 Thylacine wrote:
Show nested quote +
On November 02 2012 11:18 oOOoOphidian wrote:
On November 02 2012 11:00 padfoota wrote:
no seriously how does a protoss deal with this build LOL

I feel like the current trend in TvP is just to pray the opponent doesnt do their craziest two base build when you play greedy, or play the craziest one base/two base build yourself so that never happens.

Archon/Immortal/Chargelot with Storm destroys this composition


Archon/Immortal/Chargelot before 14 min, k.


It's standard vs mech. Lots of people (apparently you too) don't understand this because mech not played too often so you don't see the standard P v T mech play.
Sup
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
November 04 2012 04:26 GMT
#81
On November 04 2012 10:24 avilo wrote:
Show nested quote +
On November 03 2012 22:40 Thylacine wrote:
On November 02 2012 11:18 oOOoOphidian wrote:
On November 02 2012 11:00 padfoota wrote:
no seriously how does a protoss deal with this build LOL

I feel like the current trend in TvP is just to pray the opponent doesnt do their craziest two base build when you play greedy, or play the craziest one base/two base build yourself so that never happens.

Archon/Immortal/Chargelot with Storm destroys this composition


Archon/Immortal/Chargelot before 14 min, k.


It's standard vs mech. Lots of people (apparently you too) don't understand this because mech not played too often so you don't see the standard P v T mech play.

yeah, I said it because people have done it. Banshees don't really change anything delaying this when you are playing a good player.
Creator of sc2unmasked.com
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
November 04 2012 10:24 GMT
#82
On November 03 2012 22:34 headnut wrote:
http://drop.sc/270585

http://drop.sc/270586

2 replays vs master protoss
slightly different build
forgive me for my mistakes in the games ^^ i only play sc2 for 1 month now


Nice variation, i like it. One thing you play a little riskier, do you have any replays were protoss was agressive early?
headnut
Profile Joined August 2009
Belgium58 Posts
November 04 2012 17:31 GMT
#83
On November 04 2012 19:24 Mali__Slon wrote:
Show nested quote +
On November 03 2012 22:34 headnut wrote:
http://drop.sc/270585

http://drop.sc/270586

2 replays vs master protoss
slightly different build
forgive me for my mistakes in the games ^^ i only play sc2 for 1 month now


Nice variation, i like it. One thing you play a little riskier, do you have any replays were protoss was agressive early?



not yet. i guess you just have to camp and bunker with tanks and depot walls.
ill post more replays when i played more matches with this bo, if ur interested.
Messi
Profile Joined September 2011
United States212 Posts
November 04 2012 18:02 GMT
#84
Very nice build. I will give it a try later on.
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
November 08 2012 07:37 GMT
#85
On November 05 2012 02:31 headnut wrote:
Show nested quote +
On November 04 2012 19:24 Mali__Slon wrote:
On November 03 2012 22:34 headnut wrote:
http://drop.sc/270585

http://drop.sc/270586

2 replays vs master protoss
slightly different build
forgive me for my mistakes in the games ^^ i only play sc2 for 1 month now


Nice variation, i like it. One thing you play a little riskier, do you have any replays were protoss was agressive early?



not yet. i guess you just have to camp and bunker with tanks and depot walls.
ill post more replays when i played more matches with this bo, if ur interested.


Sure that would be quite helpful.
Squigly
Profile Joined February 2011
United Kingdom629 Posts
November 08 2012 23:44 GMT
#86
Ive been using this at mid master level but havent faced any P's whove gone HT not colossi. Anyone have any replays of games where they have?

Or tbh and replays of losses with this where it wasnt early harass just a flat out army engagement loss (preferably not just forgetting to siege etc )
headnut
Profile Joined August 2009
Belgium58 Posts
November 10 2012 18:28 GMT
#87
http://drop.sc/274024
http://drop.sc/274025

2 new replays vs master protoss with 8000+ games

the second replay is really nice and long
Squigly
Profile Joined February 2011
United Kingdom629 Posts
November 11 2012 19:43 GMT
#88
On November 11 2012 03:28 headnut wrote:
http://drop.sc/274024
http://drop.sc/274025

