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The LotV Terran Help Me Thread - Page 96

Forum Index > StarCraft 2 Strategy
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ArtyK
Profile Joined June 2011
France3143 Posts
December 16 2018 12:19 GMT
#1901
On December 16 2018 20:45 ZeRoX_TV wrote:
I just started to play Terran recently and I have huge problems vs Protoss even tho that was my former race. I just dont know how to drop properly (this is case in all matchups) since when i played Z or P good Terrans always find a "hole" in my defence. Double drops always fail even tho I use corners of map to hide medivacs.

problem vs P is : mass storms, even when my EMP hit all they just morph to archons which seems like they have no counter, and skytoss. When protoss sits on 3 bases and get mothership+air I just instantly know I have 1% chance winning air battle.

Thanks a lot in advance for all suggestions!


If you hit EMPs and still lose to archons you must be pretty far behind / have the wrong composition or both. Your army against protoss should be a lot of marauders (almost as many as marines), widow mines (very important vs chargelots), 4-5 medivacs and eventually liberators/ghosts.
On 3 saturated bases you'd basically be on 5 rax (2 reactors for marines, 3 tech labs for marauders), a factory with reactor for mines and 2 starport with reactors (or one of them with tech lab to research liberator range).
With a good composition like this the chargelots will melt to the mines, and without chargelots the archons shouldn't even be able to reach your bio when you kite as they have half the range of marauders.

Drops are nice but you shouldn't do them blindly every game without taking your opponents strategy into account. If the guy turtles and expands slower theres absolutely no reason to risk it. It's also better and simpler if for example you send a double drop as a distraction and then push with your army somewhere else. If the drop is the only thing they have to deal with it's very easy for them to just f2 and destroy it. It's their entire army vs a portion of yours after all.

Fast air shouldn't really survive bio pushes, they don't have enough dps to kill stimmed marines healed by medivacs.
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
Last Edited: 2018-12-16 12:38:28
December 16 2018 12:36 GMT
#1902
On December 16 2018 21:19 ArtyK wrote:
Your army against protoss should be a lot of marauders (almost as many as marines), widow mines (very important vs chargelots), 4-5 medivacs and eventually liberators/ghosts.
On 3 saturated bases you'd basically be on 5 rax (2 reactors for marines, 3 tech labs for marauders).


I don't agree with this at all

vs chargelots, the first 5 raxx should have 3 reactors, mass marines, and only enough marauders to concuss the front-line of zealots and soak damage from the front-line of zealots. marines are the boys who do the damage, not marauders.

you should also consider 2 vikings vs storm / chargelot to snipe / zone out the warp prism

you don't necessarily need widow mines vs chargelots either. tanks are sometimes a better option, if your natural / main ramp overlooks your third, or if your third choke is easily walled.

by the time you saturate your third, you should have 8 raxx finished. you can support 5 raxx on 2 saturated bases... and you'd be getting the 6th, 7th and 8th raxx faster because you didn't pump 3 marauders non-stop

vs 3-base turtle skytoss (carriers?), you should be buildings ghosts + bio + medivacs, not massing starports. ZeRoX is right, you can't win the air battle on 3 bases. it's better to have a stronger ground army. you should only start massing starports in the supreme lategame (5-6 bases + macro orbitals)
ArtyK
Profile Joined June 2011
France3143 Posts
Last Edited: 2018-12-16 12:49:32
December 16 2018 12:48 GMT
#1903
On December 16 2018 21:36 SHODAN wrote:
Show nested quote +
On December 16 2018 21:19 ArtyK wrote:
Your army against protoss should be a lot of marauders (almost as many as marines), widow mines (very important vs chargelots), 4-5 medivacs and eventually liberators/ghosts.
On 3 saturated bases you'd basically be on 5 rax (2 reactors for marines, 3 tech labs for marauders).


