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[D] Mass Reaper TvP - Page 3

Forum Index > StarCraft 2 Strategy
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ThorPool
Profile Joined February 2014
Panama145 Posts
April 09 2014 02:46 GMT
#41
Einfach nur Spitze! I really loved those replays. That build seems awesome to practice a bit macro and micro. I will try it out once I have some time
RuFF! Let the cheese rain !
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2014-04-09 04:45:52
April 09 2014 04:44 GMT
#42
Or you can open like I do.

12 rax
12 gas
15 orbital
15 reactor
15 rax
15 gas
16-17 reaper
18 scv
19 depot
19 scv
19reactor (on 2nd rax)

Mass reaper pump from 2rax reactor.

I had a 69% win in TvP when everyone was bitching about the MU, before the patch, when "Terran couldn't punish Toss." Loved that strat, did it every single map. Beat top GMs with it on NA all the time.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
Last Edited: 2014-04-09 05:04:01
April 09 2014 04:55 GMT
#43
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
April 10 2014 01:27 GMT
#44
On April 09 2014 13:55 U_G_L_Y wrote:
Show nested quote +
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Having the double reactor certainly boosts your production quite a bit but you trade off for the early unit advantage. With a quick 3rd reaper you have a decent chance of killing the first stalker and, if you get it, take quite a bit of momentum. I am not quite sure i like the reactors though. Reapers take such a long time to build, and so do reactors. It just feels like too little too late into all in.

I also quite dislike the idea of having a planetary 3rd. you want to have your macro explode and get your geysers 6-10 up when he finally manages to secure his 3rd. It is just not helpful to artificially slow your macro down when you can accomplish the same thing by just executing the pin well. You surely need turrets at some point, but a pf is overkill. If toss manages to reach your 3rd, chance are you have already lost. Plus its unaffordable gas wise.



xRiotZx
Profile Joined May 2012
United States105 Posts
Last Edited: 2014-04-11 18:38:44
April 11 2014 18:19 GMT
#45
I watched all the replays. All of the protoss you played were terrible. Gas before cyber, stargate, 1 oracle, good game, he expands behind that, and it's over.

The morons you played apparently thought stalkers and ht counter reapers. :\

Power of Protoss <.>

Now you're going to say, "Just make turrets." Oh, okay.

Turrets are good.

What happens when he engages your army of reapers with 2 oracles? What happens when you try to deny his third? You lose. 2-3 oracles gives him total map control.

Oh and that other thing, that this gets shut down immediately by a 2 gate opening. 2 stalkers and zealot vs your 3-4 reapers? Not looking like a good match up for you.

Moreover, any aggression in your base with MSC, you're going to lose quite a few reapers.

Moreover again, Voidrays kill vikings, voidrays kill reapers, gg. This is less viable for toss, I think, since you can throw down reactors on 12 rax and be making 24 marines at one time.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
April 11 2014 18:43 GMT
#46
On April 12 2014 03:19 xRiotZx wrote:
I watched all the replays. All of the protoss you played were terrible. Gas before cyber, stargate, 1 oracle, good game, he expands behind that, and it's over.

The morons you played apparently thought stalkers and ht counter reapers. :\

Power of Protoss <.>

Now you're going to say, "Just make turrets." Oh, okay.

Turrets are good.

What happens when he engages your army of reapers with 2 oracles? What happens when you try to deny his third? You lose. 2-3 oracles gives him total map control.

Oh and that other thing, that this gets shut down immediately by a 2 gate opening. 2 stalkers and zealot vs your 3-4 reapers? Not looking like a good match up for you.

Moreover, any aggression in your base with MSC, you're going to lose quite a few reapers.

Moreover again, Voidrays kill vikings, voidrays kill reapers, gg. This is less viable for toss, I think, since you can throw down reactors on 12 rax and be making 24 marines at one time.

LOL


User was warned for this post
People are imbeciles, lucky thing god made cats.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 11 2014 19:05 GMT
#47
On April 09 2014 13:55 U_G_L_Y wrote:
Show nested quote +
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Ugh, I can't believe we're still on this.

"There is no possible way the Protoss can hide a stargate from mass reaper" is the silliest ultimate statement. Either you're attacking with the reapers or scouting the map with them; you can't do both at the same time. And whatever happens, a turret does not a) stop an oracle from getting free SCV kills (I'm not talking about suiciding the oracle) or b) stop the oracle from picking off reapers (the oracle speed is FASTER).

