• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:32
CEST 02:32
KST 09:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3Official Ladder Map Pool Update (April 28, 2025)17[ASL19] Ro8 Preview: Rejuvenation8
Community News
Code S Season 1 - RO12 Group A Results (2025)4$1,250 WardiTV May [May 6th-May 18th]5Clem wins PiG Sty Festival #67Weekly Cups (April 28-May 4): ByuN & Astrea break through1Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game29
StarCraft 2
General
Clem wins PiG Sty Festival #6 How does the number of casters affect your enjoyment of esports? Code S Season 1 - RO12 Group A Results (2025) Code S RO12 Preview: Maru, Trigger, Rogue, NightMare Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game
Tourneys
[GSL 2025] Code S:Season 1 - RO12 - Group B [GSL 2025] Code S:Season 1 - RO12 - Group A $1,250 WardiTV May [May 6th-May 18th] SOOPer7s Showmatches 2025 Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[G] PvT Cheese: 13 Gate Proxy Robo Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise Mutation # 469 Frostbite
Brood War
General
(UMS) Artosis vs Ogre Zerg [The Legend Continues] BW General Discussion BGH auto balance -> http://bghmmr.eu/ Recent recommended BW games Preserving Battlereports.com
Tourneys
[BSL20] RO32 Group F - Saturday 20:00 CET [BSL20] RO32 Group E - Sunday 20:00 CET [ASL19] Ro8 Day 4 [CSLPRO] $1000 Spring is Here!
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread What do you want from future RTS games? Nintendo Switch Thread Grand Theft Auto VI Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
UK Politics Mega-thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Elon Musk's lies, propaganda, etc. Ask and answer stupid questions here!
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey Surprisingly good films/Hidden Gems
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
BLinD-RawR 50K Post Watch Party The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Test Entry for subject
xumakis
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11700 users

The HotS Terran Help Me Thread - Page 363

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 361 362 363 364 365 368 Next
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.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
August 18 2015 22:19 GMT
#7241
On August 19 2015 07:11 Grizvok wrote:
Show nested quote +
On August 17 2015 17:11 Absentia wrote:
I'm getting wrecked by counter attacks in TvZ. As a specific example, when I do my push to snipe the zerg's fourth I find that most zergs will just counter attack, destroying my third/scvs. How do I respond to this? Is there some preventative measure I'm missing? It's a particular problem on maps like terraform where there are so many entrances into the third.

Thanks.


If he's really committing a significant portion of his army to a run by/counterattack while you are at his front doorstep than just initiate a base trade. You are Terran...your buildings fly.

good zergs will do counterattacks with muta ling and leave banes at home on creep with reinforcements in eggs though. and i'm sure you know it's not always easy to push into banes on creep even if you feel you have an army advantage. i'm not saying basetrades are never good, but i think it's more complex than "just attack and win". it's important to have good simcity and spotting marines if possible
TL+ Member
Grizvok
Profile Joined August 2014
United States711 Posts
August 19 2015 02:42 GMT
#7242
On August 19 2015 07:19 brickrd wrote:
Show nested quote +
On August 19 2015 07:11 Grizvok wrote:
On August 17 2015 17:11 Absentia wrote:
I'm getting wrecked by counter attacks in TvZ. As a specific example, when I do my push to snipe the zerg's fourth I find that most zergs will just counter attack, destroying my third/scvs. How do I respond to this? Is there some preventative measure I'm missing? It's a particular problem on maps like terraform where there are so many entrances into the third.

Thanks.


If he's really committing a significant portion of his army to a run by/counterattack while you are at his front doorstep than just initiate a base trade. You are Terran...your buildings fly.

good zergs will do counterattacks with muta ling and leave banes at home on creep with reinforcements in eggs though. and i'm sure you know it's not always easy to push into banes on creep even if you feel you have an army advantage. i'm not saying basetrades are never good, but i think it's more complex than "just attack and win". it's important to have good simcity and spotting marines if possible


Yes those are good things, but completely turning around because of a counterattack...against any race really isn't usually the best solution unless you are considerably ahead and gain even extra value from killing off an army. If his counterattack is at your base and you are just realizing it with all of your army at his front door and you are even'ish turning around is probably going to make you lose. That's just enough to give good Zergs time to do damage and swing a close game pretty strongly in their favor especially if they do something like force a lift at your third.