I don't agree with this at all

vs chargelots, the first 5 raxx should have 3 reactors, mass marines, and only enough marauders to concuss the front-line of zealots and soak damage from the front-line of zealots. marines are the boys who do the damage, not marauders.

you should also consider 2 vikings vs storm / chargelot to snipe / zone out the warp prism

you don't necessarily need widow mines vs chargelots either. tanks are sometimes a better option, if your natural / main ramp overlooks your third, or if your third choke is easily walled.

by the time you saturate your third, you should have 8 raxx finished. you can support 5 raxx on 2 saturated bases... and you'd be getting the 6th, 7th and 8th raxx faster because you didn't pump 3 marauders non-stop

vs 3-base turtle skytoss (carriers?), you should be buildings ghosts + bio + medivacs, not massing starports. ZeRoX is right, you can't win the air battle on 3 bases. it's better to have a stronger ground army. you should only start massing starports in the supreme lategame (5-6 bases + macro orbitals)


I meant 3 tech labs TvP in general, it's been the standard for the entirety of lotv. Sure marines are better vs chargelots, but more marauders and mines is even better unless theres colossi. Marines are ONLY good vs chargelots and bad vs literally everything else in the toss ground army.

As for the 8 rax when you saturate the 3rd you're wrong, 5 rax also has been the standard in lotv. The rest of the money is on the extra starport(s) / factory, tech (fusion core/ghost academy). Only after the 4th CC is started do you add rax 6-8.

Here's a TvP from the last HSC : + Show Spoiler +


As for vs skytoss I specifially talked about how bio was good so idk where you thought I meant mass starports.
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
December 16 2018 13:18 GMT
#1904
On December 16 2018 21:48 ArtyK wrote:
Show nested quote +
On December 16 2018 21:36 SHODAN wrote:
On December 16 2018 21:19 ArtyK wrote:
Your army against protoss should be a lot of marauders (almost as many as marines), widow mines (very important vs chargelots), 4-5 medivacs and eventually liberators/ghosts.
On 3 saturated bases you'd basically be on 5 rax (2 reactors for marines, 3 tech labs for marauders).


I don't agree with this at all

vs chargelots, the first 5 raxx should have 3 reactors, mass marines, and only enough marauders to concuss the front-line of zealots and soak damage from the front-line of zealots. marines are the boys who do the damage, not marauders.

you should also consider 2 vikings vs storm / chargelot to snipe / zone out the warp prism

you don't necessarily need widow mines vs chargelots either. tanks are sometimes a better option, if your natural / main ramp overlooks your third, or if your third choke is easily walled.

by the time you saturate your third, you should have 8 raxx finished. you can support 5 raxx on 2 saturated bases... and you'd be getting the 6th, 7th and 8th raxx faster because you didn't pump 3 marauders non-stop

vs 3-base turtle skytoss (carriers?), you should be buildings ghosts + bio + medivacs, not massing starports. ZeRoX is right, you can't win the air battle on 3 bases. it's better to have a stronger ground army. you should only start massing starports in the supreme lategame (5-6 bases + macro orbitals)


I meant 3 tech labs TvP in general, it's been the standard for the entirety of lotv. Sure marines are better vs chargelots, but more marauders and mines is even better unless theres colossi. Marines are ONLY good vs chargelots and bad vs literally everything else in the toss ground army.

As for the 8 rax when you saturate the 3rd you're wrong, 5 rax also has been the standard in lotv. The rest of the money is on the extra starport(s) / factory, tech (fusion core/ghost academy). Only after the 4th CC is started do you add rax 6-8.

Here's a TvP from the last HSC : + Show Spoiler +
https://www.youtube.com/watch?v=Eb10pgxs6tM


As for vs skytoss I specifially talked about how bio was good so idk where you thought I meant mass starports.


marines are better vs immortals, archons and chargelots. you can't compete with a gateway-heavy Classic-style push with only 5 raxx. you get your 6th-8th raxx much faster faster vs chargelots than you do vs robo style.

in the VOD you linked, Zest goes for colossus + late upgrades, not a gateway heavy style with mass chargelots.
Stormhoof
Profile Joined January 2015
Serbia182 Posts
December 16 2018 13:25 GMT
#1905
Thanks for advices guys. Problem I was getting sometime is drop inefficiency and protoss can take 3rd and 4th unpunished and eat my army with storms.
ArtyK
Profile Joined June 2011
France3143 Posts
December 16 2018 13:37 GMT
#1906
On December 16 2018 22:18 SHODAN wrote:
Show nested quote +
On December 16 2018 21:48 ArtyK wrote:
On December 16 2018 21:36 SHODAN wrote:
On December 16 2018 21:19 ArtyK wrote:
Your army against protoss should be a lot of marauders (almost as many as marines), widow mines (very important vs chargelots), 4-5 medivacs and eventually liberators/ghosts.
On 3 saturated bases you'd basically be on 5 rax (2 reactors for marines, 3 tech labs for marauders).


