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[D] *SPOILERS* GSL Discussion of Tank Play

Forum Index > StarCraft 2 Strategy
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Jombozeus
Profile Blog Joined August 2010
China1014 Posts
Last Edited: 2011-02-16 03:12:11
December 07 2010 14:16 GMT
#1
This was made during the GSL3 where I asked about the possibility of Jinro playing mech vs. MC. It seemed like many top players disagreed, but now this style has caught on, I reckon its necessary to bring this topic back up for discussion.

I hate to be a lowly masters T player and say "I told you so"... So I will begin this topic like this:

How can Mech play be effectively used vs. protoss? Is it only as a transitional phase between bio and lategame or a viable earlygame tech path?

OLD:
+ Show Spoiler +
First of all, I am not sure if this is entirely acceptable due to the possibility of ruining surprises the players are hiding. Beyond that, if anything is wrong with it, please lock.

CONTAINS:
SPOILER ON GSL3 - RO8 Games


EDIT:
I hate to bump this up but.......
Can we see if its viable, now + Show Spoiler +
that Jinro has proved it possible?


------------------------------------------------------------------------

ORIGINAL POST:
+ Show Spoiler +

NO LONGER RELEVANT:
Having said that, it is time for our favorite Korean oGsMC to battle in a teamkill clash against our awesome friend Liquid'Jinro. There are quite a few of us who are hoping for the best for Jinro, but he has stated himself that the chances are quite slim for him. oGsMC has said that his win-rate against Terran is 95% (this is not technically proven wrong at all by the MarineKingPrime game, statistically speaking we do not have enough data to be able to analyze a 3-1). Since Jinro is MC's main practice partner, I have a feeling that 95% is contributed largely by Jinro.

So according to the players, MC is heavily favored.

WHY:

Macro:
Jinro is known for his ability to outmacro his opponents as a Terran, he retains the foreigner style of expanding as much as possible while abusing orbital scans. However, it is a fact that MC's macro cannot be underestimated. I cannot really decipher who has the advantage here, as these two players have not played live together before and macro does not mean who can make more crap necessarily, macro is very dependent on the VS. player.

Micro:
Jinro is not known for his micro, not saying that it is subpar, but he has yet to prove to us that he can arc his marines faster than Foxer or studder-step his banshees more precisely than Boxer. MC had phenomenal High Templar micro against Foxer's ghosts. It may be because of Foxer's lack of practice with ghosts, so this does not mean everything. However, from his experiences with SC1 as a progamer, it is quite likely his micro is just one step ahead.

Game Sense/Decision Making:
MC is an aggressive player, so he gains game sense by pressuring his opponent at all times, keeping them in check with offensive units. This has the advantage, as described by the man himself, of creating psychological stress for the opponent. Jinro has great game sense through his love for scouting (see hero reaper), and an abuse of lolrbitals. Against an aggressive Protoss like MC, I would imagine that Jinro might not be able to spare scans as he could against Choya. Note Choya looked like he had better macro because Jinro was sacrificing mules, NOT because Jinro was falling behind.

If I had to rank the two, I would say that in a macro game, Jinro may have the better game sense and decision-making. The chances of MC allowing this is slim though, it is against his style. Therefore, I think there is a slight advantage for MC.

Overall:
The main reason why I think MC has the edge is because his ability to thin out his opponents and deflect absolutely everything is just amazing. He favors midgame pushes if the opponent is playing more aggressive, and he favors a early/midgame timing push followed by a macro overkill when advantage has been gained.

These speculations are only based on their games from this GSL season, because I personally believe that the situation and setting has a vast difference on a player.



What can Jinro do?

Jinro said himself that if he plays his style, he will most likely lose to MC. MC is a TvP mentor for Jinro and MC has Jinro's style figured out. I believe the best route of action is for Jinro to dust off the foreigner style and bust it out in the GSL.

The current metagame for GSL TvP is MMMG / Viking vs. Gateway / Collo into Gateway / HT. This is the case because either the Terran or Protoss player WILL do a early/mid game timing push that is designed to gain an advantage. MMM and Gateway are the only pathway to defend a timing push. The logical transition for P is Collosus as MMM will overrun Gateway units in the midgame. This will force a Viking transition, which will in turn force a HT transition. (Leaving out forge expand as MC doesn't do that). It seems like MC has this figured out, and breaks the chain somewhere between the MM to MMM transition through pressure timings.

This leads me to believe that Jinro should attempt another strategy:
Tank/Mech-transition.

This is not popular for the GSL as it requires the player to actually make a factory before 4000 barracks, a counter-intuitive move in the cheese plagued GSL3. It is however possible as a way to cut down midgame timing pushes. Tank semi-turtling can do wonders against gateway units. It will force airplay through phoenixes and void rays, or it will force collosus/Immortal play.

