[G] TvP Hammer Build, Crushing Protoss - Page 10
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EAGER-beaver
Canada2799 Posts
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Usmc0302
United States7 Posts
http://ggtracker.com/matches/5502023 | ||
-Hammer-
Canada107 Posts
On October 11 2014 00:20 Usmc0302 wrote: Been using this build quite a bit. Its pretty fun and its pretty good vs all ins. I decided to post this replay and despite alot of mistakes on my part, I still held. http://ggtracker.com/matches/5502023 Huaaa :D Glad it's working for you brother. Feel free to message me if you have questions Hammer #1909 | ||
-Hammer-
Canada107 Posts
On October 10 2014 03:34 EAGER-beaver wrote: Opening with marauders has really helped my tvp, it stops a TON of cheese. I think the biggest advantage this build has is simply that protoss players don't expect it, and it lets you transition into anything you want with a relatively quick expo safely or at a nice advantage even vs oracle openings. Thanks Eager-Beaver, I'm glad the build is working well for you! On a side note, I wanted to mention to all of you the build is going strong! I'm currently 28-2 (93%) in my past 30 games against Protoss (Mid-Masters). | ||
BeefMaster
United States26 Posts
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Laosing
Canada1 Post
Thanks for sharing! | ||
danteafk
307 Posts
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micjmac
42 Posts
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-Hammer-
Canada107 Posts
On November 05 2014 05:18 BeefMaster wrote: Gotta say, I've been using this build for around 2 months vs Plat and Diamond Toss, and my TvP win rate has gone from 40% to around 75%. It's really a strong, solid build, doesn't require ridiculous micro, and is completely unexpected by most toss. On November 10 2014 15:06 Laosing wrote: Solid build, I've been testing it out and so far have 100% win rate. I'm rank 1 diamond playing mid-high masters. You get into some pretty weird situations sometimes but that's what makes it fun haha. Thanks for sharing! Thanks guys, really nice to hear some successes utilizing the build. All the best going forward! | ||
vhapter
Brazil677 Posts
When I read this thread for the first time, I thought this was much harder to hold. Generally, I'm pretty damn bad whenever I'm caught off-guard by a wonky strategy, but in this case the hold was a pretty effortless. Perhaps this is more effective if the protoss does a twilight build, although that also means you're probably dead if you don't do pretty significant damage and the protoss goes for a counter attack. | ||
micjmac
42 Posts
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nath
United States1788 Posts
however, in pvt, i can defend this build every time, no problem, even unscouted!!... i almost always come out ahead, have never lost to it, one time i got behind but not by much and caught up later. i dont think the build is very good at all. but its good vs bad players. (or rather, it can beat good players as we've seen, even in mid-masters, but they messed up defending/microing a lot -- so maybe we should say its good vs bad play) | ||
nath
United States1788 Posts
you can also go rax fac rax and push with 3 marine 1 marauder 1 wm with 2 rine 1 marauder almost ready. | ||
klup
France612 Posts
I have giving up on that build altough very efficient and fun because I prefer another opening in TvP but I recently adapted the concept for the ZvT matchup of a marauder hellbat pressure on 1 base into exp 10 Supply Depot 12 Barracks 13 Refinery 16 Orbital Command Marine x2 -> denying overlords to scout Supply Depot Factory ASAP hidden in your base where cannot be seen easy techlab on rax reactor on fact constant marauder and hellion prod armory when enough gas push when 3-4 marauder and research concussive shells rally hellions to marauders and continue hellion prod but stop marauder. once you hit z base stop hellion prod and expand. This made me outright win games 50% of the time but also allowed me to do some significant dmg still and transition to macro after that and win. THis can manage decently a wall of spine+ queen due to marauder power. | ||
-Hammer-
Canada107 Posts
On November 27 2014 19:39 klup wrote: Hi all, I have giving up on that build altough very efficient and fun because I prefer another opening in TvP but I recently adapted the concept for the ZvT matchup of a marauder hellbat pressure on 1 base into exp 10 Supply Depot 12 Barracks 13 Refinery 16 Orbital Command Marine x2 -> denying overlords to scout Supply Depot Factory ASAP hidden in your base where cannot be seen easy techlab on rax reactor on fact constant marauder and hellion prod armory when enough gas push when 3-4 marauder and research concussive shells rally hellions to marauders and continue hellion prod but stop marauder. once you hit z base stop hellion prod and expand. This made me outright win games 50% of the time but also allowed me to do some significant dmg still and transition to macro after that and win. THis can manage decently a wall of spine+ queen due to marauder power. Sorry to hear the build's not working for you. I'm about 80% right now with it.. I do a VERY similar TvZ build :D What league are you in klup? | ||
klup
France612 Posts
