Previous Polls
+ Show Spoiler +
Best counter to no-gate fast expansion (ex: 12nex)?
+ Show Spoiler +
1. 1 rax fast expand: 7/12 = 58%
2. Bunker rush with 4 or less SCVs: 3/12 = 25%
3. Bunker rush with 5 or more SCVs: 2/12 = 17%
4. Dropship strategy: Fact-Starport-CC or Fact-CC-Starport: 0/12 = 0%
5. Other (please specify in a post): 0/12 = 0%
+ Show Spoiler +
Most preferred early aggresion build?
+ Show Spoiler +
1. Strong FD (Modern variation) = 8/21 38%
2. FD = 6 29%
3. 2 Fac Nada = 3 14%
4. 2 Fac Joyo = 2 10%
5. 2 Fac Vultures/Mines = 1 5%
6. Other = 1 5%
Other replies:
+ Show Spoiler +
I voted for 'Other', but my answer doesn't really count I guess, since I play with Bio/Tank against P. by AMaidensWrath
+ Show Spoiler +
Intro
+ Show Spoiler +
Liquipedia has soft-counter and hard-counter sections, but
1. it does not have a broad overview of using scouted information (for ex: if you see x, you should expect y and follow-up with z).
2. It does not have a broad mentality towards what mid- and end-game you should picture. For example, iloveoov build is really vague for me:
+ Show Spoiler +
It says:
"This build demands solid multitasking and game sense..."
"This build is still in its infancy but is the latest in TvP strategy..."
But, it doesn't say what you should do. It seems like this build is supposed to harass, but when? how? what? Harass when toss gets 3rd? or when he techs? Earlier? Later? What makes this different from just a plain siege expand into 3 fact into 5 fact build with dropship? Other than its lack of eBay (which would make beginning terrans like me really nervous)
"This build demands solid multitasking and game sense..."
"This build is still in its infancy but is the latest in TvP strategy..."
But, it doesn't say what you should do. It seems like this build is supposed to harass, but when? how? what? Harass when toss gets 3rd? or when he techs? Earlier? Later? What makes this different from just a plain siege expand into 3 fact into 5 fact build with dropship? Other than its lack of eBay (which would make beginning terrans like me really nervous)
It's made worse by the fact that iloveoov does not play anymore, and most of this linked games are from years ago.
Basically, I would like this to be a comprehensive guide by experience terrans who have found the most effective follow-up based on what they see. For now, I've written down what I have seen so far with my expectation and follow-up. It's definitely not perfect, and if it has more than 1 follow-up that means I've seen them both done, and I don't know which one is a better build (maybe one is safer to transition into macro play while the other can definitely end the game if executed properly before the opponent benefits from their tech/expansion). Also, a rough timing would help too (for example, maybe a player noticed that with 2 base arbs arbs are ready around x minutes; or maybe relative timing, arbs are ready when supply is around ~90; or upgrades are 1-0/2-1, etc.)
The format is:
+ Show Spoiler +
Expectation:
Follow-up:
Branch 1:
+ Show Spoiler +
- General BO:
- Upgrades:
- Mentality:
- Additional Details:
Branch 2:
+ Show Spoiler +
- General BO:
- Upgrades:
- Mentality:
- Additional Details:
...
Finally, I know that a lot of these things are situation- and map-dependent. However, just like beginners are encouraegd to learn standard play first, I think a player should grasp a general sense of strategies, and afterwards zoom in on a specific map or a specific situation and apply a different strategy rather than putting the map considerations before general gameplay sense.
The writings are incomplete because I don't have a complete sense of gameplay. But, I hope as experienced players contribute, this will become more like Stylish's guide, except with a focus on general gameplay sense rather than executing a specific BO.
Also, it'd be nice to have specific reactions. For example, I remember someone quoted Day[9] that if protoss loses reaver, terran should push. So a BO may contain a specific situation and reaction: Protoss loses reaver without significant damage to terran; Terran should push if he has x tanks and y vults, etc.)
Things to notice when scouting
+ Show Spoiler +
Pylon count
+ Show Spoiler +
If Pylon # < Depot #, a proxy pylon and therefore proxy building is likely.
