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[G] TvP Aggresive mech

Forum Index > StarCraft 2 Strategy
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Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-10-15 08:21:42
July 09 2014 17:13 GMT
#1
300th post yay, Let's celebrate with a guide on my favorite way of playing TvP
Guide is still slightly WiP so please notify me of any errors and feedback or questions are welcome.

Short introduction, I'm Meavis, a master random player and TvP is my best MU with a win rate of nearly 70%, all thanks to mech and not willing to play meta.

------------------------------------------------

So you like to play mech, but are tired of turtle variants?
Or maybe you're just tired of losing all your bio to masses of storms, colossus and zealots?


so why should you play mech?
- interactive unit composition
- lower apm ceiling
- remember this?
[image loading]
- the feeling of beating toss at their own game
- + Show Spoiler +
On July 10 2014 21:51 SatedSC2 wrote:
I don't even know how to play against this sort of stuff. At some point you make one small mistake and a whole mineral line disappears. A 100 mineral unit that can be built very early in the game, deals splash damage, is faster than Probes and Stalkers, can essentially ignore Photon Overcharge or a single Cannon, and needs 4+ Cannons to be dealt with is just T_T


- artosis is watching you
[image loading]


concept and general rules of aggressive mech

The concept is quite simple, you make hellions, lots of them, hellions will actually be your key unit, not tanks.

Anything that hellions can't trade against will be taken down by strategical gameplay described in this guide.

Because hellions lack a few things such as flight and their inability to deal with air, we get a starport fairly early to counter out most if not all weaknesses that come with early hellion openers.

Tanks are added later on, while hellions are a nice unit, tanks definitely do better against stalkers and are needed for colossus.

In response to seeing mech, protoss will usually either make immortals or voidrays, which both can be countered by starport tech, vikings can deal with air and banshees burn through immortals fast.

In general you play very much like bio in terms of aggression but differently in macro, defense and general engagements as well as dealing with heavy tech switches bio doesn't make.

Just like bio and terran play in general, you need to do economic damage to slow down the accelerated economy of protoss and you no longer have to rely on a far superior engagement like defensive mech variants.

As for upgrades, it really depends on how long you want to drag the game on, if you see plenty of windows early on you can decide to skip on upgrades and hit fast, especially because against immortals the amount of hits matters more than how much you hit for.

If you decide to drag the game on, I'd recommend to get upgrades somewhat latter than you would normally get for mech for previous reasons.

If you don't see direct options to attack but still want to hit soon, consider fast +1 along with blue flame to make hellions take 2 instead of 3 shots to kill probes, and reduce the amount of hellions to kill probes in a single volley from 3 to 2 as well.

The counter to anything mech can't deal with is countered by being over aggressive with hellions.

Build order
9 rally next scv to ramp
10 build depot at ramp
11 refinery (fill instantly with 3/3 when done)
13 barracks at ramp
If there's a probe being annoying, and you assume hes gonna try to pylon block your reactor swap, get a marine out
17factory
17orbital
Reactor on barracks at 50gas
Depot at 100mins
Another depot at 100mins
Get 2hellions from reactor
Add starport
Continue adding hellions and depots whilst making scvs
Get a medivac from your starport and get a tech lab on it afterwards
Stop making depots when your max supply is 43 (you should have 8hellions a medivac at this point)
Start building a CC at the natural
Add depots and resume production
Add 2 factory's and a 2nd gas (add-ons will be reactionary)

from here on there are to many variables to put into a build order so here are all steps and checks from early to lategame.


Early Game (and the survival of rushes/all-in)

2gate
This one can be troublesome or easy, with a gas first your barracks is slower and you have less time to react but it's far from impossible.

It's very much preferred to use your depots to wall early on, and you should scout your main and common proxy areas at around 2minutes.

In case of a proxy 2gate outside of your base, complete the wall of and get a marine out whilst building your factory so you can transition fast after the hold.

VS an in base variant you want to simcity a bunker near your mineral line where its easy for scvs to hug it but difficult for zealots to get surface area.