2 new replays vs master protoss with 8000+ games

the second replay is really nice and long


150 apm with mech, respect
Mali__Slon
Profile Joined October 2010
Senegal163 Posts
November 11 2012 20:33 GMT
#89
On November 11 2012 03:28 headnut wrote:
http://drop.sc/274024
http://drop.sc/274025

2 new replays vs master protoss with 8000+ games

the second replay is really nice and long


thanks, if you get any more games, add them also...
Taefox
Profile Joined March 2010
1533 Posts
November 11 2012 20:51 GMT
#90
how to quickly respond if toss goes like 1 or 2 stargates ? >_<
@taefoxy
Squigly
Profile Joined February 2011
United Kingdom629 Posts
November 11 2012 21:17 GMT
#91
On November 12 2012 05:51 foxj wrote:
how to quickly respond if toss goes like 1 or 2 stargates ? >_<


From my experience, thors. Many thors. SG unit clump like hell. In midish master people dont seem to be able to split VRs well at all. having 6 thors shooting at a bunch of clumped VRs kills them in no time.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
November 11 2012 22:42 GMT
#92
On November 12 2012 05:51 foxj wrote:
how to quickly respond if toss goes like 1 or 2 stargates ? >_<
I would go for some Thors at first; they're better defensively because you can repair them, then reactor your Starport at some point to get Vikings to deal with the Voidrays better.
This is my signature. There are many like it, but this one is mine.
headnut
Profile Joined August 2009
Belgium58 Posts
November 11 2012 23:07 GMT
#93
On November 12 2012 04:43 Squigly wrote:
Show nested quote +
On November 11 2012 03:28 headnut wrote:
http://drop.sc/274024
http://drop.sc/274025

2 new replays vs master protoss with 8000+ games

the second replay is really nice and long


150 apm with mech, respect



ehhhh... i just play sc2 for a month and a week .......

give me some time with my apm ^^
Squigly
Profile Joined February 2011
United Kingdom629 Posts
November 13 2012 17:30 GMT
#94
On November 12 2012 08:07 headnut wrote:
Show nested quote +
On November 12 2012 04:43 Squigly wrote:
On November 11 2012 03:28 headnut wrote:
http://drop.sc/274024
http://drop.sc/274025

2 new replays vs master protoss with 8000+ games

the second replay is really nice and long


150 apm with mech, respect



ehhhh... i just play sc2 for a month and a week .......

give me some time with my apm ^^



Lol it was actually a compliment. If i get 100apm with mech i feel pleased
MaKaReL
Profile Joined December 2010
France3 Posts
November 15 2012 20:07 GMT
#95
Thanks for this new build StimmedProbe.

Do you think that this build is good for TvT and TvZ ?
Insoleet
Profile Joined May 2012
France1806 Posts
November 15 2012 21:35 GMT
#96
Yes, its very good in TvZ.

I played against a friend today. I'm the zerg. He doesnt even harass me, he finally win the game (after a very tense one btw)

http://drop.sc/276013
tomaraduvaleriu
Profile Joined November 2012
Romania1 Post
November 27 2012 20:45 GMT
#97
Great ! I has been helping me a lot recently vs toss in low master.

Also with minor variations, goings into macro-mode with 3rd before him or researching the upgrades.

I wonder if this or something like this can be applied to zerg (with tipical variations like banchee hellion in the begining).
we are what we are
SayfT
Profile Blog Joined June 2010
Australia298 Posts
November 28 2012 04:10 GMT
#98
Trying this strat at the moment, had a game where I won vs a late blink stalker Toss on Antiga and this recent game it seemed my opponent read the strat very well and just made a bunch of gateway units with immortals and crushed my attack
http://drop.sc/279432 ( Korean diamond )

will keep trying this strat as I have most likely engaged wrong.
For no man will ever turn homewards from beyond Vega to greet again those he knew and loved on Earth
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
November 28 2012 05:52 GMT
#99
On November 16 2012 06:35 Insoleet wrote:
Yes, its very good in TvZ.

