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The HotS Terran Help Me Thread - Page 57

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.
exbein
Profile Joined March 2013
1 Post
April 20 2013 05:07 GMT
#1121
I recently got back into hots in masters but having trouble tvz late game. One game was vs ultra bling infestor muta(44min). The second was more ultras bling muta(25min).
http://drop.sc/325657
http://drop.sc/325656
I had mostly bio force and a couple mines. Did I need more mines or marauders? What units do I need to kill that late game army or was positioning bad? Thanks
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
April 20 2013 07:57 GMT
#1122
On April 20 2013 06:38 xgtx wrote:
Show nested quote +
On April 19 2013 23:01 padfoota wrote:
On April 19 2013 22:51 xgtx wrote:
isnt hellbat drop the stronger BO in TvT ? If yes why dont korean pros do it then in the ladder? What's the counter?


Marines. pure marine play until mid game has always been the signature of TvT on kr. Marines also counter hellbat drop HARD if your control is up to scratch. Hellbat drop was a strong build when players didnt know it that well, but since everyone is using it, its success rate has dropped.
I think Dwf mentioned somewhere that you simply camp marines inside the mineral line and stutterstep out when the drop hits, but my personal preference is to do a money scan on 6:30 and camp the edges with a lot of marines. Actually sometimes I dont even bother to scan. Scout his nat consistently with your unit of choice and leave that unit outside somewhere on patrol when you are sure hes not expanding. Fill a bunker at the nat with marines and rally the rest inside your main. Depot the edges. If he charges in with a drop you snipe it.

You can also destroy it quite hard with a simple 1-1-1 opener if your viking catches it early enough, but if the drop gets in you still use your marines in the end.

You can say 1-1-1 and whatever build (mine drop, whatever whatever) but 1 rax FE or reaper FE into mass marine (double reactor single techlab) with double engibay for ups (or single, depends how fast you want the dropship out) will always win with good map awareness + control. But yeah, you still get your occasional greedy terran who gets raped hard by a dual prong banshee play that transitions into mass marine too...its all about the marine count yo



thanks ! now tell me why pros rarely make any vikings in tvt in bio... the person who has first vikings always wins because he dominates air and has more vision


Why do you need vikings for bio? Vikings were made to be spotters for tanks and even then pro players wouldnt make it because they ate into gas and medevac count. All you need is scans and more drops while camping at some watch tower :/

Tbh vikings were only any good in mech vs mech, since even in mech vs bio if you needed to kill drops you could just turret ring.
Stop procrastinating
Wrist
Profile Joined June 2010
Netherlands35 Posts
April 20 2013 12:25 GMT
#1123
I'm looking for a way to effectively deal with hellbat drops. The OP says you should do this:

Q. How do you defend Hellbats drops when opening expand into 1-1-1?
+ Show Spoiler [Answer] +
On April 07 2013 05:34 TheDwf wrote:
Make 6-8 Hellions + 1-2 Viking(s), one Bunker near your CC against the dual drop variant. Leave your defence there as long as you're not 100% sure he won't come back with a second wave. LucifroN vs Center, Ohana, ATC.



The video shows Center holding off the first drop relatively easily. However, as the game goes on, the hellbats absolutely destroy him. I realize the post says he should leave his defences near his mineral if he's not sure if there's a second wave or not, but it would be nice to have a Vod of someone actually beating this strategy, instead of just holding off the first wave.
Wrist
Profile Joined June 2010
Netherlands35 Posts
April 20 2013 12:31 GMT
#1124
On April 20 2013 16:57 padfoota wrote:
Show nested quote +
On April 20 2013 06:38 xgtx wrote:
On April 19 2013 23:01 padfoota wrote:
On April 19 2013 22:51 xgtx wrote:
isnt hellbat drop the stronger BO in TvT ? If yes why dont korean pros do it then in the ladder? What's the counter?


Marines. pure marine play until mid game has always been the signature of TvT on kr. Marines also counter hellbat drop HARD if your control is up to scratch. Hellbat drop was a strong build when players didnt know it that well, but since everyone is using it, its success rate has dropped.
I think Dwf mentioned somewhere that you simply camp marines inside the mineral line and stutterstep out when the drop hits, but my personal preference is to do a money scan on 6:30 and camp the edges with a lot of marines. Actually sometimes I dont even bother to scan. Scout his nat consistently with your unit of choice and leave that unit outside somewhere on patrol when you are sure hes not expanding. Fill a bunker at the nat with marines and rally the rest inside your main. Depot the edges. If he charges in with a drop you snipe it.