Quit pretending that mass reapers is somehow a viable, catch-all strategy that is perfectly viable for "standard play". Every strategy has some weakness. This one has a weakness to immortal/blink allins and proxy stargates. The double reactor play also dies pretty hard to zealot/stalker/MSC pressure, as has been pointed out. I'm done dealing with your theorycraft, I have legitimate experience beating this without any problem.
StrategyAllyssa Grey <3<3
xRiotZx
Profile Joined May 2012
United States105 Posts
April 11 2014 19:07 GMT
#48
On April 12 2014 04:05 SC2John wrote:
Show nested quote +
On April 09 2014 13:55 U_G_L_Y wrote:
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Ugh, I can't believe we're still on this.

"There is no possible way the Protoss can hide a stargate from mass reaper" is the silliest ultimate statement. Either you're attacking with the reapers or scouting the map with them; you can't do both at the same time. And whatever happens, a turret does not a) stop an oracle from getting free SCV kills (I'm not talking about suiciding the oracle) or b) stop the oracle from picking off reapers (the oracle speed is FASTER).

Quit pretending that mass reapers is somehow a viable, catch-all strategy that is perfectly viable for "standard play". Every strategy has some weakness. This one has a weakness to immortal/blink allins and proxy stargates. The double reactor play also dies pretty hard to zealot/stalker/MSC pressure, as has been pointed out. I'm done dealing with your theorycraft, I have legitimate experience beating this without any problem.


This.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2014-04-12 03:56:15
April 12 2014 02:34 GMT
#49
On April 12 2014 04:05 SC2John wrote:
Show nested quote +
On April 09 2014 13:55 U_G_L_Y wrote:
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Ugh, I can't believe we're still on this.

"There is no possible way the Protoss can hide a stargate from mass reaper" is the silliest ultimate statement. Either you're attacking with the reapers or scouting the map with them; you can't do both at the same time. And whatever happens, a turret does not a) stop an oracle from getting free SCV kills (I'm not talking about suiciding the oracle) or b) stop the oracle from picking off reapers (the oracle speed is FASTER).

Quit pretending that mass reapers is somehow a viable, catch-all strategy that is perfectly viable for "standard play". Every strategy has some weakness. This one has a weakness to immortal/blink allins and proxy stargates. The double reactor play also dies pretty hard to zealot/stalker/MSC pressure, as has been pointed out. I'm done dealing with your theorycraft, I have legitimate experience beating this without any problem.


Actually, double reactor is a very hard counter to zealot/stalker/MSC pressure as you completely overwhelm them and then can churn out 4 marines to kill the MSC. At that point, there's no MSC to use overcharge and it's actually one of the easier wins, imo.

Oracle you can tell because if you're pressuring them, they have no expansion, and a single stalker, it's always proxy oracle. You don't need to scout for the proxy. You absolutely have to realize it and build the ebay PRIOR to your first CC though.

I've lost to blink stalker a few times on one base, but don't find it overly strong - you just counter with your reapers. He's forced to leave his MSC at home, meaning he doesn't have hte vision, which is what makes blink stalkers so hard to stop.
Salient
Profile Joined August 2011
United States876 Posts
Last Edited: 2014-04-12 11:42:27
April 12 2014 11:41 GMT
#50
On April 12 2014 11:34 FabledIntegral wrote:
Show nested quote +
On April 12 2014 04:05 SC2John wrote:
On April 09 2014 13:55 U_G_L_Y wrote:
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Ugh, I can't believe we're still on this.

"There is no possible way the Protoss can hide a stargate from mass reaper" is the silliest ultimate statement. Either you're attacking with the reapers or scouting the map with them; you can't do both at the same time. And whatever happens, a turret does not a) stop an oracle from getting free SCV kills (I'm not talking about suiciding the oracle) or b) stop the oracle from picking off reapers (the oracle speed is FASTER).

Quit pretending that mass reapers is somehow a viable, catch-all strategy that is perfectly viable for "standard play". Every strategy has some weakness. This one has a weakness to immortal/blink allins and proxy stargates. The double reactor play also dies pretty hard to zealot/stalker/MSC pressure, as has been pointed out. I'm done dealing with your theorycraft, I have legitimate experience beating this without any problem.


Actually, double reactor is a very hard counter to zealot/stalker/MSC pressure as you completely overwhelm them and then can churn out 4 marines to kill the MSC. At that point, there's no MSC to use overcharge and it's actually one of the easier wins, imo.

Oracle you can tell because if you're pressuring them, they have no expansion, and a single stalker, it's always proxy oracle. You don't need to scout for the proxy. You absolutely have to realize it and build the ebay PRIOR to your first CC though.