2gate stalker
A tough one since its usualy harder to find as this proxy usualy builds further away but still relatively close to you, the best response is an scv pull whilst trying to get a bunker and wall at the ramp up, they may snipe your wall but it should buy enough time to get more of a defense out

cannonrush
Much easier to hold with a gas first than you would expect but the difficulty depends on where the cannonrush is coming from and how close it was, if it starts at your ramp you should have no problem delaying it with scvs/marines until you get your very early tank out thanks to gas first.

If the cannon rush started in your base you should still aim to get a factory out and mine for as long as possible, a lift will probably necessary before the tank is done building, after a tank you can start hellions and bring back the aggression to the protoss as he has little to no tech to deal with this.

How to scout further 1 base aggression
You should always be aggressive with your first 8 hellions to see what the protoss is up to and hurt them accordingly.

The way in which you want to commit is often different, rarely do you want to start roasting workers straight away as 2hellions die fast, 4should be enough but I personally recommend just poking with the initial 2-4 and then wait for your medivac and other 4 hellions to do a pincer drop.

The pincer drop is simply dropping 4hellions in the back whilst 4 others await the fleeing probes at the ramp, if the protoss is not paying attention they could lose everything in a single line of fire.

Elevatoring all 8 hellions is also an option if the protoss is not paying attention to corners of his base, depending on what the protoss is doing you may even just want to back off completely and focus on defending whats coming up next.

proxy stargate
This can easily be scouted through the mobility of your first 2 hellions, the proper response is to get either a viking, turret or mines out, some prefer mines, but not me, it just cuts into hellions.

When the oracle hits, mineral walk to your natural or 3rd as the oracle has problems with continued fire against moving targets, this will reduce SCV losses untill your turret is up.

Keep pumping hellions and go for more probe kills than his oracle could hope for.

3 or 4gate
This one can be surprisingly easy sometimes or game ending depending on your control, your initial hellions should be able to identify it and do serious damage to the protoss economy before warpgate finishes, if you did enough damage you can easily trade with hellions and an scv pull when the eventual push hits, if not you may need to rely on delaying it until your additional production is ready.

since many seem to be struggling against this here are some additional tips.

Make use of a force contain, if he leaves, kill the economy, reducing warp ins to a minimum, or delay him til you have units ready at home.
Make sure you engage them with an scv pull when they're in a choke and can't reach your tech units.
Make use of your ramp or chokes to LINE EM UP.
If possible a few mines on your ramp can be game ending, they build slowly though so don't start what you can't finish.

3gate robo all in
By the time this hits you should have added your 2 factory's, the key is to produce as many banshees and only dump excess gas into tanks as they're easy targets for immortals, any money left should go into mass hellions, when they eventually hit SCV pulls can provide additional protection for your tank and banshees

3gate stargate
Less banshee more viking other than that its pretty much the same as defending a robotics all-in, you do need to kite correctly with your vikings, try not to take any damage as void rays locking on is certain death for a viking

blink all-in
Possibly the toughest of early game aggression, but just like 4gate you should make use of your hellions to indirectly reduce their stalker count by hurting their economy with your hellions, get as many tanks and hellions out at home as you can before they hit.

Make sure to engage in areas where there is not much of an area for blink stalkers to flee too and are easy pick offs for focus fire.

Planetary nexus rush
Pull SCV's, kill the probe, and kill the nexus ASAP, rush starport out for a viking behind this as MScore will be incoming.
after this you can continue on with your meching life.



As an additional comment, you will often come across protoss that are fully unprepared for super early hellion aggression and will flat out die to it, this can result into some hilarious moments and something terrans can very much relate to (hint oracle hint)


Midgame

Huray you got into the midgame with mech, here are some basic pointers for the midgame.

At all times you should have hellions near the protoss base as well as a loaded medivac waiting to jump in the moment protoss leaves or doesn't pay attention, this will force contain protoss as when they push they are forced to leave something behind or take severe economical damage and will have to do without reinforcements.

At this point you should be having 2 bases and a developed tech tree, your job is now to identify what protoss is doing through hellion pokes and scans and react accordingly.

The majority of your games should end in the midgame, to do so you need to properly identify opportunity windows, they can be something as simple as being a step ahead in countering their composition, or having done critical damage to economy, successfully deflecting an attack, or your opponent simply being out of position.