I absolutely think you need to make something happen aggressively in that scenario where you are caught completely unaware by a big counterattack.

I guess my bigger point is that it matters hugely as to how much the Zerg is committing to the counter attack in question and it matters a lot as to when you are scouting this play. Say you scout his counterattack early as he breaks off some lings and Mutas then you may very well be fine and take minimal damage (without feeling the need to commit to a big frontal assault) by rerallying reinforcements to your third and setting up defensively by using the turret and bunker you should have there to deflect the pressure.

PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
August 19 2015 04:30 GMT
#7243
On August 19 2015 11:42 Grizvok wrote:
Show nested quote +
On August 19 2015 07:19 brickrd wrote:
On August 19 2015 07:11 Grizvok wrote:
On August 17 2015 17:11 Absentia wrote:
I'm getting wrecked by counter attacks in TvZ. As a specific example, when I do my push to snipe the zerg's fourth I find that most zergs will just counter attack, destroying my third/scvs. How do I respond to this? Is there some preventative measure I'm missing? It's a particular problem on maps like terraform where there are so many entrances into the third.

Thanks.


If he's really committing a significant portion of his army to a run by/counterattack while you are at his front doorstep than just initiate a base trade. You are Terran...your buildings fly.

good zergs will do counterattacks with muta ling and leave banes at home on creep with reinforcements in eggs though. and i'm sure you know it's not always easy to push into banes on creep even if you feel you have an army advantage. i'm not saying basetrades are never good, but i think it's more complex than "just attack and win". it's important to have good simcity and spotting marines if possible


Yes those are good things, but completely turning around because of a counterattack...against any race really isn't usually the best solution unless you are considerably ahead and gain even extra value from killing off an army. If his counterattack is at your base and you are just realizing it with all of your army at his front door and you are even'ish turning around is probably going to make you lose. That's just enough to give good Zergs time to do damage and swing a close game pretty strongly in their favor especially if they do something like force a lift at your third.

I absolutely think you need to make something happen aggressively in that scenario where you are caught completely unaware by a big counterattack.

I guess my bigger point is that it matters hugely as to how much the Zerg is committing to the counter attack in question and it matters a lot as to when you are scouting this play. Say you scout his counterattack early as he breaks off some lings and Mutas then you may very well be fine and take minimal damage (without feeling the need to commit to a big frontal assault) by rerallying reinforcements to your third and setting up defensively by using the turret and bunker you should have there to deflect the pressure.


I think, if you are caught in the situation where you are caught completely unaware by a big counterattack, one of the worst things to do is attack desperately because this is what zerg wants and if they've played it right you lose your main army and then you have no army at home and you can't dealt with the counter so you straight up lose. Of course, turning back accepts losses and doesnt' do any damage in return, but you don't lose the game right away. Obviously it's better of you prevent the counter from ever breaking you, but if you are caught with your pants down I think the best thing to do is to send out 2 double-medivac drops to the fourth and main and then send the other half of your army home and use that + reinforcements to clean up the counterattack. But against good zergs running on to creep trying to win the game right away is almost certain death.
Taeja the one true Byunjwa~
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2015-08-19 09:13:11
August 19 2015 08:39 GMT
#7244
Keep in mind he is talking about pushing the fourth base. We can safely assume from the situation Absentia describes we're playing a macro game where the Zerg takes the fourth at a standard time. Bane speed will barely be done and he won't have enough stuff to do what you guys are talking about. If you decide to keep stuff at home to defend, your 4th base push will be useless.

If you don't do anything against the fourth base and he can just drone it up you might as well leave the game right there.

Edit: but a replay would be nice to have so we know exactly what's going on.

