The HotS Terran Help Me Thread - Page 124
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ValM
India408 Posts
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teuthida
United States104 Posts
On July 16 2013 01:14 Kvassten wrote: Okay so that Blink stalker all in was scouted by you at 6:35. Your reaction here should be to throw down a factory asap and start building siege tanks. Build bunkers at those locations you did and pull some SCVs to defend and wait for your tanks to come out. When you have 2-3 tanks you can fly your expansion to your natura. When you get 2 medivacs out and your marines and marauders have combat shield and stim you can push for the win with your MMM + Tanks. You can hold it without tanks too but you made some huge mistakes. Your rax with a TL should be building marauders instead of marines. At 9:00 you try to attack him instead of waiting for your medivacs. You made the same mistake again at 11:00 when you tried to kill his stalkers with just marines, you MUST have medivacs before engaging blink stalkers. After the engagement at 11:00 you basically can't win anymore :/ When you know that there is gonna be a blink stalker all in: Get 2-3 siege tanks. Focus on getting marauders rather than marines. Don't engage blink stalkers without medivacs. Thanks! I knew I engaged badly and also that I was getting marauders too late, I often go into a kind of 'panic mode' when trying to handle an all-in and don't always think everything through. I will keep this advice in mind for when it happens again ![]() | ||
TRaFFiC
Canada1448 Posts
On July 16 2013 01:57 ValM wrote: I'm appearing for a smallish tourney and I am currently at Gold~Plat level on European server. Could some of you please suggest any allin builds you know regardless of the matchups and also suggest some allins that I should watch out for and practice defending? Allins from specially Protoss and Terran because I am fairly aware of the current zerg allins. Thanks! you picked the wrong race man. Terran all ins are bad. The ones we had just got nerfed and the ones that still work (2 rax) aren't good below the gm level because they are based on your opponent not scouting. I could recommend you some 2 base all ins, but they require a lot of micro to pull off. All inning terran is damn near impossible. The combination of siege tanks, bunkers, and the faster rally is just too much. -6 rax double reactor star vs p. -marauder/helion alll in transition into 7 rax starport vs z. Let me know if any of these float your boat. I'll pm you the details and some reps. | ||
pali_
Germany48 Posts
Lately, I have started playing the Reaper-Expand into 3 CC build where I build 2 Reapers and 6 Hellions with the goal to contain the Zerg, slow down Creep spread and prevent the Zerg from building his third. While doing this, I get double ups, build my infrastructure and prepare for a strong 2-2 midgame push. So far the theory ... I think that sums up how the build is supposed to be played? Please feel free to add anything / comment on this. Now, 80% of the games turn out like this: Zerg gets only 100 gas, gets early speed (I scout that, hence I know the timing when speed hits). Zerg then gets a bunch of speedlings (20-30) and tries to catch me off-guard and surround my hellion/reaper force. Now, in some cases, this happens, in most cases, I manage to fend of the lings but am forced to pull back my hellion / reaper to my base. In either case, the zerg regains map control and is free to do whatever he so desires until my mid-game push is ready. Now, I know that the zerg has invested a lot of larvae into those lings, but I think this is totally worth it since he then can drone up like crazy for a considerable amount of time. I try to push with a MMMM force (with the first 2 medivacs). Now, the addition of the 3rd CC, the double upgrades, the 6 hellions (tons of minerals) delay my additional barracks so much that this push is quite late. So, the Zerg has tons of time to do whatever he likes, expand, drone up like crazy, get a macro hatch and is then usually able to crush my push and afterwards pressure my third. I will gladly provide replays once I get home from work. Now, does anyone have any advice / comments for this ^^ / this build in general? Or would you guys suggest playing a different build entirely? I was playing CC first before but most Zerg drone scout nowadays, see that early and then just all-in you which sadly, in most cases, used to work out for them. So, I never hellbat-dropped by the way, should I starting doing that NOW that the hellbat has been nerfed? :S As I said, any advice / comment on the above is highly appreciated. Please add your league information with your post. Thanks!!! | ||
govie
9334 Posts