You can also destroy it quite hard with a simple 1-1-1 opener if your viking catches it early enough, but if the drop gets in you still use your marines in the end.

You can say 1-1-1 and whatever build (mine drop, whatever whatever) but 1 rax FE or reaper FE into mass marine (double reactor single techlab) with double engibay for ups (or single, depends how fast you want the dropship out) will always win with good map awareness + control. But yeah, you still get your occasional greedy terran who gets raped hard by a dual prong banshee play that transitions into mass marine too...its all about the marine count yo



thanks ! now tell me why pros rarely make any vikings in tvt in bio... the person who has first vikings always wins because he dominates air and has more vision


Why do you need vikings for bio? Vikings were made to be spotters for tanks and even then pro players wouldnt make it because they ate into gas and medevac count. All you need is scans and more drops while camping at some watch tower :/

Tbh vikings were only any good in mech vs mech, since even in mech vs bio if you needed to kill drops you could just turret ring.


I always make around 6 vikings in mech vs bio. They're really nice for hanging over deadspace, because a turret ring alone wont shut down a doom drop completely. Also, bio will try dropping on top of your army a lot of the time, and having vikings to punish that is essential.
xgtx
Profile Joined February 2009
227 Posts
Last Edited: 2013-04-20 13:42:44
April 20 2013 13:39 GMT
#1125
On April 20 2013 16:57 padfoota wrote:
Show nested quote +
On April 20 2013 06:38 xgtx wrote:
On April 19 2013 23:01 padfoota wrote:
On April 19 2013 22:51 xgtx wrote:
isnt hellbat drop the stronger BO in TvT ? If yes why dont korean pros do it then in the ladder? What's the counter?


Marines. pure marine play until mid game has always been the signature of TvT on kr. Marines also counter hellbat drop HARD if your control is up to scratch. Hellbat drop was a strong build when players didnt know it that well, but since everyone is using it, its success rate has dropped.
I think Dwf mentioned somewhere that you simply camp marines inside the mineral line and stutterstep out when the drop hits, but my personal preference is to do a money scan on 6:30 and camp the edges with a lot of marines. Actually sometimes I dont even bother to scan. Scout his nat consistently with your unit of choice and leave that unit outside somewhere on patrol when you are sure hes not expanding. Fill a bunker at the nat with marines and rally the rest inside your main. Depot the edges. If he charges in with a drop you snipe it.

You can also destroy it quite hard with a simple 1-1-1 opener if your viking catches it early enough, but if the drop gets in you still use your marines in the end.

You can say 1-1-1 and whatever build (mine drop, whatever whatever) but 1 rax FE or reaper FE into mass marine (double reactor single techlab) with double engibay for ups (or single, depends how fast you want the dropship out) will always win with good map awareness + control. But yeah, you still get your occasional greedy terran who gets raped hard by a dual prong banshee play that transitions into mass marine too...its all about the marine count yo



thanks ! now tell me why pros rarely make any vikings in tvt in bio... the person who has first vikings always wins because he dominates air and has more vision


Why do you need vikings for bio? Vikings were made to be spotters for tanks and even then pro players wouldnt make it because they ate into gas and medevac count. All you need is scans and more drops while camping at some watch tower :/

Tbh vikings were only any good in mech vs mech, since even in mech vs bio if you needed to kill drops you could just turret ring.



I had more scvs, I had more units, but at 10min mark he simply came to me with his 2 vikings, 2 tanks and around 15 marines. I had only 2 tanks 15 marines but 0 vikings. He attacked my medics from far and had also more vision. He was so close that he attacked my base, I couldn't stop it because he had vision and I don't. What's the counter?

