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The HotS Terran Help Me Thread - Page 250

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.
Tzuborg
Profile Joined April 2011
Norway171 Posts
February 15 2014 13:59 GMT
#4981
What's the current standard cover all TvP build?
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
February 15 2014 17:53 GMT
#4982
On February 15 2014 22:59 Tzuborg wrote:
What's the current standard cover all TvP build?


There really isn't one atm unfortunately, no matter what you'll have to deviate to deal with Blink Stalkers, Proxy Oracles, DTs / DT Drops, 10 gate Zealot Stalker Stalker MsC pressure ect.

Most players are opening 12 Rax Reaper Reactor Expand into 2 more rax and an engineering bay, and you need to scout out what your opponent is doing and react accordingly from there (standard would be stim, factory, starport). The nice thing about this build is that you maximize your chances to get the information you need with good reaper control.
In Somnis Veritas
Tzuborg
Profile Joined April 2011
Norway171 Posts
February 15 2014 18:17 GMT
#4983
On February 16 2014 02:53 Pursuit_ wrote:
Show nested quote +
On February 15 2014 22:59 Tzuborg wrote:
What's the current standard cover all TvP build?


There really isn't one atm unfortunately, no matter what you'll have to deviate to deal with Blink Stalkers, Proxy Oracles, DTs / DT Drops, 10 gate Zealot Stalker Stalker MsC pressure ect.

Most players are opening 12 Rax Reaper Reactor Expand into 2 more rax and an engineering bay, and you need to scout out what your opponent is doing and react accordingly from there (standard would be stim, factory, starport). The nice thing about this build is that you maximize your chances to get the information you need with good reaper control.


Do you pull workers off gas after the reactor is started with this?
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2014-02-15 18:36:02
February 15 2014 18:32 GMT
#4984
On February 16 2014 03:17 Tzuborg wrote:
Show nested quote +
On February 16 2014 02:53 Pursuit_ wrote:
On February 15 2014 22:59 Tzuborg wrote:
What's the current standard cover all TvP build?


There really isn't one atm unfortunately, no matter what you'll have to deviate to deal with Blink Stalkers, Proxy Oracles, DTs / DT Drops, 10 gate Zealot Stalker Stalker MsC pressure ect.

Most players are opening 12 Rax Reaper Reactor Expand into 2 more rax and an engineering bay, and you need to scout out what your opponent is doing and react accordingly from there (standard would be stim, factory, starport). The nice thing about this build is that you maximize your chances to get the information you need with good reaper control.


Do you pull workers off gas after the reactor is started with this?


Yeah, I usually pull 1 off at 52 gas (enough for the reaper) and the other 2 off at 46 and 50 (so I end up with enough for reactor), sending the last SCV pulled off to the natural to build my expansion. I almost always go 10 depot 12 rax 15 oc 15 reactor 15 cc 17 depot then bunker rax rax as I can afford them for my opening, but there are lots of small variations of reaper FE that don't really make a huge difference and you'll have to deviate vs certain early Protoss pressure builds like 10 gate zealot stalker msc or proxy 1 gate in favor of a much earlier bunker / cc on high ground ect.

The major variations are whether you go 2 rax or 3 rax before fact + port and whether you incorporate an eng bay and early upgrades into the build or not. If you go 2 rax instead of 3, you're cutting it really close on unit count vs certain all-ins (such as blink or warp prism 4 gate) and you'll only have one tech lab for upgrades (meaning you'll have to choose between conc shells and stim, or usually just go without conc shells as you've already started stim by the time you've realized it's blink), and an early engineering bay + upgrades will really cut into unit count as well.

Also, scout with an SCV if you want to be 100% safe, at latest scout with the one building your rax, really all you need to see is if he went 10 gate, proxy gate or second pylon proxy stargate, in which case you need to cc + bunker on the high ground or build an eng bay before second rax vs stargate.
In Somnis Veritas
Tzuborg
Profile Joined April 2011
Norway171 Posts
February 15 2014 18:48 GMT
#4985
On February 16 2014 03:32 Pursuit_ wrote:
Show nested quote +
On February 16 2014 03:17 Tzuborg wrote:
On February 16 2014 02:53 Pursuit_ wrote:
On February 15 2014 22:59 Tzuborg wrote:
What's the current standard cover all TvP build?


