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[Q] PvT Hellion Drops - Page 3

Forum Index > StarCraft 2 Strategy
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iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
March 01 2011 08:51 GMT
#41
Like almost anything in this matchup (OR game) it comes down to scouting.

If you read tech which you should with this you should be leaning towards an obs build or stargate play in any regard. Scout with 1-2 phoenix or scout with chrono'd obs asap. After that it is tower management and base vision. Make your 3rd + pylons in a ring around your base so you can have vision of the drop +3-5 seconds faster. It ain't much but it helps. There are obvious "key" spots for the first 2-3 pylons on the perimeter as obviously you won't have full vision by the first drop.

After that it depends on comp but stalker/sentry is fine. Pull probes and DON'T RUN instead spread them out as best as possible. FF tight spots to block off the hellions and target down with stalkers.
DespisedIcon
Profile Joined January 2011
United States12 Posts
March 01 2011 11:55 GMT
#42
On February 28 2011 21:17 bodomReaper89 wrote:
Yeah but later on, the terran can easily drop you with 2 medivacs fully loaded with marauders who can stim and own your base. At this point from what I have expirienced in the ladder, it doesn't matter if there are 1,2, 3 or no canons at all .... everything still dies unless you have units there.

And even if the canons prove to be usefull, you still will have a unit force, that is about 450 minerals weaker, than the terran. This is like 4 zealots .... so if you engage a battle outside of your base, you will have a disadvantage

I don't want to say, that you can't "counter" this, but I think, that canons might not be the best solution =)


yes but the cannons buy you time for your units which should be hotkeyed so they will arrive very fast to defend, and late game i just keep 2 ht and a stalker or zealot at each base with a cannon or 2. owns drops just feedback them and they all explode before they unload a single unit
o rly?
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