Here's the replay http://drop.sc/325752 pretty short, and I don't know what to do at 10th min mark.
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
Last Edited: 2013-04-20 15:37:43
April 20 2013 15:36 GMT
#1126
On April 20 2013 21:31 Wrist wrote:
Show nested quote +
On April 20 2013 16:57 padfoota wrote:
On April 20 2013 06:38 xgtx wrote:
On April 19 2013 23:01 padfoota wrote:
On April 19 2013 22:51 xgtx wrote:
isnt hellbat drop the stronger BO in TvT ? If yes why dont korean pros do it then in the ladder? What's the counter?


Marines. pure marine play until mid game has always been the signature of TvT on kr. Marines also counter hellbat drop HARD if your control is up to scratch. Hellbat drop was a strong build when players didnt know it that well, but since everyone is using it, its success rate has dropped.
I think Dwf mentioned somewhere that you simply camp marines inside the mineral line and stutterstep out when the drop hits, but my personal preference is to do a money scan on 6:30 and camp the edges with a lot of marines. Actually sometimes I dont even bother to scan. Scout his nat consistently with your unit of choice and leave that unit outside somewhere on patrol when you are sure hes not expanding. Fill a bunker at the nat with marines and rally the rest inside your main. Depot the edges. If he charges in with a drop you snipe it.

You can also destroy it quite hard with a simple 1-1-1 opener if your viking catches it early enough, but if the drop gets in you still use your marines in the end.

You can say 1-1-1 and whatever build (mine drop, whatever whatever) but 1 rax FE or reaper FE into mass marine (double reactor single techlab) with double engibay for ups (or single, depends how fast you want the dropship out) will always win with good map awareness + control. But yeah, you still get your occasional greedy terran who gets raped hard by a dual prong banshee play that transitions into mass marine too...its all about the marine count yo



thanks ! now tell me why pros rarely make any vikings in tvt in bio... the person who has first vikings always wins because he dominates air and has more vision


Why do you need vikings for bio? Vikings were made to be spotters for tanks and even then pro players wouldnt make it because they ate into gas and medevac count. All you need is scans and more drops while camping at some watch tower :/

Tbh vikings were only any good in mech vs mech, since even in mech vs bio if you needed to kill drops you could just turret ring.


I always make around 6 vikings in mech vs bio. They're really nice for hanging over deadspace, because a turret ring alone wont shut down a doom drop completely. Also, bio will try dropping on top of your army a lot of the time, and having vikings to punish that is essential.


also if you have no vikings versus bio what is to stop him from just dropping on top of your tanks?

plus you need something to discourage the bio player from transitioning into bcs

...and as said here vikings + turrets is a lot better drop defence than just turrets

edit:oh i got confused. people meant getting vikings if you're the one playing bio...yeah i dont agree with getting vikings if you are playing pure bio
Brood War Protoss, SC2 Terran/Protoss
BaaL`
Profile Joined May 2010
297 Posts
April 20 2013 15:56 GMT
#1127
On April 21 2013 00:36 ThePianoDentist wrote:
Show nested quote +
On April 20 2013 21:31 Wrist wrote:
On April 20 2013 16:57 padfoota wrote:
On April 20 2013 06:38 xgtx wrote:
On April 19 2013 23:01 padfoota wrote:
On April 19 2013 22:51 xgtx wrote:
isnt hellbat drop the stronger BO in TvT ? If yes why dont korean pros do it then in the ladder? What's the counter?


Marines. pure marine play until mid game has always been the signature of TvT on kr. Marines also counter hellbat drop HARD if your control is up to scratch. Hellbat drop was a strong build when players didnt know it that well, but since everyone is using it, its success rate has dropped.
I think Dwf mentioned somewhere that you simply camp marines inside the mineral line and stutterstep out when the drop hits, but my personal preference is to do a money scan on 6:30 and camp the edges with a lot of marines. Actually sometimes I dont even bother to scan. Scout his nat consistently with your unit of choice and leave that unit outside somewhere on patrol when you are sure hes not expanding. Fill a bunker at the nat with marines and rally the rest inside your main. Depot the edges. If he charges in with a drop you snipe it.

You can also destroy it quite hard with a simple 1-1-1 opener if your viking catches it early enough, but if the drop gets in you still use your marines in the end.