I played against a friend today. I'm the zerg. He doesnt even harass me, he finally win the game (after a very tense one btw)

http://drop.sc/276013


Lovely replay and all but, how does this have much to do about the actual 5fact 2 base build >_>? All i see is a hellion banshee opener into mech with heavy banshee usage and infested terrans everywhere
Stop procrastinating
scrubbingbbl
Profile Joined December 2011
Canada8 Posts
Last Edited: 2012-11-28 06:34:58
November 28 2012 06:30 GMT
#100
Great build.
how do you deal with an early blink obs with this build? bunkers in main?
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
November 28 2012 06:47 GMT
#101
Thank you so much, man. Your builds are the only ones I can find that are clear-cut terran builds that lay out the strategy in a way that a noobish plat player like me can actually use for himself. In platinum I usually have to get wins by completely outplaying my opponent mechanically, because I didn't know how to open or any builds or anything. Now that I have a build, I can put my superior mechanics to good use, and I am tearing up low masters ^_^
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
RampancyTW
Profile Joined August 2010
United States577 Posts
Last Edited: 2012-11-28 16:13:24
November 28 2012 16:13 GMT
#102
On October 27 2012 02:31 Nightmarjoo wrote:
http://drop.sc/268041
http://drop.sc/268040
Food for thought.
How were these in any way food for thought? Why would you even post these?

In both cases you deviate from SP's build in ways that put you severely behind where he would be at a similar point in the game. You weren't even coming close to his army strength and supply at similar timings, because you kept delaying yourself for no real gain.

I guess what we can pull from this is that if you do a really awful version of this build it's not very good? Thanks for the info buddy!
RampancyTW
Profile Joined August 2010
United States577 Posts
November 28 2012 16:21 GMT
#103
On October 26 2012 22:26 Methy wrote:
Show nested quote +
On October 26 2012 22:08 DKR wrote:
On October 26 2012 21:38 Methy wrote:
I have a big problem with this sort of guide - something that all 'Mech in TvP' posts fail to recognise - your opponents are essentially misreading your build, and reacting terribly, which is what allows you to win.

Mech will always be the 'catch em with their pants down' in WoL, because if a protoss knows mech is coming, he should never lose. The standard 1 gate expo => 3 gate => colossus + double forge is about the worst possible thing the protoss could be doing. Colossi are not all that useful against pure mech, and upgrades are flat out a waste of time vs mech. As such, any time your opponent gets colossus + double forge, you should treat it as a horrible misread.

This makes mech a wonderful laddering strategy, the overwhelming majority of Protoss simply have no idea how to deal with mech, and will play standard and get crushed. On the other hand, those that do respond correctly will similarly crush you with little difficulty.

That being said, the strongest thing about this build is the fact that it *looks* so much like a 1/1/1 in the early stages - which will often cause a protoss to cut probes at ~30 at which point they fall too far behind to catch up.

I just feel it's always worth mentioning that builds like these can never become the standard because of how bad they are when your opponent is expecting them. (If you don't believe that, consider that Mech TvP is similar to broodwar TvP, but the terran has a few disadvantages - tanks are weaker, hellions are way worse than vultures - while protoss has a few advantages - dragoons can blink, zealots can charge, immortals stomp everything. The only 'new' thing for the terran that could threaten that balance is the thor - which is vulnerable to templar anyway)


People were saying very similar things about Mech TvZ until a few months ago. For the timing the build hits it's clearly very hard for a Protoss to deflect no matter their composition. If they go for a 2 base play then the Terran can take a defensive advantage and get his/her third up.

Until enough high level players truly experiment with Mech TvP it's incredibly hard to say that it definitively won't work.

Also, whoever is right or wrong in the mech debate doesn't particuarly matter. The majority of people are not Masters+ and are only really looking for ladder builds anyway.


It's not about composition - it's about playstyle. Fundamentally, Mech cannot put on substantial pressure until *at least* 10 minutes, and even then usually 13 or 14, they can harass, sure, but that's it. Standard Protoss play involves making sure you're safe from attacks in the early parts of the game. Think about how long it took protoss to figure out straight up 50 food stim timings? A long time, and builds that they do now incorporate being safe against them (early 3 gates + sentries)

Against mech this isn't an issue, you play it out like broodwar, a third base off 1 or 2 gates and maybe a robo (though you don't need the robo because of the lack of mines). Taking a third at 6 minutes, walling it in tight to prevent hellion run byes, chronoboosting right up to 70 probes at 10 minutes, ignoring upgrades all together, skipping sentries (except for maybe having 1 to deflect hellions), and then flooding with gateway units/immortals. That is how you deal with mech, and it is incredibly effective. On the other hand, that playstyle will cripple you against bio.