I've lost to blink stalker a few times on one base, but don't find it overly strong - you just counter with your reapers. He's forced to leave his MSC at home, meaning he doesn't have hte vision, which is what makes blink stalkers so hard to stop.


It's a cute cheese that can win some games, but don't fool yourself. It is not solid or safe enough to be standard play -- not even close. The OP acts like he has invented the new 1 rax expo or whatever. :p
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
April 12 2014 11:52 GMT
#51
--- Nuked ---
QuartzTheOG
Profile Joined November 2013
3 Posts
April 12 2014 12:18 GMT
#52
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.


Pretty much this. I saw this mass reaper a lot actually last night on the latter. Caught me off guard the first time but after that was pretty easy to deal with.

But if you have fun with the build that's all that counts.
Any pizza can be a personal pizza with enough hard work and dedication
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
April 12 2014 14:12 GMT
#53
--- Nuked ---
xRiotZx
Profile Joined May 2012
United States105 Posts
Last Edited: 2014-04-12 15:35:22
April 12 2014 15:35 GMT
#54
On April 12 2014 11:34 FabledIntegral wrote:
Show nested quote +
On April 12 2014 04:05 SC2John wrote:
On April 09 2014 13:55 U_G_L_Y wrote:
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Ugh, I can't believe we're still on this.

"There is no possible way the Protoss can hide a stargate from mass reaper" is the silliest ultimate statement. Either you're attacking with the reapers or scouting the map with them; you can't do both at the same time. And whatever happens, a turret does not a) stop an oracle from getting free SCV kills (I'm not talking about suiciding the oracle) or b) stop the oracle from picking off reapers (the oracle speed is FASTER).

Quit pretending that mass reapers is somehow a viable, catch-all strategy that is perfectly viable for "standard play". Every strategy has some weakness. This one has a weakness to immortal/blink allins and proxy stargates. The double reactor play also dies pretty hard to zealot/stalker/MSC pressure, as has been pointed out. I'm done dealing with your theorycraft, I have legitimate experience beating this without any problem.


Actually, double reactor is a very hard counter to zealot/stalker/MSC pressure as you completely overwhelm them and then can churn out 4 marines to kill the MSC. At that point, there's no MSC to use overcharge and it's actually one of the easier wins, imo.

Oracle you can tell because if you're pressuring them, they have no expansion, and a single stalker, it's always proxy oracle. You don't need to scout for the proxy. You absolutely have to realize it and build the ebay PRIOR to your first CC though.

I've lost to blink stalker a few times on one base, but don't find it overly strong - you just counter with your reapers. He's forced to leave his MSC at home, meaning he doesn't have hte vision, which is what makes blink stalkers so hard to stop.


Okay, so you're semi-safe from oracles at the expense of about 300ish minerals, excluding the cost of the ebay, so more like 425, that gets you to a point where your scvs won't die on the line, but can still get killed while building.... And, you can't engage with your reapers, because reapers don't shoot up, and that 425 minerals you just blew on anti-air is in your base and it isn't moving.

So let's figure you retreat, regroup, start pumping rines instead of reapers, you push out at 8-9ish maybe, his nat is already down, he's got a few ground units, but mainly msc with overcharge and 3-4 oracles (if he's smart), now the game is over, he'll just parade on your push, you'll save whatever you have left, and your inferior worker count/late nat lose you the game.

I don't play toss but, I'd be glad to 1v1 anyone who wants to try this versus me.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2014-04-12 17:12:07
April 12 2014 17:10 GMT
#55
On April 13 2014 00:35 xRiotZx wrote:
Show nested quote +
On April 12 2014 11:34 FabledIntegral wrote:
On April 12 2014 04:05 SC2John wrote:
On April 09 2014 13:55 U_G_L_Y wrote:
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Ugh, I can't believe we're still on this.

"There is no possible way the Protoss can hide a stargate from mass reaper" is the silliest ultimate statement. Either you're attacking with the reapers or scouting the map with them; you can't do both at the same time. And whatever happens, a turret does not a) stop an oracle from getting free SCV kills (I'm not talking about suiciding the oracle) or b) stop the oracle from picking off reapers (the oracle speed is FASTER).

Quit pretending that mass reapers is somehow a viable, catch-all strategy that is perfectly viable for "standard play". Every strategy has some weakness. This one has a weakness to immortal/blink allins and proxy stargates. The double reactor play also dies pretty hard to zealot/stalker/MSC pressure, as has been pointed out. I'm done dealing with your theorycraft, I have legitimate experience beating this without any problem.