You can say 1-1-1 and whatever build (mine drop, whatever whatever) but 1 rax FE or reaper FE into mass marine (double reactor single techlab) with double engibay for ups (or single, depends how fast you want the dropship out) will always win with good map awareness + control. But yeah, you still get your occasional greedy terran who gets raped hard by a dual prong banshee play that transitions into mass marine too...its all about the marine count yo



thanks ! now tell me why pros rarely make any vikings in tvt in bio... the person who has first vikings always wins because he dominates air and has more vision


Why do you need vikings for bio? Vikings were made to be spotters for tanks and even then pro players wouldnt make it because they ate into gas and medevac count. All you need is scans and more drops while camping at some watch tower :/

Tbh vikings were only any good in mech vs mech, since even in mech vs bio if you needed to kill drops you could just turret ring.


I always make around 6 vikings in mech vs bio. They're really nice for hanging over deadspace, because a turret ring alone wont shut down a doom drop completely. Also, bio will try dropping on top of your army a lot of the time, and having vikings to punish that is essential.


also if you have no vikings versus bio what is to stop him from just dropping on top of your tanks?

plus you need something to discourage the bio player from transitioning into bcs

...and as said here vikings + turrets is a lot better drop defence than just turrets

edit:oh i got confused. people meant getting vikings if you're the one playing bio...yeah i dont agree with getting vikings if you are playing pure bio


I think later on you're going to need at least the starports in case your opponent tries the air transition. While mines are decent against viking/bc, I don't think you can make it work without vikings. Also you probably don't have the factories to try the mass mine counter, since you went bio and not mech.
Resd
Profile Joined October 2010
Netherlands10 Posts
April 20 2013 17:43 GMT
#1128
For TvT I want to do the following opening from the OP:

Gas 15 Marine Marine reactor CC fact port with Reactor Hellions + Viking(s) or Medivac before a bio or mech transition.
Bogus/Innovation vs Flash, Neo Planet S, MLG.


I want to transition into bio play after this opening, but in the example game neither Flash nor Innovation goes for a pure bio transition. So I was wondering if someone knows of some other examples of this opening in which the player goes for a pure bio transition.
xgtx
Profile Joined February 2009
227 Posts
April 20 2013 18:54 GMT
#1129
god, now im losing to protoss who goes expand first... im masters and dont know how to beat a toss who goes full macro on a 4 player map on cross position... how to punish greedy toss players?
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2013-04-20 19:33:35
April 20 2013 19:33 GMT
#1130
On April 20 2013 21:25 Wrist wrote:
I'm looking for a way to effectively deal with hellbat drops. The OP says you should do this:

Show nested quote +
Q. How do you defend Hellbats drops when opening expand into 1-1-1?
+ Show Spoiler [Answer] +
On April 07 2013 05:34 TheDwf wrote:
Make 6-8 Hellions + 1-2 Viking(s), one Bunker near your CC against the dual drop variant. Leave your defence there as long as you're not 100% sure he won't come back with a second wave. LucifroN vs Center, Ohana, ATC.



The video shows Center holding off the first drop relatively easily. However, as the game goes on, the hellbats absolutely destroy him. I realize the post says he should leave his defences near his mineral if he's not sure if there's a second wave or not, but it would be nice to have a Vod of someone actually beating this strategy, instead of just holding off the first wave.

You can simply imagine what would have happened had Center not blundered away his huge lead (he started his third at 8'30 while LucifroN was just starting his natural). Center could have killed LucifroN with a Marines/Tanks push, or a stim timing, or a dual drop... anything, really. See Bang vs ForGG, Daybreak, ATC Millenium vs MVP for an example of defending a single Hellbat drop then counter-attacking with Marines/Tanks.



On April 21 2013 02:43 Resd wrote:
For TvT I want to do the following opening from the OP:

Show nested quote +
Gas 15 Marine Marine reactor CC fact port with Reactor Hellions + Viking(s) or Medivac before a bio or mech transition.
Bogus/Innovation vs Flash, Neo Planet S, MLG.


I want to transition into bio play after this opening, but in the example game neither Flash nor Innovation goes for a pure bio transition. So I was wondering if someone knows of some other examples of this opening in which the player goes for a pure bio transition.

