• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:58
CEST 17:58
KST 00:58
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611SC4ALL II announced - $10,000 prize pool, Dec 5-64
StarCraft 2
General
GSTL Returns in 2026! SC4ALL: II Talent Announcement! https://www.facebook.com/Eco.Fuel.Reviews/ Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression
Tourneys
https://www.facebook.com/Audileaf.Official/ PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
How to Watch RedNote Short Dramas in the United St u4gm Diablo 4: QoL Secrets for Faster Gameplay u4gm POE2 Frostbolt Build: A Powerful Boss Killer U4GM CFB 27 Guide: Why UTSA’s Offense Is So Danger
Brood War
General
StarCraft 64 is coming to Philly at SC4ALL II ASL22 General Discussion BW General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
SC4ALL II: Brood War - $2500 - Dec 5-6 [Megathread] Daily Proleagues KCM Race Survival 2026 Season 3 2v2v2v2 Tournament
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread Diablo 2 thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread The Letting Off Steam Thread Iain M Banks Says He Has Cancer And Months To Live Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2454 users

TvP Mech Replays. - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 16 17 18 Next All
MUirbeqU
Profile Joined October 2010
United States41 Posts
December 30 2010 09:47 GMT
#41
On December 30 2010 18:40 giuocob wrote:
Show nested quote +
On December 30 2010 18:32 MUirbeqU wrote:

watch that Kiwikaki vs Idra. Use the same build order you have 2 immortals in your base at 6 minutes. 8:33 in the Jade replay you have a wholesome army of 11 marines, now if you think you can fend this off with 11 marines, you are wrong. I'm giving you 2:33 seconds extra too so this should take into account the scouting factor.


I don't care about Jade's opening build order and whatever cheeses might kill it. It looks pretty solid, might have to be swapped around a bit, who knows, thats not what this thread is about. It's about mech as a midgame/lategame strategy in TvP, whatever it may take to get there.

You should probably watch the replays considering Jade was the protoss and I was talking about the weakness of this build. Second off, how would this work lategame when a stargate is almost guaranteed.
Raiznhell
Profile Joined January 2010
Canada786 Posts
December 30 2010 09:47 GMT
#42
On December 30 2010 18:39 endline wrote:
Show nested quote +
On December 30 2010 18:33 Raiznhell wrote:
On December 30 2010 18:25 endline wrote:
have you encountered phoenix/voids that pick off the tanks, along with a gateway push?

edit: i understand you have rines. pls don't say a few rines will handle it.


Yes i have. Guess it's not in the replays thought it was. Pheonixes are a really bad option as the marines and turrets make quick work of them and if you have the factories already you might as well get some thors out if he's stubborn about pheonix. Void Rays are nothing unless they are hidden very well and slowly massed like Carriers were in BW. This is why I feel safe with delaying the starport until after my 4 factories cuz marines even unupgraded handle them pretty handily early on. Sometimes if i scout robo ill even wait till after a fifth factory before dropping the starport. but after my third i usually, if i'm playing well, drop 2 more starports get all of them with reactors and wait till i see any sort of massed air tech switch action going on before spamming vikings.



well im a t player, and i've tried similar builds. and (can't find the replay unfortunately) got rolled by phoenix voids with blink stalkers and some sentries. i had turrets and rines. this was about when my second was almost saturated and had about 5 tanks - 20 rines 8 or so rauders (scouting showed the air tech, but not the council tech which was hidden well) he came in with about 10 stalkers 2 voids and 4 phoenix, maybe 3 sentries.

maybe i was too high and didnt care, but i got rolled.


hmm I'll have to wait and face more of them. I'm pretty sure I've faced this before but yeah i dunno. i think a mix of blink stalkers and air units is definitely potent but I'd have to face more of that build to figure out a direct way to deal with it or upload a replay of me dealing with it.

I'm just curious as to how blink stalkers pheonix and VR could possible lose to that comp stalkers should melt to that high number of tanks and marauders and the marines should be microed to focus down the air. I could very well have been that you were too high XD.
Cake or Death?
sikyon
Profile Joined June 2010
Canada1045 Posts
December 30 2010 09:50 GMT
#43
In my experience the counter to tank heavy play is either a chargealot/stalker/HT/Collossus ball lategame (makes it hard to snipe anything and has good range to deal with tanks).