so, 3 questions : 1. Howto dismantle an opponent in biotank vs biotank? (dropping his main is no option and i myself have never lost to a doondrop, i feel doomdrops are instant gg's) 2. Do u favor medivacs or vikings? Because i see alot of opponents choosing vikings, so it makes me wonder ![]() 3. Lets say ur opponent has aircontrol with his bunch of vikings, can u bend his airsuperiority supply into an advantage? | ||
Moosy
Canada396 Posts
On July 16 2013 04:42 govie wrote: I have a question regarding engagements in tvt. When biotank vs biotank its feels so strategical, atm i am above average but i fell i should get atleast 80% winratio in this matchup as i do have alot of supplyleads. Lets say ur on 160 supply, 3 base. Whats the proper way to dismantle the opponent. Hes got turrets everywhere, +10 siegetanks and alot of bio like me. so, 3 questions : 1. Howto dismantle an opponent in biotank vs biotank? (dropping his main is no option and i myself have never lost to a doondrop, i feel doomdrops are instant gg's) 2. Do u favor medivacs or vikings? Because i see alot of opponents choosing vikings, so it makes me wonder ![]() 3. Lets say ur opponent has aircontrol with his bunch of vikings, can u bend his airsuperiority supply into an advantage? 1. Marine tank is mobile (as opposed to mech) so you have to take advantage of that mobility by attacking one of his bases (or sieging his main from low ground) in order to get good positioning/ faster siege. 2. Medivacs are more important. This is because the majority of your army consists of marines and tanks are for support. If the tank counts get ridiculously high then air control is important. But generally you want mass healing. 3. Same I think 3 vikings is a good number but generally medivacs are a priority. it seems to me that your marine tank vs marine tank is too passive and turtle y. it does not have to become a split map situation. there are ways to finish the game using the macro advantage you mentioned. | ||
Firestorm
Canada341 Posts
Reaper opening? | ||
gondolin
France332 Posts
On July 16 2013 03:44 pali_ wrote: Hi, Mid/High Diamond (Master last season .. since the MMR threshold for Master seemed to be lower that season) Terran here, with some TvZ struggles. Lately, I have started playing the Reaper-Expand into 3 CC build where I build 2 Reapers and 6 Hellions with the goal to contain the Zerg, slow down Creep spread and prevent the Zerg from building his third. While doing this, I get double ups, build my infrastructure and prepare for a strong 2-2 midgame push. So far the theory ... I think that sums up how the build is supposed to be played? Please feel free to add anything / comment on this. Now, 80% of the games turn out like this: Zerg gets only 100 gas, gets early speed (I scout that, hence I know the timing when speed hits). Zerg then gets a bunch of speedlings (20-30) and tries to catch me off-guard and surround my hellion/reaper force. Now, in some cases, this happens, in most cases, I manage to fend of the lings but am forced to pull back my hellion / reaper to my base. In either case, the zerg regains map control and is free to do whatever he so desires until my mid-game push is ready. Now, I know that the zerg has invested a lot of larvae into those lings, but I think this is totally worth it since he then can drone up like crazy for a considerable amount of time. I try to push with a MMMM force (with the first 2 medivacs). Now, the addition of the 3rd CC, the double upgrades, the 6 hellions (tons of minerals) delay my additional barracks so much that this push is quite late. So, the Zerg has tons of time to do whatever he likes, expand, drone up like crazy, get a macro hatch and is then usually able to crush my push and afterwards pressure my third. I will gladly provide replays once I get home from work. Now, does anyone have any advice / comments for this ^^ / this build in general? Or would you guys suggest playing a different build entirely? I was playing CC first before but most Zerg drone scout nowadays, see that early and then just all-in you which sadly, in most cases, used to work out for them. So, I never hellbat-dropped by the way, should I starting doing that NOW that the hellbat has been nerfed? :S As I said, any advice / comment on the above is highly appreciated. Please add your league information with your post. Thanks!!! Since TvZ is my favorite match up I'll comment (I only play against low master zergs, but that sound about your level): your game plan looks fine, but it looks like you take your third too late (a replay would help). As you note, it is very important not to lose your hellions. When you know they have speed, and you scout that they have a lot of lings, do not go on creep anymore! Now rather than trying to delay creep as before, your hellions have to be used to clear the watch tower on your side and most importantly secure your third. If you lose them, the Zerg can delay your third by a lot (because this would be during the time you add the extra raxes and starport so you lack army production) and you will be behind. Hovewer, if you keep them and manage to take your third, you will be ahead eco wise because of all the used larvas, so you will be able to mount a strong push. Also I still always CC first on non two player maps. | ||