I don't agree with this at all

vs chargelots, the first 5 raxx should have 3 reactors, mass marines, and only enough marauders to concuss the front-line of zealots and soak damage from the front-line of zealots. marines are the boys who do the damage, not marauders.

you should also consider 2 vikings vs storm / chargelot to snipe / zone out the warp prism

you don't necessarily need widow mines vs chargelots either. tanks are sometimes a better option, if your natural / main ramp overlooks your third, or if your third choke is easily walled.

by the time you saturate your third, you should have 8 raxx finished. you can support 5 raxx on 2 saturated bases... and you'd be getting the 6th, 7th and 8th raxx faster because you didn't pump 3 marauders non-stop

vs 3-base turtle skytoss (carriers?), you should be buildings ghosts + bio + medivacs, not massing starports. ZeRoX is right, you can't win the air battle on 3 bases. it's better to have a stronger ground army. you should only start massing starports in the supreme lategame (5-6 bases + macro orbitals)


I meant 3 tech labs TvP in general, it's been the standard for the entirety of lotv. Sure marines are better vs chargelots, but more marauders and mines is even better unless theres colossi. Marines are ONLY good vs chargelots and bad vs literally everything else in the toss ground army.

As for the 8 rax when you saturate the 3rd you're wrong, 5 rax also has been the standard in lotv. The rest of the money is on the extra starport(s) / factory, tech (fusion core/ghost academy). Only after the 4th CC is started do you add rax 6-8.

Here's a TvP from the last HSC : + Show Spoiler +
https://www.youtube.com/watch?v=Eb10pgxs6tM


As for vs skytoss I specifially talked about how bio was good so idk where you thought I meant mass starports.


marines are better vs immortals, archons and chargelots. you can't compete with a gateway-heavy Classic-style push with only 5 raxx. you get your 6th-8th raxx much faster faster vs chargelots than you do vs robo style.

in the VOD you linked, Zest goes for colossus + late upgrades, not a gateway heavy style with mass chargelots.


Yeah forgot immortals, but marauders are still better vs archons as they can't reach you anyway and do less splash.

And I guess if we're talking gate style specifically, without colossi mines are that much better, so 5 rax is still good with mines and ghosts.
The vod still shows the basic TvP macro style, 5rax 3tech labs on 3 bases, 8 rax after 4th, which is what I was suggesting because I'm assuming we're helping someone that isn't super high level and that won't ONLY play vs mass chargelots.
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
Last Edited: 2018-12-16 13:51:28
December 16 2018 13:46 GMT
#1907
On December 16 2018 22:37 ArtyK wrote:
Show nested quote +
On December 16 2018 22:18 SHODAN wrote:
On December 16 2018 21:48 ArtyK wrote:
On December 16 2018 21:36 SHODAN wrote:
On December 16 2018 21:19 ArtyK wrote:
Your army against protoss should be a lot of marauders (almost as many as marines), widow mines (very important vs chargelots), 4-5 medivacs and eventually liberators/ghosts.
On 3 saturated bases you'd basically be on 5 rax (2 reactors for marines, 3 tech labs for marauders).


I don't agree with this at all

vs chargelots, the first 5 raxx should have 3 reactors, mass marines, and only enough marauders to concuss the front-line of zealots and soak damage from the front-line of zealots. marines are the boys who do the damage, not marauders.

you should also consider 2 vikings vs storm / chargelot to snipe / zone out the warp prism

you don't necessarily need widow mines vs chargelots either. tanks are sometimes a better option, if your natural / main ramp overlooks your third, or if your third choke is easily walled.

by the time you saturate your third, you should have 8 raxx finished. you can support 5 raxx on 2 saturated bases... and you'd be getting the 6th, 7th and 8th raxx faster because you didn't pump 3 marauders non-stop

vs 3-base turtle skytoss (carriers?), you should be buildings ghosts + bio + medivacs, not massing starports. ZeRoX is right, you can't win the air battle on 3 bases. it's better to have a stronger ground army. you should only start massing starports in the supreme lategame (5-6 bases + macro orbitals)


I meant 3 tech labs TvP in general, it's been the standard for the entirety of lotv. Sure marines are better vs chargelots, but more marauders and mines is even better unless theres colossi. Marines are ONLY good vs chargelots and bad vs literally everything else in the toss ground army.