Identifying these windows and knowing when you're ahead can be difficult, but don't feel afraid to go out there and poke, at worst you will lose your tank count as the majority of your composition (hellion/banshee) out speeds the protoss deathball.

Immortal heavy play
This is an easy one, whilst you still want to include some tanks for severe splash damage vs armoured targets, the majority of your units should be hellions and banshees, hellions deal extremely well with zealots and take reduced damage from stalkers and immortals thanks to their light tag, which will help banshees and tanks survive.

Against immortal heavy play aggression is an option and you can try to kill them when a window arises such as a tech transition, the protoss expanding, or having done damage through a runby or drops.

If the protoss continues to be immortal heavy and you see no opportunity to break them, a transition to mass battlecruiser is not out of place, they deal very well with just about anything protoss, just make sure to have a few tanks or ghosts nearby to prevent feedback on them.

Colossus play
Hellion banshee doesnt fare as well vs colossus as it does vs other options, this is definitly something you want to go heavier on tanks against, with their superior range you should be able to peel at colossus.

Keep your hellions nearby ready to tank damage from immortal shots and banshees to focus fire down immortal shields.

Zealot archon
Straight up dies against masses of hellions and tanklines, also very incapable of dealing with driveby's, if you lose to this you simply didn't build enough stuff.

Void ray heavy
Massing vikings is an easy solution with this, you can also abuse the fact that void rays do not that much damage against hellions, and runbys can often be really effective and hurt the void ray count indirectly.

Mines are also of great effect vs voidrays as they don't kill them all to fast before at least a few detonate.

Phoenix
This can be an absolute nightmare as you will have to be very precise in timings, you can no longer rely on small runbys as phoenix can easily lift them up or kill drops, if you want to take a risk and damage protoss anyway, you should always hit with multiple groups as one of them is not gonna do anything when phoenix picks them up.

you should always make a few turrets to guard your economy and production from getting instantly picked off, 1 or 2 thors may help but never overcommit as thors are not all to effective against other tech options such as immortals and void rays
after stabilizing and trying to get a 3rd base up you should start massing vikings, while they're ineffective directly against phoenix they're still your best shot, thors can help a lot against phoenix clouds.

while vikings may not to be to effective in fighting phoenix, an opportunity arises to win a different fight, the economical war, in any occasion where phoenix are busy there are windows for harass and setting the toss back a bit.

you can also include some widow mines and burrow them in areas phoenix are likely to fly past when the protoss isn't looking, this can do game ending damage but is very hit or miss, but also very stresfull for phoenix players.

lategame transition from phoenix

phoenix will often transition into skytoss against which you should consider adding a few thors according to their phoenix count, battlecruisers with yamato to make fast work of tempest and carriers (yes battlecruisers actualy do well against tempest despite their damage vs massive air, mostly thanks to their ability to yamato down single targets, the denial of shots by PDD, and the added reach of vikings)


again just like in the early game, some drops or runbys can do so much damage a protoss will leave out of frustration or the realization that coming back from this is going to be incredibly hard, yay for terran'ing.


lategame
lategame is quite rare but very exciting to play, mostly because you get to use units you would normally never use, your primary unit, and one you should be able to afford in a lategame scenario is the battlecruiser, complementary units are required to prevent them from being easy targets, you will need ravens and their point defense drone against tempests, tanks for high ammounts of blink stalkers and also against templar
hellions and banshees along with defensive tanks/PF's on maps where protoss will try to maneuver around you with stalkers, and a couple vikings to extend your reach against air units.

slowly crawl towards your opponent with tanks and PDD's and your fleet nearby, slowly pushing them back untill eventually you can destroy their base or force an engagement, yamatos should be used on any target as in the case of protoss units there is not a single unit excluding the observer that isn't worth the charge time of yamato, just remember to use it on the most important targets as yamato's are limited, seekers will in general perform well against any clump of units.
just make sure to focus fire down templars with tanks whilst all of this and you should be just fine.


List of newbie mistakes that you shouldn't make
-Making marines for no good reason
-Being inactive with hellions
-Being to heavy on X unit against Y composition, despite having scouted whats going on.



