[D] Mass Reaper TvP - Page 3
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ThorPool
Panama145 Posts
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FabledIntegral
United States9232 Posts
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
United States516 Posts
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
Germany628 Posts
On April 09 2014 13:55 U_G_L_Y wrote: 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
United States105 Posts
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]
United States1309 Posts
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 | ||
EsportsJohn
United States4883 Posts
On April 09 2014 13:55 U_G_L_Y wrote: 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. | ||
xRiotZx
United States105 Posts
On April 12 2014 04:05 SC2John wrote: 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
United States9232 Posts
On April 12 2014 04:05 SC2John wrote: 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
United States876 Posts
On April 12 2014 11:34 FabledIntegral wrote: 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
England3012 Posts
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QuartzTheOG
3 Posts
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. | ||
SatedSC2
England3012 Posts
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xRiotZx
United States105 Posts
On April 12 2014 11:34 FabledIntegral wrote: 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
United States9232 Posts
On April 13 2014 00:35 xRiotZx wrote: 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
United States516 Posts
On April 10 2014 10:27 alpenrahm wrote: 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
United States516 Posts
On April 12 2014 04:05 SC2John wrote: 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
Canada1509 Posts
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. | ||
alpenrahm
Germany628 Posts
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
Germany628 Posts
On April 13 2014 02:10 FabledIntegral wrote: 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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