Follow-up with using ~2 units (marine/scv) to scout around your base and other likely places for the protoss to proxy
Core spinning
+ Show Spoiler +
If core is spinning, the protoss is likely to be getting goon range upgrade.
Follow-up by preparing for early pressure with your tank, marines, and scvs to defend your wall and fend off any goon/zealot aggression.
If the core is not spinning, the protoss most likely saved the gas to climb tech tree. Expect reaver or dt.
Follow-up by building engineering bay and turret(s)
The protoss may fake you into thinking that he is getting range upgrade by buying air upgrade until your scout dies. Therefore, try to send a second scout or observe his goon behavior to see if the range upgrade was bought or not.
Gate count
+ Show Spoiler +
Elaborated on the General Mentality section below because gate count is a huge determinant. Summary: if you see 1 gate, prepare for tech (dt/reaver). If you see 2 gate, prepare for early game pressure.
Zealot count by konstantin
+ Show Spoiler +
If I see 1 Gate and there is no zealot, pylon count seems normal and the goon is coming out late then it is almost always a hidden tech somewhere on the map, 99% its DTs.
Author's note: the more zealot you see, the more early aggression you should prepare for; you can also expect a delayed tech. If you see 0 zealots, it may indicate tech tree, although protoss may just be going straight to goons. It's normal to see 1 zealot.
General Mentality
One Gate
+ Show Spoiler +
Expectation:
Early game one gate hints that the protoss is sacrificing ground units production for tech or greed. One gate can apply a decent amount of pressure to distract the terran as the protoss climbs the tech tree or plants a nexus
General Mentality
With a one gate build, the protoss has the option to go for fast tech (DT/reaver) or fast expansion. The most important thing is to find out what exactly he is doing.
1. Nexus
If you spot the nexus, then you can assume that the protoss is going FE. Although the protoss can still opt for reaver play or dt play, his tech will be delayed so you will not see DT or reaver anytime very soon.
2. Citadel
If you spot a citadel, on 1gate, it's obvious that the protoss is going DT rush. You must then check for robotics facility to see if it is a DR-drop. Follow-up with mine, engineering bay-minimal turrets around CC, and academy.
3. Robotics
If robotics, it can either mean that he is going reaver or quick observers. Observers usually imply either a bulldog or greedy play.
Therefore, because there are so many options, it is best to keep scouting as long as possible, because the moment you see any of those three buildings you have a much clearer sense of play. You can do few things to have versatility of your own as well.
If you want aggression, strong FD counters 1-gate-nexus into greedy play. At the same time, because you have mines, you have some defense against DTs as well. Reaver counters Strong FD, but I see progamers build starport and 1 wraith after push to keep shuttle-play in check. So a general BO you might compose may be Strong FD into Starport-CC, CC-Starport, or if you suspect greedy play Starport-Fac or Fac-Starport.
If you want to come out ahead with solid defense, you can opt for Siege Expand, which is a great build for those who know how to use it right. Siege Expand can defend against every tech or all-in rush given healthy dose of scouting and good incorporation of the information into your play. If you suspect DT, build 2 turrets by each CCs ASAP. If you suspect reaver, build turret ring. If you want to follow-up with a 2 base push, also build a turret ring to keep the opponent in the dark about your strategy and factory count.
The basic 2 mentalities against 1-gate builds is to 1) punish the protoss for greed/tech and 2) survive the protoss's strategy and come out ahead (in case of tech) or sacrifice early map control for a solid 2-base play into double armory, dropship harass, or a 2-base push (in case of greed)
Two Gate
+ Show Spoiler +
Expectation:
Two Gate means a strong early game pressure that can lead to a push against the terran's wall or bulldog. The protoss can also decide to create a strong contain to delay the terran's taking of natural. As long as the contain is held, the protoss is free to expand around the map unless the terran uses a dropship strategy.
General Mentality
The two general mentalities against a 2-gate pressure is to either 1) survive, push slowly and come out ahead economically and 2) use dropship to mount a low-risk attack and expanding safely after gaining an advantage.
In taking the expansion, the micromanagement of tanks, SCVs, and marines is very important, as well as the building placement. Against a sizeable force of goons, ~3 tanks and 5~6 SCVs are necessary to pressure them away from the natural. Use SCVs to block goons from being able to shoot tanks while also using other SCVs to repair tanks under fire. Fly rax and CC to make a wall asap. If you have marines, build a bunker. I believe that 3~4 marines are a good investment to reinforce terran's defense: they allow the terran to land their CC much earlier and easier.
