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The HotS Terran Help Me Thread - Page 108

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
Vies
Profile Joined June 2011
Australia57 Posts
June 26 2013 01:53 GMT
#2141
So I'm thinking of learning the hellbat drop follow up to 14 CC in TvZ, where you get 2nd gas right after the double OC. I am wondering how do you react to a fast ~10 roach push or roach/baneling attack when you have invested gas + mineral into armory + starport?

I'm trying to find a VOD of a pro gamer holding these attacks while doing this opening but haven't had any luck.
BlueLanterna
Profile Joined April 2011
291 Posts
June 26 2013 02:22 GMT
#2142
I'm fairly certain that is a build order loss but I hope someone corrects me because I would love to be able to hold something like that off while going hellbat drops.
mygodsnameiskyle
Profile Joined June 2013
Canada33 Posts
June 26 2013 03:34 GMT
#2143
On June 26 2013 02:27 govie wrote:
Show nested quote +
On June 26 2013 01:59 mygodsnameiskyle wrote:
New to team liquid! Watched Day[9]'s daily 100 and thought that I should come here. I am in bronze league for 1v1 silver on 2v2 (but my friend is in diamond, so he carries me a bit). Against ai I can hold on "Hard/harder" but I lose quite a bit in Harder.

I am trying to learn/ get better at SC2 HoS. I only just got the game when the expansion came out and I didn't really play a lot of SC1. So lots of times people throw out acronyms that I have no idea what they are talking about. So

#1 - is there a place that has all the acronyms?
#2 - I am continually getting served in bronze league. I usually try to stick to a standard opening of 9-supply 11-barracks 14-supply (to wall off) 14-gas when the second supply is done I'll make the second barracks then the next gas and factory. When I have 2 or 3 tanks I'll build my expansion but most of the time (especially against Protoss) I get rushed and it's over. I even when and played Protoss for a bit thinking that it was obviously the better race. But that didn't work out either. When reviewing my plays, I find that I rarely scout and when I do, I rarely know what to do when I see something. If I see flyer then I can build turrets but other than rushing to get my vikings out or a thor if I get there. Any suggestions?
#3 - Is there a map of "this is good against that"

Trying to not get on tilt after a few losses, but most of the time I lose it after 3 losses and just go kill the ai on medium.

Thanks in advance


#1 http://wiki.teamliquid.net/starcraft2/Definitions
#2 see below
1. Search day9, demuslim fast +1/+1 study it, train it, and eventually win with it in tvp (easy buildorder for tvp). Its more economical, better upgrades for your troops and gives u a nice basis from which u can get better.
2. Against any race scouting is important. Knowing what too look for and howto react is important (but learning a build+solid macro atm is more important then scouting and adjusting to it). Dont forget that ur ment to loose 50% of the games u play.. u cant win every game. I would suggest scouting for proxies against protos and see his base early and slowley everything will line up. Questions if not answered in OP can be answered in this thread..
3. Have fun when losing, gg out, watch replay and write 1 thing u did good and 1 thing u could have done better (like scvproduction, spending, engaging, searching for proxies etc). Next game focus on doing that 1 bad thing better and watch replay after if it was better. Thats how i got a better bit by bit.
#3 liquidpedia+this thread+watch vods and streams of the pro's (also day9 is good)



Thanks! I am busy reading pretty much everything on this site... it's a little overwhelming, but hopefully I can absorb most of it! Thanks to all!
"Believe in yourself" - Day[9]
mygodsnameiskyle
Profile Joined June 2013
Canada33 Posts
June 26 2013 06:04 GMT
#2144
On June 26 2013 12:34 mygodsnameiskyle wrote:
Show nested quote +
On June 26 2013 02:27 govie wrote:
On June 26 2013 01:59 mygodsnameiskyle wrote:
New to team liquid! Watched Day[9]'s daily 100 and thought that I should come here. I am in bronze league for 1v1 silver on 2v2 (but my friend is in diamond, so he carries me a bit). Against ai I can hold on "Hard/harder" but I lose quite a bit in Harder.