There really isn't one atm unfortunately, no matter what you'll have to deviate to deal with Blink Stalkers, Proxy Oracles, DTs / DT Drops, 10 gate Zealot Stalker Stalker MsC pressure ect.

Most players are opening 12 Rax Reaper Reactor Expand into 2 more rax and an engineering bay, and you need to scout out what your opponent is doing and react accordingly from there (standard would be stim, factory, starport). The nice thing about this build is that you maximize your chances to get the information you need with good reaper control.


Do you pull workers off gas after the reactor is started with this?


Yeah, I usually pull 1 off at 52 gas (enough for the reaper) and the other 2 off at 46 and 50 (so I end up with enough for reactor), sending the last SCV pulled off to the natural to build my expansion. I almost always go 10 depot 12 rax 15 oc 15 reactor 15 cc 17 depot then bunker rax rax as I can afford them for my opening, but there are lots of small variations of reaper FE that don't really make a huge difference and you'll have to deviate vs certain early Protoss pressure builds like 10 gate zealot stalker msc or proxy 1 gate in favor of a much earlier bunker / cc on high ground ect.

The major variations are whether you go 2 rax or 3 rax before fact + port and whether you incorporate an eng bay and early upgrades into the build or not. If you go 2 rax instead of 3, you're cutting it really close on unit count vs certain all-ins (such as blink or warp prism 4 gate) and you'll only have one tech lab for upgrades (meaning you'll have to choose between conc shells and stim, or usually just go without conc shells as you've already started stim by the time you've realized it's blink), and an early engineering bay + upgrades will really cut into unit count as well.

Also, scout with an SCV if you want to be 100% safe, at latest scout with the one building your rax, really all you need to see is if he went 10 gate, proxy gate or second pylon proxy stargate, in which case you need to cc + bunker on the high ground or build an eng bay before second rax vs stargate.


Thanx, man. Do you know of any replays I could have a look at, to see the follow ups and stuff?
KingofGods
Profile Joined July 2010
Canada1218 Posts
February 16 2014 02:32 GMT
#4986
At what point do you lose resources by building orbitals? When going mech especially, it's so easy to build like 20 orbitals but you end up just banking energy and can only use so much of it on scans.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2014-02-16 05:38:37
February 16 2014 05:37 GMT
#4987
On February 16 2014 03:48 Tzuborg wrote:
Show nested quote +
On February 16 2014 03:32 Pursuit_ wrote:
On February 16 2014 03:17 Tzuborg wrote:
On February 16 2014 02:53 Pursuit_ wrote:
On February 15 2014 22:59 Tzuborg wrote:
What's the current standard cover all TvP build?


There really isn't one atm unfortunately, no matter what you'll have to deviate to deal with Blink Stalkers, Proxy Oracles, DTs / DT Drops, 10 gate Zealot Stalker Stalker MsC pressure ect.

Most players are opening 12 Rax Reaper Reactor Expand into 2 more rax and an engineering bay, and you need to scout out what your opponent is doing and react accordingly from there (standard would be stim, factory, starport). The nice thing about this build is that you maximize your chances to get the information you need with good reaper control.


Do you pull workers off gas after the reactor is started with this?


Yeah, I usually pull 1 off at 52 gas (enough for the reaper) and the other 2 off at 46 and 50 (so I end up with enough for reactor), sending the last SCV pulled off to the natural to build my expansion. I almost always go 10 depot 12 rax 15 oc 15 reactor 15 cc 17 depot then bunker rax rax as I can afford them for my opening, but there are lots of small variations of reaper FE that don't really make a huge difference and you'll have to deviate vs certain early Protoss pressure builds like 10 gate zealot stalker msc or proxy 1 gate in favor of a much earlier bunker / cc on high ground ect.