But in all seriousness I think you're going to have trouble with pheonixes. If he pumps pheonix to counter tanks (esp if he takes the 3rd before you) then he can basically lift the entire tank line. Marines not only can't kill them fast enough but they will auto target the chargealots that come in. If you try to back the marines up the tanks are obviously going to die with zealots next to them, and if you focus fire the pheonix the zealots are going to get next to marines without a problem, which leads to dead marines from both zealot dps and tank splash. You might think your position is defensible but honestly if the pheonix can disable your tanks for even 3 seconds, that gives the
toss army the ability to get into range and start decimating you without the benifit of your initial volley (hugely important).
Raiznhell
Profile Joined January 2010
Canada786 Posts
December 30 2010 09:50 GMT
#44
On December 30 2010 18:47 MUirbeqU wrote:
Show nested quote +
On December 30 2010 18:40 giuocob wrote:
On December 30 2010 18:32 MUirbeqU wrote:
http://www.youtube.com/watch?v=YUyxsRo9tlU
watch that Kiwikaki vs Idra. Use the same build order you have 2 immortals in your base at 6 minutes. 8:33 in the Jade replay you have a wholesome army of 11 marines, now if you think you can fend this off with 11 marines, you are wrong. I'm giving you 2:33 seconds extra too so this should take into account the scouting factor.


I don't care about Jade's opening build order and whatever cheeses might kill it. It looks pretty solid, might have to be swapped around a bit, who knows, thats not what this thread is about. It's about mech as a midgame/lategame strategy in TvP, whatever it may take to get there.

You should probably watch the replays considering Jade was the protoss and I was talking about the weakness of this build. Second off, how would this work lategame when a stargate is almost guaranteed.


Remember in BW how Mech would be working strong then the protoss would bust out the Carriers and the Terran would then proceed to shit his pants and bust out a load of Goliaths and ultimately win.

That's why i get 3 starports with reactors before doing any intense pushing action. So that when i see stargate i can bust out so many vikings so fast toss can't believe it.
Cake or Death?
Vari
Profile Joined September 2010
United States532 Posts
December 30 2010 09:53 GMT
#45
On December 30 2010 18:32 MUirbeqU wrote:
+ Show Spoiler +
http://www.youtube.com/watch?v=YUyxsRo9tlU

watch that Kiwikaki vs Idra. Use the same build order you have 2 immortals in your base at 6 minutes. 8:33 in the Jade replay you have a wholesome army of 11 marines, now if you think you can fend this off with 11 marines, you are wrong. I'm giving you 2:33 seconds extra too so this should take into account the scouting factor.
Edit:added spoiler

I don't understand how you can think this is any sort of argument against the general build being discussed here


there's an early game attack which is rarely seen that would probably be very strong against the opening presented in the OP (an opening which the OP stated was possibly weak and not really the point).

so what point does that make? ... almost anything is weak to something unscouted at a certain point. find me an invincible build and by all means I'll run with it. but to bring up a build that is not common -at all- as some sort of evidence as to the weakness of what the OP is doing is silly.
Stroke Me Lady Fame
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2010-12-30 10:00:53
December 30 2010 09:58 GMT
#46
On December 30 2010 18:50 sikyon wrote:
In my experience the counter to tank heavy play is either a chargealot/stalker/HT/Collossus ball lategame (makes it hard to snipe anything and has good range to deal with tanks).

But in all seriousness I think you're going to have trouble with pheonixes. If he pumps pheonix to counter tanks (esp if he takes the 3rd before you) then he can basically lift the entire tank line. Marines not only can't kill them fast enough but they will auto target the chargealots that come in. If you try to back the marines up the tanks are obviously going to die with zealots next to them, and if you focus fire the pheonix the zealots are going to get next to marines without a problem, which leads to dead marines from both zealot dps and tank splash. You might think your position is defensible but honestly if the pheonix can disable your tanks for even 3 seconds, that gives the
toss army the ability to get into range and start decimating you without the benifit of your initial volley (hugely important).


