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Yea hahahaha He is good though he is High GM and does understand the game and always backs up what he says with hard facts
11 gas is just that 11 gas 13 Rax... QxC used this a lot basically protoss will only have 1 PO by the time you hit with 4 marines 2 hellions and 2 mines so you spread the forces and micro to kill as many probes as possible.... this build though if scouted is very easily defended which is why ppl don't do it unless like on an easy to block vision map or 4 player map.
Honestly if you want aggro options as Terran in TvP you can do what i've been doing recently which has worked wonders for me in the early game and has helped me immensly in mid game.... 1 Rax Gasless FE into 2 rax if my opponent is going macro or 3 rax if my opponent is going aggro.... the 2 key things about this is #1 staying on top of your early macro for marines and #2 scouting properly with your scv leaving with it at 2:45 ( pretty much right after your first rax) and at 5:00 at the nat to see if he is all in from there you get all the info you need hope this helps
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On January 07 2014 15:49 9-BiT wrote: How viable is happy's style of tvp where you just turtle up to a ghost/viking/bio perfect army and just roll the toss? I really need to improve my army control and I figure if I play this style it will force me to eventually, or demote me. It's not viable in HotS. You can/should transition to Ghosts/Vikings at a certain point, but if you play to win, you should not start the game with the idea to passively build such an army. Of course, if you want to train your Ghosts/Vikings micro and nothing else, then you can, but be prepared to get tons of frustrating losses.
On January 08 2014 00:16 G-force wrote: Thanks for the fast responces.
@ Pirfiktshon: your right that reaper FE into 1-1-1 is supposed to do some agressive moves against a macro P. I usually do this build to follow up with a fast medivac drop or banshees against a 1 gas expanding protoss. Do your really think it's not viable against a onebase allining protoss though? I feel like pro terrans used this build to great effect against one base blink allins, but that i'm simply doing something wrong. Would skipping the reaper and going straight for reactored marine production be better? Reaper Reactor expand into 1-1-1 is perfectly viable against all 1-base pressure/all-ins except 3'20 proxy Stargates [because you have neither 6 Marines nor a Mine ready in time for the first Oracle in your mineral line by 5'10 - 5'20, so you have to deviate and get an EB for a Turret; before the last patch, you could stall with a Bunker in your mineral line, but the new Oracles can circumvent it too easily to still deal damage].
Never skip the Reaper, you 100% need to have a chance at scouting what is exactly coming; even if most of your answers will come down to Marines/Tanks/Starport support, you need to tell apart Blink from frontal busts (Immortals, Voids) to position your defence.
So, against 4g Blink, take an earlier second gas and go for Marines/Tanks. See for instance Flash vs Avenge, Atlas, Code A RO24 in the WCS 2013 replay pack; or me vs Chubz (but skip the first Mine and go straight for Tanks, it's safer).
Against Stalkers/Voids busts, get 2-3 Bunkers in front, Marines/Tanks, and produce Vikings from your Starport. With around 10 SCVs pre-pulled to repair Bunkers, this should be enough.
Should i simply overbuild bunkers even though i cant fill them all? also, are widow mines preferable over tanks? No, generally you want only 2 (you don't have enough minerals anyway): one Bunker at your ramp, and one at the most vulnerable ledge. For a dumb map like Heavy Rain, well, just veto it. Don't bother with Mines (1 at most), Tanks are superior against Blink attacks.
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On January 07 2014 14:20 iaguz wrote: What kind of blink stalker build?
If it's 2 base build maintain 2 bases, put 2 bunkers at your natural and 1 covering each area of your main around the cliff. Maintain 100% scv and unit production focusing on getting 2 tech lab marauders production. Delay factory and/or starport and don't get a 3rd gas going. Consider getting a sensor tower, it's kinda neat (though kinda expensive. You can move scvs around your main cliff instead which isn't quite as good but does save 125/100).
If it's 1 base blink, fall back into your main and bunker up all the approaches. Keep your reaper out on the map and use it to see when/if he expands. Keep a few scvs on the most threatened bunker and try and keep an eye on where his mocore is since the bunker closest to it is the bunker he's gonna go for. Delay factory until after the first wave is repelled, then get it. Also keep a scan handy/get an ebay at some point so you don't lose to a DT transition that some like to do.
Any 1 base all in will force you up your main ramp, you just don't have enough units when it hits to defend a natural. Fortunately they don't have a natural so this is often sort of ok.
Defending protoss all ins is a matter of scouting and having enough bunkers and scvs around them in time. Often times you'll lose and it will not feel particularly fair. Such is the way of Protoss.
Maintain 2 bases? Or maintain 2 gases? It's usually 4 Gate with or without Blink as it comes fairly shortly after my natural CC is done.
I can get 3 Rax, one with Reactor, two with Techlabs and churn out 2 Marines and 2 Marauders right? And at the same time, upgrading Concussive Shells and Stim all off one gas? I tried that yesterday and it seemed to work. But I wonder if it was because my timings were off.