General unit counters
protoss makes - you make
probes - hellions
zealots - hellions
stalker - hellion/tank mix
sentry - hellions
HT - hellions/tanks + cloak/uncloak flickering to drain banshee energy
immortal - banshee
colossus - tanks
oracle - turret + hellions
phoenix - expand + turrets + thor/viking
void ray - viking/turrets
carrier - BC/viking
tempest - BC/raven/viking

wall off - medivac
basetrade - mines

VoD's
Gloob covering the build
+ Show Spoiler +



replays:
http://drop.sc/384197 vs stalker colo on overgrowth
http://drop.sc/384205 vs robo/phoenix on frost
http://drop.sc/384206 vs 2base blink allin that never happend because of a probe slaughter
http://drop.sc/384207 vs blink contain into immortal/templar
http://drop.sc/384208 vs immortal/void ray
http://drop.sc/384209 vs 1gate FE into DT

will add more replays later, GL on ladder.
"Not you."
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
July 09 2014 19:17 GMT
#2
Just for initial thoughts. Are you trying to hit a mid game timing or just get to the late game while constantly harassing and only attack in the mid game if you see an opportunity such as a tech switch or greedy play. Is there any specific mid game timing like 140 supply? X amount of tanks etc

Also when protoss makes cannons in their mineral line do you just use your hellions in the drop and turn them into hellbats instead?
All Ireland Starcraft, check us out on Facebook
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 09 2014 19:32 GMT
#3
you want to hit a midgame timing anywhere you see an opportunity window, in general as long you are leading in army value and can produce enough reinforcements you can hit as early as 100 supply.
you can also transition to lategame but I don't like to give protoss as much breathing room as the lategame is harder on the terran end whilst in the midgame it's relatively even.

as for cannons, it depends somewhat on the ammount of cannons and what upgrades you have, if theres 5 or less cannons but you still have the upgrades to 2 shot probes, you can easily drive in to tank shots for a few seconds as thats all you need to burn the probes, hellbats have lesser range and speed so it's far more difficult for them to chase probes.
"Not you."
Universum
Profile Joined January 2011
Canada192 Posts
July 09 2014 19:38 GMT
#4
Really cool ! I'll wait to see more replays though vs various Protoss openings before I formulate my opinion. But at first glance it's interesting. I wonder what Lyyna would think of this
You often learn more from losing than winning. Don't rage, it's a game!
TheGloob
Profile Blog Joined April 2012
97 Posts
July 09 2014 20:40 GMT
#5
yesyesyesyes this is the best thing ever. okay so i'm starting a youtube meching series cuz i think it'll be fun and hopefully helpful for some people. would you mind me featuring this at some point? cuz i really really really wanna try it and hopefully help show other people what it looks like in a video-educatey-funny kind of way? pleeeaaaase? i'll give you the credit you deserve (>9000%)! let me know! thanks!
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 09 2014 21:04 GMT
#6
hehe np, anything to see more variety from terrans on ladder so people can stop crying all terran does is bio, added another replay, will dig throught files for more.
"Not you."
Jazzman88
Profile Joined January 2012
Canada2228 Posts
July 10 2014 01:50 GMT
#7
The formatting is a tad difficult for ease of processing here. Correct capitalization and better paragraph spacing would go a long way towards ensuring everyone gets maximum value out of the work you've put in here. I would enjoy seeing perhaps annotations on the example games to illustrate key points, and more fleshing out on the methods of combating specific styles.