EARLY
Attempted gas rush
+ Show Spoiler +
Expectation:
Ambiguous, open to anything
Follow-up:
Branch 1: Prevent Assimilator into Strong FD
+ Show Spoiler +
- General BO: 10rax-10refinery-14Fact-into Strong FD
- Upgrades: Mine-Siege
- Mentality: Stop the gas rush with a faster refinery; This will naturally transition into Strong FD and make use of the excess gas.
- Additional Details:
- Upgrades: Mine-Siege
- Mentality: Stop the gas rush with a faster refinery; This will naturally transition into Strong FD and make use of the excess gas.
- Additional Details:
Branch 2: Prevent Assimilator into Siege Expand
+ Show Spoiler +
- General BO: 10rax-10refinery-Fact-CC-Siege Expand
- Upgrades: Siege-Mine
- Mentality: Stop the gas rush, but adjust gas to smoothly return to a Siege expand
- Additional Details:
- Upgrades: Siege-Mine
- Mentality: Stop the gas rush, but adjust gas to smoothly return to a Siege expand
- Additional Details:
Branch 3: Destroy Assimilator into Siege Expand
+ Show Spoiler +
- General BO: 11rax-refinery when assimilator is destroyed with ~3 scvs-Fac-CC-Siege Expand
- Upgrades: Siege-Mine
- Mentality: Attempt to return to a normal BO by destroying the assimilator
- Additional Details:
- Upgrades: Siege-Mine
- Mentality: Attempt to return to a normal BO by destroying the assimilator
- Additional Details:
Branch 4: 1Rax-FE
+ Show Spoiler +
- General BO: 11rax-CC & bunker-Fact
- Upgrades: ??
- Mentality: Protoss will be set back by 100 minerals; therefore, take a quick expo with bunker to defend until tank arrives
- Additional Details:
1 gate core spinning
+ Show Spoiler +
Expectation:
1 gate pressure into FE
Follow-up:
Branch 1: Defensive Siege Expand
+ Show Spoiler +
- General BO: Rax-Fact-CC(Siege Expand)
- Upgrades: Siege-Mine
- Mentality: 1 gate pressure is not enough to hold off Siege Expand; therefore, expand safely with 2~3 tanks and 2~3marines
- Additional Details:
Branch 2: FD-style expand
+ Show Spoiler +
- General BO: Rax-Fact-CC (FD)
- Upgrades: Mine-Siege
- Mentality: Counter 1-gate aggression with 1-fact aggresion. Mines cane be used both defensively and offensively and provides defense against DT. In addition, 1-gate-nex protoss can take their natural earlier than you if they can pressure you into delaying it from landing. Early mines combined with passive-aggression will allow you to build CC on your natural, and you can add a bunker for those marines for solid defense
- Additional Details: Make 4+ marines, 1 tank. Instead off attacking the protoss with initial force, show a little bit of pressure and play defensively.
1 gate core not running, with or without missing pylons
+ Show Spoiler +
Expectation:
Reaver or DT rush, allin or into FE
Follow-up:
Branch 1: Defensive Siege Expand
+ Show Spoiler +
- General BO:Fact-CC-Ebay-Turret ring around base
- Upgrades: Siege-Mine
- Mentality: 1 gate no range can lead to many different harasses, mainly reaver or dt of various magnitudes. Play with great security with many turrets and siege to nullify both possibilities
- Additional Details:
2 gate core
+ Show Spoiler +
Expectation:
2 gate pressure into FE or bulldog
Follow-up:
Branch 1: Defensive siege expand with minimal turrets
+ Show Spoiler +
- General BO: Rax-Fac-CC-Ebay-2 turrets, each by CC
- Upgrades: Siege-Mine
- Mentality: Survive the protoss pressure with siege tanks and the terran will be ahead economically once he lands natural CC
- Additional Details: Be extra careful; leave 2nd CC in base and produce few SCVs until enough tanks are produced to fend off dragoons. Since heavy investment into goons mean little investment into tech, use minimal number of turrets necessary to fend off a surprise bulldog/DT/reaver
No gate FE("1x nex" or "12/13 nexus")
+ Show Spoiler +
Expectation:
Ambiguous, open to contain, bulldog, DT, Reaver, Carrier, arbier
Follow-up:
Branch 1: Bunker rush
+ Show Spoiler +
- General BO: Rax-Fact-Vult-Addon-Bunker at Protoss natural
- Upgrades: Mine-Speed
- Mentality: Nullify protoss's economic investment by destroying it with early aggression. You can choose to end the game or transition into mid-game.
