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[G] Synystyr's TvZ 0/3 Hellion/Thor Build

Forum Index > StarCraft 2 Strategy
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Synystyr
Profile Blog Joined September 2010
United States1446 Posts
Last Edited: 2011-07-29 07:13:46
June 09 2011 18:19 GMT
#1
Hey TL, another Synystyr build coming at you...hope it gets as well received as my 4 Port Banshee build did. This one was due to popular demand. It should be fairly easy to follow along as I'll be using the same format as my previous build. Lets do it!

[image loading]

About Me:
+ Show Spoiler +
Finished Season 1 as a 3300 pt Masters Terran and haven't played too much Season 2 due to work. I am currently picking the game back up as I was recently inspired by MLG Columbus to play again. This build is my go-to build in TvZ


Build Order Background:
+ Show Spoiler +
The goal of this build is to quickly establish a phenomenal economy off of a 2 Barracks single or double expand. Because of the nature of double expanding, this opener is only viable on certain maps. After successfully securing a powerful economy, we aim to get a 200/200 army comprised of 0/3 Thors, Blue flame hellions and Marine or Marauder with their respective Tech Lab upgrades depending on whether Zerg went Roach/Infestor or Muta/Ling/Bane.

Why get 0/3 upgrades?
One of the best counters to Thors are Infestors with Neural Parasite. Without control of the main portion of your army, you die incredibly quickly. With 0/3 upgrades, when your Thors get NPed, they both take and do less damage. This is absolutely critical as it reduces the amount of friendly fire dealt immensely while also making your Thors super tanky against the Zerg army. With repairing SCVs, your Thors become almost unstoppable, even if NPed. Attack upgrades on mech make very little difference and only hurt yourself more with this build.

This army composition in my eyes is superior to Marine/Tank/Medivac in any standing fight. Instead of having Tanks destroy speedlings and banelings, you focus on blue flame hellions to roast them. Thors are the main damage dealing unit that cover both AA and dealing with armored Zerg units along with tanking massive amounts of damage. Marines or Marauders are used as a support unit to deal help deal with either Muta or Roach.

This is a very turtle-style build, so if that is not your style, then this may not be the build for you. Because of its map dependency, you will find results to be much different if you were to double expand vs a single expand. Let's get down to the build order and analysis.


Build Order 1: Double OC Expand
+ Show Spoiler +
This opener is only viable on the following ladder maps: Shattered Temple, Shakuras Plateau, Tal'Darim Altar and Typhon Peaks.

10 Depot
12 Barracks
14 Barracks
15 Orbital Command
16 Supply Depot
23 Command Center (in base)
27 Command Center (at Natural)
27 Supply Depot
Move barracks to create wall-in (more detail in Analysis)
30 Bunker x3 at Natural

Supply counts are no longer consistent, follow general layout

CC1 finishes, load SCVs and float to third(more detail in Analysis) -> OC when landed
Double Gas at Main
CC2 finishes, maynard 4-5 SCVs and build OC
Factory at 100 Gas -> Tech Lab
Double Gas at Natural
Armory upon Factory Completion
Blue Flame and Hellion upon Tech Lab completion
Thor and +1 Vehicle Armor upon Armory completion
Double Gas at Third
Add additional Factories until you have 5 -> All build Tech Labs
Continue Vehicle Armor research to level 3, build Marine or Marauder to deal with Muta or Roach, max 200/200 and push with army and 10-15 SCVs and take 4th base.


Analysis of Build Order 1:
+ Show Spoiler +
We open with a 2 Barracks Double Expand. The 2 barracks allows lots of marines to defend early pressure and forces early lings from your opponent. Applying pressure is optional. You expand once at 23 supply and again at 27 supply. Your first CC will be build in-base in the direction closest to your nearest third and the second CC will be at your natural. Here are the locations you would expand to on each ladder map.
+ Show Spoiler +
Legend:
Green: Where you spawn
Blue: 3rd base
Red: Alternate 3rd base if Zerg spawns at Yellow
Yellow: Where you don't want Zerg to spawn
[image loading]
[image loading]
[image loading]
[image loading]

As you can see, you want to take a third that isn't in the general line of scouting for the third. If your opponent spawns in a position that would easily scout your third, you can change locations. In those situations though, you may not be able to load 5 SCVs for quick saturation, but instead only have 1 SCV at your third to start.

The only exception to this rule is on Shattered Temple, where you may take an aggressive Planetary Fortress expand (see later).

Once you've established your expansions, you want to do a 3 Bunker wall-off and move your barracks accordingly to defend against early Bane/Ling aggression. Here are pictures for examples to what your wall off should resemble.
+ Show Spoiler +

[image loading]
[image loading]
[image loading]

These wallins are super robust and should hold against even the strongest of baneling busts once you get your Hellions out.

The next step is to begin teching. You want to grab both gasses at your main and quickly saturate them so that you can begin your Factory asap. Once the factory is done, go straight for a tech lab for Blue Flame and an Armory for armor upgrades and Thor tech. Add double gasses to your natural and third as you start to need more. Add 4 more factories for a total of 5 and build tech labs on all of them. With 5 Factory production, you will always be able to spend your money well. Thors will soak your gas and minerals and anything spare will be able to go into hellions. Perfect off of 3 bases.