Also, it was worth it to read the entire guide just for the purpose of seeing that Paint image again. Seriously, the Slayers Hellions mentality was exactly that derpy and ten times as fun to pull off.
Lyyna
Profile Joined June 2011
France776 Posts
July 10 2014 08:04 GMT
#8
On July 10 2014 04:38 Universum wrote:
Really cool ! I'll wait to see more replays though vs various Protoss openings before I formulate my opinion. But at first glance it's interesting. I wonder what Lyyna would think of this

Hard to say. Not quite experienced with these agressive styles

The opening can be good, but it is kinda.. gamble-ish. Some things (like "not scouting the exact spot where a proxy is") can be devastating (devastating like "no way to prevent death from happening"), and it shares some similarity with the hellion-based midgame, the main one being, in my opinion, that the result is dictated more by the protoss' ability to block your harass / handle your agression rather than the terran's skills.
I might just be quite pessimistic (considering how bad this season started for me , i'm just mad and sad at the game currently --' )

But obviously, if it works for you, just give it a shot and enjoy it. This is the main reason i played mech and made my style, and this is of course something everyone can and should do if they can create something that fit their skills and needs


It could be interesting (in order to improve it) to look at WoL TvP mech pro games, which relied a lot on mass hellions. Liquid'Sea, MKP(,Byun?) did some. Dayshi's hellions games can also be interesting
http://www.teamliquid.net/forum/sc2-strategy/459600-how-to-mech-them-cry-lyynas-mech-in-hots - The 2014 Mech guide ! http://www.twitch.tv/lyyna for stream and contact infos
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 10 2014 08:14 GMT
#9
On July 10 2014 17:04 Lyyna wrote:
Show nested quote +
On July 10 2014 04:38 Universum wrote:
Really cool ! I'll wait to see more replays though vs various Protoss openings before I formulate my opinion. But at first glance it's interesting. I wonder what Lyyna would think of this

Hard to say. Not quite experienced with these agressive styles

The opening can be good, but it is kinda.. gamble-ish. Some things (like "not scouting the exact spot where a proxy is") can be devastating (devastating like "no way to prevent death from happening"), and it shares some similarity with the hellion-based midgame, the main one being, in my opinion, that the result is dictated more by the protoss' ability to block your harass / handle your agression rather than the terran's skills.
I might just be quite pessimistic (considering how bad this season started for me , i'm just mad and sad at the game currently --' )

But obviously, if it works for you, just give it a shot and enjoy it. This is the main reason i played mech and made my style, and this is of course something everyone can and should do if they can create something that fit their skills and needs


It could be interesting (in order to improve it) to look at WoL TvP mech pro games, which relied a lot on mass hellions. Liquid'Sea, MKP(,Byun?) did some. Dayshi's hellions games can also be interesting


Yes, this is definitely much like bio when it comes to being in the hands of toss to deny your harass, it's harder for protoss though as hellions are pretty much bio with splash and even more chasing potential for running probes.
what it shares with mech though is that when it doesn't succeed you have much more control in stopping the protoss deathball.

Sea's Mech also definitely contributed to the development to this style of mech, I'd say Dayshi's mass hellion games are somewhat similar but unrefined in their opening and transition to midgame pushes.
"Not you."
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
July 10 2014 08:24 GMT
#10
Looks interesting but how does it deal with a Mothership Core heading straight for the mineral line as well as Proxy Oracle?
Even if you scout the Stargate, the faster Proxy Oracles will be done before your Turret finishes.
Mines are an option but they would have to be in position beforehand or the Oracle can just dodge/kill them.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-07-10 08:56:04
July 10 2014 08:43 GMT
#11
against early mothership core and oracle, you will just have to accept that you are going to take some damage, making a viking will kill the mothership/oracle after taking some losses or atleast buy time to get a turret and prevent later harass.
these types of things also open up a window for you to deal far more damage than they will ever do to you, lack of a mothersip core or less units at home allows your hellions for deadly results.

The best example of this is I think the robo/phoenix game on frost if I'm not confusing it with another game.
Whilst taking some damage from an early mothershipcore and oracle you can easily return the favor.
"Not you."
elborrador
Profile Joined April 2014
United States1 Post
July 10 2014 10:28 GMT
#12
so for this Ladder, I've decided to start playing around with mech more seriously, and I have to say this was the matchup I was most intimidated to try it against, but I've had decent results with it so far. Thanks for putting this guide together!
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 10 2014 10:32 GMT
#13
On July 10 2014 17:43 19Meavis93 wrote:
against early mothership core and oracle, you will just have to accept that you are going to take some damage, making a viking will kill the mothership/oracle after taking some losses or atleast buy time to get a turret and prevent later harass.
these types of things also open up a window for you to deal far more damage than they will ever do to you, lack of a mothersip core or less units at home allows your hellions for deadly results.

