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Does anyone have any good builds vs Protoss that force very early pressure so that the Terran controls the flow of the game? I'm getting tired of having to react to whatever the toss has in store for me, be it proxy oracle, blink all-in, or whatever else shenanigans are possible; I like my opponent to react to me. The only one I have that's working well in my league is a cheesy but reliable build I saw in a pro match awhile ago, where Terran proxy reapers into proxy widow mine to contain the toss for as long as possible while I get my own infrastructure up and running. The problem (other than its gimmicky) is that it's very map dependent, and needs a main where reapers can have some freedom to jump around. Maps like belshir vestige require a lot more effort to gain an advantage because of this limitation.
The only way to control the game is going 1/1/1 into Mine drop / 2 Hellion attack but you have to scout and react accordingly and it powers you up in late game to seriously carry with early medivac harass and HUGE potential to do damage in the mid game. Taeja has shown us this vs sOs and completely dominated in DH if you didn't catch that game watch the vod seriously it will teach you volumes
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How am I supposed to not lose a tvp?
User was warned for this post
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On December 01 2013 19:21 Rambolav wrote: How am I supposed to not lose a tvp?
post replays
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On November 30 2013 17:57 halpimcat wrote: Does anyone have any good builds vs Protoss that force very early pressure so that the Terran controls the flow of the game? I'm getting tired of having to react to whatever the toss has in store for me, be it proxy oracle, blink all-in, or whatever else shenanigans are possible; I like my opponent to react to me. The only one I have that's working well in my league is a cheesy but reliable build I saw in a pro match awhile ago, where Terran proxy reapers into proxy widow mine to contain the toss for as long as possible while I get my own infrastructure up and running. The problem (other than its gimmicky) is that it's very map dependent, and needs a main where reapers can have some freedom to jump around. Maps like belshir vestige require a lot more effort to gain an advantage because of this limitation.
12-14 rax Send 5 marines and 3 SCVs to opponents base to try and snipe probes, build CC at home as you move out, transition into 1 rax FE (cc, 3rd rax, 2x refinery, techlab + stim, factory + engineering bay, reactored starport)
See Hack vs Squirtle Group D of IEM singapore ro16, game 1 of final set.
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At what time, roughly, should I look to hit with a 2-base 5rax scv pull in TvP? I've come to the unfortunate realization that late game my micro is not good enough unless the protoss makes a ridiculous positioning mistake from not being patient enough.
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12-14 rax from Hack vs Squirtle. OR 12-14-14 rax all-in with a pull at 27 supply.
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On December 01 2013 20:10 Chaggi wrote:Show nested quote +On December 01 2013 19:21 Rambolav wrote: How am I supposed to not lose a tvp? post replays
does it matter?
I just need someone to give a me a plan that works, because unless you're korean GM I can't see a possible avenue to win. at no point in tvp is protoss weak
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On December 01 2013 20:10 Chaggi wrote:Show nested quote +On December 01 2013 19:21 Rambolav wrote: How am I supposed to not lose a tvp? post replays Watch Taeja/Maru.
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http://drop.sc/366800
Hey guys this replay sums up all of my TVP at the moment. Opened with reaper/reactor expand and the game played out pretty standard till the first battle ( I think) My micro was terrible the first engagement and my army got destroyed which led to the eventual GG.
Questions are: 1) Did I do anything blatantly wrong up until the first major battle? 2) Was my composition even able to beat his? assuming I micro'd properly.
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how do you deal against a Z who plays safe in the early and rushes hive off a roach/hydra and gets super fast vipers ? I just cannot get enough tanks to push before vipers come into the field or i should cut some other gas unit in order to do so?
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On December 02 2013 01:02 Rambolav wrote:Show nested quote +On December 01 2013 20:10 Chaggi wrote:On December 01 2013 19:21 Rambolav wrote: How am I supposed to not lose a tvp? post replays does it matter? I just need someone to give a me a plan that works, because unless you're korean GM I can't see a possible avenue to win. at no point in tvp is protoss weak
how are we supposed to give you a plan that works if we don't know what you're doing in game
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in TvT, marine/tank vs marine/tank... when do you get 2nd factory and 3rd factory?