You can transition to pure bio off 2-3 Tanks, it's just a matter of cutting Tank production and building a rax on the lab. But if you don't want/need those Tanks, you can use the same 3 rax Medivacs transition you would do in TvP. Swap back rax on reactor, add 2 rax, lab lab on fact port then lift both, EB, use the Factory to make a reactor for the Starport.



On April 21 2013 03:54 xgtx wrote:
god, now im losing to protoss who goes expand first... im masters and dont know how to beat a toss who goes full macro on a 4 player map on cross position... how to punish greedy toss players?

Just open with a Reaper, you should be able to kill 4-6 Probes before his first Stalker is out (see the Whirlwind and the Daybreak games from the second Bomber vs Creator series in Code S). You can even go 11 rax 11 gas for a more agressive variant (Flash vs PartinG, Whirlwind, MLG) and go for Bunker pressure. Reactively proxying a Factory is another strong option if you find his nex first in time with your SCV scout.
Holo82
Profile Joined April 2013
Austria107 Posts
April 21 2013 05:15 GMT
#1131
god, now im losing to protoss who goes expand first... im masters and dont know how to beat a toss who goes full macro on a 4 player map on cross position... how to punish greedy toss players?


widowmine drop, he wont have a very fast robo, or just say "cool he wants macro game, i can macro better" macro up to 3 base from one rax, adding double ebay, fax, 5 -7 rax and take a forth by 10 minutes and so on. U have lots of time until the protoss might be attacking if he goes nexus first, a couple of marines and a bunker with a turret behind will be all u need up to minute 9 or 10..
Wojciech Zywny
Profile Joined April 2013
Poland271 Posts
April 21 2013 07:42 GMT
#1132
How do you guy deal with dts in tvp? I normally go 1 rax FE vs protoss and ALWAYS lose when they go dts. Any suggestions?
Miecz przeznaczenia ma dwa ostrza. Jednym jesteś ty.
Quochobao
Profile Joined October 2010
United States350 Posts
April 21 2013 08:20 GMT
#1133
How do I defend a 4 gate with 1-1-1 opener (2 mines + medivac), CC, add 2 rax?

A difficulty I have is that the stalkers killed two of my depots at ramp -- should I not wall vs Protoss?

My after-the-fact thinking is that: I should lift natural CC, research stim asap + build medivac, and stay on one base until stim finishes?

This is a dumb question, but I just switched to Terran, so please help :D

Best or nothing.
Bulugulu
Profile Joined March 2011
Israel250 Posts
April 21 2013 09:03 GMT
#1134
On April 21 2013 17:20 Quochobao wrote:
How do I defend a 4 gate with 1-1-1 opener (2 mines + medivac), CC, add 2 rax?

A difficulty I have is that the stalkers killed two of my depots at ramp -- should I not wall vs Protoss?

My after-the-fact thinking is that: I should lift natural CC, research stim asap + build medivac, and stay on one base until stim finishes?

This is a dumb question, but I just switched to Terran, so please help :D



Ok so, first of all - you can hold a 4gate at your natural.
If you scout it add a bunker and make sure you transfer scvs there so they can repair. Widow mines should mean gg for the 4 gate, since he can't see them.
If you decide to defend up your ramp, put widow mines on your ramp which deny him sniping your depots.
Even though I think you should have the mines in time, if theoretically you can't put them there and he snipes your depots you're still fine because he's so allin so just rebuild depots in your main, and make sure you have widow mines incase he tries to run past your bunker into your main.
If you see he's trying to contain you, drop his main which will force him to go back/suicide up your ramp.

Once you send out this drop, if he's bad it's gg and if he's good he'll have already backed up and you can retake your natural.
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
Obbim
Profile Joined April 2013
Sweden7 Posts
April 21 2013 10:55 GMT
#1135
On April 21 2013 16:42 Wojciech Zywny wrote:
How do you guy deal with dts in tvp? I normally go 1 rax FE vs protoss and ALWAYS lose when they go dts. Any suggestions?


When you send your first scout, check how much gas he has taken. If he have taken 2 gas, you should do a follow up scout before 6 minutes. If you cannot enter his base, use a scan to find out if he has twilight council or dark shrine. Once you know that dts might come, just place a tower at the ramp to your natural, next to your bunker (that probably need to be there).