The best example of this is I think the robo/phoenix game on frost if I'm not confusing it with another game.
Whilst taking some damage from an early mothershipcore and oracle you can easily return the favor.


If you have no built-in safety Ebay against a proxy oracle, and are cutting marines as well, you will always outright die to it.

Also, i feel like the only reliable way for Mech to beat immortal/archon/templar type armies (with zealot reinforcements) is by mixing in a lot ghosts, nut just mixing in a few. Banshees are cute and all but between archon shots, feedback and storm they just don't cut it. Same for hellions.

Interesting thread though i like the idea of being insanely aggressive with hellions when going mech, if the Protoss screws up defending them no amount of immortal op-ness can save you.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
Last Edited: 2014-07-10 11:02:35
July 10 2014 10:54 GMT
#14
Nice guide! I really like gas first openings too I wanted to make a gas first opening guide but didn't really have the time. Thanks for getting the word out!

On July 10 2014 19:32 Teoita wrote:
Show nested quote +
On July 10 2014 17:43 19Meavis93 wrote:
against early mothership core and oracle, you will just have to accept that you are going to take some damage, making a viking will kill the mothership/oracle after taking some losses or atleast buy time to get a turret and prevent later harass.
these types of things also open up a window for you to deal far more damage than they will ever do to you, lack of a mothersip core or less units at home allows your hellions for deadly results.

The best example of this is I think the robo/phoenix game on frost if I'm not confusing it with another game.
Whilst taking some damage from an early mothershipcore and oracle you can easily return the favor.


If you have no built-in safety Ebay against a proxy oracle, and are cutting marines as well, you will always outright die to it.

Also, i feel like the only reliable way for Mech to beat immortal/archon/templar type armies (with zealot reinforcements) is by mixing in a lot ghosts, nut just mixing in a few. Banshees are cute and all but between archon shots, feedback and storm they just don't cut it. Same for hellions.

Interesting thread though i like the idea of being insanely aggressive with hellions when going mech, if the Protoss screws up defending them no amount of immortal op-ness can save you.


Actually with a gas first build, you can make 2 widow mines as late as after the first 4 hellions and be ahead. Just pull workers fast once you spot the oracle (you should have depots for vision as well so you can see it coming) and run them away. You lose mining time but you kill all of protoss's probes or force him to cut a lot of things to get a 3 pylon block at his ramp to make up for you losing mining time. Supernova does this all the time!

On July 10 2014 17:24 Thezzy wrote:
Looks interesting but how does it deal with a Mothership Core heading straight for the mineral line as well as Proxy Oracle?
Even if you scout the Stargate, the faster Proxy Oracles will be done before your Turret finishes.
Mines are an option but they would have to be in position beforehand or the Oracle can just dodge/kill them.


Another option is to simply scout with a SCV before the hellions. If you reach his base early enough and he doesn't have a zealot or early probe patrolling his natural (almost never) you can ebay block him and let the ebay finish. It's unreliable if the protoss is good but most won't be scouting their natural until right when they want to put the nexus down, and if they're going oracles that means the nexus won't be down so early and the ebay can finish. If you are successful you'll be super ahead as you can turret up at home and force protoss in an ugly situation. He can show his units and kill the ebay to get his nexus up fast and thus reveal everything he has, or he can hide things and take forever to take his natural. It's really easy to read if he's going to all-in or not.

Another another option is to only do the build on 3-4 player maps, where proxy oracles and such are naturally not as strong.

If you're talking about MSC coming to poke SCVs (or were you saying MSC + oracle together?) it can be an instant gg, especially if he doesn't scout well or in time before his MSC arrives; you can run your hellions right into his mineral line and kill all his probes and force him to recall. He can pylon block but he'll have to cut a lot and some times they simply won't be able to afford 300 minerals (or 200 + stalker) by the time they realize hellions are coming.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-07-10 10:58:27
July 10 2014 10:56 GMT
#15
On July 10 2014 19:28 elborrador wrote:
so for this Ladder, I've decided to start playing around with mech more seriously, and I have to say this was the matchup I was most intimidated to try it against, but I've had decent results with it so far. Thanks for putting this guide together!


yeah I was kinda suprised to see TvP becoming my best MU with mostly playing mech as terran aswell, protoss somehow feels a lot easier than dealing with speedvacs or muta/SH

On July 10 2014 19:32 Teoita wrote:
If you have no built-in safety Ebay against a proxy oracle, and are cutting marines as well, you will always outright die to it.

