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[H] Defending 1base allin TvP

Forum Index > StarCraft 2 Strategy
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Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2018-07-21 21:21:47
July 21 2018 21:20 GMT
#1
https://drop.sc/replay/7929858

I'm a Terran player returning after a long break, playing 2-1-1 this game.

I open up a little sloppy in my build order, getting gas late and making my second barracks a little late as well. With my scv scout I notice my opponent gets a cyber core before nexus, and a very late nexus, so I think maybe he's going for a lot of early stalkers to pressure or kill me, so I build a bunker at the front.

When my reaper drives by I see that he has a robo and two more gateways, which should be a big tell that he's going for some super aggressive play since there's no way he should be able to afford the two gates plus robo at that timing otherwise. What I don't know is how I should react, since I didn't get a look at the probe count I wasn't totally sure he was going to allin me or go macro off the back of that.

He attacks me and I outright die, he just has way more units than I do. Looking at the replay, he stops probe production after 22 probes, so it's essentially a one base allin.

Is there something I could have done once I scouted his production with the reaper, like building widow mines with the reactored factory and only one medivac with the starport and adding bunkers? Or is this a BO loss and should I stop going 2-1-1?
This is my signature. There are many like it, but this one is mine.
ArtyK
Profile Joined June 2011
France3143 Posts
Last Edited: 2018-07-22 17:12:03
July 22 2018 17:08 GMT
#2
It's not BO loss, but with most fast expand builds vs 1 base, you have to make some adjustments.
Mines are really bad to defend now because the opponent doesn't need detection. The mines shoot once, get revealed and die.

Whenever you scout cyber before nexus, don't send the reaper across the map, scout for proxies with it and keep the scouting scv hidden on their side of the map to check if they expand later (around 3.15 is a good time for that).

Here you see very fast robo and extra gates. As a general rule, you want as many units as possible to defend allins. Add-ons delay production, and medivacs don't kill anything. Making extra bunkers too early also delay production.

If you skipped add-ons on the factory and starport, you could have cyclones to support your marines. Tech labs build fast so I personally go tanks, but you have to place them conservatively. If the first one gets sniped easily you're dead.

Always make a viking first when the starport finishes vs protoss allins. Killing the warp prism can instantly end the game, and it also denies protoss dropping in your main like that.
If you're wrong and it's stargate allin, the viking is an even better choice than medivac/liberator.
Then you'd follow that with more vikings vs stargate, or vs robo/twilight with medivacs/liberators depending on how much bio your build has.
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
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brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2018-07-23 12:47:59
July 23 2018 12:33 GMT
#3
in my opinion this isn't fully a build order issue, i think you instantly lost the game when he dropped into your main with the warp prism. it's hard, but you should have a marine or SCV poking out to the front to see where the army is, or even drop a scan to look for it, and make the viking like artyK said so you can patrol your cliff. as an aggressive protoss myself, when my first attack doesn't break the terran the first thing i do is take my warp prism, load up units and try to fly into the main. there's so much you can do with warp prism and immortals because at that stage of the game immortal+warp prism is insanely efficient against a lot of what terran has. i play a macro build off of proxy robo double immortal drops, so ask me how i know

look at your engage when you walk up your own main ramp. you're trying to micro units up and down a ramp and around your own barracks while he has a line of units that can be microed into a warp prism. you had mass repaired the bunker at the natural because you knew you needed repair to survive the first attack, but then you tried to fight with no bunker and no SCVs in your main. you weren't going to win that without an SCV pull, and that part of your main base was far from both mineral lines, which favored him. he landed on your production, plain and simple. maybe if you do a perfect SCV pull from both bases you win that fight, but it depends on his micro too

you should look at that game the same way you would look at a game where your army was out on the map and your opponent's army killed your third base because you didn't know where he was. i personally find that in diamond lack of map vision/not knowing where your opponent's army is accounts for a majority of losses! just don't let yourself relax. as soon as you feel like your opponent's attack has paused, ask yourself where he went. he's either sitting outside your base, going home, or finding another angle
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