As for the 8 rax when you saturate the 3rd you're wrong, 5 rax also has been the standard in lotv. The rest of the money is on the extra starport(s) / factory, tech (fusion core/ghost academy). Only after the 4th CC is started do you add rax 6-8.

Here's a TvP from the last HSC : + Show Spoiler +
https://www.youtube.com/watch?v=Eb10pgxs6tM


As for vs skytoss I specifially talked about how bio was good so idk where you thought I meant mass starports.


marines are better vs immortals, archons and chargelots. you can't compete with a gateway-heavy Classic-style push with only 5 raxx. you get your 6th-8th raxx much faster faster vs chargelots than you do vs robo style.

in the VOD you linked, Zest goes for colossus + late upgrades, not a gateway heavy style with mass chargelots.


Yeah forgot immortals, but marauders are still better vs archons as they can't reach you anyway and do less splash.

And I guess if we're talking gate style specifically, without colossi mines are that much better, so 5 rax is still good with mines and ghosts.
The vod still shows the basic TvP macro style, 5rax 3tech labs on 3 bases, 8 rax after 4th, which is what I was suggesting because I'm assuming we're helping someone that isn't super high level and that won't ONLY play vs mass chargelots.


the reason why Taeja delays the 6th-8th raxx until after his 4th is started: he's pumping 2 tanks from 2 factories and getting fast +1 vehicle weapons. it's a special composition for Dreamcatcher because the tanks can hit the 3rd / 4th from behind the ledge. tanks are also strong on Blueshift and Stasis.

Taeja doesn't commit with drops in that game. why? because he doesn't have enough bio to drop and babysit his tanks.

2-factory tank is not the standard. the standard is multi-pronged drop play with liberators. on most maps, typically you would want 8 raxx before starting the 4th cc, even vs robo. see Maru vs Zest in the 2018 S2 GSL finals
ArtyK
Profile Joined June 2011
France3143 Posts
Last Edited: 2018-12-16 13:50:56
December 16 2018 13:50 GMT
#1908
On December 16 2018 22:46 SHODAN wrote:
Show nested quote +
On December 16 2018 22:37 ArtyK wrote:
On December 16 2018 22:18 SHODAN wrote:
On December 16 2018 21:48 ArtyK wrote:
On December 16 2018 21:36 SHODAN wrote:
On December 16 2018 21:19 ArtyK wrote:
Your army against protoss should be a lot of marauders (almost as many as marines), widow mines (very important vs chargelots), 4-5 medivacs and eventually liberators/ghosts.
On 3 saturated bases you'd basically be on 5 rax (2 reactors for marines, 3 tech labs for marauders).


I don't agree with this at all

vs chargelots, the first 5 raxx should have 3 reactors, mass marines, and only enough marauders to concuss the front-line of zealots and soak damage from the front-line of zealots. marines are the boys who do the damage, not marauders.

you should also consider 2 vikings vs storm / chargelot to snipe / zone out the warp prism

you don't necessarily need widow mines vs chargelots either. tanks are sometimes a better option, if your natural / main ramp overlooks your third, or if your third choke is easily walled.

by the time you saturate your third, you should have 8 raxx finished. you can support 5 raxx on 2 saturated bases... and you'd be getting the 6th, 7th and 8th raxx faster because you didn't pump 3 marauders non-stop

vs 3-base turtle skytoss (carriers?), you should be buildings ghosts + bio + medivacs, not massing starports. ZeRoX is right, you can't win the air battle on 3 bases. it's better to have a stronger ground army. you should only start massing starports in the supreme lategame (5-6 bases + macro orbitals)


I meant 3 tech labs TvP in general, it's been the standard for the entirety of lotv. Sure marines are better vs chargelots, but more marauders and mines is even better unless theres colossi. Marines are ONLY good vs chargelots and bad vs literally everything else in the toss ground army.