The major variations are whether you go 2 rax or 3 rax before fact + port and whether you incorporate an eng bay and early upgrades into the build or not. If you go 2 rax instead of 3, you're cutting it really close on unit count vs certain all-ins (such as blink or warp prism 4 gate) and you'll only have one tech lab for upgrades (meaning you'll have to choose between conc shells and stim, or usually just go without conc shells as you've already started stim by the time you've realized it's blink), and an early engineering bay + upgrades will really cut into unit count as well.

Also, scout with an SCV if you want to be 100% safe, at latest scout with the one building your rax, really all you need to see is if he went 10 gate, proxy gate or second pylon proxy stargate, in which case you need to cc + bunker on the high ground or build an eng bay before second rax vs stargate.


Thanx, man. Do you know of any replays I could have a look at, to see the follow ups and stuff?


Sorry, I dont have any pro replays of this build on me at the moment, here are some proleague VoD's of it-
+ Show Spoiler +



(weird game)


and a variation being popularized by Flash which gets reactor first and 2 reapers and usually eng bay blocks-
+ Show Spoiler +






If you really want some replays I'll save my next few TvP games to give you an idea, I'm only low/mid masters but my TvP is pretty good.
In Somnis Veritas
t0n!ght
Profile Joined May 2012
57 Posts
February 16 2014 14:18 GMT
#4988
Hi guys. Gold league terran here.
I'm rank 1 on 2 accounts but can't get promoted because I lose to all ins here and there.
My biggest issue are roach all ins right now. I get it in all sort of ways:
-The 7-8 roach push to kill workeres
-Just 2 base mass roaches full YOLO
-20 roach attack into roach hydra with really late third (like 9 minutes)
-and the good old 3 base roach bane ling all in
-1 base roach all in

I pretty much never drop a standard game against zerg but this is getting really frustrating.
I play standard reaper opening into 3OC with reaper helion and try to hit the 11 minute timing as good as I can.

Any advise? Should I always get 4 Marauders from that first barracks and get the first bunker pretty early?
I always try to react by building a second bunker and start producing widow mines. But I always take way too much damage.

It would help if someone could post a replay where they defend 1 base roach. I mean I get the general stuff build bunkers build a second rax. But I just lost to a player that set up a contain and just continued roach production.
Ambre
Profile Joined July 2011
France416 Posts
Last Edited: 2014-02-16 14:30:45
February 16 2014 14:25 GMT
#4989
On February 16 2014 23:18 t0n!ght wrote:
Hi guys. Gold league terran here.
I'm rank 1 on 2 accounts but can't get promoted because I lose to all ins here and there.
My biggest issue are roach all ins right now. I get it in all sort of ways:
-The 7-8 roach push to kill workeres
-Just 2 base mass roaches full YOLO
-20 roach attack into roach hydra with really late third (like 9 minutes)
-and the good old 3 base roach bane ling all in
-1 base roach all in

I pretty much never drop a standard game against zerg but this is getting really frustrating.
I play standard reaper opening into 3OC with reaper helion and try to hit the 11 minute timing as good as I can.

Any advise? Should I always get 4 Marauders from that first barracks and get the first bunker pretty early?
I always try to react by building a second bunker and start producing widow mines. But I always take way too much damage.

It would help if someone could post a replay where they defend 1 base roach. I mean I get the general stuff build bunkers build a second rax. But I just lost to a player that set up a contain and just continued roach production.


Hi,

To hold these kind of pushs you need to be able to read your opponent really well and to be on top of your macro ; I guess at your level you have trouble with both of these key points.

1) Reading your opponent

With your reapers : is he researching speedling ? Is he still mining gaz after having the 100 gaz ?
And is he trying to take a third ?

By the time you have 2 hellions and 2 reapers, check immediately the third. If there is no third by 6-7', bunkers immediately.

2) At home : don't build widow mines. Ideally, you want marauders and tanks. As soon as you feel / read / understand an all in is coming, LIFT your factory, land on a tech lab, build a tank. If you'r good with macro, your should have at least 1 tank when a 2 bases push from the zerg come.