I am trying to learn/ get better at SC2 HoS. I only just got the game when the expansion came out and I didn't really play a lot of SC1. So lots of times people throw out acronyms that I have no idea what they are talking about. So

#1 - is there a place that has all the acronyms?
#2 - I am continually getting served in bronze league. I usually try to stick to a standard opening of 9-supply 11-barracks 14-supply (to wall off) 14-gas when the second supply is done I'll make the second barracks then the next gas and factory. When I have 2 or 3 tanks I'll build my expansion but most of the time (especially against Protoss) I get rushed and it's over. I even when and played Protoss for a bit thinking that it was obviously the better race. But that didn't work out either. When reviewing my plays, I find that I rarely scout and when I do, I rarely know what to do when I see something. If I see flyer then I can build turrets but other than rushing to get my vikings out or a thor if I get there. Any suggestions?
#3 - Is there a map of "this is good against that"

Trying to not get on tilt after a few losses, but most of the time I lose it after 3 losses and just go kill the ai on medium.

Thanks in advance


#1 http://wiki.teamliquid.net/starcraft2/Definitions
#2 see below
1. Search day9, demuslim fast +1/+1 study it, train it, and eventually win with it in tvp (easy buildorder for tvp). Its more economical, better upgrades for your troops and gives u a nice basis from which u can get better.
2. Against any race scouting is important. Knowing what too look for and howto react is important (but learning a build+solid macro atm is more important then scouting and adjusting to it). Dont forget that ur ment to loose 50% of the games u play.. u cant win every game. I would suggest scouting for proxies against protos and see his base early and slowley everything will line up. Questions if not answered in OP can be answered in this thread..
3. Have fun when losing, gg out, watch replay and write 1 thing u did good and 1 thing u could have done better (like scvproduction, spending, engaging, searching for proxies etc). Next game focus on doing that 1 bad thing better and watch replay after if it was better. Thats how i got a better bit by bit.
#3 liquidpedia+this thread+watch vods and streams of the pro's (also day9 is good)



Thanks! I am busy reading pretty much everything on this site... it's a little overwhelming, but hopefully I can absorb most of it! Thanks to all!


FYI: Played today T(ME)vP and actually won! He brought in void rays into my mineral line I had enough marines to handle. I worked on my macro during the battle and built turrets behind my minerals to stop the second wave. Built some vikings to deal with any more. Figured he would go ground after the heavy air so I got a ton of marauders, marines and medivacs. Walked over, killed his stalkers and zealots and he gg'd! Thanks for the help. On my way to silver... hopefully.
"Believe in yourself" - Day[9]
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
June 26 2013 06:28 GMT
#2145
On June 26 2013 10:53 Vies wrote:
So I'm thinking of learning the hellbat drop follow up to 14 CC in TvZ, where you get 2nd gas right after the double OC. I am wondering how do you react to a fast ~10 roach push or roach/baneling attack when you have invested gas + mineral into armory + starport?

I'm trying to find a VOD of a pro gamer holding these attacks while doing this opening but haven't had any luck.


The followup to 14CC TvZ if you choose hellbat drops isn't a double gas right after the expansion.

10 supply
14 cc
15 barracks
16 gas

is the basic build order. Get 2 marines, once they are finished and you have 100 gas start the factory (should be before 2nd marine finishes). After the second marine you can get the reactor. Get 2 hellions, the armory and a second gas. You can go up to 4 hellions and I think thats what most pros do when playing this build. The two hellions will provide you with information that are crucial. You will spot incoming roach attacks.

Personally I would follow up the second gas with a starport but a techlab on the barracks (not going for double hellbat drops) to have some safety against roach or roach/bane as you can get marauders. You can also allow yourself to send 2 hellbats with a drop while he attacks you which will make his reinforcements bound to his base.

Nonetheless, no matter how good you are, its tricky to hold so good luck
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-06-26 08:25:08
June 26 2013 07:19 GMT
#2146
On June 26 2013 15:04 mygodsnameiskyle wrote:
Show nested quote +
On June 26 2013 12:34 mygodsnameiskyle wrote:
On June 26 2013 02:27 govie wrote:
On June 26 2013 01:59 mygodsnameiskyle wrote:
New to team liquid! Watched Day[9]'s daily 100 and thought that I should come here. I am in bronze league for 1v1 silver on 2v2 (but my friend is in diamond, so he carries me a bit). Against ai I can hold on "Hard/harder" but I lose quite a bit in Harder.