Went over some replays of me vs high master Zerg teammates, none of them came even close to having the kind of stuff to break a 3rd base bunker with still enough defense at home, they barely had enough to defend the fourth base, or not even that.
Liox
Profile Joined December 2013
Germany47 Posts
Last Edited: 2015-08-19 09:29:09
August 19 2015 09:27 GMT
#7245
Hello fellow terrans,

I (Diamond Terran) played three games against a clanmate of mine (Master Zerg). Before you tell me "Please macro more", yes, there is always room for improvement I know, but my spending skill in those games is (at least in the 2nd and 3rd game) at a level where I feel that I need to do more than just having good macro.
What basically happens is that I scout with 2 Reapers and try to harass a little bit (not too much so that my macro won't fall off) and add 8 Helions before adding Raxes and Ebays. The build was copied from how Innovation played last year.
My clanmate builds a lot of queens and I can't really seem to find a way to force him to build anything else but drones. This will end up in him flooding my 3rd around 11-12 minutes with lings and banes and I basically just don't have enough stuff at the time to defend my third.
The first improvement I made was to fly the 3rd over as fast as possible in the 3rd game ( I usually let it stay in my base until I have enough units to defend it properly but that did not work out) to be able to add more production faster.
But apart from that I have no clue how I am supposed to behave with my helions. I'll link you the replays below (please check all 3 of them, not just the first).
Can anyone tell me how I am supposed to behave in these games?
http://sc2replaystats.com/replay/1896852
http://sc2replaystats.com/replay/1896872
http://sc2replaystats.com/replay/1896949
"Put mind in gear before open mouth"
Bojas
Profile Joined December 2010
Netherlands2397 Posts
August 19 2015 10:08 GMT
#7246
@Liox

Currently watching the first replay, observations:
- General macro could improve like you said, but related to that your build order execution isn't as crisp as it needs to be, the reason I say this is because it's hard to beat a Zerg if your attack timings are weak. The Zerg will snowball out of control more and more.

- You lose a few hellions to just queens, that shouldn't happen

- Your 1-1 is very late, it should finish before 11:30,

- You load up a double drop at 11:40, that's fine but if that is all that you do the zerg has only 1 thing to defend, The drop comes in at 12:30, that's also a tad late and because of the delay doesn't pose a threat to the Zerg

- Personally I love taking the other third base on Coda, makes it a lot easier to push the Zerg

- No bunker at third base in combination with the location makes it pretty much impossible to defend your third base from runbys, if you really want to skip the bunker build your third at the other location and rally your production there, but I'd still recommend building a bunker

- by 12:30 you should have 8 rax 2 factories 1 starport pumping out units, you start your last 3 barracks at 13:30, the delay of that in combination with the massive amount of breathing room the Zerg already had makes any parade push followup very easy to stop

I probably missed a few things, went through it a bit quick but if you need some help with knowing what to improve on I'd say this:

Zerg is a race that snowballs out of control, for example if you don't limit their creep spread it will make it easier to defend their fourth base which will make the next stage of the game easier for them.

With the way terran build orders in TvZ work, if you, for example, delay your hellions too much due to a macro mistake you will delay the followup barracks which will weaken your push, which will make it easier for the zerg to start the whole snowball process I'm trying to describe.

Because of this, it's crucial that you nail your build order and that your production is started on time, so it's very important that you work on that.

Creep spread on Coda should not go down the ramp, if it reaches the watchtower the zerg will have a very easy time holding you back.

Other than that, I pretty much do the same build as you, but I like to send 1 drop to the fourth or main base while the rest of the army (6 hellbats, I think you shouldn't make more than 6 hellions at the start) clears up creep and poses a direct threat to the zerg natural/third base. At the same time you should get your second factory and 6th 7th and 8th rax up for the follow-up push.

Liox
Profile Joined December 2013
Germany47 Posts
Last Edited: 2015-08-19 11:08:44
August 19 2015 11:06 GMT
#7247
Ok,
after looking a little bit more into the details I got some macro points (thank you very much @Bojas, I looked at the 2nd and 3rd Replay since the 1st is just kind of garbage in terms of macro)
What I found actually was that my starport finishes at 10:00, but my first medvacs arent out until around 11:10, so theres something, my +1+1 is through at 11:30-11:40 so that seemd kind of alright, but still a point to improve the execution.
Additionally I don't have a 2nd Factory at 12:30 yet (I normally wait for the +2+2 to start before starting to build the 2nd Factory due to the lack of gas, I might be on fault with this one and with flying out the 3rd faster I just might have the additional 100 Gas I need for the upgrades after the 2nd Factory).