This is all very true. But for every Pro there's a Con. The situation you're describing sounds like he's cutting a lot from his ground army going for enough phoenixes to lift all your tanks. which means it'd be that much easier for the marines and hellions to handle their own against any gateway units. especially if the marines are already in bunkers. People don't seem to believe it but hellions are actually cost effective against every gateway unit including the stalker (2 hellions > 1 stalker) and unupgraded marines are actually more powerful than expected which is why i decided it wasn't worth getting stim instead of an extra tank because it wasn't really necessary and if anything it would be bad because I'm not getting Medivacs.

But yes phoenix and gateways could potentially be devastating it all really depends on who macroed better and who micros the battle better.
Cake or Death?
giuocob
Profile Joined July 2010
United States149 Posts
December 30 2010 09:59 GMT
#47
On December 30 2010 18:50 sikyon wrote:
In my experience the counter to tank heavy play is either a chargealot/stalker/HT/Collossus ball lategame (makes it hard to snipe anything and has good range to deal with tanks).

But in all seriousness I think you're going to have trouble with pheonixes. If he pumps pheonix to counter tanks (esp if he takes the 3rd before you) then he can basically lift the entire tank line. Marines not only can't kill them fast enough but they will auto target the chargealots that come in. If you try to back the marines up the tanks are obviously going to die with zealots next to them, and if you focus fire the pheonix the zealots are going to get next to marines without a problem, which leads to dead marines from both zealot dps and tank splash. You might think your position is defensible but honestly if the pheonix can disable your tanks for even 3 seconds, that gives the
toss army the ability to get into range and start decimating you without the benifit of your initial volley (hugely important).


It would take a silly number of phoenixes to completely disable the kind of tank lines that show up in late game. If that happens, it's already been mentioned that thors roll over phoenixes, and there would surely be a good number of vikings in play. Certainly, he might disallow a few tank shots, but is it really worth the sacrifice of 10+ phoenixes?
Piski
Profile Blog Joined April 2010
Finland3461 Posts
December 30 2010 10:07 GMT
#48
My biggest gripe with this build is that I haven't seen any good close games yet. Maybe there is some I just need to watch more replays. All the replays I have watched is you owning them. By that I don't mean that tank play is just so strong.
All of them have tried something silly like cannon rushes into 4gate or just 4gate and failed miserably. That combined with that their macro sucks, you get your 200/200 army when they are not even hitting 150. I want too see big 200 vs 200 battles and if it is possible to beat that standard protoss death ball.
MUirbeqU
Profile Joined October 2010
United States41 Posts
Last Edited: 2010-12-30 10:11:49
December 30 2010 10:08 GMT
#49
On December 30 2010 18:53 Vari wrote:
Show nested quote +
On December 30 2010 18:32 MUirbeqU wrote:
+ Show Spoiler +
http://www.youtube.com/watch?v=YUyxsRo9tlU

watch that Kiwikaki vs Idra. Use the same build order you have 2 immortals in your base at 6 minutes. 8:33 in the Jade replay you have a wholesome army of 11 marines, now if you think you can fend this off with 11 marines, you are wrong. I'm giving you 2:33 seconds extra too so this should take into account the scouting factor.
Edit:added spoiler

I don't understand how you can think this is any sort of argument against the general build being discussed here


there's an early game attack which is rarely seen that would probably be very strong against the opening presented in the OP (an opening which the OP stated was possibly weak and not really the point).

so what point does that make? ... almost anything is weak to something unscouted at a certain point. find me an invincible build and by all means I'll run with it. but to bring up a build that is not common -at all- as some sort of evidence as to the weakness of what the OP is doing is silly.

The point this makes is this build IS weak. I just tried going from 2 gate cyber into double immortal drop, not following a build order, in fact I don't even play protoss. I had the immortals loaded at 8:30 with 1500 minerals and 750 gas banked, with 4 warpgates. Don't tell me you can't improve that . Anyways point is the terran isn't scouting but if the protoss does then the toss just does the drop. This build applies 0 early pressure and 0 scouting. This is the equivalent of going mass voidray I don't see how you think you have to cheese to beat this.
giuocob
Profile Joined July 2010
United States149 Posts
December 30 2010 10:10 GMT
#50
On December 30 2010 19:07 Piski wrote:
My biggest gripe with this build is that I haven't seen any good close games yet. Maybe there is some I just need to watch more replays. All the replays I have watched is you owning them. By that I don't mean that tank play is just so strong.
All of them have tried something silly like cannon rushes into 4gate or just 4gate and failed miserably. That combined with that their macro sucks, you get your 200/200 army when they are not even hitting 150. I want too see big 200 vs 200 battles and if it is possible to beat that standard protoss death ball.