I am trying to learn/ get better at SC2 HoS. I only just got the game when the expansion came out and I didn't really play a lot of SC1. So lots of times people throw out acronyms that I have no idea what they are talking about. So

#1 - is there a place that has all the acronyms?
#2 - I am continually getting served in bronze league. I usually try to stick to a standard opening of 9-supply 11-barracks 14-supply (to wall off) 14-gas when the second supply is done I'll make the second barracks then the next gas and factory. When I have 2 or 3 tanks I'll build my expansion but most of the time (especially against Protoss) I get rushed and it's over. I even when and played Protoss for a bit thinking that it was obviously the better race. But that didn't work out either. When reviewing my plays, I find that I rarely scout and when I do, I rarely know what to do when I see something. If I see flyer then I can build turrets but other than rushing to get my vikings out or a thor if I get there. Any suggestions?
#3 - Is there a map of "this is good against that"

Trying to not get on tilt after a few losses, but most of the time I lose it after 3 losses and just go kill the ai on medium.

Thanks in advance


#1 http://wiki.teamliquid.net/starcraft2/Definitions
#2 see below
1. Search day9, demuslim fast +1/+1 study it, train it, and eventually win with it in tvp (easy buildorder for tvp). Its more economical, better upgrades for your troops and gives u a nice basis from which u can get better.
2. Against any race scouting is important. Knowing what too look for and howto react is important (but learning a build+solid macro atm is more important then scouting and adjusting to it). Dont forget that ur ment to loose 50% of the games u play.. u cant win every game. I would suggest scouting for proxies against protos and see his base early and slowley everything will line up. Questions if not answered in OP can be answered in this thread..
3. Have fun when losing, gg out, watch replay and write 1 thing u did good and 1 thing u could have done better (like scvproduction, spending, engaging, searching for proxies etc). Next game focus on doing that 1 bad thing better and watch replay after if it was better. Thats how i got a better bit by bit.
#3 liquidpedia+this thread+watch vods and streams of the pro's (also day9 is good)



Thanks! I am busy reading pretty much everything on this site... it's a little overwhelming, but hopefully I can absorb most of it! Thanks to all!


FYI: Played today T(ME)vP and actually won! He brought in void rays into my mineral line I had enough marines to handle. I worked on my macro during the battle and built turrets behind my minerals to stop the second wave. Built some vikings to deal with any more. Figured he would go ground after the heavy air so I got a ton of marauders, marines and medivacs. Walked over, killed his stalkers and zealots and he gg'd! Thanks for the help. On my way to silver... hopefully.


U will have some slumbs too. If so, go back to the basics, get the buildorder spot on, practise scouting etc.

To help u a bit more, When i started out i lost to alot of 1 or 2 base allins. MrLlamma is a hero thread help me out alot. Yes, it's a bit outdated but the basics still stand. I suggest that after u get the buildorder spot on, and scout every game, u look at this thread and see what ur scouting for so u can prepare. It helped me so much too understand allins for every race and how to prepare (it was for a buildorder that looks quite similar to the demuslim build, so this information lines up pretty well). But thats step 2, when u can scout+do the build properly.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
DieStar
Profile Joined September 2010
Poland81 Posts
June 26 2013 08:17 GMT
#2147
On June 26 2013 10:53 Vies wrote:
So I'm thinking of learning the hellbat drop follow up to 14 CC in TvZ, where you get 2nd gas right after the double OC. I am wondering how do you react to a fast ~10 roach push or roach/baneling attack when you have invested gas + mineral into armory + starport?

I'm trying to find a VOD of a pro gamer holding these attacks while doing this opening but haven't had any luck.




You should have techlab on barracks right after switchs reactor/fact, recruit 2 marauders and you are pretty safe against 10 roaches marauders (in bunker [repair]) + hellbats are enough. In this strategy make like 5~marauders stim pack and 8~~ hellbats then you can do very good timing attack while you take 3 exp, only 1 rax, just after 3rd cc you add +4 rax and you have 5 gogo to mid game

Good Luck!

__________________
GM Terran
http://www.twitch.tv/mdiestar , http://www.facebook.com/DieStarSC
surreal1600
Profile Joined June 2013
United States33 Posts
Last Edited: 2013-06-26 10:52:42
June 26 2013 10:32 GMT
#2148
On June 26 2013 04:14 KF91 wrote:
Hi,

I recently started laddering again (After about a year break of playing one season in Gold for WoL); and I've been placed in Silver.

I've been faced with a lot of TvT matchups lately, and I've been having a lot of indecisiveness in my games where I don't know if I should go for a fast expand, or quick drops, or if I should be defending against a timed push, etc. This leads to a really convoluted build order where I try to do everything at once (Fast expand, early tanks, blahblah). I can usually fend off cheese builds easily, but I tend to get rolled in macro-based matches (I find it very hard to break their base)

I want to focus on improving my mechanics, so I was wondering:
- What is a safe approach to take in TvTs in my level?
- How do I break their base and "go for the win"?
- If I'm at 200/200, what should be my primary goals?