It is probably not the most viable way to play, but I'm proposing that a risky deviation may be beneficial. Cheese isn't that effective against MC, so an entirely new playstyle may be good to try out.



From this assumption, we are transitioning into a general discussion of tank play in response to an aggressive protoss style. MC and Jinro is just a case-study from this point on.


Assume phoenixes:
Phoenixes are a great counter to mass tanks, as it can lift sieged tanks. They also shut down any sort of airplay, as phoenixes pretty much hardcounters any starport unit.
Mass marines must therefore be assumed. Since drops are risky during phoenix play, the Terran's army will remain fairly immobile. This will allow the Protoss to outmacro Terran, transitioning into HT or Collosus comfortably.

The key to Terran defense before HT/Collo is for MM to stand between the tanks and phoenixes AND the gateway units at the same time. This usually means the army has to stay in base. Staying in base is not something the Terran wants to do against a protoss massing up a 200/200 army, Protoss HT tech at max can and will destroy MMM. A Terran then has to slowpush. I'm not the best T player when it comes to slowpushing against P, so this is up for discussion.

Alternative:
Thor. Not very sure, ideas?

Assume void rays:
Void rays can come in cheese-sized or deathball-sized. 1-3 VR cheese will prove difficult to us commoners, but I'm pretty sure top T's have it figured out that it becomes too dangerous to try, especially as MC wants to have a guaranteed play in every game.

Gateway / Voidray midgame push:
Very difficult to deal with, turrets are not particularly effective as a counter. Marines can be used, leading to the same effect as the phoenix play, with more emphasis on busting the tanks than expanding.

Viking play will turn out into Tank/Viking. TvT much lol. I have no idea how it will turn out in TvP, any thoughts?
(I personally think if Terran gains air dominance, drop play is a necessity).

Assume Collosus / Immortal:
I haven't seen this in a while in a top level game. From my measly 2000 T experience, I personally find it very hard as a Terran player. If the midgame push is held off, Collosus is still much more mobile than the tank army, and will likely lead to another subsequent deathball.

Drop play seems like almost a necessity at this point. Collosus leads very little room for drop defense, the only viability is stalkers, which is possible to some extent.

The other Terran response is banshee/raven play. This is probably going to require 3 bases, or heavily cut into tanks. What do you guys think? Viable?


Conclusion:
I'm not making a conclusion or a tl;dr.
I admit this thread has pretty flimsy arguments due to the many assumptions made by me. We simply do not know enough about the current metagame through just the GSL.

My question is however:
If Terran is to move on from MMMG / Viking vs. P, will tanks be a good route to take? It should defend early gateway pushes decently, but teching or expanding will be much easier for the protoss.

Main discussion points:
If the foreign tank slowpush method is executed as a response to MC's hypothetical dominence, what will likely be resulted? What can be done to maximize the tank play?

Assume Phoenix:

Assume Void Rays:

Assume Robo:

Assume 4gate / gateway play:

Any other viewpoints and discussions raised are welcome too. However I will not be making a poll, because TL is just too Jinro-loving to do anything with a poll other than bringing out some lame 1-sidedness.

GOGO!
JBrown08
Profile Joined September 2010
Canada306 Posts
December 07 2010 14:20 GMT
#2
Ever think of not spoiling something for others?
Debeli
Profile Joined August 2008
Croatia93 Posts
December 07 2010 14:23 GMT
#3
why spoil with the title itself? -.-
<ToT)ret(> gogo andromeda <CJ_IdrA[Media]> you win games by making sunkens and ultras <CJ_IdrA[Media]> shut the fuck up
Jombozeus
Profile Blog Joined August 2010
China1014 Posts
December 07 2010 14:24 GMT
#4
Extremely sorry...

Was not thinking at all.
Please lock or change out topic ASAP
proxY_
Profile Joined July 2010
United States1561 Posts
December 07 2010 14:24 GMT
#5
Naama plays this style very effectively in the dreamhack finals against Mana. I think it's largely map dependent as you want a relatively constricted map to do this on, Steppes, Delta, and Jungle all come to mind.

It might be too much to ask for Jinro to come up with an entirely new playstyle for the matchup in like 2-3 days though. Maybe he can try to work it into one or two games. I think the smartest play for Jinro would be to do a raven banshee timing all in one game, this tank play maybe one or two games, something a bit unorthodox like a pre-ignitor drop one game etc. Ultimately, the only way Jinro takes this series is if he plays within his comfort zone hes just going to have to play solid games.
Phrencys
Profile Joined August 2010
Canada270 Posts
Last Edited: 2010-12-07 14:30:36
December 07 2010 14:30 GMT
#6
I'm confused...