govie
9334 Posts
On July 16 2013 05:10 Moosy wrote: 1. Marine tank is mobile (as opposed to mech) so you have to take advantage of that mobility by attacking one of his bases (or sieging his main from low ground) in order to get good positioning/ faster siege. 2. Medivacs are more important. This is because the majority of your army consists of marines and tanks are for support. If the tank counts get ridiculously high then air control is important. But generally you want mass healing. 3. Same I think 3 vikings is a good number but generally medivacs are a priority. it seems to me that your marine tank vs marine tank is too passive and turtle y. it does not have to become a split map situation. there are ways to finish the game using the macro advantage you mentioned. Its not an answer which will alter any tactics of mine but thx. Every input is nice. But I am looking for more specific tvt 1. keyfactors 2. what to do when spotting these keyfactors in biotank vs biotank. Lets say u scan a sieged biotank comp. What keyfactors are u looking, which could give u an edge. etcetcetc? U dont have 6 bases yet, just 3 bases 160 supply both. There tanks+turrets cover every path/drop or whatever and they have positioned themselves in a way that they will allways have the bigger concave! What do u look for and what actions u take to dismantle a "goody"defensive spoonterran player that has his defenses setup right? | ||
MTAC
103 Posts
What do u look for and what actions u take to dismantle a "goody"defensive spoonterran player that has his defenses setup right? In a TvT turtlefest, they are 2 things that can work. Skyterran transition. It means you have to do it sweetly. So turtling too. If you can contain him it's really cool. It's relatively easy with a guy in a big defensive posture. The other one, that i like the most is nuking. Sieging in front of him, nuking again and again and slowly leapfrogging your tankline. Doing that intelligently means he'll have to leave some holes in his line, moving a few marines and tanks taking or weakening his positions in this places is what you want. If you are the first one to start nuking. It will be really hard for him to take the edge after that. Imo it's the funniest ending in TvT. | ||
govie
9334 Posts
On July 16 2013 06:33 MTAC wrote: In a TvT turtlefest, they are 2 things that can work. Skyterran transition. It means you have to do it sweetly. So turtling too. If you can contain him it's really cool. It's relatively easy with a guy in a big defensive posture. The other one, that i like the most is nuking. Sieging in front of him, nuking again and again and slowly leapfrogging your tankline. Doing that intelligently means he'll have to leave some holes in his line, moving a few marines and tanks taking or weakening his positions in this places is what you want. If you are the first one to start nuking. It will be really hard for him to take the edge after that. Imo it's the funniest ending in TvT. Skyterran is bull against bio/turret/viking. Ghost are too gimmicky+turret and scans. Im looking for solid tactics here, keyinfo and how u use that to break his defenses. Both options have never worked for my opponents so i think its not solid enough. Ravens are bull too when on 160 supply because it means tat 200 gas is wasted on 1 flying unit. There must be a way how u can dismantle a sieged biotankturretvikingmedivac with the same comp right? because thats what i am asking for. biotank vs biotank is standard and has been standard for a long time. There must be keyfactors in this comp's defenses which u can utilize when playing with the same comp on offence and thats what i am asking for. So, howto dismantle biotankdefense with biotank when both are at 160 supply? ![]() | ||
MTAC
103 Posts
But against a "turtling i don't move and have perfect defense tank line protected by marines". The only solutions are what Ive say. Or doomdrop. but you don't want it either. Otherwise. Biotanks against biotanks are all about small drops or runbys taking the opponent army out of position. Constants scans and moving your army all around. THAT is the standard. Coz if your opponnent isn't moving and wasting tons of moneys in static defense. You have the map. And you have more ressources to go skyterran. That is the standard too. | ||
Frij
Canada9 Posts