In any case, add bunkers. 3 bunkers or even 4 or 5 if it's a big roach-banelings all in. And pre-pull SCVs to surround your bunkers. This is key. It's okay to lose scvs, as long as you keep your macro going and use your strenghts when you have them (either a strong bio + tanks army to counter attack, or counter drop with your first 2 medivacs).

Hope it helps

E/ going to look for a replay

E² :I should add something on how to use your hellions. It's very important that you scout with them. If there is no third by 6, perhaps he's just being slow (or going 2 base mutas). You don't know. You need to pressure him (creeps and queen) in order to force him to show you his hands.

USUALLY, standard zergs will try to kill your hellions with speedlings. That's good for you.

If no zerglings, PUSH the queen to the bottleneck of the natural (don't comit unless there are only queens). If he's preparing to all in you, you will see the first couple of roachs.

The difficulty here is to know if it's just a couple of defensive roachs or if there are 10 more coming behind). Just leave the creep and watch the minimap. If more roachs come, bunkers.
"There is only one corner of the universe you can be certain of improving, and that's your own self." - Aldous Huxley
t0n!ght
Profile Joined May 2012
57 Posts
February 16 2014 14:34 GMT
#4990
On February 16 2014 23:25 Ambre wrote:
Show nested quote +
On February 16 2014 23:18 t0n!ght wrote:
Hi guys. Gold league terran here.
I'm rank 1 on 2 accounts but can't get promoted because I lose to all ins here and there.
My biggest issue are roach all ins right now. I get it in all sort of ways:
-The 7-8 roach push to kill workeres
-Just 2 base mass roaches full YOLO
-20 roach attack into roach hydra with really late third (like 9 minutes)
-and the good old 3 base roach bane ling all in
-1 base roach all in

I pretty much never drop a standard game against zerg but this is getting really frustrating.
I play standard reaper opening into 3OC with reaper helion and try to hit the 11 minute timing as good as I can.

Any advise? Should I always get 4 Marauders from that first barracks and get the first bunker pretty early?
I always try to react by building a second bunker and start producing widow mines. But I always take way too much damage.

It would help if someone could post a replay where they defend 1 base roach. I mean I get the general stuff build bunkers build a second rax. But I just lost to a player that set up a contain and just continued roach production.


Hi,

To hold these kind of pushs you need to be able to read your opponent really well and to be on top of your macro ; I guess at your level you have trouble with both of these key points.

1) Reading your opponent

With your reapers : is he researching speedling ? Is he still mining gaz after having the 100 gaz ?
And is he trying to take a third ?

By the time you have 2 hellions and 2 reapers, check immediately the third. If there is no third by 6-7', bunkers immediately.

2) At home : don't build widow mines. Ideally, you want marauders and tanks. As soon as you feel / read / understand an all in is coming, LIFT your factory, land on a tech lab, build a tank. If you'r good with macro, your should have at least 1 tank when a 2 bases push from the zerg come.

In any case, add bunkers. 3 bunkers or even 4 or 5 if it's a big roach-banelings all in. And pre-pull SCVs to surround your bunkers. This is key. It's okay to lose scvs, as long as you keep your macro going and use your strenghts when you have them (either a strong bio + tanks army to counter attack, or counter drop with your first 2 medivacs).

Hope it helps

E/ going to look for a replay

E² :I should add something on how to use your hellions. It's very important that you scout with them. If there is no third by 6, perhaps he's just being slow (or going 2 base mutas). You don't know. You need to pressure him (creeps and queen) in order to force him to show you his hands.

USUALLY, standard zergs will try to kill your hellions with speedlings. That's good for you.

If no zerglings, PUSH the queen to the bottleneck of the natural (don't comit unless there are only queens). If he's preparing to all in you, you will see the first couple of roachs.

The difficulty here is to know if it's just a couple of defensive roachs or if there are 10 more coming behind). Just leave the creep and watch the minimap. If more roachs come, bunkers.