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Hey guys, situational TvP question
I'm trying to get ahold of CC first in the MU to get more styles under my belt and I was wondering what I should do when I find the protoss has proxied everything at my natural. I lose this game, but if you could look at it and tell me what I did wrong it'd be great!
http://drop.sc/370770
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On January 08 2014 09:19 DaveSprite wrote:Hey guys, situational TvP question I'm trying to get ahold of CC first in the MU to get more styles under my belt and I was wondering what I should do when I find the protoss has proxied everything at my natural. I lose this game, but if you could look at it and tell me what I did wrong it'd be great! http://drop.sc/370770
This replay was interesting. The main problem with it was that you didn't see it until quite late and you were going CC first, but I still think it is salvageable. A couple things you could do are...
1. Don't try to win a lost fight. The cannon was going to get up, since you didnt pull workers until it was about half done. And once the zealot came out, you tried to fight it with workers and kill it off, which will almost never work out. Just dance with the zealot and buy time using worker micro. It is hard, but do-able. 2. If you identify there is a gateway that could make a zealot, IMMEDIATELY wall off. Even though the cannon was in range of your depot, what you need to do against this is buy time. You will always be ahead in workers or, at the very least, tech. You can afford to lose a few to the cannon in order to keep the zealot out. A good wall to make in this situation would have been two barracks alongside your depot after you cancel the CC upon spotting the proxy.
Once you stabilize against something like this, you basically win. The extra barracks I think are crucial, so I would recommend just cancelling the command center and getting more barracks. One base vs one base when he cuts workers so hard is still a lead.
ALSO! One little micro trick you can use is to tell the worker a zealot is attacking to stop, which will make the zealot stop attacking that worker and go to another one, preserving your worker count quite nicely.
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Thanks! I knew about the worker stop micro I just didn't have the presence of mind to try it. Maybe when I'm grandmaster I'll play fast enough
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For TvT, I've been going 15 gas CC into 4 hellion 6 marine 1 medivac push and I've been wondering what is the best way to transition out of this into biomech (vs biomech)? I know that I need to get a 3rd CC, 2 e-bays, 2 rax, and 3 gases in quick succession but I'm not sure what order is most efficient in terms of being able to support production with enough gas and being able to defend an attack.
I know I have to get at least 1 more gas to start tank production and all four before I get my e-bays. But how aggressive should I be with my 3rd CC timing and placement? Also, is it better to put a tech lab on the first rax to get stim (which delays my marine count) or swap the reactor onto the rax and then get 2 more rax with 2 tech labs for double upgrades?
Thank you in advance!
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ALSO! One little micro trick you can use is to tell the worker a zealot is attacking to stop, which will make the zealot stop attacking that worker and go to another one, preserving your worker count quite nicely.
Only works if other scvs are attack moving, no? And the protoss is not microing at all.
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On January 08 2014 11:12 KingofGods wrote:Show nested quote + ALSO! One little micro trick you can use is to tell the worker a zealot is attacking to stop, which will make the zealot stop attacking that worker and go to another one, preserving your worker count quite nicely. Only works if other scvs are attack moving, no? And the protoss is not microing at all.
Yeah, there do need to be other scv's hitting it, but the stop micro is mostly used to run the worker away, because if u just run the SCV away at the last second, there is some acceleration delay, which may get it caught if ur too slow pulling it back, but the stop micro ensures the worker gets away so you can preserve income until you get mariners out to defend.
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Has anyone noticed how imba habitation station is for terran. Totalbiscuit does this build on there which he may have called "the tesse-rac". Build order goes: at start of game pick up CC and move it to the gold (don't load your scv's it's faster for them to go on their own power) as soon as you land - SCV 9 - supply depot 100% supply depot - rax at every 150 minerals - rax(2) At 100% rax - constant marines but never queue more than one. 17 - supply depot then constant supply depots after that Stop building rax when you get to 6.' Stop building SCV's at 18. Don't build add ons. Don't get gas. Don't get the OC. Around 4 minutes you should have 15 marines. Push out with them and rally all new marines to enemy base. Should be able to finish them by the 8 minute mark.
I know it is total cheese, which I hate, but it's a fun little build. Let me know if you have much success with it.
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On January 08 2014 11:54 mygodsnameiskyle wrote: Has anyone noticed how imba habitation station is for terran. Totalbiscuit does this build on there which he may have called "the tesse-rac". Build order goes: at start of game pick up CC and move it to the gold (don't load your scv's it's faster for them to go on their own power) as soon as you land - SCV 9 - supply depot 100% supply depot - rax at every 150 minerals - rax(2) At 100% rax - constant marines but never queue more than one. 17 - supply depot then constant supply depots after that Stop building rax when you get to 6.' Stop building SCV's at 18. Don't build add ons. Don't get gas. Don't get the OC. Around 4 minutes you should have 15 marines. Push out with them and rally all new marines to enemy base. Should be able to finish them by the 8 minute mark.
I know it is total cheese, which I hate, but it's a fun little build. Let me know if you have much success with it.
Actually I called it Megarax because that's what TLO called it, since it's his build from early Wings.
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It might actually be viable for a lot of levels since a lot of zergs just overlord scout and by the time they realise you are at the gold, you are already parading across the map.