Actually, double reactor is a very hard counter to zealot/stalker/MSC pressure as you completely overwhelm them and then can churn out 4 marines to kill the MSC. At that point, there's no MSC to use overcharge and it's actually one of the easier wins, imo.

Oracle you can tell because if you're pressuring them, they have no expansion, and a single stalker, it's always proxy oracle. You don't need to scout for the proxy. You absolutely have to realize it and build the ebay PRIOR to your first CC though.

I've lost to blink stalker a few times on one base, but don't find it overly strong - you just counter with your reapers. He's forced to leave his MSC at home, meaning he doesn't have hte vision, which is what makes blink stalkers so hard to stop.


Okay, so you're semi-safe from oracles at the expense of about 300ish minerals, excluding the cost of the ebay, so more like 425, that gets you to a point where your scvs won't die on the line, but can still get killed while building.... And, you can't engage with your reapers, because reapers don't shoot up, and that 425 minerals you just blew on anti-air is in your base and it isn't moving.

So let's figure you retreat, regroup, start pumping rines instead of reapers, you push out at 8-9ish maybe, his nat is already down, he's got a few ground units, but mainly msc with overcharge and 3-4 oracles (if he's smart), now the game is over, he'll just parade on your push, you'll save whatever you have left, and your inferior worker count/late nat lose you the game.

I don't play toss but, I'd be glad to 1v1 anyone who wants to try this versus me.


I'll 1v1 you no problem. You can theory craft, but as mentioned, I've been GM with random, and out of the 9 MUs TvP was my second best, doing this as my only strat. And I tell race. And you'll know it's coming.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
Last Edited: 2014-04-12 22:41:28
April 12 2014 22:40 GMT
#56
On April 10 2014 10:27 alpenrahm wrote:
Show nested quote +
On April 09 2014 13:55 U_G_L_Y wrote:
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Having the double reactor certainly boosts your production quite a bit but you trade off for the early unit advantage. With a quick 3rd reaper you have a decent chance of killing the first stalker and, if you get it, take quite a bit of momentum. I am not quite sure i like the reactors though. Reapers take such a long time to build, and so do reactors. It just feels like too little too late into all in.

I also quite dislike the idea of having a planetary 3rd. you want to have your macro explode and get your geysers 6-10 up when he finally manages to secure his 3rd. It is just not helpful to artificially slow your macro down when you can accomplish the same thing by just executing the pin well. You surely need turrets at some point, but a pf is overkill. If toss manages to reach your 3rd, chance are you have already lost. Plus its unaffordable gas wise.




In my experience almost every protoss that expands goes for 2 base stalker with eventual blink to survive, and you simply don't have enough/the right units to hold the counter attack once they stabilize without a PF at your third.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
April 12 2014 22:52 GMT
#57
On April 12 2014 04:05 SC2John wrote:
Show nested quote +
On April 09 2014 13:55 U_G_L_Y wrote:
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Ugh, I can't believe we're still on this.

"There is no possible way the Protoss can hide a stargate from mass reaper" is the silliest ultimate statement. Either you're attacking with the reapers or scouting the map with them; you can't do both at the same time. And whatever happens, a turret does not a) stop an oracle from getting free SCV kills (I'm not talking about suiciding the oracle) or b) stop the oracle from picking off reapers (the oracle speed is FASTER).

Quit pretending that mass reapers is somehow a viable, catch-all strategy that is perfectly viable for "standard play". Every strategy has some weakness. This one has a weakness to immortal/blink allins and proxy stargates. The double reactor play also dies pretty hard to zealot/stalker/MSC pressure, as has been pointed out. I'm done dealing with your theorycraft, I have legitimate experience beating this without any problem.


How are you going to "attack" a Protoss without 5 reapers? You scout and poke and contain until that point. I always find the Stargate.

Secondly, 3 reapers plus 4 SCVs on auto repair holds a 10 gate zealot stalker MSC poke with almost no damage. You scout and vs 10 gate, you make 2 extra reapers before reactors and you're ahead.

Also, nothing stops an oracle from getting free SCV kills, with any standard build. Turrets are far better than marines, however.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 12 2014 23:43 GMT
#58
I actually managed to have a 20+ minute game against a Masters Protoss by only making reapers -- on Habitation Station. I lost, because that's inevitable without a transition, but I was rather surprised at how long I could go for without any sort of strategy beyond "mass reapers". Yes, the Protoss made stargate units. The oracle got like 6+ SCVs but that was okay because I also killed a bunch of probes and I was ahead economically.

