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[D]Battlecruiser Viability in TvP

Forum Index > StarCraft 2 Strategy
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-Mav-
Profile Blog Joined November 2010
United States50 Posts
Last Edited: 2011-04-05 06:52:24
April 05 2011 06:39 GMT
#1
Hello everyone. I've been trying to find more ways to deal with the awesome protoss late game, and my experimentation has brought me to the Battlecruiser. Here is my take on why the Battlecruiser is a great option vs protoss, and I want to hear everyone's opinions and experiences with battlecruisers in TvP.

I'll go over what I've learned using Bcs in TvP.

First off, Bcs are air units, meaning they don't have to deal with the ridiculous dps that is the colossus, the anti armor capabilities of the immortal, and they aren't hindered by forcefields. In addition , their recent speed buff allows them to engage and not have to commit. They can easily disengage, and head home to cut losses/get repairs.

We know what can't hit battlecruisers, now lets look at the protoss things that can shoot up, and see how they fare vs battlecruisers:

Stalker. Probably the most common response you'll see. They will chrono upgrades and get blink. Blink stalkers actually do ok vs bcs in smaller numbers and are the most spammable response; bcs need at least scv support until their numbers start approaching critical mass. Ravens come into play here with PDD. If you have the gas(somehow), marauders work wonders since they tear through stalkers.

Sentry. Doesn't do much minus guardian shields for the other units.

Void Ray. Here is another common response. Best way to handle these is with yamato cannon. Having marine backup melts them as well.

Phoenix. Probably won't see these often since they don't do anything to armored targets.

High Templar. This is the most dangerous response to your bcs. They can feedback the bcs and storm any scvs/bio you may have. Your best bet is to either make sure you get yamatos off right away, or EMP your bcs or the HTs pre-engagement.

Archon. They have splash damage so watch out! Probably won't see them unless they are morphing from hts. Focus them down since you probably won't have yamato.

Carriers/Mommaship. Probably won't see these often, but same rules apply as void ray.I'm not too certain how bcs fare here. If you have experience vs carriers and motherships, please say how it went!



There is one major issue with this strategy. The protoss player can get his colossi ball faster than you get your critical mass of bcs. You need to somehow hold out and get enough resources to support bc production until you have enough bcs to fight him.
The best I've managed to answer this problem is with a standard bio FE opening, to cloaked banshees to help defend/harass and keep his workers down, then go into bc production.



This is my take on the BC in this MU. Now I ask all of you. How do you implement Bcs in TvP? And what do you think of their effectiveness? Lastly, if your a player who uses them as a late game unit, how to you hold the line until you get the bcs out?
RedMosquito
Profile Joined September 2010
United States280 Posts
April 05 2011 06:46 GMT
#2
ive gone through the same logic as you have and i came to the conclusion that they are indeed viable in the matchup. you need to get somewhat a critical mass of them before you fight. i usually wait for about 6 or 7 and a fully charged raven. bc strats are best on big maps like terminus re or taldarim altar. expand alot and fast. i usually go 3 starports off 3 base then 4 starports off 4 base. and ofcourse make lots of rax units for mineral dump
Keilah
Profile Joined May 2010
731 Posts
April 05 2011 06:48 GMT
#3
I always find BCs hard to deal with as protoss, but I don't know if it's possible to get them without dying unless you already have 4+ bases. Once you reach ultra-late-game though, I see no reason not to build some starports and pump some BCs.
Washow
Profile Joined March 2010
Korea (South)119 Posts
April 05 2011 08:34 GMT
#4
This is why you just add some BCs on top of the mostly banshee army. Check out the banshee build
Came Norrection
Profile Joined March 2011
Canada168 Posts
April 05 2011 08:38 GMT
#5
BCs are probably good against toss going zealot colossus phoenix. they just don't have enough aa and if you get yamato it will be good against colossus. I have no idea what to support the BCs with tho.
"The lie is just a great story ruined by the truth."
FudgeMunkey
Profile Joined March 2011
Australia59 Posts
April 05 2011 08:44 GMT
#6
If your BC are caught out in the open, 4 stalkers can kill 1 BC quite effectively.
I would recommend waiting till you have 5 or so BCs before pushing out.
I'm curious to what units you'd back you BCs up with? They do cost 300 gas and they really need support so what unit goes well with them?
"Those who brag are the real losers" :D
valheru
Profile Joined January 2011
Australia966 Posts
April 05 2011 08:45 GMT
#7
I think the BC will remain firmly a late game option but I do think that it will do very well at that role.