There is one thing that still is not clear for me: Especially in the 2nd and 3rd game I really tried to mitigate the creep spread but there were 4 queens out there so it was kind of throwing away my helions to those and rarely being able to mitigate the creep ( I just still don't have the multitasking to mitigate creep while building all the stuff in my base).
What can I do with 6/8 Helions against 4 queens? =/
"Put mind in gear before open mouth"
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2015-08-19 11:22:44
August 19 2015 11:20 GMT
#7248
On August 19 2015 20:06 Liox wrote:
Ok,
after looking a little bit more into the details I got some macro points (thank you very much @Bojas, I looked at the 2nd and 3rd Replay since the 1st is just kind of garbage in terms of macro)
What I found actually was that my starport finishes at 10:00, but my first medvacs arent out until around 11:10, so theres something, my +1+1 is through at 11:30-11:40 so that seemd kind of alright, but still a point to improve the execution.
Additionally I don't have a 2nd Factory at 12:30 yet (I normally wait for the +2+2 to start before starting to build the 2nd Factory due to the lack of gas, I might be on fault with this one and with flying out the 3rd faster I just might have the additional 100 Gas I need for the upgrades after the 2nd Factory).

There is one thing that still is not clear for me: Especially in the 2nd and 3rd game I really tried to mitigate the creep spread but there were 4 queens out there so it was kind of throwing away my helions to those and rarely being able to mitigate the creep ( I just still don't have the multitasking to mitigate creep while building all the stuff in my base).
What can I do with 6/8 Helions against 4 queens? =/

Don't have time to watch all replay so I picked the first one hoping that would be the best example. To deny creep, park your hellions close to the creep, and every time you've got some spare apm go back and move them around and try to snipe morphing tumors.
If he has 4 queens close to each other spreading it's very hard to impossible to deny creep, but just do whatever you can get done with taking as little damage as possible, don't ever lose a hellion, that's not worth it. After a while, the creep will go in different directions, sometimes they won't have their queens together and you can snipe a queen and/or deny creep based on judgement call.

edit: oh and pay attention to the minimap, if he surrounds your hellions you're in trouble

Also, just want to say having perfect build order execution in TvZ is very, very hard. It's still pretty much the only thing I'm working on at almost high master level.
Liox
Profile Joined December 2013
Germany47 Posts
Last Edited: 2015-08-19 11:37:01
August 19 2015 11:36 GMT
#7249
Well, I guess I'll just try my best then and focus on 5:00 to 15:00 in TvZ and babysit my lovely vroomvroom helions. Thanks a lot =)
"Put mind in gear before open mouth"
Cazimirbzh
Profile Joined February 2014
334 Posts
August 19 2015 11:40 GMT
#7250
@Liox
You can micro a bit to force heal or a kill. But if you see only queens and no unit, as soon as there is an opening, go for runby and punish. I watch game on Coda you fight for a queen when there only 4 slowgling protecting ramp :p
At the beginning, queens stay near ramp to protech bu they have to move to expand creep toward third that's when opportunies can happen Best timing was 7.16/17 when queens go to def expand you have a good opening. 6 queens is hard to push without hellbat but at least you know where mineral is and, in this situation, i think adding 2 ebay more quickly could be a good choice.
I think when hellions are here just to scout you should focus more on macro especially for baracks you're a bit slow to build them.
Liox
Profile Joined December 2013
Germany47 Posts
Last Edited: 2015-08-19 11:46:59
August 19 2015 11:43 GMT
#7251
Ok, that might be valid too, TY @Cazimirbzh