As for the 8 rax when you saturate the 3rd you're wrong, 5 rax also has been the standard in lotv. The rest of the money is on the extra starport(s) / factory, tech (fusion core/ghost academy). Only after the 4th CC is started do you add rax 6-8.

Here's a TvP from the last HSC : + Show Spoiler +
https://www.youtube.com/watch?v=Eb10pgxs6tM


As for vs skytoss I specifially talked about how bio was good so idk where you thought I meant mass starports.


marines are better vs immortals, archons and chargelots. you can't compete with a gateway-heavy Classic-style push with only 5 raxx. you get your 6th-8th raxx much faster faster vs chargelots than you do vs robo style.

in the VOD you linked, Zest goes for colossus + late upgrades, not a gateway heavy style with mass chargelots.


Yeah forgot immortals, but marauders are still better vs archons as they can't reach you anyway and do less splash.

And I guess if we're talking gate style specifically, without colossi mines are that much better, so 5 rax is still good with mines and ghosts.
The vod still shows the basic TvP macro style, 5rax 3tech labs on 3 bases, 8 rax after 4th, which is what I was suggesting because I'm assuming we're helping someone that isn't super high level and that won't ONLY play vs mass chargelots.


the reason why Taeja delays the 6th-8th raxx until after his 4th is started: he's pumping 2 tanks from 2 factories and getting fast +1 vehicle weapons. it's a special composition for Dreamcatcher because the tanks can hit the 3rd / 4th from behind the ledge. tanks are also strong on Blueshift and Stasis.

2-factory tank is not the standard. on most maps, typically you would want 8 raxx before starting the 4th cc, even vs robo. see Maru vs Zest in the GSL finals


I'm gonna go ahead and quote myself from earlier :
"As for the 8 rax when you saturate the 3rd you're wrong, 5 rax also has been the standard in lotv. The rest of the money is on the extra starport(s) / factory, tech (fusion core/ghost academy). Only after the 4th CC is started do you add rax 6-8."

So yes in this case it's an extra factory and tanks, but otherwise it would be a starport with lib range for example, not 8 rax before 4th.

Here's heromarine playing vs gate style on 5 rax with factory reactor mines... + Show Spoiler +

Yes he makes more marines, no he does not add rax, he stays on mine medivac/libs
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
December 18 2018 09:10 GMT
#1909
Yo terrans of TL, what do you do with your reaper when you go for reaper expand in TvZ ?
I'm starting to think that you have to choose blindly between two options:
  • Keep it at home: allows you to be safe against pool first + quick lings that try to delay/cancel the natural CC
  • Send it to the Z's base: allows you to check for ling floods/bane busts/roach rushes by seeing the nat's saturation/the 3rd's timing


I don't really enjoy playing blindly and relying on the opponent not doing something. I like macro, safe play and would like to continue playing like that. Obviously I could always SCV scout, but that's quite expensive... Anyway, what do you guys do ? How do you handle super early scouting against Z ?

For reference, I'm currently at 4.4k MMR on EU (dia1), and my go-to build in TvZ is the double medivac stim drop (so no helions to follow up after the reaper).
ArtyK
Profile Joined June 2011
France3143 Posts
Last Edited: 2018-12-18 12:07:12
December 18 2018 11:59 GMT
#1910
On December 18 2018 18:10 LoneYoShi wrote:
Yo terrans of TL, what do you do with your reaper when you go for reaper expand in TvZ ?
I'm starting to think that you have to choose blindly between two options:
  • Keep it at home: allows you to be safe against pool first + quick lings that try to delay/cancel the natural CC
  • Send it to the Z's base: allows you to check for ling floods/bane busts/roach rushes by seeing the nat's saturation/the 3rd's timing


I don't really enjoy playing blindly and relying on the opponent not doing something. I like macro, safe play and would like to continue playing like that. Obviously I could always SCV scout, but that's quite expensive... Anyway, what do you guys do ? How do you handle super early scouting against Z ?