On July 16 2013 07:22 govie wrote: Skyterran is bull against bio/turret/viking. Ghost are too gimmicky+turret and scans. Im looking for solid tactics here, keyinfo and how u use that to break his defenses. Both options have never worked for my opponents so i think its not solid enough. Ravens are bull too when on 160 supply because it means tat 200 gas is wasted on 1 flying unit. There must be a way how u can dismantle a sieged biotankturretvikingmedivac with the same comp right? because thats what i am asking for. biotank vs biotank is standard and has been standard for a long time. There must be keyfactors in this comp's defenses which u can utilize when playing with the same comp on offence and thats what i am asking for. So, howto dismantle biotankdefense with biotank when both are at 160 supply? ![]() The best way I've found is to look at tank lines as just that...lines. If you're in a line based scenerio, then theoretically, the weakest points should be at each end of the line. This is where you have to "scoop" away territory from your opponent. Day[9] did a daily on it a looonnng time ago I believe. Remember, you and your opponent are going to have more rax than factories, so you should be able to take small clumps of 5-8 marauders and pick off the ends of the lines. The rauders will die, but you'll make the line smaller. From there, move a tank into where you just gained some territory, and slowly push the opponent back to his side while taking a 4th and constantly reinforcing. Eventually, you'll force him to either unsiege everything and back off, or he'll panic and a-move into your tank line. The key is to not commit too much to the snipes. If you find that picking off a tank is impossible, then slip some bio by and try to just walk into his third. You should be able to find some avenue. And as always, if he's turtling, expand. | ||
govie
9334 Posts
On July 16 2013 07:33 MTAC wrote: Ghost aren't gimmicky, nukes have longer range than tanks. If you are nuking his tanks when protected by your own tanks, the only solution to kill the ghost is run forward. So he have to unsiege the nuked tanks, leaving the ones on the edge unprotected, that's when you advance a litlle, kill some units and advance your own line. That works at master level really well. But against a "turtling i don't move and have perfect defense tank line protected by marines". The only solutions are what Ive say. Or doomdrop. but you don't want it either. Otherwise. Biotanks against biotanks are all about small drops or runbys taking the opponent army out of position. Constants scans and moving your army all around. THAT is the standard. Coz if your opponnent isn't moving and wasting tons of moneys in static defense. You have the map. And you have more ressources to go skyterran. That is the standard too. Well, i could do the ghosttactic ofcourse but was hoping on more solid tactics with standard biotank. It is the 160 supply mark at where i am allmost allways ahead on supply/upgrades everything. I sometimes loose games when i have been far ahead for a long time. I believe this is because of a lack of knowledge of biotank vs biotank. It would be cool to use that timing at 14 minutes to crush my opponents. But i feel i lack certain knowledge of biotank to make it so. And thats why i asked what keyfactors (info) i should be looking for and how to get an advantage from it in biotank vs biotank ![]() | ||
MTAC
103 Posts
Just what i say, moving is the key, moving and scanning. Like Frij said it, when it goes to lines, take the most unprotected ones. Slowly grabbing his places. Little drops or runbys, then attacking, scanning to see if he is sieging/unsieging. Killing a few tanks then going back to your own tanks. But there is a lot of situation when you can't do it anymore. So doomdrops, Nukes or skyterran. But attacking when your opponnent is ready for it is always a bad idea. Unless there is not enough marines protecting a few tanks. There, tanks unsieged have better DPS than sieged against tanks, siege your own artillery when you have take the place or kill the threat. When it comes to frontal fight, tanks autofire on the most closest units, so grabbing a few of your marines and kitting forward with them do the trick and a lots of splash damage is gone. Splitting should also be made on the sides, not backward like in tvz. Also, in biotank, there is no marauders. In frontal they SUCK against marines. And marines are the key there. Imo i never add viking in this case, I prefer scanning, or if no one has vikings moving a medivac forward. | ||
pali_
Germany48 Posts