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On January 08 2014 11:54 mygodsnameiskyle wrote: Has anyone noticed how imba habitation station is for terran. Totalbiscuit does this build on there which he may have called "the tesse-rac". Build order goes: at start of game pick up CC and move it to the gold (don't load your scv's it's faster for them to go on their own power) as soon as you land - SCV 9 - supply depot 100% supply depot - rax at every 150 minerals - rax(2) At 100% rax - constant marines but never queue more than one. 17 - supply depot then constant supply depots after that Stop building rax when you get to 6.' Stop building SCV's at 18. Don't build add ons. Don't get gas. Don't get the OC. Around 4 minutes you should have 15 marines. Push out with them and rally all new marines to enemy base. Should be able to finish them by the 8 minute mark.
I know it is total cheese, which I hate, but it's a fun little build. Let me know if you have much success with it. I have had some great success with this, especially against zerg, where I just do a relatively standard bunker rush play. For every one of those instances, zerg scouted me super quickly with an overlord, and built a spawning pool immediately after expand, flooded lings, and still failed to defend. I'm not making judgements on this play, however, because I'm not positive either the zerg or I are playing optimally.
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would attacking with all workers immediately after scouting just kill this?
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I think blocking the cc from landing is probably better, if you can scout it that early.
otherwise just preventing the bunker from getting up is probably enough.
keep in mind i have ever actually played this, just from what ive seen
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On January 08 2014 15:44 Aveng3r wrote: I think blocking the cc from landing is probably better, if you can scout it that early.
otherwise just preventing the bunker from getting up is probably enough.
keep in mind i have ever actually played this, just from what ive seen
Defend the same way you defended the similar derp-check strategy in WoL from Metalopolis. The only difference between this and a standard Bunker rush is the amount of Marines pouring out at your face. Sharp timing on Spawning Pools with good Drone pulls as well as actually identifying this in time should do the trick.
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Thanks a lot Dwf for the well argued responce. At least now i know that i CAN hold these kinds of one base allins with FE into 1-1-1. Its probably simply my poor execution, so off to more practice with me xD.
Do you think Heavy rain is really so bad for TvP? I haven't faced a lot of protosses on it, so i dont have a big sample size. I currently have Frost and Alterzim vetoed (too big and hard to scout proxies) aswell as Yeonsu (dat cliff area...).
As for the TLO Megarax strat, I seem to remember some pro doing this once on metalopolis on the mid gold base(anyone remember that map? xD). Didnt work tho, cause the zerg just flooded him with ling bling from 2 base and he couldnt wall off intirely. On Habitation station you can wall the gold very easily, so comparatively better map for it. I do think the lifting of the main CC puts you wildly behind though, so better end the game before the 12 min mark.
Edit: You beat me too it Jazzman xD
I saw a replay where someone did CC first expo on the gold on habitation station TvZ. He followed it off with walling his nat with rax and 2x engibay. He then expoed his nat, turned both expansions into planetaries and got building armor and high-sec autotracking. He then transitioned into 5 starport raven (!!!). Surprisingly good for such a bronze eyeing strat haha.
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I'm learning terran and pretty much go reaper expand in all my matchups to be safe. Against zerg when the reaper scouts and i see a lots of lings/banenest/late expansion or roach warren, what should my reaction be? I always build cc on highground. Should i try to rush out a tank? make marines or marauders?
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@Stazzle, making a tank out of your first factory is definitely an option, but it will put you in a very defensive position.
I'm asuming you normally do 1-2 reapers into reactor + factory after expanding, so that you can swap your factory on the reactor?
With this set-up you have to build your 3rd depot and onward in your natural wall (first 2 at ramp to main). Also @100 minerals after starting your factory you have to build a bunker. Upon scouting an allin, you should build 1-3 additional bunkers.
You can also produce 2 widow mines from your reactored factory as your first line of defense. Don't rely on your widow-mines too much though, because they are a fluke at best. hellions are great at kiting back any ling centric allins aswell. if you open up reapers and keep them alive while going reactored hellions, you'll have great map control up untill mutalisks come out.
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Northern Ireland461 Posts
On January 08 2014 23:50 Stazzle wrote: I'm learning terran and pretty much go reaper expand in all my matchups to be safe. Against zerg when the reaper scouts and i see a lots of lings/banenest/late expansion or roach warren, what should my reaction be? I always build cc on highground. Should i try to rush out a tank? make marines or marauders?
12/12 Reaper FE into Hellion is a good build, build your CC on the low ground though.
If you scout more than 100 Gas mined, it implies some kind of aggressive play, you need to identify if it will be ling based or roach based, or bane based, or all three.
You can keep the reactor on the Barracks and the tech lab on the Factory for a while to get out some tanks and some extra marines, you basically want to make bunkers behind your wall, meaning that the banelings will have to chew through extra structures before they can actually do anything substantial. A few tanks will hold any aggression like this pretty well, alternatively, going Banshee is quite popular at the minute, and is safer than just relying on Reaper/Hellion in the early game. It also makes your counterswing a lot harder to deal with, and more often than not you can kill creep queens/drones/3rd bases for free after you hold.
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