I really wish I played terran so I could test that out myself. As it is, I play protoss, so if anyone wants to try to throw 200/200 armies at each other in practice some time, that would be fun. I'm 2.2k diamond so I should be able to put up a good fight.
giuocob
Profile Joined July 2010
United States149 Posts
December 30 2010 10:13 GMT
#51
On December 30 2010 19:08 MUirbeqU wrote:
Show nested quote +
On December 30 2010 18:53 Vari wrote:
On December 30 2010 18:32 MUirbeqU wrote:
+ Show Spoiler +
http://www.youtube.com/watch?v=YUyxsRo9tlU

watch that Kiwikaki vs Idra. Use the same build order you have 2 immortals in your base at 6 minutes. 8:33 in the Jade replay you have a wholesome army of 11 marines, now if you think you can fend this off with 11 marines, you are wrong. I'm giving you 2:33 seconds extra too so this should take into account the scouting factor.
Edit:added spoiler

I don't understand how you can think this is any sort of argument against the general build being discussed here


there's an early game attack which is rarely seen that would probably be very strong against the opening presented in the OP (an opening which the OP stated was possibly weak and not really the point).

so what point does that make? ... almost anything is weak to something unscouted at a certain point. find me an invincible build and by all means I'll run with it. but to bring up a build that is not common -at all- as some sort of evidence as to the weakness of what the OP is doing is silly.

The point this makes is this build IS weak. I just tried going from 2 gate cyber into double immortal drop, not following a build order, in fact I don't even play protoss. I had the immortals loaded at 8:30 with 1500 minerals and 750 gas banked, with 4 warpgates. Don't tell me you can't improve that . Anyways point is the terran isn't scouting but if the protoss does then the toss just does the drop. This build applies 0 early pressure and 0 scouting. This is the equivalent of going mass voidray I don't see how you think you have to cheese to build this.

You're not getting it. Nobody's talking about this specific build order except you. All we care about is the eventual mech composition. You could 5 rax no gas for the first 10 minutes for all I care, and as long as you eventually transition into mech that would be valid to this discussion. You're trying to tell me that early expanding in TvP is not viable, which is a completely different issue. We're talking about mech here.
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
Last Edited: 2010-12-30 10:25:56
December 30 2010 10:22 GMT
#52
GoOdy plays mech all the time with great success against top-european players

and theres alot of ways to open with mech like 1fast cloaked banshee into siege exp, fast hellion drop into siege exp etc
Raiznhell
Profile Joined January 2010
Canada786 Posts
December 30 2010 10:27 GMT
#53
On December 30 2010 19:08 MUirbeqU wrote:
Show nested quote +
On December 30 2010 18:53 Vari wrote:
On December 30 2010 18:32 MUirbeqU wrote:
+ Show Spoiler +
http://www.youtube.com/watch?v=YUyxsRo9tlU

watch that Kiwikaki vs Idra. Use the same build order you have 2 immortals in your base at 6 minutes. 8:33 in the Jade replay you have a wholesome army of 11 marines, now if you think you can fend this off with 11 marines, you are wrong. I'm giving you 2:33 seconds extra too so this should take into account the scouting factor.
Edit:added spoiler

I don't understand how you can think this is any sort of argument against the general build being discussed here


there's an early game attack which is rarely seen that would probably be very strong against the opening presented in the OP (an opening which the OP stated was possibly weak and not really the point).

so what point does that make? ... almost anything is weak to something unscouted at a certain point. find me an invincible build and by all means I'll run with it. but to bring up a build that is not common -at all- as some sort of evidence as to the weakness of what the OP is doing is silly.