- Additional Details:
If you want to nullify protoss's economic advantage and start on even grounds, pull 4 SCVs
If you want to end the game in an all-in move, pull ~7 SCVs
- Replays:
1. Shinhan Winners League Young vs sKyHigh 2009-03-28 @ Colosseum II
+ Show Spoiler +
Branch 2: Dropship Strategy
+ Show Spoiler +
- General BO: Rax-Fac-Starport (or Rax-Fac-CC-Starport?)
- Upgrades: Mine-Siege (or Siege-Mine?)
- Mentality: even the economic grounds or gain an advantage with vulture harassing the protoss's mineral lines
- Additional Details:
Ambiguous, open to contain, bulldog, DT, Reaver, Carrier, arbier
Follow-up:
Branch 1: Bunker rush
+ Show Spoiler +
- General BO: Rax-Fact-Vult-Addon-Bunker at Protoss natural
- Upgrades: Mine-Speed
- Mentality: Nullify protoss's economic investment by destroying it with early aggression. You can choose to end the game or transition into mid-game.
- Additional Details:
If you want to nullify protoss's economic advantage and start on even grounds, pull 4 SCVs
If you want to end the game in an all-in move, pull ~7 SCVs
- Replays:
1. Shinhan Winners League Young vs sKyHigh 2009-03-28 @ Colosseum II
+ Show Spoiler +
Branch 2: Dropship Strategy
+ Show Spoiler +
- General BO: Rax-Fac-Starport (or Rax-Fac-CC-Starport?)
- Upgrades: Mine-Siege (or Siege-Mine?)
- Mentality: even the economic grounds or gain an advantage with vulture harassing the protoss's mineral lines
- Additional Details:
COMMITTED
1 gate nexus & obs
+ Show Spoiler +
Expectation:
Greedy expansions with possible delayed reaver play
Follow-up:
1. Timing push?
2. Double armory?
Greedy expansions with possible delayed reaver play
Follow-up:
1. Timing push?
2. Double armory?
1 gate nexus & Reaver
+ Show Spoiler +
Expectation:
Reaver play into Expansion or Bulldog with reaver
Follow-up:
Fact-CC-Ebay-Turrets around base
Siege-Mine
Reaver play into Expansion or Bulldog with reaver
Follow-up:
Fact-CC-Ebay-Turrets around base
Siege-Mine
2 gate citadel
+ Show Spoiler +
Expectation:
Early DT into fast arbiter
Follow-up:
1. Fact-CC in base-ebay & Academy into taking 3rd and Double armory
Mine-Siege
2. Timing push?
Early DT into fast arbiter
Follow-up:
1. Fact-CC in base-ebay & Academy into taking 3rd and Double armory
Mine-Siege
2. Timing push?
2-4-6 Stargate Carriers
+ Show Spoiler +
Expectation:
Carriers supported by ground troops to end the game or severely damage terran's army
Follow-up:
Branch 1: Timing Push - by IceCube
+ Show Spoiler +
- General BO: 3/4/5/6 Fact Timing Push
- Upgrades: Siege, Mine, Speed
- Mentality: Nullify protoss's economic investment by destroying it with early aggression. You can choose to end the game or transition into mid-game.
- Additional Details:
There is a big timing window on carriers considering you scout the carriers as soon as it started. In the case of 2-base carriers, you must attack even with a vult-heavy army in order to destroy the protoss's ground army and gain map control because you have better chances against a protoss with carriers only than against a protoss with carriers supported by ground army.
If he has only JUST began his carrier tech, you can secure your bases and grounds with turrets and take down the protoss's expos.
During the window of time in which the protoss has invested heavily into carriers, but has not yet been able to take advantage of his carriers, you should gas expansions and build a goliath-heavy army.
In addition, core spinning is a strong indicator of carriers.