For reference, I'm currently at 4.4k MMR on EU (dia1), and my go-to build in TvZ is the double medivac stim drop (so no helions to follow up after the reaper).


Unless you're going for a one base build, scv scouting is NOT expensive at your level as your macro will already be impacted early game from other more important mistakes, even if you don't notice.
I do the same TvZ build and without scv scouting I would lose way more games vs cheese than I would win macro games from saving ~90 minerals early, it's not even a question.

I rally my CC to their main at 16/23 and scout with that scv, check the natural timing (hatch just above half health when you arrive is hatch first, it varies slightly depending on map size), then how much gas they mined or if they have one at all and go back home.
If the hatch is later or not there, I still check if they have gas then keep the scv at their third to comeback a bit later while the reaper stays home. If there is no gas they can't follow up with mass speedlings or bane/roach bust so apart from maaaaaaybe pulling scvs to help the reaper defend your building CC you can feel safe after the one wave of lings.

If there is a gas I personally prefer to build my CC on the high ground because otherwise their potential allin hits harder as you spent ressources trying to protect it. It's obviously not great if they actually don't allin though.

Then the scv you kept at their 3rd goes back in to check the drone count at their natural / if theres a bane nest or roach warren. If the lings killed the scv before that, I send the reaper asap after defending the first wave.
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
December 19 2018 08:27 GMT
#1911
Hey man, thanks for the feedback

SCV scouting is the solution I'm looking for then !

On December 18 2018 20:59 ArtyK wrote:
Show nested quote +
On December 18 2018 18:10 LoneYoShi wrote:
Yo terrans of TL, what do you do with your reaper when you go for reaper expand in TvZ ?
I'm starting to think that you have to choose blindly between two options:
  • Keep it at home: allows you to be safe against pool first + quick lings that try to delay/cancel the natural CC
  • Send it to the Z's base: allows you to check for ling floods/bane busts/roach rushes by seeing the nat's saturation/the 3rd's timing


I don't really enjoy playing blindly and relying on the opponent not doing something. I like macro, safe play and would like to continue playing like that. Obviously I could always SCV scout, but that's quite expensive... Anyway, what do you guys do ? How do you handle super early scouting against Z ?

For reference, I'm currently at 4.4k MMR on EU (dia1), and my go-to build in TvZ is the double medivac stim drop (so no helions to follow up after the reaper).


Unless you're going for a one base build, scv scouting is NOT expensive at your level as your macro will already be impacted early game from other more important mistakes, even if you don't notice.
I do the same TvZ build and without scv scouting I would lose way more games vs cheese than I would win macro games from saving ~90 minerals early, it's not even a question.

I rally my CC to their main at 16/23 and scout with that scv, check the natural timing (hatch just above half health when you arrive is hatch first, it varies slightly depending on map size), then how much gas they mined or if they have one at all and go back home.
If the hatch is later or not there, I still check if they have gas then keep the scv at their third to comeback a bit later while the reaper stays home. If there is no gas they can't follow up with mass speedlings or bane/roach bust so apart from maaaaaaybe pulling scvs to help the reaper defend your building CC you can feel safe after the one wave of lings.

If there is a gas I personally prefer to build my CC on the high ground because otherwise their potential allin hits harder as you spent ressources trying to protect it. It's obviously not great if they actually don't allin though.

Then the scv you kept at their 3rd goes back in to check the drone count at their natural / if theres a bane nest or roach warren. If the lings killed the scv before that, I send the reaper asap after defending the first wave.