If you're trying to match 2 base vs 2 base PvT mech, the Protoss player should always lose, no one is disputing that. This build is immensely strong in those situations because of how efficient mech armies are.

The issues with TvZ mech *WERE* simply 'composition' issues - roach busts before siege mode were crippling, but getting early tanks against mutalisks was similarly crippling, the solution was to add in banshees to keep you safe against roaches, and effectively transition straight to thors for protection against mutas.

If Protoss takes a third that quickly AND has multiple gateways AND a Robo AND makes himself safe to hellion run-bys, he'll be incredibly vulnerable to cloaked banshee harrass, and frankly any non-zero number of units before the 10 minute mark. If you do this build without deviation and fail to punish an extremely greedy opening by Protoss, and he hard-counters mech units with his composition, sure you'll probably get crushed. That's to be expected. Thanks for the heads up!

Every strategy is going to have strengths and weaknesses. This strategy is incredibly strong against "standard" play, and provides the infrastructure needed for deviation if the Protoss goes for something super greedy.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
November 28 2012 16:28 GMT
#104
On November 28 2012 15:30 scrubbingbbl wrote:
Great build.
how do you deal with an early blink obs with this build? bunkers in main?


You die more or less. You need to rule out 3/4 gate before nexus or any tech all-in / pressure build before going double refinery off of 1 rax. Anything else is a gamble in my opinion.
In Somnis Veritas
headnut
Profile Joined August 2009
Belgium58 Posts
December 02 2012 12:45 GMT
#105
http://drop.sc/280837

new replay vs high master protoss
shamanas
Profile Joined August 2011
Greece7 Posts
December 10 2012 13:54 GMT
#106
I have been trying to play with this style with moderate success (2 wins 4 losses) in EU platinum.
I'm having a lot of toruble dealing with zealot heavy compositions and HTs/archons though.
Here is a replay of me crushing a platinum protoss: http://drop.sc/283319
Mia
Profile Joined November 2012
75 Posts
Last Edited: 2012-12-11 08:57:08
December 11 2012 08:40 GMT
#107
On November 29 2012 01:21 RampancyTW wrote:
Show nested quote +
On October 26 2012 22:26 Methy wrote:
On October 26 2012 22:08 DKR wrote:
On October 26 2012 21:38 Methy wrote:
I have a big problem with this sort of guide - something that all 'Mech in TvP' posts fail to recognise - your opponents are essentially misreading your build, and reacting terribly, which is what allows you to win.

Mech will always be the 'catch em with their pants down' in WoL, because if a protoss knows mech is coming, he should never lose. The standard 1 gate expo => 3 gate => colossus + double forge is about the worst possible thing the protoss could be doing. Colossi are not all that useful against pure mech, and upgrades are flat out a waste of time vs mech. As such, any time your opponent gets colossus + double forge, you should treat it as a horrible misread.

This makes mech a wonderful laddering strategy, the overwhelming majority of Protoss simply have no idea how to deal with mech, and will play standard and get crushed. On the other hand, those that do respond correctly will similarly crush you with little difficulty.

That being said, the strongest thing about this build is the fact that it *looks* so much like a 1/1/1 in the early stages - which will often cause a protoss to cut probes at ~30 at which point they fall too far behind to catch up.

I just feel it's always worth mentioning that builds like these can never become the standard because of how bad they are when your opponent is expecting them. (If you don't believe that, consider that Mech TvP is similar to broodwar TvP, but the terran has a few disadvantages - tanks are weaker, hellions are way worse than vultures - while protoss has a few advantages - dragoons can blink, zealots can charge, immortals stomp everything. The only 'new' thing for the terran that could threaten that balance is the thor - which is vulnerable to templar anyway)


People were saying very similar things about Mech TvZ until a few months ago. For the timing the build hits it's clearly very hard for a Protoss to deflect no matter their composition. If they go for a 2 base play then the Terran can take a defensive advantage and get his/her third up.