Hi Ambre this definitely helps.
Do you blind build marauders with your first rax or marines?
I never tried to go for a tank I guess you should do that. In case they don't all in you can do a bio tank push with 2-3 tanks which would be pretty strong.
Ambre
Profile Joined July 2011
France416 Posts
Last Edited: 2014-02-16 14:43:42
February 16 2014 14:42 GMT
#4991
I don't personally build a marauder with the first racks, but it's entirely possible ! It actually helps a lot in case of 1 base 7 roachs play. I think you can do it blindly without any trouble !

edit / Note that I said "a marauder". A single one is good. Don't build more blindly.

Since the last patch, a single tank on the highground (or even behind your bunker) makes a world of difference

Sorry I can't find a replay, I can't remember the last time I played against a roach all in.
"There is only one corner of the universe you can be certain of improving, and that's your own self." - Aldous Huxley
t0n!ght
Profile Joined May 2012
57 Posts
February 16 2014 15:11 GMT
#4992
On February 16 2014 23:42 Ambre wrote:
I don't personally build a marauder with the first racks, but it's entirely possible ! It actually helps a lot in case of 1 base 7 roachs play. I think you can do it blindly without any trouble !

edit / Note that I said "a marauder". A single one is good. Don't build more blindly.

Since the last patch, a single tank on the highground (or even behind your bunker) makes a world of difference

Sorry I can't find a replay, I can't remember the last time I played against a roach all in.

Ok nice to hear that you don't get that all that often.
I guess this should be much easier to hold once I get better with my timings and scouting. I used to fear baneling busts and now I think their ezpz.
I will try to scout better and always build a tank when their is no third at 7:00.
Fhiz
Profile Joined October 2013
361 Posts
February 16 2014 16:49 GMT
#4993
Is there anyone that does 2 rax reaper expand a lot in TvT that can give me a quick run down of it? I have sniffed around TL and google and couldn't find a good write up. Like in terms of timings and things and what reactions to make. I know there are the two paths you can down which is either 3 rax or a quick 3rd cc. But that isnt the easiest thing to get to if you dont know the gas timings, rax timings factory timings, etc... Thanks!
girls generation make u feel da heat
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 16 2014 17:27 GMT
#4994
On February 17 2014 01:49 Fhiz wrote:
Is there anyone that does 2 rax reaper expand a lot in TvT that can give me a quick run down of it? I have sniffed around TL and google and couldn't find a good write up. Like in terms of timings and things and what reactions to make. I know there are the two paths you can down which is either 3 rax or a quick 3rd cc. But that isnt the easiest thing to get to if you dont know the gas timings, rax timings factory timings, etc... Thanks!

2 rax reaper is all I do in TvT. I copy a byun 2 rax reaper that gets 3reapers started at 3:53, and I go into a fast stim + bio timings with a decently fast third.
http://ggtracker.com/matches/4738663
http://ggtracker.com/matches/4738658
http://ggtracker.com/matches/4738655

I cut 1 off one gas, 2 off the other. Get tech lab, +3rd rax, then depot at 25/27. Start stim, start 2nd reactor once 3rd rax is done. At 6-630, start fac, and resume gas at 3/3 in main. Rush to starport.

If they went 1-1-1 and skipped a tank, once you get stim, rush them with a stim poke. If they go into bio, stay and abuse the medic + stim speed advantage you will have. Try to snipe stim/cs or upgrades or tech if you can with a drop. Get double ebay and 3rd CC, then the other 4th/5th rax



Just random rantings. Hit me up if you have any questions or want more info.
Roughly, it's
10 depot
12 rax
15 oc
15 rax
15 gas
15 depot

resume SCV production, 23 scv goes to natural to build CC.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Doc Brawler
Profile Joined November 2011
United States260 Posts
February 16 2014 17:40 GMT
#4995
On February 16 2014 23:18 t0n!ght wrote:
Hi guys. Gold league terran here.
I'm rank 1 on 2 accounts but can't get promoted because I lose to all ins here and there.
My biggest issue are roach all ins right now. I get it in all sort of ways:
-The 7-8 roach push to kill workeres
-Just 2 base mass roaches full YOLO
-20 roach attack into roach hydra with really late third (like 9 minutes)
-and the good old 3 base roach bane ling all in
-1 base roach all in

I pretty much never drop a standard game against zerg but this is getting really frustrating.
I play standard reaper opening into 3OC with reaper helion and try to hit the 11 minute timing as good as I can.