He can still have a warp prism however, so place a tower at your mineral lines aswell. And scout be ready with marines!! If you stop it in time, you pretty much won the game already.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2013-04-21 12:48:18
April 21 2013 12:46 GMT
#1136
Q. When can I include Hellbats if I play bio?

On March 29 2013 04:47 TheDwf wrote:
Virtually never (too vulnerable to Banelings, your Reactor Factory production time is better spent on Mines). It's only useful if for some reason your opponent refuses to make Banelings and sticks to pure Zerglings.


D: I object - Thats like saying marines are bad vs banelings. I dont like using mines heavily so I stick to hellbats. Even if a bunch dies having just 1!!! Hellbat left with a handful of marines is an insanely sick force no small amount of zergling reinforcement can hope to clean up nicely
Stop procrastinating
bhfberserk
Profile Joined August 2011
Canada390 Posts
Last Edited: 2013-04-21 13:58:45
April 21 2013 13:50 GMT
#1137
Hi, Diamond level Terran here. I really need help!

Q: How do you stop Blink Stalkers all in as Terran going 1Rax FE.
I usually opens 111, going for tanks if I sense blink stalker, going cloak banshee if I sense Stargate.

In my scout, after barrack, I check for chrono boost energy, and gas. If it is a lot of energy left and double gas, I tend to scout again or scan.

I usually am able to spot all proxy stargates and even able to scan the twilight counsel. I put down 3 bunkers in the front ramp, and 1 bunker in the main base by the main CC. I even make turrets by the edge of the base to kill observers so he/she cannot blink into the base.
Nothing ever helps shutting down the all in. I usually just lost the game right there or lose most scvs where the opponent can just expand and end up being ahead.

Edit: I have read the OP, does it mean in order to hold the all in, I have to immediately pulling back the natural expansion, and defend in the main base until enough tanks/marine are out?

What is the best response to blink stalker all in?
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-04-21 16:30:23
April 21 2013 14:17 GMT
#1138
On April 21 2013 22:50 bhfberserk wrote:
Hi, Diamond level Terran here. I really need help!

Q: How do you stop Blink Stalkers all in as Terran going 1Rax FE.
I usually opens 111, going for tanks if I sense blink stalker, going cloak banshee if I sense Stargate.

In my scout, after barrack, I check for chrono boost energy, and gas. If it is a lot of energy left and double gas, I tend to scout again or scan.

I usually am able to spot all proxy stargates and even able to scan the twilight counsel. I put down 3 bunkers in the front ramp, and 1 bunker in the main base by the main CC. I even make turrets by the edge of the base to kill observers so he/she cannot blink into the base.
Nothing ever helps shutting down the all in. I usually just lost the game right there or lose most scvs where the opponent can just expand and end up being ahead.

Edit: I have read the OP, does it mean in order to hold the all in, I have to immediately pulling back the natural expansion, and defend in the main base until enough tanks/marine are out?

What is the best response to blink stalker all in?


I defended it in wol by going to main, build 2 bunkers a bit back from ledges and wait till i have enough so i can engage. The longer it takes, the more troops+scv's u will have, u just have to hold, not defeat that army.

Edit : DwF has tighten up the rules for posting, therefore this edit. Here is a vod about defending blinkstalker allin with a 1rax-FE.

The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
4Servy
Profile Joined August 2008
Netherlands1542 Posts
Last Edited: 2013-04-21 14:49:21
April 21 2013 14:48 GMT
#1139
Nowadays when 2 gas openings are scouted, its hard to rule out oracle all in's so I always get a fast ebay when im not sure wether or not its comming when opening with 1 rax > fe > bio (or reaper expand). This will delay medivac production wich is a severe handicap but a sensor tower/fast +1 is actualy the most underused weapon against blink all in builds.
With 1 rax > fe > 1/1/1 its impossible to hold anyform of blink all in on almost all maps unless the protoss player is a complete tool. Add up to this that all other 1 base builds are also incredibly difficult to hold with this build.
GriMHopE
Profile Joined August 2011
Canada16 Posts
April 21 2013 14:59 GMT
#1140
Diamond Terran here and I have a question on how to deal with Swarm hosts. Do I need to constantly drop? Do i go into tanks instead of mines? What kind of composition and style do I need to play to play against Swarm hosts in TvZ?
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