Is this a thread discussing games that still haven't happened?
Zorkmid
Profile Joined November 2008
4410 Posts
December 07 2010 14:31 GMT
#7
Well this sorta sucks. IMPOSSIBLE to avoid this spoiler. Anyways.

I think Jinro will need to mix-in some completely new builds to win.
bobcat
Profile Joined May 2010
United States488 Posts
December 07 2010 14:38 GMT
#8
On December 07 2010 23:16 Jombozeus wrote:

Assume void rays:

Viking play will turn out into Tank/Viking. TvT much lol. I have no idea how it will turn out in TvP, any thoughts?
(I personally think if Terran gains air dominance, drop play is a necessity).


P will most likely respond to tank viking with immo/chargelot/stalker play possibly switching back to phoenixes.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2010-12-07 14:49:54
December 07 2010 14:49 GMT
#9
+ Show Spoiler +

Part of that phenomenal templar vs ghost play that MC had on jungle basin (HIGHLY RECOMMENDED MATCH) was due to the fact that MC had a VISION advantage from controlling both the watchtowers, and so he could see every single ghost, and pick them off with feedback the moment they didnt have an escort.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
December 07 2010 14:50 GMT
#10
tank play simply sucks vs P on most maps, not a viable option. Tanks take away the mobility from the entire army, do crap damage vs zealots and are gas heavy. Imo they are only good at LT and steppes of war vs protoss.

Best bet for Jinro if he doesn't favor his chances in the lategame is obviously to do a form of cheese.

Proxy factory thor rush or proxy stargate banshee play are still decent strategies as long as the patch doesnt go live and might give enough psychological advantage to win the rest of the games the normal way. I certainly expect jinro to do a all-in at least once or twice during the BO7. Games between practice mates can always be very weird as both players might want to deviate from their standard play just to get an edge.
Jombozeus
Profile Blog Joined August 2010
China1014 Posts
December 07 2010 15:06 GMT
#11
On December 07 2010 23:50 Markwerf wrote:
tank play simply sucks vs P on most maps, not a viable option. Tanks take away the mobility from the entire army, do crap damage vs zealots and are gas heavy. Imo they are only good at LT and steppes of war vs protoss.

Best bet for Jinro if he doesn't favor his chances in the lategame is obviously to do a form of cheese.

Proxy factory thor rush or proxy stargate banshee play are still decent strategies as long as the patch doesnt go live and might give enough psychological advantage to win the rest of the games the normal way. I certainly expect jinro to do a all-in at least once or twice during the BO7. Games between practice mates can always be very weird as both players might want to deviate from their standard play just to get an edge.


I think it has been quite proven that MC has the Terran cheese timings figured out. That's why I don't think it will be very easy for Jinro to cheese and win at all.

Tank play will not work 100% of the time, probably not even 50% of the time, but it may catch MC offguard. That's why I'm proposing it as a possibility in one of the more tank-favoring maps.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 07 2010 15:10 GMT
#12
Tanks are viable in TvP, you just need to figure out a way to keep protoss units off your units. Naama did this by making bunkers and doing ultra turtle slow push/contains with large layers of tanks and buildings in front of your tanks.

Use MMM to take up position outside of the Protoss natural and then throw down a hard contain with buildings and stuff while expanding with a raven or two for PDD. Problem is.. what do you do if you can't contain toss like that?

Can you slow push across the map?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Jombozeus
Profile Blog Joined August 2010
China1014 Posts
Last Edited: 2010-12-07 15:19:29
December 07 2010 15:16 GMT
#13
On December 08 2010 00:10 Antisocialmunky wrote:
Tanks are viable in TvP, you just need to figure out a way to keep protoss units off your units. Naama did this by making bunkers and doing ultra turtle slow push/contains with large layers of tanks and buildings in front of your tanks.

Use MMM to take up position outside of the Protoss natural and then throw down a hard contain with buildings and stuff while expanding with a raven or two for PDD. Problem is.. what do you do if you can't contain toss like that?

Can you slow push across the map?


My idea of how it may play out is that MC will scout with a stalker, but it will be denied, as the timing isn't right. The first confrontation with the tank will be MC's first push, which will probably consist of gateway units, and he will be shelled by 1 shot of tank and move back. From this point the Terran will be at an advantage because the Protoss had unnecessarily made too many units that are unable to bust the Terran.

The protoss will not proceed to either stargate tech, robo tech, or expand. There will be a timing from a mid-late game for the protoss, that may overrun the terran by outteching or outexpanding. A successful slowpush to expand is needed to catch up before the 200/200 deathball. It is worse off economically than a simple MMM push into expand, but it allows for more options as you are turtled and scouting is much harder for the Protoss.