Carriers supported by ground troops to end the game or severely damage terran's army
Follow-up:
Branch 1: Timing Push - by IceCube
+ Show Spoiler +
- General BO: 3/4/5/6 Fact Timing Push
- Upgrades: Siege, Mine, Speed
- Mentality: Nullify protoss's economic investment by destroying it with early aggression. You can choose to end the game or transition into mid-game.
- Additional Details:
There is a big timing window on carriers considering you scout the carriers as soon as it started. In the case of 2-base carriers, you must attack even with a vult-heavy army in order to destroy the protoss's ground army and gain map control because you have better chances against a protoss with carriers only than against a protoss with carriers supported by ground army.
If he has only JUST began his carrier tech, you can secure your bases and grounds with turrets and take down the protoss's expos.
During the window of time in which the protoss has invested heavily into carriers, but has not yet been able to take advantage of his carriers, you should gas expansions and build a goliath-heavy army.
In addition, core spinning is a strong indicator of carriers.
Contributors:
This post will evolve to be not my work but rather the collective work of experienced players at TeamLiquid. I'd like to thank the following players for their participation:
IceCube
konstantin
Also, I'd like to thank the following players for their insightful posts that I've quoted in this thread:
idrA
Strategy posts
idrA:
+ Show Spoiler +
On 2 base timing push:
+ Show Spoiler +
On September 14 2009 03:38 IdrA wrote:
just in general 2 base timing pushes arent very good unless you got an advantage early on. protosses have gotten their builds/macro clean enough that timing windows are very very small.
also 4 or 6 fac is almost always better than 5 fac.
99% of the time no. timing is generally more important and its gotten to the point where a 2 base timing push is practically an allin. you're not even gonna want to build an armory if you can avoid it, just because you need to get factories up as soon as possible.
but on some maps you can play a much more delayed 2 base timing push where you get a starport and drop harass while building up a much larger army off 2 base, when doing that you definitely want the +1 early, sometimes even waiting for 1/1 or +2 and attack right before 3 base arbiter kicks in.
you should be keeping track of their army movement with mines for the most part, when you send out vultures to harass lay mines all over the middle. if they clear those all then yes you need to use scans to watch for them, otherwise its fine to scan for obs but like i said you dont really want to spend on an armory/goliaths in most 2 base timing pushes so you might have trouble killing obs. also bring 3-4 scvs for turrets.
depends alot on the map setup. if their third is far away from the rest of their base then you definitely want to go for their original main, as if you send your whole army to their third theyll just counter and you'll die. if they have no gateways/units at their third just send a tank and a couple vultures to kill it while you're setting up a contain and slowly pushing towards their natural.
set up a siege/turret/mine line and take your own third, unless its really hard to defend, and go starport+armories and into a normal macro game. if it is really hard to defend then you just need to wait longer, add a starport and dropship harass.
most people will say timing push. dont. unless you got some kind of big advantage early, or the map has really short rush distances, there isnt actually a timing window. simply turtle and take your third base (off 4 fac or less) as quickly as you possible can. get vessels and 2 armory grades very fast, and mine/turret up your base. fantasy vs jangbi on chupung was perfect example of how to play vs this style.
watch flash and fantasy vods, their general styles are really the only solid ways to play tvp. you really shouldnt be using 2 base timing pushes as a standard. its fine to mix in, or use as a reaction to situations where you have a macro advantage, but in general its not good.
just in general 2 base timing pushes arent very good unless you got an advantage early on. protosses have gotten their builds/macro clean enough that timing windows are very very small.
also 4 or 6 fac is almost always better than 5 fac.
99% of the time no. timing is generally more important and its gotten to the point where a 2 base timing push is practically an allin. you're not even gonna want to build an armory if you can avoid it, just because you need to get factories up as soon as possible.
but on some maps you can play a much more delayed 2 base timing push where you get a starport and drop harass while building up a much larger army off 2 base, when doing that you definitely want the +1 early, sometimes even waiting for 1/1 or +2 and attack right before 3 base arbiter kicks in.
you should be keeping track of their army movement with mines for the most part, when you send out vultures to harass lay mines all over the middle. if they clear those all then yes you need to use scans to watch for them, otherwise its fine to scan for obs but like i said you dont really want to spend on an armory/goliaths in most 2 base timing pushes so you might have trouble killing obs. also bring 3-4 scvs for turrets.