As a silver terran, I face the same issues. So what I do play offline games vs the AI to memorize my build. This lets me concentrate on aggression when I play a 1vs1.

For advice I found these sites helpful :
http://day9.tv/archives/?q=terran
http://terrancraft.wordpress.com/
http://imbabuilds.com/hots-terran/
http://ggtracker.com/players/459463/Surreal

Edit : This thread has a lot of good advice.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=418865
First round's on me.
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2013-06-26 12:22:49
June 26 2013 12:19 GMT
#2149
On June 26 2013 10:53 Vies wrote:
I'm trying to find a VOD of a pro gamer holding these attacks while doing this opening but haven't had any luck.

Sound vs Kane, Bel'shir Vestige, Red Bull Training Grounds.
Smackzilla
Profile Blog Joined April 2010
United States539 Posts
June 26 2013 15:27 GMT
#2150
Assuming 4M with three saturated bases and zerg getting ultras (and infestors if possible), I have a few questions:

1) What mix/count do you want for your barracks as far as reactors and tech labs? 5 and 5?
2) Before the ultra switch, how should you prepare and position yourself to be ready? Naked raxes? Build tech labs ahead of time?
3) How many medivacs are too many?
4) If there are lots of spines at the expansions, how should you adjust your drops? Bigger drops with marauders? Stop dropping and contain and expand all over with PFs?
5) What's the production priority? Marauders > medivacs > mines > marines?
6) What about working in some other tech like ravens and banshees? What about a corrupter response?
7) What's the best way to scout the ultra switch? Drops drops drops? Scan for hive and assume ultras?
8) Should you build marauders before you see the ultra cavern? Before you see hive even when there are no roaches?

(sorry if some of these questions are too open-ended/situational)
You see a mousetrap. I see free cheese and a f&%*ing challenge - Scroobius Pip
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
June 26 2013 19:38 GMT
#2151
On June 27 2013 00:27 Smackzilla wrote:
Assuming 4M with three saturated bases and zerg getting ultras (and infestors if possible), I have a few questions:

1) What mix/count do you want for your barracks as far as reactors and tech labs? 5 and 5?
2) Before the ultra switch, how should you prepare and position yourself to be ready? Naked raxes? Build tech labs ahead of time?
3) How many medivacs are too many?
4) If there are lots of spines at the expansions, how should you adjust your drops? Bigger drops with marauders? Stop dropping and contain and expand all over with PFs?
5) What's the production priority? Marauders > medivacs > mines > marines?
6) What about working in some other tech like ravens and banshees? What about a corrupter response?
7) What's the best way to scout the ultra switch? Drops drops drops? Scan for hive and assume ultras?
8) Should you build marauders before you see the ultra cavern? Before you see hive even when there are no roaches?

(sorry if some of these questions are too open-ended/situational)


1) / 2) I don't have a fix count, but I usually have 4 reactors, 1 techlab for the midgame stages and I add more barracks as the game continues. I usually end up having 4/5 techlabs and rest reactors. As said I build techlabs beforehand!

3) I think above 10 is too many, but that is also depending on your economy and personal style.

4) Depends on what he is playing. If he is playing muta/ling/bane, don't drop as much. You can do 2 medivac drops to pull him out of position or pull him out of position with your army to drop, I'd never drop more than 2 medivacs against such a mobile army, as it might go very bad. Against ultras you can drop bigger squads, 2-3 medivacs, with addition of marauders.

5) The core of your army is Marine/Marauder and depending on what he is playing, marines or marauders have priority over anything else. Medivacs and mines are units you shouldn't lose as much, but not having medivacs is also crucial to you. I'd say Marine=Marauder>Medivac>Mines, reason being you cannot heal if you don't have units and mines can be negated, marine/marauder are constant and guaranteed damage

6) I like biomine the most. It has most mobility and against ultras, good drops should be key.

7) Drops and scan, you should always know when its coming and what he is up too. There really is no reason not to in TvZ.

8) Really depends on the style you use, lots of good players like bio/mine without marauders, as marauders have terrible DPS against non-roaches. Marines are better in everything besides soaking up damage. If you are not spot on with micro though, you will easily lose lots of marines all the time so its better to add marauders at least a few, if you are not very good with your control.

