I'm a massive fan of TvT and I wouldn't mind getting into playing it more often. Is there any specific build order you could reccomend as a good one to learn for TvT? I mean I know the general idea of how to play the matchup but I'm not so sure of the builds.
I'm thinking about trying out the 1 fact 1 port opening as it seems quite a nice opening to go. Especially seeing as you can get that early wraith for sight advantage for your tanks.
EDIT: I only really ask in here because I can feel the TvT love oozing from everyone
On January 14 2010 21:03 Qikz wrote: I'm a massive fan of TvT and I wouldn't mind getting into playing it more often. Is there any specific build order you could reccomend as a good one to learn for TvT? I mean I know the general idea of how to play the matchup but I'm not so sure of the builds.
I'm thinking about trying out the 1 fact 1 port opening as it seems quite a nice opening to go. Especially seeing as you can get that early wraith for sight advantage for your tanks.
EDIT: I only really ask in here because I can feel the TvT love oozing from everyone
Well, as Day[9] says through his casts, the 1 fact 1 port build is a great build order to learn in tvt, and there are little variations you can do depending how quick you want to get your expansion, how aggressive you want to be, when you want cloak/siege, if you want to try to set up an agressive contain, etc. Also one of the most standard builds you can learn in tvt is the 1 fact vulture -> expo opening - its a very solid opening that allows into a great variation of styles of play: from vulture harass/map control through mine placement, to a stronger, bulkier army, or to a vulture (as in really vs flash). Check out liquipedia and some strategy forum postings and play around to find a style that you enjoy playing.
I would really appreciate if this game could be casted :
. It's July vs FBH on Chupung , and BTW FBH was at something like 10 - game winning streak against zerg in PL with some high caliber zerg opponents like Zero Yarnc and Jaedong under his belt at that time .
I choose this one not just because i'm a massive July fan , but also because i hardly see strategys like that employed nowadays and as an aggressive ZvT player i get tired of doing or seeing 2 hat mutas all the time ...
Basically July opened 2 hat lurkers and took a quick third base with his third hatchery something similar to a 2 hatch muta opening with geting a fast third and them powering economy . But instead of powering economy July focused a lot on geting a lot of gas really early , teching fast and using a lot of gas heavy units in the game . Also July switched to mutas right when he secured a good spot on the map with his lurker /ling opening . Nowadays progamers rarely use the 2 hat lurker opening unless it's Calm , and even more rarely do they follow it up with a muta switch to throw off the terran player . His follow up with guardians and the few lurkers he had saved to push together in the natural of FBH was really impressive strategy and execution on July's part .
I think it's a good strategy to use from time to time and if you play in a Bo series . I'm interested in a more detailed analysis of the opening - 2hat lurkers with securing a fast third , when would be a good time to do a muta switch and on what map could it be employed !
It's not a 7 minute game , but it was a fast paced , little cheese-y , strategic and unorthodox game . Also a lot of people on TL seem to be bashing guardian builds , i think guardians are underrated they are really good if mixed with lurkers/hidras or just lings and defilers with some anti - air , when used the right way they are pretty powerful .
On January 15 2010 06:11 raga4ka wrote: I would really appreciate if this game could be casted :
http://www.youtube.com/watch?v=tbn3gIulFiY . It's July vs FBH on Chupung , and BTW FBH was at something like 10 - game winning streak against zerg with some high caliber zerg opponents like Zero Yarnc and Jaedong under his belt at that time .
I choose this one not just because i'm a massive July fan , but also because i hardly see strategys like that employed nowadays and as an aggressive ZvT player i get tired of doing or seeing 2 hat mutas all the time ...
Basically July opened 2 hat lurkers and took a quick third base with his third hatchery something similar to a 2 hatch muta opening with geting a fast third and them powering economy . But instead of powering economy July focused a lot on geting a lot of gas really early , teching fast and using a lot of gas heavy units in the game . Also July switched to mutas right when he secured a good spot on the map with his lurker /ling opening . Nowadays progamers rarely use the 2 hat lurker opening unless it's Calm , and even more rarely do they follow it up with a muta switch to throw off the terran player . His follow up with guardians and the few lurkers he had saved to push together in the natural of FBH was really impressive strategy and execution on July's part .
I think it's a good strategy to use from time to time and if you play in a Bo series . I'm interested in a more detailed analysis of the opening - 2hat lurkers with securing a fast third , when would be a good time to do a muta switch and on what map could it be employed !
It's not a 7 minute game , but it was a fast paced , little cheese-y , strategic and unorthodox game . Also a lot of people on TL seem to be bashing guardian builds , i think guardians are underrated they are really good if mixed with lurkers/hidras or just lings and defilers with some anti - air , when used the right way they are pretty powerful .