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In TvT, is there a way to reactively punish a player who goes FE into 3 barracks stim setup from a 15 gas reactor expand? Whenever I try to play a long game in that situation I just end up dying unless i went up to 5 barracks before 3rd command center due to their much faster stim, +1, combat shield, etc.
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On December 02 2013 11:02 PinheadXXXXXX wrote: In TvT, is there a way to reactively punish a player who goes FE into 3 barracks stim setup from a 15 gas reactor expand? Whenever I try to play a long game in that situation I just end up dying unless i went up to 5 barracks before 3rd command center due to their much faster stim, +1, combat shield, etc. Not really, it's why I stray away from 15 gas builds, too middle-road, even though it's a safe build. I've had some moderate success by going marine hellion drop into tank push/contain + 3rd CC, but if you go for this follow-up there's going to be a window of time where the other guy will have 1/1 and you're still stuck on 0/0.
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United Kingdom31935 Posts
So in TvT is marine/tank still viable or is mech just better now?
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Canada8159 Posts
On December 02 2013 15:22 GumBa wrote: So in TvT is marine/tank still viable or is mech just better now?
I've still had success with marine/tank
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Marine Tank vs marine tank is still the norm in tvt, but mech definitely got a good boost in viability. It's still a really difficult style that has a lot of ways to just stupidly die but it's certainly viable.
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On December 02 2013 13:50 Whatson wrote:Show nested quote +On December 02 2013 11:02 PinheadXXXXXX wrote: In TvT, is there a way to reactively punish a player who goes FE into 3 barracks stim setup from a 15 gas reactor expand? Whenever I try to play a long game in that situation I just end up dying unless i went up to 5 barracks before 3rd command center due to their much faster stim, +1, combat shield, etc. Not really, it's why I stray away from 15 gas builds, too middle-road, even though it's a safe build. I've had some moderate success by going marine hellion drop into tank push/contain + 3rd CC, but if you go for this follow-up there's going to be a window of time where the other guy will have 1/1 and you're still stuck on 0/0.
Are you not having success with the original forgg build: reactor out some marines while you make a WM and a medivac, then reactor out hellions. Drop mines and marines with medivac in a few places then run in with hellions? You can usually at minimum disrupt mining while you get up 3rd cc 3 fac (all one gas), make an obsene amount of blue flame hellions and have complete map control. Especially against triple rax, your critical mass of BFH makes you untouchable for quite a while. Although this would require you switch from bio to the superior mech
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On December 02 2013 03:16 seak99 wrote:http://drop.sc/366800Hey guys this replay sums up all of my TVP at the moment. Opened with reaper/reactor expand and the game played out pretty standard till the first battle ( I think) My micro was terrible the first engagement and my army got destroyed which led to the eventual GG. Questions are: 1) Did I do anything blatantly wrong up until the first major battle? 2) Was my composition even able to beat his? assuming I micro'd properly.
I don't think you did anything blatantly wrong. I could probably nitpick at things but that was not the reason you lost the game. The composition was fine, although I thought you were a little late on the viking production(your starport was idle at times) and you could have started your +1 armor and second engi bay earlier. Hope this helped
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On December 02 2013 16:27 Doc Brawler wrote:Show nested quote +On December 02 2013 13:50 Whatson wrote:On December 02 2013 11:02 PinheadXXXXXX wrote: In TvT, is there a way to reactively punish a player who goes FE into 3 barracks stim setup from a 15 gas reactor expand? Whenever I try to play a long game in that situation I just end up dying unless i went up to 5 barracks before 3rd command center due to their much faster stim, +1, combat shield, etc. Not really, it's why I stray away from 15 gas builds, too middle-road, even though it's a safe build. I've had some moderate success by going marine hellion drop into tank push/contain + 3rd CC, but if you go for this follow-up there's going to be a window of time where the other guy will have 1/1 and you're still stuck on 0/0. Are you not having success with the original forgg build: reactor out some marines while you make a WM and a medivac, then reactor out hellions. Drop mines and marines with medivac in a few places then run in with hellions? You can usually at minimum disrupt mining while you get up 3rd cc 3 fac (all one gas), make an obsene amount of blue flame hellions and have complete map control. Especially against triple rax, your critical mass of BFH makes you untouchable for quite a while. Although this would require you switch from bio to the superior mech Yeah, I've never been a particularly fan of mech, out-harassed and destroyed too many mech players for that heh.
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