Until enough high level players truly experiment with Mech TvP it's incredibly hard to say that it definitively won't work.

Also, whoever is right or wrong in the mech debate doesn't particuarly matter. The majority of people are not Masters+ and are only really looking for ladder builds anyway.


It's not about composition - it's about playstyle. Fundamentally, Mech cannot put on substantial pressure until *at least* 10 minutes, and even then usually 13 or 14, they can harass, sure, but that's it. Standard Protoss play involves making sure you're safe from attacks in the early parts of the game. Think about how long it took protoss to figure out straight up 50 food stim timings? A long time, and builds that they do now incorporate being safe against them (early 3 gates + sentries)

Against mech this isn't an issue, you play it out like broodwar, a third base off 1 or 2 gates and maybe a robo (though you don't need the robo because of the lack of mines). Taking a third at 6 minutes, walling it in tight to prevent hellion run byes, chronoboosting right up to 70 probes at 10 minutes, ignoring upgrades all together, skipping sentries (except for maybe having 1 to deflect hellions), and then flooding with gateway units/immortals. That is how you deal with mech, and it is incredibly effective. On the other hand, that playstyle will cripple you against bio.

If you're trying to match 2 base vs 2 base PvT mech, the Protoss player should always lose, no one is disputing that. This build is immensely strong in those situations because of how efficient mech armies are.

The issues with TvZ mech *WERE* simply 'composition' issues - roach busts before siege mode were crippling, but getting early tanks against mutalisks was similarly crippling, the solution was to add in banshees to keep you safe against roaches, and effectively transition straight to thors for protection against mutas.

If Protoss takes a third that quickly AND has multiple gateways AND a Robo AND makes himself safe to hellion run-bys, he'll be incredibly vulnerable to cloaked banshee harrass, and frankly any non-zero number of units before the 10 minute mark. If you do this build without deviation and fail to punish an extremely greedy opening by Protoss, and he hard-counters mech units with his composition, sure you'll probably get crushed. That's to be expected. Thanks for the heads up!

Every strategy is going to have strengths and weaknesses. This strategy is incredibly strong against "standard" play, and provides the infrastructure needed for deviation if the Protoss goes for something super greedy.

if he makes himself safe from runbys(cannons/stalkers) he is safe vs banshee harras to.

The counter to this build is fast third, just as you scout he is meching at 8min, you drop your third nexus, and tech to zealot archon, while building up immortal count.
When terran push out, just flank him from 3-4 sides and he will be screwed. Though i agree doing normal build with later third for toss might be insta lose vs this.
The idea is force his obs to state at home with banshee and if he tryes to scout you out with obs kill it with scan and marines before finding out your build. This will force toss to play in blind and not do optimal build agains your mech.
Also i think Supernova does somwhat similar opening with fast cc and cloack banshee and fast third, but he transitions into bio, so researching his play might be useful. Also consider doing 12rax 13gas builds with cloack banshee to make opponents think its 1-1-1, while you cut corners(stop marine production at 4, get fast 3oc), since he will cut his probe production, while doing just small damage with your banshee,, might make you miles ahead of your opponents, and then you do your mech push, also there will be large posibility that toss will tech to colossus suspecting 1-1-1 and have totally wrong composition. Basically smart play is very important for terran mech play, good multitask/micro/macro wont be enough. just my 2cents.
"Terran, who is missing in action" - me
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-12-12 02:50:18
December 12 2012 02:34 GMT
#108
--- Nuked ---
HelioSeven
Profile Joined February 2012
United States193 Posts
December 12 2012 05:57 GMT
#109
On December 12 2012 11:34 Sated wrote:
Basically, I think this is only working for you because your opponent's haven't seen it before and don't know how to react. This doesn't surprise me, as you seem to be a master of creating gimmicky builds that will only work against someone who hasn't seen them before. Not that this is a bad thing, I just feel like I should point out how weak this build will be against a proper response as it's strength seems to lie in catching the opponent off-guard (as in they've gone for a standard composition instead of tailoring their composition to compete with yours).