Kind of finalizes the direction I was thinking of at first (gonna be hard as hell to execute though ^.^)
"Put mind in gear before open mouth"
Bojas
Profile Joined December 2010
Netherlands2397 Posts
August 19 2015 14:25 GMT
#7252
Runbys are risky as fuck, if you lose your hellions you open yourself up to a ling/bane allin. I wouldn't do it unless you really feel the need to take a risk that might pay off.
Cazimirbzh
Profile Joined February 2014
334 Posts
August 19 2015 18:33 GMT
#7253
@Bojas
Even if have hellions you can be ling/baneling allin and when you runby you'll most certainly lose hellions but you're overthinking the problem. You go for it when you see that the way is open. In the replay that was the case queen off the ramp and only 4 slowling. What's really important is where the queens are and if lings have speed(really hard to kill harvstr if they have it). You can play safe and repop several hellions and go for hellbat push but it will delay barracks/ebay.
Grizvok
Profile Joined August 2014
United States711 Posts
August 19 2015 22:21 GMT
#7254
On August 19 2015 13:30 PinheadXXXXXX wrote:
Show nested quote +
On August 19 2015 11:42 Grizvok wrote:
On August 19 2015 07:19 brickrd wrote:
On August 19 2015 07:11 Grizvok wrote:
On August 17 2015 17:11 Absentia wrote:
I'm getting wrecked by counter attacks in TvZ. As a specific example, when I do my push to snipe the zerg's fourth I find that most zergs will just counter attack, destroying my third/scvs. How do I respond to this? Is there some preventative measure I'm missing? It's a particular problem on maps like terraform where there are so many entrances into the third.

Thanks.


If he's really committing a significant portion of his army to a run by/counterattack while you are at his front doorstep than just initiate a base trade. You are Terran...your buildings fly.

good zergs will do counterattacks with muta ling and leave banes at home on creep with reinforcements in eggs though. and i'm sure you know it's not always easy to push into banes on creep even if you feel you have an army advantage. i'm not saying basetrades are never good, but i think it's more complex than "just attack and win". it's important to have good simcity and spotting marines if possible


Yes those are good things, but completely turning around because of a counterattack...against any race really isn't usually the best solution unless you are considerably ahead and gain even extra value from killing off an army. If his counterattack is at your base and you are just realizing it with all of your army at his front door and you are even'ish turning around is probably going to make you lose. That's just enough to give good Zergs time to do damage and swing a close game pretty strongly in their favor especially if they do something like force a lift at your third.

I absolutely think you need to make something happen aggressively in that scenario where you are caught completely unaware by a big counterattack.

I guess my bigger point is that it matters hugely as to how much the Zerg is committing to the counter attack in question and it matters a lot as to when you are scouting this play. Say you scout his counterattack early as he breaks off some lings and Mutas then you may very well be fine and take minimal damage (without feeling the need to commit to a big frontal assault) by rerallying reinforcements to your third and setting up defensively by using the turret and bunker you should have there to deflect the pressure.


I think, if you are caught in the situation where you are caught completely unaware by a big counterattack, one of the worst things to do is attack desperately because this is what zerg wants and if they've played it right you lose your main army and then you have no army at home and you can't dealt with the counter so you straight up lose. Of course, turning back accepts losses and doesnt' do any damage in return, but you don't lose the game right away. Obviously it's better of you prevent the counter from ever breaking you, but if you are caught with your pants down I think the best thing to do is to send out 2 double-medivac drops to the fourth and main and then send the other half of your army home and use that + reinforcements to clean up the counterattack. But against good zergs running on to creep trying to win the game right away is almost certain death.


I don't know. I play a pretty heavy Marauder comp (like Cure) and am not really scared of Banelings without significant Muta and ling support.

I never said anything about winning the game outright...I said you need to do damage whether that is trading efficiently (which you should do or else your micro is complete shit) because large parts of his army are across the map. Yeah Zerg is great at remaxing pretty quickly but 4M is sick at sieging up target areas so if you can't get into an advantageous position at his fourth or what have you to deny mining then you are doing something wrong. As well if you've gone the whole game not denying creep and at least killing off creep to his newly mining fourth base then you've already made huge errors in the mid-game which yes will make what I'm laying out more difficult.

I can't say I like your suggestion of sending multiple double drops across the map which will undoubtedly be over creep...super easy pickings for Mutas that are just popping.
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
Last Edited: 2015-08-20 03:33:43
August 20 2015 01:55 GMT
#7255
On August 20 2015 07:21 Grizvok wrote:
Show nested quote +
On August 19 2015 13:30 PinheadXXXXXX wrote:
On August 19 2015 11:42 Grizvok wrote:
On August 19 2015 07:19 brickrd wrote:
On August 19 2015 07:11 Grizvok wrote:
On August 17 2015 17:11 Absentia wrote:
I'm getting wrecked by counter attacks in TvZ. As a specific example, when I do my push to snipe the zerg's fourth I find that most zergs will just counter attack, destroying my third/scvs. How do I respond to this? Is there some preventative measure I'm missing? It's a particular problem on maps like terraform where there are so many entrances into the third.