I've noted that in the late game even pros's go over 1k gas with bio, so BCs would work as an effective gas sink. If they have support then they will decimate protoss some good emps to eliminate feedback and weaken stalkers and I think the BCs will absolutely clean up.
I reject your reality and substitute my own
Exactable
Profile Joined April 2011
Australia263 Posts
Last Edited: 2011-04-05 09:10:57
April 05 2011 08:52 GMT
#8
http://sc2rep.com/replays/(T)ESCGoOdy_vs_(P)RAZERiNSo_shakuras_plateau_sc2rep_com_20110329/6477

Check this game out. 50 min+ game with everyones favorite mech terran Goody.

He goes for his token mech opening with 3 tech lab factories and 1 reactor factory. Using a lot of tanks to hold his expansions with a couple thors and some hellions mixed in for zealots and harass. A reactored star port pumps out vikings early game to keep the colossus back. On 3 base he adds 2 tech lab star ports and transitions into mass BC. The fire power and staying power of the mass BC is just too much even with good feed backs.

Edit: Yamato targets seem to be immortals to prevent them from shredding your tanks and thors while still mixing in vikings to take out void rays and colossi. The only thing left to worry about is HT but as can we be seen with the huge HP of the BCs the feed back wasn't as deadly as you'd think. If he had mixed some ghosts in (lol gas) it would of been a joke.
TheOracle
Profile Joined May 2010
Australia256 Posts
April 05 2011 08:55 GMT
#9
On April 05 2011 17:44 FudgeMunkey wrote:
If your BC are caught out in the open, 4 stalkers can kill 1 BC quite effectively.
I would recommend waiting till you have 5 or so BCs before pushing out.
I'm curious to what units you'd back you BCs up with? They do cost 300 gas and they really need support so what unit goes well with them?


I assume the support options would vary depending on what the Toss is fielding to counter you. Since they are so expensive, we'll assume primarily rax units, with a few medivacs. If the toss goes stalker heavy, you invest more into Marauders, while if they go voidray you make more marines. HT obviously mean some ghosts, but they are very expensive when already fielding BCs, so you'd want to balance that carefully.

On a side note, I assume you'd want the cannon upgrade asap, to burn your energy and to take out either voidrays or collosi/other ground demolishing units. Out of interest, is it worth the cast time to use the cannon on stalkers?
Deyster
Profile Blog Joined April 2010
Jordan579 Posts
April 05 2011 09:06 GMT
#10
I'm not that good at macro (and hence I'm only gold league), but I found that against the regular Protoss Army that consists of usually Zealots/Stalker/Sentry/Colossus that I come up against in PvT can be countered with Marine/Marauder/Medivac/Viking, but since the change to the Battlecruiser speed, I tested in a few games if I could get battlecruisers with my army. And I found out that with battlecruisers and 5-6 vikings, you can demolish the colossus army really fast with Yamato cannon and the small number of vikings, and after that the battlecruisers are still useful unlike vikings who just die silly to ground army when landed, and also ofc, the rax units would demolish the protoss ground army without the colossus.

I dunno if this build would work on high levels, but for me when getting 3 bases, I used to just stay on 4 gas geysers and still be fine with MMM Viking, so I started taking the gas on the 3rd and still managed to afford upgrades, army and Battlecruisers.
Watch the minimap.
LocsomFKC
Profile Joined March 2011
Peru44 Posts
April 05 2011 09:16 GMT
#11
It could be interesting to see those BC fighting. The problem is the time: if protoss see (obs) you are doing mass starports (3 is already uncommon), we are going to make mass stalks + obs and get a 3rd or 4 expo easy.
I think the key of that BC's plan is to get as much time as possible without being killed with a big mass. I think making not-stop small medivac drops will give you the time you need.
Fancy.
Profile Joined March 2011
Germany58 Posts
April 05 2011 09:21 GMT
#12
On April 05 2011 17:55 TheOracle wrote:

On a side note, I assume you'd want the cannon upgrade asap, to burn your energy and to take out either voidrays or collosi/other ground demolishing units. Out of interest, is it worth the cast time to use the cannon on stalkers?



Indeed it is, Yamato got 3 Second cast time and will kill a Stalker outright, no matter what. When shooting, an unupgraded Bc would deal only ~100 Dmg, w/o Guardian Shield. So if there arent any other high favorable targets to Yamato, go get that Stalker.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 05 2011 11:26 GMT
#13
I use Battlecruisers quite regularly in TvP, and in my opinion they are the absolute most powerful unit against Protoss. The only two units that can deal with them are Void Rays and Stalkers. Void Rays die to Yamato in 1 shot, and Stalkers vs upgraded BCs is just silly.