So, moving off this point, has anyone played this build against against Skytoss? I mostly play Skytoss PvZ, occasionally PvP, and I feel like a gate robo gate expand would scout this plenty early enough to respond with a 5 phoenix opener. Phoenixes will hard counter both banshee and hellion play early on, and will be a major thorn in the side of siege tank lines later on. Additionally, they force either turrets, thors, or vikings, none of which are very good against the logical follow-up to phoenixes, carriers.

I'd be very interested to see how this build fares against a good Skytoss player.
If I smite you, have you been smitten?
Generalul
Profile Joined March 2011
Romania114 Posts
December 12 2012 10:21 GMT
#110
Thanks man, been following your builds since i saw the million man marine one I have to note that this build is somewhat vulnerable to some crazy toss allins, like the 4 gate prism, and is hard to scout sometimes (best to send the first helion in, but it will be later that in a standard 1 base 1-1-1 push and it may be too late).
www.comanda-caricaturi.ro
Sated
Profile Blog Joined March 2011
England4983 Posts
December 12 2012 11:51 GMT
#111
--- Nuked ---
Sweetfrost
Profile Joined October 2010
Sweden211 Posts
December 14 2012 06:45 GMT
#112
I appreciate that you've taken your time to make this guide. I'm a big fan of mech and I hope I can improve my game sense and mechanics so I'll win more games with it! Thanks for helping me out with this guide!
Before practice, we ate Kimchi soup made my MMA. His cooking has made me so depressed that I think we may lose GSTL." -Miya
Hot_Ice
Profile Joined January 2013
139 Posts
Last Edited: 2013-05-10 05:20:40
May 10 2013 05:06 GMT
#113
--- Nuked ---
mrslunk
Profile Joined January 2013
6 Posts
May 10 2013 05:34 GMT
#114
First thought to me is that the opening will flat out die to any proxy oracle build and there are plenty of them.
Something may still be salvageable out of it however.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
May 10 2013 09:21 GMT
#115
On May 10 2013 14:34 mrslunk wrote:
First thought to me is that the opening will flat out die to any proxy oracle build and there are plenty of them.
Something may still be salvageable out of it however.


The big thing is if you're going mech there's little to no reason for you not to get an early ebay if you scout 2 gas. It not only keeps you alive vs oracles but it also stops dts killing you too. I don't play with this exact build, but that's what you need to do as mech.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
RyLai
Profile Joined May 2011
United States477 Posts
May 10 2013 10:33 GMT
#116
I was super excited when I saw a StimmedProbe's mech build (even more excited when I saw it was TvP). Now I find to my disappointment that it was made for WoL (and during a time when I quit the game). The big tipoffs was opening 1 rax CC and the use of Blue Flame and normal Hellions. The severe lack of AA also worried me as a build that could straight up die so easily in HotS.

IMO, the safest current TvP build is Reaper->Reactor Marines expansion->Widow Mine drop. The first mine is up fast enough to defend you from Oracles, and you have plenty of Marines to defend the natural and fend off a Mothership Core poke. From there, I suppose you can go into Tanks+Banshees into more Factories. However, I feel weird trying this build as I don't know how well I could get the gas timings to line up so that I can actually get the tech I want at the WoL benchmarks. Also, Void Rays would tear this shit apart (especially with the buff). In the long term, Stargate play in general seems very problematic. If you see air, you need to make the right amount of Thors.

Makes me really sad too... I'd LOVE to play Mech TvP... I might just go back to WoL just to play this build... Hehehe. This and Mech TvZ.
BurningRanger
Profile Joined January 2012
Germany303 Posts
May 10 2013 11:59 GMT
#117
Firstly nice find there Hot_Ice and certainly thanks to StimmedProbe for this guide. It looks like it fits very well into my current playstyle.
Yes, it's for WoL, but there's not too much to change to get it to work in HotS imo. As was already mentioned, I'd add an early ebay to deal with Oracles. In exchange you don't have to research Siegemode anymore. The idea to get one more reactored Factory instead of a Techlab'ed for WidowMines is also nice.
I'll definitely try it... maybe even in the other matchups with some appropriate tweaks.
My Livestream: http://www.twitch.tv/burningranger | My youtube channel: https://www.youtube.com/user/BurningR4nger
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