Thanks.


If he's really committing a significant portion of his army to a run by/counterattack while you are at his front doorstep than just initiate a base trade. You are Terran...your buildings fly.

good zergs will do counterattacks with muta ling and leave banes at home on creep with reinforcements in eggs though. and i'm sure you know it's not always easy to push into banes on creep even if you feel you have an army advantage. i'm not saying basetrades are never good, but i think it's more complex than "just attack and win". it's important to have good simcity and spotting marines if possible


Yes those are good things, but completely turning around because of a counterattack...against any race really isn't usually the best solution unless you are considerably ahead and gain even extra value from killing off an army. If his counterattack is at your base and you are just realizing it with all of your army at his front door and you are even'ish turning around is probably going to make you lose. That's just enough to give good Zergs time to do damage and swing a close game pretty strongly in their favor especially if they do something like force a lift at your third.

I absolutely think you need to make something happen aggressively in that scenario where you are caught completely unaware by a big counterattack.

I guess my bigger point is that it matters hugely as to how much the Zerg is committing to the counter attack in question and it matters a lot as to when you are scouting this play. Say you scout his counterattack early as he breaks off some lings and Mutas then you may very well be fine and take minimal damage (without feeling the need to commit to a big frontal assault) by rerallying reinforcements to your third and setting up defensively by using the turret and bunker you should have there to deflect the pressure.


I think, if you are caught in the situation where you are caught completely unaware by a big counterattack, one of the worst things to do is attack desperately because this is what zerg wants and if they've played it right you lose your main army and then you have no army at home and you can't dealt with the counter so you straight up lose. Of course, turning back accepts losses and doesnt' do any damage in return, but you don't lose the game right away. Obviously it's better of you prevent the counter from ever breaking you, but if you are caught with your pants down I think the best thing to do is to send out 2 double-medivac drops to the fourth and main and then send the other half of your army home and use that + reinforcements to clean up the counterattack. But against good zergs running on to creep trying to win the game right away is almost certain death.


I don't know. I play a pretty heavy Marauder comp (like Cure) and am not really scared of Banelings without significant Muta and ling support.

I never said anything about winning the game outright...I said you need to do damage whether that is trading efficiently (which you should do or else your micro is complete shit) because large parts of his army are across the map. Yeah Zerg is great at remaxing pretty quickly but 4M is sick at sieging up target areas so if you can't get into an advantageous position at his fourth or what have you to deny mining then you are doing something wrong. As well if you've gone the whole game not denying creep and at least killing off creep to his newly mining fourth base then you've already made huge errors in the mid-game which yes will make what I'm laying out more difficult.

I can't say I like your suggestion of sending multiple double drops across the map which will undoubtedly be over creep...super easy pickings for Mutas that are just popping.

The kind of counterattack I was thinking of wasn't the kind that you can clean up with reinforcements, which means that if you just attack you are basically giving up any opportunity to defend your bases, so you either have to do equivalent damage yourself, which I think is unlikely, because zerg has planned this and probably played it out many times; they want you to attack into them or turn back. You can't move slowly and scan the creep because you are losing your orbitals, and you can't push in such a way that you cut off any possible flanks. You have to gun for the bases as quickly as possible, and in an even game you won't have cleared all the creep up to the fourth anyway against a good zerg. So sure, you can take out the fourth, but then as you move to the third and then to the natural you have no idea what's around you and where his army is and you open yourself up to flanks from all angles. And what's going to happen to you when the zerg army returns? Just because they counterattacked doesn't mean their army is weaker.