On November 28 2014 13:03 -Hammer- wrote: Sorry to hear the build's not working for you. I'm about 80% right now with it.. I do a VERY similar TvZ build :D What league are you in klup? I'm top diamond right now , I dropped master league 1 year ago because of lack of practice. Now I play mainly for fun keeping a good level of play I love your PvT build and had a ton of fun with it a few month ago but the main reason I'm not using it is that I use a build we made with a friend at the begining of Hots called "3 rax reaper in all MU" designed for platinium/diamond players to use the same opening in all MU that is very aggressive in the early game but cannot kill your opponent unless he has a 0 degree of micro. The build is great because it makes you learn multitask as it is hard to win outright with your early aggression so you are forced to have impecable macro behind your reaper micro and game awarness to transition into 3 base long macro game. here is the old post and definitively outdated about it : http://www.teamliquid.net/forum/sc2-strategy/409905-3-rax-reaper-opening-in-all-mu With the ressurgence of old maps with tons of cliff abuse, this kind of BO has returned to full efficience and has never been outdated in TvP anyway( great setup to counter blink allin btw) . Best for TvP, great for TvZ and very hard to pull off in TvT due to current aggressive banshee /1base play meta. On maps that are not "cliff friendly" like daybreak I will use your build in general as it is very efficient I especially love the 3 stages of aggression : -mine marauder push -drop -timing push hellbat tank viking The TvZ version is much more allin though as a perfect defense for Z put you really behind. If you have a version of a hellbat marauder push more macro oriented I can take that :D. | ||
-Hammer-
Canada107 Posts
On December 02 2014 00:26 klup wrote: I'm top diamond right now , I dropped master league 1 year ago because of lack of practice. Now I play mainly for fun keeping a good level of play I love your PvT build and had a ton of fun with it a few month ago but the main reason I'm not using it is that I use a build we made with a friend at the begining of Hots called "3 rax reaper in all MU" designed for platinium/diamond players to use the same opening in all MU that is very aggressive in the early game but cannot kill your opponent unless he has a 0 degree of micro. The build is great because it makes you learn multitask as it is hard to win outright with your early aggression so you are forced to have impecable macro behind your reaper micro and game awarness to transition into 3 base long macro game. here is the old post and definitively outdated about it : http://www.teamliquid.net/forum/sc2-strategy/409905-3-rax-reaper-opening-in-all-mu With the ressurgence of old maps with tons of cliff abuse, this kind of BO has returned to full efficience and has never been outdated in TvP anyway( great setup to counter blink allin btw) . Best for TvP, great for TvZ and very hard to pull off in TvT due to current aggressive banshee /1base play meta. On maps that are not "cliff friendly" like daybreak I will use your build in general as it is very efficient I especially love the 3 stages of aggression : -mine marauder push -drop -timing push hellbat tank viking The TvZ version is much more allin though as a perfect defense for Z put you really behind. If you have a version of a hellbat marauder push more macro oriented I can take that :D. Awesome! Sounds like you're a thoughtful SC2 player :D If you would like to go over anything specific or hear about my other builds feel free to message me in game Hammer#1909. I have some builds I don't really share, and would be happy to theorycraft with you! Cheers. | ||
ShoCkSC2
Germany340 Posts
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Pirfiktshon
United States1072 Posts
I met this build on ladder, from what I've tried out against it I think probes are really good vs the inital pressure for the tosses that are struggling with it. Whenever i see the 3 marauder 1 mine on my natural i bring half my probes to my natural, try to make the mine either unburrow or get off on 1 probe (until i have my obs to pick it off). Chrono an Immortal at the same time as getting 2 gates. Also, try to get a good surround on the marauders. Probes are really damn good vs Marauders without stim. Probes are good against marauders without stim and Conc shells with no micro. If you have conc shells you can micro to do some serious eco damage and macro behind it... I'm currently 10-0 with this build though my mmr has decayed down to low Diamond / high plat lol so that probably has something to do with it haha. Edit: All i'm aiming to do is ECO damage when I play this build so I can pull out ahead. If I win a game in the first 6 mins so be it LOL which has happened a couple of times but its definitely not my end game its just a way I get ahead especially if you take a natural.... | ||
BeefMaster
United States26 Posts
1) I recently ran into a toss who went Nexus first with cannons at the front. This shut down my initial poke. Then he parked stalkers in his main to deny drops, so I couldn't get anything done with widow mines. By the time I made my big push @ 14 mins, we were on equal supply. I was able to do some damage but not end the game, and he was able to remax faster and come back for the win. Any idea how to adapt the build to play against this style? Should I just double-expand? 2a) What are your thoughts when scouting stargate on planting a widow mine in your mineral line vs ebay+turrets? Seems cheaper and also effective at killing the stargate, although weakens your early push slightly. 2b) In general, how do you react to proxy stargate? Do you go kill the stargate first or just go for the 3-marauder+1-2 mine push? 3) How do you react to the zealot+stalker+msc poke? Or really any fast MSC poke? I usually have only 2 marauders and 1 mine when this hits. The MSC can get a ton of damage done and there doesn't seem to be much I can do to react. If I start making marines, MSC picks them off one at a time. I usually try to make ebay+turrets or chase with mines, but this usually results in econ damage or macro slips for me. 4) Any advice for dealing with 2-base blink stalker all-ins that seem really prevalent in the current map pool? | ||
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