[D] Marauder hellbat medivac in TvP - Page 5
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Ozlo
United States30 Posts
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govie
9334 Posts
On April 17 2013 23:57 Ozlo wrote: Full mech can be exploited too easily by Protoss IMO. Especially if he goes void rays. Have u seen strelok and krass yesterday... its not that easy like just build voids and bo-win... Mech is really impressive and because of drops, terrans know everything u are doing... they just build a thor and vikings.. I am convinced after the EU qualifier and demu/razer strategy mech video that mech is darn strong and because of hellbat/Wm drops can adjust to toss strategy. | ||
Blamajama
156 Posts
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Ozlo
United States30 Posts
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Sircoolguy
United States81 Posts
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Hellbat
223 Posts
Depending on how the game goes, I try to slowly work my way up to skyterran. Banshee/Vikings/Ravens with hellbats as mech shields is quite terrific. However, I usually don't even get the opportunity to do that as the marauder/hellbat/medivacs do a damn good job at killing the protoss | ||
Mayhemia-
Finland58 Posts
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LiLSighKoh
United States588 Posts
On June 23 2013 19:41 Mayhemia- wrote: I am wondering if any mid/highmaster player has time to upload couple of replays for people who want to focus on exact timings and builds? VOD's are only so usefull. There is VOD of Thorzain using this comp TvP in the 2nd group stage of Dreamhack. I forget who it was against but you should go look around for the dreamhack vod | ||
bypLy
757 Posts
On April 17 2013 23:57 Ozlo wrote: Full mech can be exploited too easily by Protoss IMO. Especially if he goes void rays. agree, if toss scouts fast its very difficult to do this strat | ||
SalvationII
Germany25 Posts
Its so Strong, you need 3 Storms to actually kill smth in this army combo and you can open up with hellbat drops, which are non the less the most efficient way to drop any race. | ||
Mayhemia-
Finland58 Posts
On June 23 2013 19:48 LiLSighKoh wrote: There is VOD of Thorzain using this comp TvP in the 2nd group stage of Dreamhack. I forget who it was against but you should go look around for the dreamhack vod Been there done that, it's against Elfi, and the game is rather awkward imo. | ||
Iron_
United States389 Posts
1) Vs templar first, which usually was the bane of my existence, this strat is very good. Many storms are needed to kill this army. You can perpetually delay his 3rd and just wait outside his nat for him to come fight you. 2) You DO need vikings, but you don't need as many. 4-6 is great. The maraders can help snipe the colossus, and the vikings finish them off. 3) This combo is easier to use mainly because you don't have to spam your marines around like a chicken with it's head cut off during every single engagement. 4) Add a second starport with reactor blind once your third is set up. This way, you can easily mass up some vikings to counter any airtoss shenanigans. Vikings fare decently vs void rays. 5) If they do get the dreaded colossus/storm combo, you still need to engage only in very open areas with a huge surround. If he gets to this revert to the typical drop 2 places etc, but don't engage directly. 6) The counter the this strat is ARCHONS. They MASH hellbats because of the bio tag, and hellbats and maraders don't do jack shit damage to them. It is for this reason that I am not going to start adding ghosts to my combo (previously I just kept them off 3 base, but I'd like to start getting ghosts involved). 7) Ghosts are more intuitive to use in this combo, because you already have a unit that does not stim (Hellbat). So you are only stimming marauders. Not sure exactly why, it just makes it a little easier to use the ghosts. The bottom line is I'm having a lot more fun playing this combo, because my army is not automatically totally inferior to the protoss army. That always really bothered me and honestly almost made me leave the game. | ||
teuthida
United States104 Posts
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Iron_
United States389 Posts
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teuthida
United States104 Posts
On July 29 2013 08:30 Iron_ wrote: Hey Teuthida, Yes blue flame is needed but does not need to be prioritized. My rule of thumb is, get up the infostructure and start your third, then get blue flame. Prioritize +1/+1 and stim ahead of blue flame for sure. Regular hellbats do fine vs the smaller number of zealots you see in the early part of the mid game. You only need blue flame once the zealot counts starts to rise in the later part of the mid game -> late game. Thanks! I'll give this a shot. TvP is my hardest match up so I'm hoping this helps. | ||
tomsKa
United States39 Posts
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Iron_
United States389 Posts
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Iron_
United States389 Posts
4 tech lab rax 1 tech lab factory (for blue flame) 1 reactor factory 1 reactor starport Then into late game I end up with 8 tech lab rax (I am going to start adding a ghost academy so these are great for ghosts too) 1 tech lab factory 2 reactor factory 2 reactor starport That info structure is more than you can support if your macro is perfect, but most people are not named Innovation and miss half a round here and there. The extra buildings also help a lot if you trade heavily while maxed and need to pop out a bunch of units fast. If I do max and end up playing with fire into the late late game, I try to get up another 4-6 rax and 1-2 factory so that I can remax much faster. My goal with this strat though, is to stop his third from ever getting up, so most of my games end before 20 minutes or so. | ||
tomsKa
United States39 Posts
Also don't you want some marine production? | ||
Iron_
United States389 Posts
I build zero marines after the opening. This saves combat shield (100/100), and the hellbats are there for the zealots. The only reason for marines at all in mmm is for the zealots anyway. Why make a small pack of units that die instantly to a storm? Depending on your opening, you either deny the third with brute force, or by dropping the main and sniping it with marauders. I've come to really enjoy 4 marauder drops. They kill buildings quite fast and the toss must respond to it. Also, since it's only 4 units they drop a lot faster than the 8 marines so they can get to work quicker, giving the toss a bit less time to respond. Depending on the map, you can also simply run in with marauders, snipe the third, and run. If my early harass puts me ahead I literally just camp his nat with my army in a nice concave. | ||
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