I recently released a replay pack based solely on the usage of Battlecruisers in the TvP matchup. Check it out and let me know what you guys think!
http://www.teamliquid.net/forum/viewmessage.php?topic_id=209264
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-04-05 11:38:28
April 05 2011 11:36 GMT
#14
Protoss has crappy anti air so BC has always been a good unit.
Only charged voidrays are nearly cost effective everything else is cost inefficient, as Terran you will need to find a safe way to transition into BCs.

i am very sure that Cloak banshees will play a huge role in that.
they have just sick dps, and keep the opponent pinned for along time.
Sethronu
Profile Blog Joined June 2010
United Kingdom450 Posts
April 05 2011 11:56 GMT
#15
I think going BC heavy is too gimmicky and easily countered to be a reliable build - Carriers or VRs with HT support are hard to deal with, and if you're teching up to BCs in any kind of a speedy fashion you won't have a lot of resources to spare both on pressuring your opponent and defending your own bases.

Personally I found a combination of Vikings & Banshees with Marine/Tank on the ground to be much more effective. Hide Marines behind the tanks so they don't get stormed to death, and you can push the opponents army hard with viking / banshee sniping running back to your tank/marine positions every time he tries to shoot back at you. It sounds kind of silly when you put it like this, but it's really quite good, and gives you a very smooth transition into BCs later in the game should it go on to the point where you take 34348 bases and have the resources to spend on fancy stuff, since you'll have solid positions already and air upgrades done etc.
Betalump
Profile Blog Joined September 2010
United States109 Posts
April 05 2011 12:27 GMT
#16
I've been working on a carrier build vs terran and I've seen battle cruisers a few times.

If the BC's come in the mid game the only support units the terran can afford is marine hellion and possibly a ghost or a few maruaders. The support for the few BC's absolutely melt to storms.

The problem with carrier vs BC builds is protoss is extremely cost effective against the units terran can build while trying to tech to BC's while terran has a very hard time breaking a protoss that is trying to tech to Carriers. So unless you cut some corners or get a hidden base up the protoss should crush before you hit critical mass or they simply will have to many carriers for you to deal with. In a straight up battle Carrier vs BC basically comes down to attack upgrades for the carrier vs yamato micro by the BC's.

I actually am curious to see if any sky terran styles develop... Especially since BC's are just as fast or faster than medivacs and banshees now...

I think BC's are much more viable if you slowly mass them off of one starport, unlike carriers that are more viable if you suddenly start pumping them 3 at a time.
HeroMystic
Profile Joined March 2011
United States1217 Posts
April 05 2011 12:30 GMT
#17
On April 05 2011 18:21 Fancy. wrote:
Show nested quote +
On April 05 2011 17:55 TheOracle wrote:

On a side note, I assume you'd want the cannon upgrade asap, to burn your energy and to take out either voidrays or collosi/other ground demolishing units. Out of interest, is it worth the cast time to use the cannon on stalkers?



Indeed it is, Yamato got 3 Second cast time and will kill a Stalker outright, no matter what. When shooting, an unupgraded Bc would deal only ~100 Dmg, w/o Guardian Shield. So if there arent any other high favorable targets to Yamato, go get that Stalker.

And to add on to that, you'd definitely want to use the Cannon quickly if there are HTs on the field, so might as well use it on something that can attack it.
Escapist
Profile Joined July 2010
Portugal548 Posts
April 05 2011 12:39 GMT
#18
Battle Cruisers are now a viable option for late game Terran playing and a new tool for any terran player. The new speed allows for an easier follow up of the rest of the units while at the same time allows it to be microed more consistently.

Adding to this thread an example of a Battlecruiser build with Yamato Cannon at a high profiled matchup for anyone interested:

DignitasnAni -Naniwa- (P) VS ESCGoOdy (T) G2 [BDL]



Replay file: http://www.mediafire.com/?c1sb5z4rcujxbeg

Peace.
EU / US / KR English Shoutcasted Matches 720p HD -> http://www.youtube.com/user/xHydrax
scGizmo
Profile Joined August 2010
United States10 Posts
April 05 2011 13:02 GMT
#19
There is a player named Debo who use to get BCs against protoss before the speed buff. They worked very well from what i saw. He won a lot of games with them. After he got his 4th base it seemed he would start pumping them out as well as marines. Since at that point in the game the marines already had the upgrades needed to be a sufficent support unit, it seems like after a 4th base pumping out BCs would be good. Especially since you have tons of SCVs already to help repair.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 05 2011 13:34 GMT
#20
Upgraded gateway units perform quite well against unupgraded BC's which can make it really troublesome to transition into them.
Their damage against 3/3 zealots isn't that spectacular for their cost and they actually die quite quickly against 3/3 stalkers. This making going into them from bio pretty difficult but if you already have a attack upgrade for your vikings anyway it does get tremendously easier.

The best way is probably to go into them by using a tank style first though, tanks help you turtle better to prevent dieing before getting them out and they also prevent the protoss from using mass blink stalkers effectively. Tank based terran is a pretty good style on some maps like xel naga where you can really set up well in the middle, on other maps like metalopolis it sucks and so do BC transitions imo.
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