The reason why I said that drops might be a good idea is because they can expose a zerg who was planning to swallow up your army on creep by forcing him to trade in a different way, they allow you to get direct economic damage in without having to break through the army, and they abuse the fact that zerg has split up their army in a way that's worse at dealing with drops then head-on engagements on creep. Zerg won't be building lots of mutas in a large counterattack anyway; they'll be building lings and banelings.They also allow you to have a chance at doing even a bit of damage and get back in the game if you are caught off guard by a huge midgame counterattack, which is really a game ending move for the zerg that you should prevent at all costs. Against a huge midgame zerg counterattack with, say, almost all of their lings and 25 mutas, you can't defend with reinforcements so you must retreat or accept the basetrade (I'll explain why you can't take the basetrade), so if you are retreating you should at least try to do some damage with drops.

You can't really basetrade in these kind of situations because it simply doesn't work well. You have to walk on creep for an extended period of time and constantly be on alert for banelings coming from any direction, where even a small amount could take out a sizable chunk of marines. You have to constantly stim your army until your medivacs run out of energy. Mutas harass your army indefinitely, picking off stuff without taking permanent losses. Your marines slowly bleed out and your army runs out of health until it's been picked to pieces and the whole time zerg can just take a ton of bases around the map and mine little bits at a time and morph more banelings and mutas. And if they get burrow they can burrow banelings which exacerbates the whole situation. So you have to go back to avert the sure loss. The only exception that I can think of is if you have 4+ thors and 20+ marauders, but if you have a good number of marines you have no hope of winning the basetrade.

There's a reason why every single time a pro terran plays a counterattack-happy zerg (Life, Leenock, Losira) they almost always turn back at least part of their army to deal with the big counters and they never leave their bases without at least 20 supply of units left behind. The only way to deal with it is to prevent it from ever happening.

Games that I think one should watch, vaguely referenced:

Taeja vs Life, any time anywhere, but look particularly at the game in Blizzcon on KSS or the game at IEM Katowice in early 2014 on Heavy Rain

Iaguz vs Nestea in some WCS Challenger, dont' remember when

Leenock vs Major in some showmatch

Dream's series against Life

Jjakji vs Leenock GSL finals from 2011 (old but still very strategically relevant in my opinion)

There are probably others that I can't remember that are particularly relevant.

These are very counterattack-heavy series and games. Look at the way the Terrans split their army, and when it's effective and when it's not. Look at the times Terran chose not to turn back in response to a counterattack and mark their position in the game before and after. Note the times that terran turns back, and what they did in combination with that. Notice how hard it is for the terran to do any damage in a short amount of time, even with an army advantage, even when they are sieging up a base, even when there is only 1 tumor between the army and the fourth. And most of all, look at what Taeja does in the face of crisis; he's the most consistent in these situations, but even he has no good options against Life on King Sejong, but in his winning series against life note how he values preventing the counterattack from happening above all else. He misses timings so he can avoid being countered. He misses significant windows of opportunity because he doesn't want to get countered.

And just a last word of response: you can play a very even midgame and not be within striking distance of a fourth. Half the maps in the current map pool allow you to rally push (which barely works now anyway) for ages and you could never end up denying a fourth. Plus midgame army movement and map control/creep and vision clearing oriented play is far more stable in the long-term anyway. The majority of bio games these days that go longer than 14 minutes are conflicts over fifths, not over fourths.
Taeja the one true Byunjwa~
Bojas
Profile Joined December 2010
Netherlands2397 Posts
August 20 2015 07:50 GMT
#7256
On August 20 2015 03:33 Cazimirbzh wrote:
@Bojas
Even if have hellions you can be ling/baneling allin and when you runby you'll most certainly lose hellions but you're overthinking the problem. What's really important is where the queens are and if lings have speed(really hard to kill harvstr if they have it).

Yeah of course he can still do it, but it is infinitely easier to hold on to your third base with the hellions, in fact, I don't think it can be done without.

You go for it when you see that the way is open. In the replay that was the case queen off the ramp and only 4 slowling.


The problem is that you don't know what's behind it, maybe it's a risk you can take if speed isn't done, but if speed is done a lot of zergs will have lings waiting, that will instantly trap your hellions if you're not careful. Some Zergs that delay speed get a few safety roaches that will pop just about when you would go for a runby.

You can play safe and repop several hellions and go for hellbat push but it will delay barracks/ebay.