On January 14 2010 09:25 CowGoMoo wrote: @Daily # 45
Corsairs deal explosive damage. It takes about 11 hits to kill a scourge not 6. 5 with +1 or 6 are still the 'magic' #s of corsairs though.
I knew 5 / 6 was the magic number, but I ALWAYS thought that 6 corsairs killed a scourge in one hit. Fuck i hate being wrong
You're both wrong. 5 is the magic number if properly stacked or 4 with micro (pulling the front one away). That's without +1. That's assuming they're at maximum range and coming from one side.
I really really want you to do game 2 of jeadong vs kal + Show Spoiler +
kals build was really, really awesome and despite the fact he didnt win with it, it was amazing see him abuse the counter of his, i guess kinda fake 3 gate goon/reaver build. Getting +1 air instead of goon range and his quick +1 ground to get a zealot/templar/sair army that rapes the lings he knew jaedong would mass in counter to his early goons and the muta/scourge combo he knew jaedong would go for in response to his (what the 3 gate goon usually transitions into) reaver+shuttle, was fkn awesome :D
On January 16 2010 18:42 Ftrunkz wrote: I really really want you to do game 2 of jeadong vs kal + Show Spoiler +
kals build was really, really awesome and despite the fact he didnt win with it, it was amazing see him abuse the counter of his, i guess kinda fake 3 gate goon/reaver build. Getting +1 air instead of goon range and his quick +1 ground to get a zealot/templar/sair army that rapes the lings he knew jaedong would mass in counter to his early goons and the muta/scourge combo he knew jaedong would go for in response to his (what the 3 gate goon usually transitions into) reaver+shuttle, was fkn awesome :D
I second this... actually most of those games was like a tutorial on "What to do right in ZvP" so I wouldn't mind any the other ones either. But this one is particularly recommended.
On January 14 2010 09:25 CowGoMoo wrote: @Daily # 45
Corsairs deal explosive damage. It takes about 11 hits to kill a scourge not 6. 5 with +1 or 6 are still the 'magic' #s of corsairs though.
I knew 5 / 6 was the magic number, but I ALWAYS thought that 6 corsairs killed a scourge in one hit. Fuck i hate being wrong
You're both wrong. 5 is the magic number if properly stacked or 4 with micro (pulling the front one away). That's without +1. That's assuming they're at maximum range and coming from one side.
with +1, corsairs do 3 dmg to scourge
scourge have 25 hp 3x5 = 15... 15x2 = 30 = dead scourge
without +1 corsairs do 2.5 dmg to scourge (I have no idea how the game actually works this out, I'll assume its random or that it varies (ie: 3 then 2 then 3 then 2 etc), or that the game does actually include 'half' hitpoints on units but doesnt show the player... (ie after a 25hp scourge gets hit by a sair without +1, it may say 23hp, but the game may still register that it has 22.5, i dono). Either way im 90% sure it doesnt just round the 2.5 up to three completely or else +1 air weapons would be almost completely pointless as it would only increase corsairs dmg vs... like... overlords and guardians and shit.) 2.5x5 = 12.5 ... 12.5x2 = 25.
4 without +1 2.5 x 4 = 10 x2 = 20...
lets say you have 4 but 'micro' to pull one back, therefor that one doesnt get to shoot... 2.5 x 3 x 3 = 22.5
so 5, with or without the +1, is the 'magic' number for a group of corsairs to 2 hit (which the easily have enough time to do before getting hit) scourge?
On January 16 2010 18:56 d3_crescentia wrote: The game registers fractional damage. It would show something like 2 (and store the extra 0.5 damage) and then 3 for the next hit.
6 corsairs is the magical number w/o +1 attack because Zerg units automatically regenerate 1HP after the first hit.
Unless your as pro as Kwark and keep your Corsairs perma stacked with your uber gosu micro or by getting a probe trapped in you base so they always attack at the exact same time negating the Zerg regen.
On January 17 2010 04:53 CowGoMoo wrote: Unless your as pro as Kwark and keep your Corsairs perma stacked with your uber gosu micro or by getting a probe trapped in you base so they always attack at the exact same time negating the Zerg regen.
Not even relevant unless you have at least 10 sairs (without +1; 9 with +1) anyway. I suppose if you got all 10 of your sairs to attack at exactly the same game time you could kill a scourge in one volley, but in practice I don't think that will ever happen.
With 6 sairs you always get 1 hp regen since you need 2 volleys to kill the scourge.
is anyone else having trouble watching with firefox? everytime i go on day's livestream firefox crashes!!!! i disabled some plugins that let me go on the livestream but then it says i need adobe flash player....wtf?! anybody help? i love day's cast but firefox wont let me watch anymore
I haven't done the sums. I just know I use 4 sairs for dealing with stray scourge when nothing is going on and 5 sairs for general attack moving into overlords. It seems to work.