depends alot on the map setup. if their third is far away from the rest of their base then you definitely want to go for their original main, as if you send your whole army to their third theyll just counter and you'll die. if they have no gateways/units at their third just send a tank and a couple vultures to kill it while you're setting up a contain and slowly pushing towards their natural.
set up a siege/turret/mine line and take your own third, unless its really hard to defend, and go starport+armories and into a normal macro game. if it is really hard to defend then you just need to wait longer, add a starport and dropship harass.
most people will say timing push. dont. unless you got some kind of big advantage early, or the map has really short rush distances, there isnt actually a timing window. simply turtle and take your third base (off 4 fac or less) as quickly as you possible can. get vessels and 2 armory grades very fast, and mine/turret up your base. fantasy vs jangbi on chupung was perfect example of how to play vs this style.
watch flash and fantasy vods, their general styles are really the only solid ways to play tvp. you really shouldnt be using 2 base timing pushes as a standard. its fine to mix in, or use as a reaction to situations where you have a macro advantage, but in general its not good.
On number of factories for double expanding:
+ Show Spoiler +
On November 03 2009 15:25 IdrA wrote:
thats all map dependent. on a map with both expos behind 1 defendable choke you can expand off 1 or 2 facs. on a map with a wide open 3rd youll probably want to wait till 4 fac. and situations like desti you can choose to 1 fac triple and sit with tanks on your ledges or go later expand and set up outside your base. also depends on who came out ahead on builds. if they went 2 gate obs and you went fac cc theyre not gonna be able to pump units while making a really fast 3rd nexus, so if you know theyre expanding again you can expand yourself without many units. but if they went 1 gate triple nex and you went fac cc theyre gonna be able to make a bunch of units so you have to turtle harder and hope they mess up.
if you're playing double expo you arent trying to challenge their third, you're playing for the long game so upgrades are more important.
playing a passive 6 fac like that is almost always really bad. very rarely on a map like chupung or desti you can use it to just get really solid center control and then play economic catchup, but normally you're just killing your economy for no real gain.
thats all map dependent. on a map with both expos behind 1 defendable choke you can expand off 1 or 2 facs. on a map with a wide open 3rd youll probably want to wait till 4 fac. and situations like desti you can choose to 1 fac triple and sit with tanks on your ledges or go later expand and set up outside your base. also depends on who came out ahead on builds. if they went 2 gate obs and you went fac cc theyre not gonna be able to pump units while making a really fast 3rd nexus, so if you know theyre expanding again you can expand yourself without many units. but if they went 1 gate triple nex and you went fac cc theyre gonna be able to make a bunch of units so you have to turtle harder and hope they mess up.
if you're playing double expo you arent trying to challenge their third, you're playing for the long game so upgrades are more important.
playing a passive 6 fac like that is almost always really bad. very rarely on a map like chupung or desti you can use it to just get really solid center control and then play economic catchup, but normally you're just killing your economy for no real gain.
On 2 fac against 12 Nexus in general, on Andromeda, and Blue Storm
+ Show Spoiler +
On May 23 2009 12:48 IdrA wrote:
andromedas double nex to the min only is an unusual situation, you can trap them up the ramp and siege everything from the low ground
if they do it on blue storm you can 2 fac with one proxied as well, though its not as strong.
but 99% of the time 2 fac is not a good counter.
andromedas double nex to the min only is an unusual situation, you can trap them up the ramp and siege everything from the low ground
if they do it on blue storm you can 2 fac with one proxied as well, though its not as strong.
but 99% of the time 2 fac is not a good counter.