Suffice to say, I'm intrigued with the concept, if for no other reason than as an early game idea to get ahead economically before transitioning into something less crazy. Definitely not a standard build by any means, but it could be a cool little weapon to have in one's pocket.
Twitter: @iamcaustic
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
April 13 2014 02:25 GMT
#59
On April 13 2014 08:43 iamcaustic wrote:
I actually managed to have a 20+ minute game against a Masters Protoss by only making reapers -- on Habitation Station. I lost, because that's inevitable without a transition, but I was rather surprised at how long I could go for without any sort of strategy beyond "mass reapers". Yes, the Protoss made stargate units. The oracle got like 6+ SCVs but that was okay because I also killed a bunch of probes and I was ahead economically.

Suffice to say, I'm intrigued with the concept, if for no other reason than as an early game idea to get ahead economically before transitioning into something less crazy. Definitely not a standard build by any means, but it could be a cool little weapon to have in one's pocket.


I am incredibly proud of you! you took the idea and applied it like a champ. No looking back, no compromises. i feel humbly honored by your faith, great sir. thanks!
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
April 13 2014 02:37 GMT
#60
On April 13 2014 02:10 FabledIntegral wrote:
Show nested quote +
On April 13 2014 00:35 xRiotZx wrote:
On April 12 2014 11:34 FabledIntegral wrote:
On April 12 2014 04:05 SC2John wrote:
On April 09 2014 13:55 U_G_L_Y wrote:
On March 25 2014 11:55 SC2John wrote:
The way I deal with mass reapers is just going immortals + blink and go immortal/blink stalker allin ~10:00. Reapers cannot base trade or defend efficiently enough to win. Also, as has been pointed out, any air units at all in the Terran main end the game.

Mass reapers in TvP is cute but in no way viable.

Ruff does it at the top of GM so I guess it depends on your definition of viable. Additionally, there is no possible way the Protoss can hide a stargate from mass reaper; you float tons of minerals with (a more efficient version of this build, this one is not good) so you just delay your third a little and get turrets.

I prefer
12 rax, gas
15 rax,
17 reaper, orbital, gas, depot
make 2 reactors when first reaper finishes

The goal is to get a planetary third, don't die to 1 base blink by doing something stupid.


Ugh, I can't believe we're still on this.

"There is no possible way the Protoss can hide a stargate from mass reaper" is the silliest ultimate statement. Either you're attacking with the reapers or scouting the map with them; you can't do both at the same time. And whatever happens, a turret does not a) stop an oracle from getting free SCV kills (I'm not talking about suiciding the oracle) or b) stop the oracle from picking off reapers (the oracle speed is FASTER).

Quit pretending that mass reapers is somehow a viable, catch-all strategy that is perfectly viable for "standard play". Every strategy has some weakness. This one has a weakness to immortal/blink allins and proxy stargates. The double reactor play also dies pretty hard to zealot/stalker/MSC pressure, as has been pointed out. I'm done dealing with your theorycraft, I have legitimate experience beating this without any problem.


Actually, double reactor is a very hard counter to zealot/stalker/MSC pressure as you completely overwhelm them and then can churn out 4 marines to kill the MSC. At that point, there's no MSC to use overcharge and it's actually one of the easier wins, imo.

Oracle you can tell because if you're pressuring them, they have no expansion, and a single stalker, it's always proxy oracle. You don't need to scout for the proxy. You absolutely have to realize it and build the ebay PRIOR to your first CC though.

I've lost to blink stalker a few times on one base, but don't find it overly strong - you just counter with your reapers. He's forced to leave his MSC at home, meaning he doesn't have hte vision, which is what makes blink stalkers so hard to stop.


Okay, so you're semi-safe from oracles at the expense of about 300ish minerals, excluding the cost of the ebay, so more like 425, that gets you to a point where your scvs won't die on the line, but can still get killed while building.... And, you can't engage with your reapers, because reapers don't shoot up, and that 425 minerals you just blew on anti-air is in your base and it isn't moving.

So let's figure you retreat, regroup, start pumping rines instead of reapers, you push out at 8-9ish maybe, his nat is already down, he's got a few ground units, but mainly msc with overcharge and 3-4 oracles (if he's smart), now the game is over, he'll just parade on your push, you'll save whatever you have left, and your inferior worker count/late nat lose you the game.

I don't play toss but, I'd be glad to 1v1 anyone who wants to try this versus me.


I'll 1v1 you no problem. You can theory craft, but as mentioned, I've been GM with random, and out of the 9 MUs TvP was my second best, doing this as my only strat. And I tell race. And you'll know it's coming.



i would be interested in some of your replays, if you would like to share them.... but beware ill defenitly put em in the OP
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