Also, i feel like the only reliable way for Mech to beat immortal/archon/templar type armies (with zealot reinforcements) is by mixing in a lot ghosts, nut just mixing in a few. Banshees are cute and all but between archon shots, feedback and storm they just don't cut it. Same for hellions.

Interesting thread though i like the idea of being insanely aggressive with hellions when going mech, if the Protoss screws up defending them no amount of immortal op-ness can save you.


what I found to be most optimal is just send scvs to the natural or 3rd base, the oracle constantly has to pause in between shots to accelerate and you lose about 5-6 workers, after that you have a viking or a turret, this may sound bad but on the other side of the map hellions are laughing at those numbers.
edit: looks like yoshi allready explained this while I was typing my wall of text.

as for immortal/archon/templar, part of the reason why you are so aggresive is to bait out units that aren't these, feedback has a very simlpe counter, researching cloak and spamming cloak and uncloak to drain your energy makes feedback feel like tickling.

archons are also a reason why I prefer hellions even in combat as they can drive between your tanks, kiting zealots and archons, keeping them alive also buys more tanking HP to deal with the immortal.

it still remains a scary composition, but with enough experience in this style it becomes a lot easier to deal with, even without ghosts.
"Not you."
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
July 10 2014 11:07 GMT
#16
Since HotS I haven't been using many hellions/banshees, but now that you mention them I can't wait to practice it again!
Good point about being aggressive to "bait" out weak units. Do you remember Sea's tvp mech in wol?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-07-10 12:53:16
July 10 2014 12:51 GMT
#17
--- Nuked ---
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
July 10 2014 14:08 GMT
#18
True as that may be, Hellions are complete crap in any straight up engagement.
Killing 20 probes is worthless if the 7g Blink all-in just kills you before you can get any defense up.
Hellbats far better but Stalkers can kite those all day long.

My main worry with this kind of play remains the Air component.
Phoenixes run circles around Vikings and can be chrono boosted out very quickly.
I suppose going for a high Widow Mine count (with fast drilling claws) would help but I'd be very afraid of a few Phoenixes and 2-3 Void Rays just melting everything from above.
Without a Goliath like Mech unit, the only real air defense is the Thor which is way too slow and bulky for the AA job.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-07-10 14:21:37
July 10 2014 14:19 GMT
#19
2base blink all-ins are rarely a threat as your tank count should be sufficient to hold by then, this is assuming you got a read off in time and started tank production accordingly, 1base blink is somewhat scary with aggro mech as it delays vs armoured units, but still very possible to hold with scv pulls.

the air component is indeed the biggest threat you will be facing, the things is that phoenixes can't lift turrets which you should be able to make plenty of as your other mineral dump (hellions) does very little against phoenix, adding a thor or two under your vikings allows you to go out on the map to take bases and place turrets around.
that was the easy part, the hard part is the tempest followup, ground vs air has little options against the range of tempest so depending on when he hits you should get atleast a few more thors to clear the sky for your vikings, which should delay the protoss long enough to get ravens and PDD out.

+ Show Spoiler +
On July 10 2014 21:51 SatedSC2 wrote:
Hellions...

If there was some way of knowing my win-rate vs. people who go for early/constant Hellion harass, it would show you that I have a very low win-rate against this kind of stuff. I don't even know how to play against this sort of stuff. At some point you make one small mistake and a whole mineral line disappears. A 100 mineral unit that can be built very early in the game, deals splash damage, is faster than Probes and Stalkers, can essentially ignore Photon Overcharge or a single Cannon, and needs 4+ Cannons to be dealt with is just T_T



this is going in the OP if you don't mind
"Not you."
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 10 2014 14:30 GMT
#20
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