Any advise? Should I always get 4 Marauders from that first barracks and get the first bunker pretty early?
I always try to react by building a second bunker and start producing widow mines. But I always take way too much damage.

It would help if someone could post a replay where they defend 1 base roach. I mean I get the general stuff build bunkers build a second rax. But I just lost to a player that set up a contain and just continued roach production.


Back when roach aggression was seen basically every game, it was pretty standard to open with at least one marauder when going hellions. But obviously the best thing against any roach aggression is siege tanks. There are plenty of single or triple "safety" siege tank builds out there. Supernova showed a single tank into widowmine drop, and Bomber has several marine siege builds into bio mine. I know if you find the VOD of bomber vs soulkey on yeonsu (WCS finals?) he holds a roach poke then walks across the map wit marine tank for the win.

Of course with rine tank you have less map control and you pushes are more all or nothing than mine pushes
I am become Death, the Destroyer of Worlds
KingofGods
Profile Joined July 2010
Canada1218 Posts
February 16 2014 21:59 GMT
#4996
Banshee openings are very good against any roach based all ins.
XDEKSDEEXD
Profile Joined June 2013
622 Posts
February 17 2014 02:11 GMT
#4997
After a long, long, long absence....thinking about coming back to SC2 after watching IEM Cologne lol.....

Any normal openings/builds for TvT, TvZ and TvP?

Thanks TL
B-rye88
Profile Joined October 2013
Canada168 Posts
February 17 2014 02:45 GMT
#4998
On February 17 2014 11:11 Yes Im Otto wrote:
After a long, long, long absence....thinking about coming back to SC2 after watching IEM Cologne lol.....

Any normal openings/builds for TvT, TvZ and TvP?

Thanks TL


Check the OP They've been updated fairly recently.

Can't blame you for wanting to come back after watching IEM-Cologne, especially after Polt advanced what we thought T was capable of
XDEKSDEEXD
Profile Joined June 2013
622 Posts
February 17 2014 03:06 GMT
#4999
On February 17 2014 11:45 B-rye88 wrote:
Show nested quote +
On February 17 2014 11:11 Yes Im Otto wrote:
After a long, long, long absence....thinking about coming back to SC2 after watching IEM Cologne lol.....

Any normal openings/builds for TvT, TvZ and TvP?

Thanks TL


Check the OP They've been updated fairly recently.

Can't blame you for wanting to come back after watching IEM-Cologne, especially after Polt advanced what we thought T was capable of


Hehehe yes.

I did check the OP actually, and it was just a bunch of FAQs for early, mid and late game for TvT, TvZ and TvP right? I could not find the openings/builds for each matchup though.
B-rye88
Profile Joined October 2013
Canada168 Posts
February 17 2014 03:25 GMT
#5000
On February 17 2014 12:06 Yes Im Otto wrote:
Show nested quote +
On February 17 2014 11:45 B-rye88 wrote:
On February 17 2014 11:11 Yes Im Otto wrote:
After a long, long, long absence....thinking about coming back to SC2 after watching IEM Cologne lol.....

Any normal openings/builds for TvT, TvZ and TvP?

Thanks TL


Check the OP They've been updated fairly recently.

Can't blame you for wanting to come back after watching IEM-Cologne, especially after Polt advanced what we thought T was capable of


Hehehe yes.

I did check the OP actually, and it was just a bunch of FAQs for early, mid and late game for TvT, TvZ and TvP right? I could not find the openings/builds for each matchup though.


The very first question in 'general questions'.
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