On July 16 2013 05:42 gondolin wrote: Since TvZ is my favorite match up I'll comment (I only play against low master zergs, but that sound about your level): your game plan looks fine, but it looks like you take your third too late (a replay would help). As you note, it is very important not to lose your hellions. When you know they have speed, and you scout that they have a lot of lings, do not go on creep anymore! Now rather than trying to delay creep as before, your hellions have to be used to clear the watch tower on your side and most importantly secure your third. If you lose them, the Zerg can delay your third by a lot (because this would be during the time you add the extra raxes and starport so you lack army production) and you will be behind. Hovewer, if you keep them and manage to take your third, you will be ahead eco wise because of all the used larvas, so you will be able to mount a strong push. Also I still always CC first on non two player maps. Thanks for reading and replying to my post! What would be the the optimal time to secure a third, given a scenario where the early game + everything around it were completely standard and no damage has been taken. Still assuming reaper-expand into 3CC here. Would 9:00 be around the right time, securing that with 6 hellions and 2 reapers .. and some mines by that time .. ? Also, on 4 player (4 spawn) maps, isn't CC first on low ground a complete coin flip given the fact that Z could go for a 6/7pool and the possibility of finding him last? | ||
govie
9334 Posts
On July 16 2013 07:58 MTAC wrote: Well. There is no real key. But TvT is the only match-up where tanks are really but really frightening. Just what i say, moving is the key, moving and scanning. Like Frij said it, when it goes to lines, take the most unprotected ones. Slowly grabbing his places. Little drops or runbys, then attacking, scanning to see if he is sieging/unsieging. Killing a few tanks then going back to your own tanks. But there is a lot of situation when you can't do it anymore. So doomdrops, Nukes or skyterran. But attacking when your opponnent is ready for it is always a bad idea. Unless there is not enough marines protecting a few tanks. There, tanks unsieged have better DPS than sieged against tanks, siege your own artillery when you have take the place or kill the threat. When it comes to frontal fight, tanks autofire on the most closest units, so grabbing a few of your marines and kitting forward with them do the trick and a lots of splash damage is gone. Splitting should also be made on the sides, not backward like in tvz. Also, in biotank, there is no marauders. In frontal they SUCK against marines. And marines are the key there. Imo i never add viking in this case, I prefer scanning, or if no one has vikings moving a medivac forward. Example new kirk district (red enemy/blue is me) ![]() I like to think in concaves because its the most important part of marine vs marine battles. Tanks do less damage and bio does more with a big concave. NKS is a nice example. The circle is my tanks and the 2 lines are my bio. Lets say 160 supply push out. Anyone ever tried to engage (big amove) with that extra bio army (arrow) to make concave bigger? 1 big amove and siege behind it on the other side of the pillar infront of his 3rd to mirror his tanks? | ||
teuthida
United States104 Posts
On July 16 2013 02:07 teuthida wrote: Thanks! I knew I engaged badly and also that I was getting marauders too late, I often go into a kind of 'panic mode' when trying to handle an all-in and don't always think everything through. I will keep this advice in mind for when it happens again ![]() Ok this happened again to me just now, took your advice and successfully pushed back his stalker / zealot / msc contain, which was nice (not sure if this was quite an all in or not, but he had a lot). But then as I was getting my expo up and running, building up an army, he came in with mass zealot / HT / archons and wiped me out. Seriously frustrated with my matches vs protoss right now. | ||
Whatson
United States5356 Posts
Look at Ryung v Polt MLG, lots of positioning and marine-tank movement there, or any Ryung TvTs actually. | ||
Whatson
United States5356 Posts
On July 16 2013 08:15 govie wrote: Example new kirk district (red enemy/blue is me) ![]() I like to think in concaves because its the most important part of marine vs marine battles. Tanks do less damage and bio does more with a big concave. NKS is a nice example. The circle is my tanks and the 2 lines are my bio. Lets say 160 supply push out. Anyone ever tried to engage (big amove) with that extra bio army (arrow) to make concave bigger? 1 big amove and siege behind it on the other side of the pillar infront of his 3rd to mirror his tanks? Well yeah it's theoretically possible but only is you have an army advantage. What you're doing is dividing your own army in the face of another army, what's to stop your opponent from scanning, seeing he's got more than you, and attacking your tank-line before your bio gets to flank? Also, that's a really shitty position for red lol | ||
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