This is very self-explanatory. But what I am saying is what are the advantages and/or disadvantages or the differences caused by the Korean PvT metagame? Will the tank push be more viable due to the way MC plays P?
Zzoram
Profile Joined February 2008
Canada7115 Posts
December 07 2010 15:22 GMT
#14
Doesn't PainUser have a TvP mech transition build he used against Tyler? IIRC it was a really solid build and Tyler thought it was really hard to beat.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2010-12-07 15:38:16
December 07 2010 15:37 GMT
#15
It's an interesting idea, but I'm not knowledge enough on T to comment. Hopefully a good T can stop by.

+ Show Spoiler +
One thing I was wondering was why Jinro didn't include any tanks into his army in g5. The production tab showed him researching siege and building a tank, but I never saw it on the map. Since he had the base advantage (as well as in g4), it seemed like 1-2 siege tanks would completely nullify the colossus advantage and force choya to engage whereever Jinro wanted him to.
ModeratorNow I'm distant, dark in this anthrobeat
Jombozeus
Profile Blog Joined August 2010
China1014 Posts
December 07 2010 15:59 GMT
#16
I'm currently listening to the SotG podcast, and I found day[9] advocating a carrier transition if terran goes tank.

His argument is that some Terrans are realizing that if they passive slow-push with tanks, it is actually harder for protoss. He has a long explanation, I recommend the december 5th podcast, at about 1/3 the way in. So according to what day[9] is saying, tank pushes may become more viable in the future, too.
NonY
Profile Blog Joined June 2007
8751 Posts
Last Edited: 2010-12-07 16:50:04
December 07 2010 16:47 GMT
#17
Tank play is pretty damn bad imo. I thought naama played well in the dreamhack finals but he did not convince me at all that tank play is good TvP. He played a bad strategy really well and won. I'm sure inca or huk could have shown how weak it is but mana didn't seem to be on the same page as us. I highly doubt jinro is gonna make good use of tanks throughout the series. If he uses tanks, I'm sure it'll be map-specific.

He has to win by recognizing and stopping MC's early aggression and by having good micro, macro and army compositions in mid game.

Generally, against many factories, transitioning to stargates is good. against MM + tank, speed zealots are good. But macro and timings have to be adjusted for the different flow of the game. A protoss who simply changes his composition and continues to play the same is still vulnerable.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
avilo
Profile Blog Joined November 2007
United States4100 Posts
December 07 2010 17:05 GMT
#18
On December 08 2010 01:47 Liquid`Tyler wrote:
Tank play is pretty damn bad imo. I thought naama played well in the dreamhack finals but he did not convince me at all that tank play is good TvP. He played a bad strategy really well and won. I'm sure inca or huk could have shown how weak it is but mana didn't seem to be on the same page as us. I highly doubt jinro is gonna make good use of tanks throughout the series. If he uses tanks, I'm sure it'll be map-specific.

He has to win by recognizing and stopping MC's early aggression and by having good micro, macro and army compositions in mid game.

Generally, against many factories, transitioning to stargates is good. against MM + tank, speed zealots are good. But macro and timings have to be adjusted for the different flow of the game. A protoss who simply changes his composition and continues to play the same is still vulnerable.


QFT. Tank play in TvP is horrrrribbbleeeeee. With how there is unit movement literally every second, you can't afford TvP to siege/unsiege over and over like in TvT.

There's a reason why MMM+viking is standard, and that's because it is the most viable option, and has the most mobility and SC2 = mobility. I would entirely agree with OP that you can go tanks TvP and mech if this were like 4 patches ago when tanks did SC1 damage.

Sadly, they killed that mech aspect of TvP, so basically if you're still building tanks TvP you're pretty bad or doing an all-in, or not being as efficient as you can be. I didn't watch dreamhack so I can't comment.

175/125 for a 3 supply unit that has to be sieged/unsieged and let's you get caught with your pants down over and over is never going to trump the 100/25 mobile unit that is just as strong.

Also, the other weakness of tank play is that usually to open into it safely you need to go 1 rax into raven opening, and when you do this you basically have no ability to mass produce units. This opening was great when tanks did 55 damage because even though you did not have as much production capability the slowly accumulated firepower made up for it...but obviously that's not true in the current patch.
Sup
debasers
Profile Joined August 2010
737 Posts
Last Edited: 2010-12-07 17:18:55
December 07 2010 17:15 GMT
#19
You just need speed zealots against tanks, the charge ignores the range advantage and they need like 5 shots to be killed. And also, if you think about it, the siege tank is bad against all protoss units because they are too big and the Zealot/Sentry are light
Grack
Profile Joined October 2010
51 Posts
December 07 2010 17:24 GMT
#20
well i used to think that tanks suck, but then i saw tt1 losing 3-0 to sjow and yesterday white ra getting 2 -1'd by sjow on his stream so im not sure anymore, he doesnt mass tanks tho just mixes few to the army
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