546marine
Profile Joined January 2013
United States22 Posts
December 19 2018 16:50 GMT
#1912
Perhaps I am missing something cause I was inactive for a while, but I remember there being a build section with links for SALT. Some of these were awesome and were very in depth to the point of showing you where to place your buildings and when to scout. Did that go away or am I just incompetent and cannot find them? I see the SALT encoding links on spawning tool, but I liked the ones on TL better cause like I said, it displayed the building overlays. The SALT on Spawning tool always makes my hatchery start too far from the minerals so it's basically useless. It always doesn't have a link that just launches the build for me. I have to create a game with a mod and then import. Much more cumbersome.
DrunkenSCV
Profile Joined November 2016
76 Posts
Last Edited: 2018-12-20 14:38:19
December 20 2018 14:37 GMT
#1913
Guys, what do you think is the best reaction to pool-hatch-roach warren? First off, how do you scout it? When I see an early hatch I know that there may be an early roach warren, so I prey for zerg didn't make 6 lings to cancel my CC and go to his main with a reaper. Not sure if it's good, since if my CC gets canceled, well, it's bad.
OK, let's say, there were 2 lings or no lings at all, and I saw a roach warren. I usually make a cyclone + marines under reactor with a bunker on high ground. If I see no roaches with my reaper, I cancel the cyclone. What next? I know there is no ling speed for zerg, but should I make hellions? If I don't, zerg can just mass drones, in this case the game continues as a standard macro. While I would really like to benefit from this situation somehow.
Thanks.
Wrath
Profile Blog Joined July 2014
3174 Posts
December 22 2018 17:07 GMT
#1914
How to play TvZ mech? Also, how the fuck you play vs mass raven turret spam? Tried thors, they are good but too slow to escape magic boxed ravens dropped turrets around them. They seem way cost efficient.
`dunedain
Profile Blog Joined April 2011
656 Posts
December 23 2018 10:03 GMT
#1915
Can someone explain the battlecruiser rush? The build and its intricacies?
I keep losing to it, but die every time I try.

Any insight would be appreciated, thanks.
"In order to be created, a work of art must first make use of the dark forces of the soul." ~Albert Camus
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
December 23 2018 11:34 GMT
#1916
On December 23 2018 19:03 `dunedain wrote:
Can someone explain the battlecruiser rush? The build and its intricacies?
I keep losing to it, but die every time I try.

Any insight would be appreciated, thanks.


People do that in TvT ?
MockHamill
Profile Joined March 2010
Sweden1798 Posts
December 23 2018 13:17 GMT
#1917
Replay

What should I have done differently to defeat the proxy void ray into tempest cheese?

I spot the proxy early, get a bunker up, turrets in my main, get a reactor starport etc but still lose in the end.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
December 25 2018 20:27 GMT
#1918
Are there any in game or out of game chats I can go to where I can find practice partners? I’m having trouble practicing specific matchups and it’s be really nice to just say “LF Zerg 1v1” or something and get even one taker.
This is my signature. There are many like it, but this one is mine.
Stormhoof
Profile Joined January 2015
Serbia182 Posts
December 25 2018 22:43 GMT
#1919
On December 20 2018 23:37 DrunkenSCV wrote:
Guys, what do you think is the best reaction to pool-hatch-roach warren? First off, how do you scout it? When I see an early hatch I know that there may be an early roach warren, so I prey for zerg didn't make 6 lings to cancel my CC and go to his main with a reaper. Not sure if it's good, since if my CC gets canceled, well, it's bad.
OK, let's say, there were 2 lings or no lings at all, and I saw a roach warren. I usually make a cyclone + marines under reactor with a bunker on high ground. If I see no roaches with my reaper, I cancel the cyclone. What next? I know there is no ling speed for zerg, but should I make hellions? If I don't, zerg can just mass drones, in this case the game continues as a standard macro. While I would really like to benefit from this situation somehow.
Thanks.


I might not be the best Terran, still learning it, but I always delay starport vs zerg and go for quick tank. Its usefull vs all zerg can drop at you.
Reactor marines and tanks are option as marine and hellion are. First is good vs ling flood and roaches but second is very vulerable to roach pressure. You might consider building CC on high ground. You will lose a litte minerals but it's much safer and zerg will waste early larva for 6 lings.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
December 25 2018 23:21 GMT
#1920
On December 23 2018 19:03 `dunedain wrote:
Can someone explain the battlecruiser rush? The build and its intricacies?
I keep losing to it, but die every time I try.

Any insight would be appreciated, thanks.

Winter posted a guide and some recommendations on how to deal with it:


This is reaper FE into reactor hellion into Viking then BC from the starport. Winter recommends getting more queens to deal with it, basically. Spores kill drones and make it so that the BC’s can just go somewhere else, so going up to 7-8 queens is much better.
This is my signature. There are many like it, but this one is mine.
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