Yeah, I mean if that's what you need to do to be safe you can really question if it's worth it in the first place.As your average ladder player that is trying to learn the game it seems like a bad idea to me to rely on things like this.
AbouSV
Profile Joined October 2014
Germany1278 Posts
August 20 2015 08:38 GMT
#7257
Yes yes Terrans, keep saying what part of Zerg you are affraind of!
*Malicious eyes*
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2015-08-20 20:42:58
August 20 2015 14:32 GMT
#7258
@Bojas
Yes it's always safer to go macro, always stay on the edge of the creep, retreat as soon as you lings. But as macro zerg is stronger, i dont like it.
And ofc the moment when you go on top of ramp you'll stop breathing for a second but risk = reward. ( aka micro )
However for an average player the playstyle you're describing is a very passive one. If you're trying to learn basic mechanics, in absolute, propably better to focus on macro. But if you want to play TvZ with some rythm, you have to try to take advantage when you can have one.

I dont understand what seems to be the trouble with runby hellion into hellbat push, it's a safe follow up, ez to execute (that why i suggested this one). You keep hellions production, so no switch building to do when you micro, you'll still have map control but as it delays barrack production, the hellbat push timing gives you mean to attack quickly the 4th before you have your production completely ready.
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2015-08-20 19:33:36
August 20 2015 19:32 GMT
#7259
On August 20 2015 23:32 Cazimirbzh wrote:
I dont understand what seems to be the trouble with runby hellion into hellbat, it's a safe follow up, ez to execute (that why i suggested this one). You keep hellions production, so no switch building to do when you micro, you'll still have map control but as it delays barrack production, the hellbat push timing gives you mean to attack quickly the 4th before you have your production completely ready.

Could you clarify what a "runby hellion into hellbat is"?

You can play safe and repop several hellions and go for hellbat push but it will delay barracks/ebay.


I thought this meant that you make your hellions, do a runby and then after your initial 6 hellions have died you continue making hellions
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2015-08-20 20:42:46
August 20 2015 20:42 GMT
#7260
@Bojas
sorry my bad i forgot "push"^^ runby hellion into hellbat push.
You're supposed to have a continuous production of hellions in order to replace the one you lost from the runby. And if you fear so much allin, you can add mines. As zerg pop harvesters from larva it's good deal.
Prev 1 361 362 363 364 365 368 Next
Please log in or register to reply.
Live Events Refresh
Circuito Brasileiro de…
19:00
A Decisão - Playoffs D1
davetesta32
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech97
StarCraft: Brood War
sSak 148
Movie 17
Sexy 12
Dota 2
monkeys_forever967
Counter-Strike
Fnx 1025
Super Smash Bros
AZ_Axe85
Heroes of the Storm
Khaldor251
Other Games
summit1g12526
FrodaN2612
shahzam1098
JimRising 329
ViBE232
JuggernautJason67
Organizations
Other Games
gamesdonequick1049
StarCraft 2
ESL.tv143
Other Games
BasetradeTV11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• gosughost_ 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift5914
Other Games
• Scarra1519
Upcoming Events
Online Event
3h 28m
MaxPax vs herO
SHIN vs Cure
Clem vs MaxPax
ShoWTimE vs herO
ShoWTimE vs Clem
Sparkling Tuna Cup
9h 28m
WardiTV Invitational
10h 28m
AllThingsProtoss
10h 28m
uThermal 2v2 Circuit
13h 28m
Chat StarLeague
15h 28m
BSL Season 20
17h 28m
MadiNho vs dxtr13
Gypsy vs Dark
Circuito Brasileiro de…
18h 28m
Afreeca Starleague
1d 9h
BeSt vs Light
Wardi Open
1d 10h
[ Show More ]
Replay Cast
1d 23h
Replay Cast
2 days
Afreeca Starleague
2 days
Snow vs Soulkey
WardiTV Invitational
2 days
PiGosaur Monday
2 days
GSL Code S
3 days
ByuN vs Rogue
herO vs Cure
Replay Cast
3 days
GSL Code S
4 days
Classic vs Reynor
GuMiho vs Maru
The PondCast
4 days
RSL Revival
4 days
GSL Code S
5 days
Korean StarCraft League
6 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL Nation Wars Season 2
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
CSLPRO Spring 2025
2025 GSL S1
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

NPSL S3
CSLPRO Last Chance 2025
CSLAN 2025
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.