The point this makes is this build IS weak. I just tried going from 2 gate cyber into double immortal drop, not following a build order, in fact I don't even play protoss. I had the immortals loaded at 8:30 with 1500 minerals and 750 gas banked, with 4 warpgates. Don't tell me you can't improve that . Anyways point is the terran isn't scouting but if the protoss does then the toss just does the drop. This build applies 0 early pressure and 0 scouting. This is the equivalent of going mass voidray I don't see how you think you have to cheese to beat this.


Okay I'll settle this once and for all. Watch the game against OrangeApples. He goes for a warp Prism drop at right around the timing you mentioned. Now it wasn't a 2 immortal drop it ended up being 1 stalker i picked off for free but if you notice. I pull 6 marines and 1 tank while leaving my base very well defended at the front. 6 marines 1 tank and a few SCV's pulled off the line are enough to handle 2 immortals. You'll take damage but the result will be most costly to himt han you assuming you get his Immortals and Warp Prism. btw you'll note that i already have turrets up in time to stop that i just had poor turret placement in that game.
Done. No point in discussing this anymore just talk about Mech in general and not the weaknesses of the standard and flexible 1 rax FE.
Cake or Death?
MUirbeqU
Profile Joined October 2010
United States41 Posts
December 30 2010 10:44 GMT
#54
I'm not trying to flame anyone, I'm trying to tell you that you simply cannot safely transition to this many tanks, factories, upgrades, ect. unless you are at a major advantage, in which case this wouldn't matter much. The only time I see this being a possible transition is on 4+ bases in which case air units are easily obtainable. I'm by no means a very high level player, but you don't see high level players doing some kind of 20 minute push as their first push as I've seen in one of these replays. Tell me, if both players are constantly trading armies, and all of a sudden you drop 10 factories and get research and all that stuff, who do you think will have a smaller army right there.

In the replay with Orangeapples he drops one stalker on your cliff and you kill it at 14 minutes. Considering he dropped one stalker and you have tanks and marines, you blind countered him. Since you play terran, do you usually drop one marauder at 14 minutes in and expect it do any major damage? Any early pressure will melt this build, and sustained pressure will melt mech.

Talking about mech in general, yes its very very strong. In fact, a huge mech army should wreck anything. But you would be better of with an air ball with all that money. Ravens, BCs, and vikings are more versatile IMO and you can transition from marine/viking to them.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2010-12-30 11:31:10
December 30 2010 11:26 GMT
#55
the only real problem are void and in late game carrier, on the ground tanks(when u reach 15/20) can annihilate any units in one second...
another thing that is really important to do is to upgrade firepower, mech benefit too much from these upgrades

also you must have a good number of tanks really fast(about 15 in 12/13min), sou can push him hard
andrewwiggin
Profile Joined September 2010
Australia435 Posts
December 30 2010 11:38 GMT
#56
Go rines into tanks into thors.

Usually whatever they have to counter tanks (even immortals) can be taken down by the later massed thor army. (Assuming thors have cannon upgrade).
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
Last Edited: 2010-12-30 13:09:53
December 30 2010 13:09 GMT
#57
On December 30 2010 20:26 Garmer wrote:
the only real problem are void and in late game carrier, on the ground tanks(when u reach 15/20) can annihilate any units in one second...
another thing that is really important to do is to upgrade firepower, mech benefit too much from these upgrades

also you must have a good number of tanks really fast(about 15 in 12/13min), sou can push him hard


You pretty much need 200/200 mech to be able to push vs protoss or you will get plowed over due to the absence of spidermines in sc2, which was pretty much the only thing that made timing pushes viable in bw. 200/200 tank/hellion/viking is strong as hell though and pretty much annihliates any protoss ground army.