I'd add marauders occasionally, but not before I scout the hive and especially not as many against muta/ling/bane.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Marathi
Profile Joined July 2011
298 Posts
Last Edited: 2013-06-26 22:10:58
June 26 2013 22:09 GMT
#2152
Ok guys, just lost a TvT which I think I lost purely on my positioning and the engagement. I do a 2/1/1 allin in TvT which I normally open with cloakshees, but because he scouted my starport I decided to go for vikings and combat shields hoping he would've wasted some minerals in turrets on his mineral line (but in this case he didn't even respond to the potential banshee - typical!).

Usually whilst I am harassing with my banshees I build up marine/tank army then push for the game. But in this game he goes for a hellbat drop which I defend with minimal losses (I scout double gas and not many gas units, despite not seeing armory figured he was going hellbats) which I defend with pretty minimal losses, but he scouts my allin.

The replay is here:
http://drop.sc/346281

Now for me I think the problem was where I sieged and how I didn't use my air dominance to my advantage. See images in spoiler
+ Show Spoiler +
Where I initially sieged up, giving a big archway to the natural which probably would've been good vs zerg or protoss as they would've had to attack me down the ramp.
[image loading]

His second tank comes into play, which put a big hurting on my reinforcements and my siege line - poor viking positioning could've saved the tank nearest to my opponents.
[image loading]

Now, this is my proposed siege positioning with estimated tank range - This way I could've cut any reinforcements off his main to nat ramp and killed some production and supply depots, as well as stopping him from setting his own siege line up on the high ground. Would this be a good place to siege?
[image loading]


I am only a bit anal about the engagements because I LOVE the 1/1/1 marine/tank allin. I still think cloak banshee openers are viable in HotS and I really want to get the 'art' of this allin down to a tee. So any advice would be fantastic

Also another quick question, assuming everything goes plain sailing in BO which should hit first hellbat drop or cloakshee? Assuming both went 12rax/13gas. As I don't think this dudes build was the most efficient or he messed it up in some way as I nearly pulled my army away thinking the hellbat drop wasn't coming.
eSports tees designed by me - http://tinyurl.com/bqmexd9
DigitalEMP
Profile Joined June 2013
Canada1 Post
June 27 2013 02:27 GMT
#2153
Anyone use a Marine/Medivac/Tank style still?
"The name's Jim Raynor, pal. And I won't be talked down to by anybody. Not even a Protoss. " Jim Raynor
Frij
Profile Joined May 2013
Canada9 Posts
Last Edited: 2013-06-27 03:07:40
June 27 2013 03:06 GMT
#2154
On June 27 2013 07:09 Marathi wrote:
Ok guys, just lost a TvT which I think I lost purely on my positioning and the engagement. I do a 2/1/1 allin in TvT which I normally open with cloakshees, but because he scouted my starport I decided to go for vikings and combat shields hoping he would've wasted some minerals in turrets on his mineral line (but in this case he didn't even respond to the potential banshee - typical!).

Usually whilst I am harassing with my banshees I build up marine/tank army then push for the game. But in this game he goes for a hellbat drop which I defend with minimal losses (I scout double gas and not many gas units, despite not seeing armory figured he was going hellbats) which I defend with pretty minimal losses, but he scouts my allin.

The replay is here:
http://drop.sc/346281

Now for me I think the problem was where I sieged and how I didn't use my air dominance to my advantage. See images in spoiler
+ Show Spoiler +
Where I initially sieged up, giving a big archway to the natural which probably would've been good vs zerg or protoss as they would've had to attack me down the ramp.
[image loading]

His second tank comes into play, which put a big hurting on my reinforcements and my siege line - poor viking positioning could've saved the tank nearest to my opponents.
[image loading]

Now, this is my proposed siege positioning with estimated tank range - This way I could've cut any reinforcements off his main to nat ramp and killed some production and supply depots, as well as stopping him from setting his own siege line up on the high ground. Would this be a good place to siege?
[image loading]


I am only a bit anal about the engagements because I LOVE the 1/1/1 marine/tank allin. I still think cloak banshee openers are viable in HotS and I really want to get the 'art' of this allin down to a tee. So any advice would be fantastic

Also another quick question, assuming everything goes plain sailing in BO which should hit first hellbat drop or cloakshee? Assuming both went 12rax/13gas. As I don't think this dudes build was the most efficient or he messed it up in some way as I nearly pulled my army away thinking the hellbat drop wasn't coming.


From my own play in Plat, a cloak banshee will hit the hellbat players base about the same time he's loading up his vac. However, I've taken to doing banshee before cloak when I know hellbats are on the way simply because the hellbat build really sucks at shooting up and the extra few seconds are nice.