On playing safe (on lower level iccup):
+ Show Spoiler +
On September 25 2007 08:26 IdrA wrote:
well for low level iccup games and stuff where i can expect to outplay my opponent even if i start behind in econ tvp i'll send 1-2 scvs around the map watching for proxies, play 1 fac cc but get ebay before cc(or right after) and generally at least 2 tanks before cc, get siege before cc if its a map without a ramp (like longinus, tau), generally wait for like 5 tanks to move down and take my expo, just producing scvs in base while i wait. get acad around same time as 2nd fac, pretty early. enough turrets in my main to feel safe, maybe 1-2 on perimeter and 1 by main cc, depending on base layout.
this is all assuming the scout scv in his base didnt see anything that lets you know what hes doing.
from that point, if i see that he 1 gate double expoed or something similar while i was playing scared i'll generally move out and take my 2nd expo and turtle/harass my way back into the macro game. if he does attempt some kind of attack i should be able to hold it because of the ultra-paranoid build, then a 5-6 fac timing push a few minutes later should finish it.
well for low level iccup games and stuff where i can expect to outplay my opponent even if i start behind in econ tvp i'll send 1-2 scvs around the map watching for proxies, play 1 fac cc but get ebay before cc(or right after) and generally at least 2 tanks before cc, get siege before cc if its a map without a ramp (like longinus, tau), generally wait for like 5 tanks to move down and take my expo, just producing scvs in base while i wait. get acad around same time as 2nd fac, pretty early. enough turrets in my main to feel safe, maybe 1-2 on perimeter and 1 by main cc, depending on base layout.
this is all assuming the scout scv in his base didnt see anything that lets you know what hes doing.
from that point, if i see that he 1 gate double expoed or something similar while i was playing scared i'll generally move out and take my 2nd expo and turtle/harass my way back into the macro game. if he does attempt some kind of attack i should be able to hold it because of the ultra-paranoid build, then a 5-6 fac timing push a few minutes later should finish it.
On TvP on Luna:
+ Show Spoiler +
On November 27 2006 14:49 IdrA wrote:
no, luna tvp by far the best thing to do is to turtle, secure half the map and get a good fac count running then slowly move across the middle with a big tank wall, mining flanks and killing obs with gol+scan.
timing pushes and any other style are extremly vulnerable due to the open, unbuildable middle. a toss with good macro and a properly timed double expo can be invulnerable to any kind of timing attack if they dont make a mistake. you can try timing pushes and either hope your opponent is inferior or hope they make a mistake, but that is much less consistant, and anything that depends on your opponent screwing up rather than you doing something well is naturally unappealing.
no, luna tvp by far the best thing to do is to turtle, secure half the map and get a good fac count running then slowly move across the middle with a big tank wall, mining flanks and killing obs with gol+scan.
timing pushes and any other style are extremly vulnerable due to the open, unbuildable middle. a toss with good macro and a properly timed double expo can be invulnerable to any kind of timing attack if they dont make a mistake. you can try timing pushes and either hope your opponent is inferior or hope they make a mistake, but that is much less consistant, and anything that depends on your opponent screwing up rather than you doing something well is naturally unappealing.
On TvP on God's Garden
+ Show Spoiler +
On May 30 2006 20:26 IdrA wrote:
tvp its best by far to just turtle up, all the exps are easily defendable and close to each other. also attacking is dangerous because unless you catch him off guard and get set up the toss can usually use the terrain against you. (attacking from above the ramps n stuff) just set up with tanks/mines and take all the exps along your half of the map as soon as you can afford to safely. once you max with 2/2 or 3/3 grades or if you see him making carriers (and thus want to attack while hes weak, spending money/supply on carrs but not having them yet) push out, carefully, across the map.
tvz it sounds like you're just struggling with basic things like dealing with muta harass and lurks so theres probably non map specific problems there that nothing but practice will deal with.
however, fast expo is good (as it is in tvp) for muta harass just put 3-4 turrets in your nat minline, shouldnt be a big problem. if he has good micro and keeps picking off scvs leave a group or less of rines in the minline. pushing out against lurkers is really just micro and taking care to position yourself well in all cases. the cliffs do make it somewhat more dangerous but nothing that bad, if you dont have a vessel and want to conserve scans sacrifice a rine up the cliff or something to see where he is. otherwise just push normally. tank heavy builds(2 fac early) are good because you can abuse the center, siegeing on top of the ramps and around the center things in the terrain.
tvp its best by far to just turtle up, all the exps are easily defendable and close to each other. also attacking is dangerous because unless you catch him off guard and get set up the toss can usually use the terrain against you. (attacking from above the ramps n stuff) just set up with tanks/mines and take all the exps along your half of the map as soon as you can afford to safely. once you max with 2/2 or 3/3 grades or if you see him making carriers (and thus want to attack while hes weak, spending money/supply on carrs but not having them yet) push out, carefully, across the map.