Carriers are pretty hard to counter though, which wouldnt be the case if terran had goliaths instead of vikings so you wouldnt have to choose between anti-ground and anti-air. Carriers are fully counterable if you scout them early though
PredY
Profile Joined September 2009
Czech Republic1731 Posts
December 30 2010 13:29 GMT
#58
i wonder if there are just no thread or whatever but biomech seems to be the best build for me. and im not talking about 1factory or 2factory biomech but 3/4rax 4/5factory 1/2starports biomech with MMM tank hellion ghost viking, thats really good combo that can counter everything (even P air). i've had a great succes with it and with MMM you dont have to be worried about blink stalkers abusing your tank immobility and with marines/vikings (perhaps even thors) to counter protoss air.

basically i go reactor marine expand into 1 or 2 factory (tanks or hellions), add more rax so im on about 3rax 2fact or 4rax 1fact on 2 base and take 3rd quickly, play defensively, onnce im on 3base i get ghosts and more factories and aim for deadly 200/200 push with combo mentioned above
http://www.twitch.tv/czelpredy
Tastinggood
Profile Joined December 2010
28 Posts
December 30 2010 13:29 GMT
#59
On December 30 2010 18:47 MUirbeqU wrote:
Show nested quote +
On December 30 2010 18:40 giuocob wrote:
On December 30 2010 18:32 MUirbeqU wrote:
http://www.youtube.com/watch?v=YUyxsRo9tlU
watch that Kiwikaki vs Idra. Use the same build order you have 2 immortals in your base at 6 minutes. 8:33 in the Jade replay you have a wholesome army of 11 marines, now if you think you can fend this off with 11 marines, you are wrong. I'm giving you 2:33 seconds extra too so this should take into account the scouting factor.


I don't care about Jade's opening build order and whatever cheeses might kill it. It looks pretty solid, might have to be swapped around a bit, who knows, thats not what this thread is about. It's about mech as a midgame/lategame strategy in TvP, whatever it may take to get there.

You should probably watch the replays considering Jade was the protoss and I was talking about the weakness of this build. Second off, how would this work lategame when a stargate is almost guaranteed.

imo its a good thing if you force a toss into spending a lot of gas on stargate units since they are much weaker/easier to deal than HT's/colossus.
darglein
Profile Joined December 2010
Germany89 Posts
Last Edited: 2010-12-30 13:31:18
December 30 2010 13:30 GMT
#60
Im a 3000 random player and in my tvp matchups i usually go for an thor expand into mass mech. This sounds a bit unusual but it works quite well against everything. You have your expo building at around 6:30 and youre safe against all kind of pushes like voidrays or 4 gate. if you scout him goging voidrays just add a couple of vikings cause of the mobility of the thors. In midgame you can transition into normal tank thor hellion and while youre expanding all across the map always try to drop hellions or just go for the run-by.

I've got a replay against a 3k protoss player who tries to counter the mech with mass speedrays:

http://topreplays.com/Replays/Details/3803/darglein_vs_Shase
Prev 1 2 3 4 5 16 17 18 Next All
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #259
WardiTV500
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft815
StarCraft: Brood War
Britney 34754
Shuttle 2871
Bisu 1096
actioN 307
Stork 270
firebathero 210
Larva 206
Rush 166
Snow 135
Hyuk 67
[ Show more ]
hero 59
Sea.KH 37
Sexy 24
sSak 24
Sacsri 20
Terrorterran 18
scan(afreeca) 14
yabsab 13
Dota 2
qojqva3572
Dendi2048
Counter-Strike
fl0m6485
x6flipin593
hiko567
Heroes of the Storm
Khaldor131
XaKoH 113
Other Games
singsing2414
FrodaN862
Beastyqt379
ceh9337
crisheroes258
Liquid`VortiX147
ArmadaUGS105
Rex72
KnowMe69
Livibee68
Organizations
StarCraft 2
IntoTheiNu 1193
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 13
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2190
• lizZardDota2153
League of Legends
• Nemesis2457
• TFBlade479
• Shiphtur1
Other Games
• WagamamaTV235
Upcoming Events
OSC
4h 2m
Replay Cast
8h 2m
Escore
18h 2m
PiG Sty Festival
20h 2m
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
CranKy Ducklings
1d 18h
PiG Sty Festival
1d 20h
herO vs Krystianer
Solar vs Cure
IPSL
2 days
Sparkling Tuna Cup
2 days
PiG Sty Festival
2 days
Maru vs Shameless
Reynor vs TriGGeR
IPSL
3 days
[ Show More ]
OSC
3 days
Afreeca Starleague
3 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
3 days
The Patches Monday
4 days
Afreeca Starleague
4 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
5 days
The PondCast
6 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-08-12
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
PiG Sty Festival 8.0
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.