I've also found a huge amount of synergy between 2 mine/4 marine drops into banshees in TvT (techlab onto port right after first Vac pops) simply because often times the mines will leave a few SCVs with 5 health that the marines weren't able to clean up, so banshee 1 shots them.

It's very all-in-ish though as it's pretty hard to expo behind cloakshees, especially after first doing a mine drop.
"If at first you don't succeed, blow something up to release anger." - Mahatma Ghandi
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
June 27 2013 04:31 GMT
#2155
So, people keep saying to check for a third pylon, but many builds don't have one before a stalker/MSC pops.


Look at 3:05 in the video (~4:15 in game time)

Troll build by QXC, but I often see 2 gas, sometimes with 2 workers, sometimes with 3, and 2 pylons before I have to leave with a scouting SCV. If they used any chrono on units, you have to leave sooner. Sometimes they expand, sometimes they don't. Everyone keeps saying that I just need to scout better to hold all these bullshit Protoss all-ins, but if you don't open reaper, how can you know what he is doing without getting a lucky scan? And if you open reaper, how do you not die to proxy oracle or many other things without being as good as DeMuslim and can hold everything with 1 barracks and an engineering bay? (His is a really awkward bumpy build, even he gets supply blocked all the time with it because nothing lines up well, and +1 armor is worthless vs Protoss, IMO)

If they park a stalker/MSC in front of their natural at 4:30, you can't know, even if you hide an SCV perfectly and run it back in at 5 minutes because they can just snipe it. They could be proxy SG, DTs, double expo, immortal bust, delayed 4 gate... anything.

What am I missing?
Whatson
Profile Blog Joined January 2012
United States5357 Posts
Last Edited: 2013-06-27 05:26:09
June 27 2013 05:13 GMT
#2156
Well if you're having so much trouble with reaper openings vP maybe you should change your BO.
Also, explain what you mean when you say that +1 armor is useless vP
¯\_(シ)_/¯
KingofGods
Profile Joined July 2010
Canada1218 Posts
June 27 2013 06:17 GMT
#2157
My goal this season has been to keep average unspent resources below 900. I am doing okay with that (average 928), but problems arise when I reach max, especially when meching tvt and I float a lot of resources. Any suggestions what I should do? I don't want to carelessly through away units just to keep my resources down. What I usually do is build non stop cc's but even that doesn't use up resources fast enough lol.
darthfoley
Profile Blog Joined February 2011
United States8004 Posts
June 27 2013 06:25 GMT
#2158
On June 27 2013 15:17 KingofGods wrote:
My goal this season has been to keep average unspent resources below 900. I am doing okay with that (average 928), but problems arise when I reach max, especially when meching tvt and I float a lot of resources. Any suggestions what I should do? I don't want to carelessly through away units just to keep my resources down. What I usually do is build non stop cc's but even that doesn't use up resources fast enough lol.


Barracks barracks barracks, although it's nice to keep a bank when you hit late game. after a certain number of rax, you risk screwing yourself over if you have 0 bank and 23 rax.
watch the wall collide with my fist, mostly over problems that i know i should fix
govie
Profile Blog Joined November 2012
9334 Posts
June 27 2013 07:52 GMT
#2159
On June 27 2013 15:17 KingofGods wrote:
My goal this season has been to keep average unspent resources below 900. I am doing okay with that (average 928), but problems arise when I reach max, especially when meching tvt and I float a lot of resources. Any suggestions what I should do? I don't want to carelessly through away units just to keep my resources down. What I usually do is build non stop cc's but even that doesn't use up resources fast enough lol.


take more bases faster and prioritize mining gas with the scv's u have. The longer a game goes on, gas gets more important. every bit of gas u can steal from outside bases is a small win lategame.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Danglars
Profile Blog Joined August 2010
United States12133 Posts
June 27 2013 07:56 GMT
#2160
I want to thank this thread for teaching this noob ass terran how to not panic and face players my skill level on an even footing TvZ. I went in to it with gold macro and clueless decision making (I think I saw this play on a stream once. Let's do it!!) and read this thread's suggestions about builds, engagements, and lategame. I stopped fearing ultralisk/ling/bling, I started preparing more for allins/attacks (still plenty of work to go, plenty of games to nail down) and started winning games by more than lucky drops. Thanks DWF for all the work you put in along with Ver (your SC1 learning guide is legit). Carry on Terrans.
Great armies come from happy zealots, and happy zealots come from California!
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