tvz it sounds like you're just struggling with basic things like dealing with muta harass and lurks so theres probably non map specific problems there that nothing but practice will deal with.
however, fast expo is good (as it is in tvp) for muta harass just put 3-4 turrets in your nat minline, shouldnt be a big problem. if he has good micro and keeps picking off scvs leave a group or less of rines in the minline. pushing out against lurkers is really just micro and taking care to position yourself well in all cases. the cliffs do make it somewhat more dangerous but nothing that bad, if you dont have a vessel and want to conserve scans sacrifice a rine up the cliff or something to see where he is. otherwise just push normally. tank heavy builds(2 fac early) are good because you can abuse the center, siegeing on top of the ramps and around the center things in the terrain.
On TvP 3/3 200 Terran army:
+ Show Spoiler +
On April 17 2006 12:22 IdrA wrote:
most definetly theorycraft, i dont know about the math of it, how much each upgrade affects what, but anyone who has played a decent number of tvps or even watched a decent number of reps knows 3-3 metal is practically unstoppable without good arb or carrier useage.
most definetly theorycraft, i dont know about the math of it, how much each upgrade affects what, but anyone who has played a decent number of tvps or even watched a decent number of reps knows 3-3 metal is practically unstoppable without good arb or carrier useage.
On FD:
+ Show Spoiler +
On December 11 2008 23:21 IdrA wrote:
fd is a horrible, horrible build that should never ever ever be used
EVER
so fucking bad
seriously its like the worst of both builds. vulnerable to tech and freeloss to shuttles and a slow exp like 2 fac, and about as much killing power as siege exp.
how an aggressive build that can be defended by 1 gate range exp is considered viable blows my mind.
fd is a horrible, horrible build that should never ever ever be used
EVER
so fucking bad
seriously its like the worst of both builds. vulnerable to tech and freeloss to shuttles and a slow exp like 2 fac, and about as much killing power as siege exp.
how an aggressive build that can be defended by 1 gate range exp is considered viable blows my mind.
On February 01 2010 15:44 IdrA wrote:
strong fd is terrible, especially vs double nex
strong fd is terrible, especially vs double nex
On TvP on Moonglaive:
+ Show Spoiler +
On January 28 2010 23:05 IdrA wrote:
the tvts are largely because theres more high level t's than p's around and in general it was a better bet to put your p's on heartbreak ridge or matchpoint. pvz balance might have somethin to do with it as well, i dunno how it works for that matchup. the map is not t>p by any means. ya you can secure 4 gasses 'easily' but 2 of them are 2500 and if you do anything at all defensive protoss has 7 bases.
the best way to play it is to scout for their expo timing, if you see 1 gate exp or 1 gate robo exp go fac cc fac and kill them.
if they dont get a relatively fast expand your fac cc should give you an economic advantage, assuming you dont die to reaver or dt, in which case you can go for a 5-6 fac timing push.
just going straight for a big 2 base timing push will get you run over if their expo was done same time or before yours was. if you get stuck in that situation but dont see it in time to punish it then you kind of just have to turtle and hope they fuck up. you'll have 4 gas for a short time so it is possible to get a bigass mech army, then if they blow a recall or an attack you can just make one big unstoppable push while taking 2 more expos.
the tvts are largely because theres more high level t's than p's around and in general it was a better bet to put your p's on heartbreak ridge or matchpoint. pvz balance might have somethin to do with it as well, i dunno how it works for that matchup. the map is not t>p by any means. ya you can secure 4 gasses 'easily' but 2 of them are 2500 and if you do anything at all defensive protoss has 7 bases.
the best way to play it is to scout for their expo timing, if you see 1 gate exp or 1 gate robo exp go fac cc fac and kill them.
if they dont get a relatively fast expand your fac cc should give you an economic advantage, assuming you dont die to reaver or dt, in which case you can go for a 5-6 fac timing push.
just going straight for a big 2 base timing push will get you run over if their expo was done same time or before yours was. if you get stuck in that situation but dont see it in time to punish it then you kind of just have to turtle and hope they fuck up. you'll have 4 gas for a short time so it is possible to get a bigass mech army, then if they blow a recall or an attack you can just make one big unstoppable push while taking 2 more expos.