Next you need to find out what the Zerg is doing. With 3 Orbitals, a scan is practically free. Scan the main first and if you do not glean any information, scan the nat. Checking both places should allow you to figure the tech tree out. Place addons to your 2 barracks and add marines or marauders with their respective upgrades accordingly. Your goal is to defend until you are 200/200 and 0/3 armor is finished. Push out at this point and take your 4th base.


Build Order 2: Single OC Expand
+ Show Spoiler +
This build order is for maps that are a little harder to double expand on. Not as powerful, but is a viable build on these maps.

10 Depot
12 Barracks
14 Barracks
15 Orbital
16 Depot
26 CC at Natural
27 Supply Depot
27 Refinery x2
30 Bunker x3 at Natural
Move barracks to wall off (see Build Order 1 Analysis)

Supply counts are no longer consistent, follow general layout

OC at Natural, maynard 6-7 workers over
Factory at 100 Gas -> Tech Lab -> Blue Flame
Armory upon Factory completion
Double Gas at Natural
Add 2 Factories, one with Reactor and one with Tech Lab
Research Armor and start Thor production upon Armory completion
Choose a transition (see Analysis)


Analysis of Build Order 2:
+ Show Spoiler +
As you can see, this build order is extremely similar to the first. Because you can't double expand, your gas intake is lower and you can only afford production off of 3 factories. Double tech lab factories + one reactored factory allows for easy money allocation. With this build, you have two options once the three factories are complete:

2 Base All-in
Take a Third Base

2 Base All-in:
Similar to Build Order 1, you max out with 0/3 upgrades and push. You need to do absolutely critical damage to the Zerg because your army is not replaceable. Bring more SCVs than you normally would to help sustain your army. Reinforce with Hellions only.

Take a Third Base:
Once you get a few Thors, you can safely take a third if you so choose to. Beware of the mobility of Mutalisks though because Thors are slow and are your source of anti-air. An engineering bay at this time is not a bad idea. Turtle up to 200/200 and push at 0/3.


Build Order 3: Aggressive Planetary Fortress Double Expand
+ Show Spoiler +
I would only recommend this build on Shattered Temple close spawns

10 Depot
12 Barracks
14 Barracks
15 Orbital
16 Depot
23 CC
27 CC
27 Depot
30 Bunker x3 at Natural
Move Barracks to create wall-in

Supply counts are no longer consistent, follow general layout

Double Gas + Engineering Bay at Main
OC at Natural, PF at 3rd.
Start Factory at 100 Gas -> Tech Lab -> Blue Flame
2 Turrets at 3rd, break rocks immediately with marines
Double Gas at Natural and Third as you need more.
Armory upon Factory Completion
Thor and +1 Vehicle Armor upon Armory completion
Add additional Factories until you have 5 -> All build Tech Labs
Continue Vehicle Armor research to level 3, build Marine or Marauder to deal with Muta or Roach, max 200/200 and push with army and 10-15 SCVs and take 4th base.


Analysis of Build Order 3:
+ Show Spoiler +
I only use this build on close spawns on Shattered Temple. This is because you can safely place a third there, even though it will be scouted. The rocks in between the bases allow you to get a PF up before Zerg can break those rocks down. With this in place, you have an incredible rally position to launch attacks from as well as a super robust wall guarding your natural. Missile turrets allow you to defend against Mutalisk harass at that base as well. The benefits of establishing a PF here are gamebreaking and pretty much guarantee a win. (Close spawns imbalanced >_>)

Same as before, push out at 0/3 upgrades and 200/200.


How to Engage:
+ Show Spoiler +
You want to immediately push the natural of your opponent as soon as you are ready. The reasoning behind this is because you need to do incredible damage and taking the natural and pushing the main is the best way to do that.

Thors are at the front of the army with your hellions and bio layered behind them using a follow command. This allows streams of Zerglings to get roasted without being able to touch the hellions or do any damage. Marines stop magic box Mutas easily and marauders + Thors crush roaches.

You MUST micro your hellions. They are extremely important for killing off lings quickly and can die to banelings or reinforcements if you aren't careful. Do your best to keep your hellions behind your Thors and out of harm.

Reinforce with units according to what you lose. You want to keep a critical mass of Thors but also have enough hellions to quickly roast Zergling reinforcements. If your opponent went Roachs, add more barracks and keep marauders flowing in. If you need to send more SCVs, feel free to do so and also spend extra OC energy on MULEs to repair as well.


Dealing with Zerg Tier 3:
+ Show Spoiler +
Brood Lords
At a glance, one would assume that Brood Lords would roll over this entire composition because Thor AA simply isn't sufficient. However, that is not the case. Thanks to Griffith, we have this method detailed in this link to help us fight this:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=205159

Ultralisks
Ultralisk vs Thor is a very close matchup where the Ultra wins by the smallest of margins. However, with auto repair and Marauder support, you shouldn't have to worry about them. Your Thor number will most likely be larger as well. Because of our unit composition, we will never have to worry about dealing with the BL/Ultra tech switch that punishes Viking production so hard.


What do I do if my fast third gets shut down?
+ Show Spoiler +
Luck plays a part in having a double expand work. Your real factor in this is time. You shouldn't expect your third to stay alive forever, so you are trying to get as much out of it as you possibly can. At the very least, you should be able to make up your initial investment of a command center and save it by lifting off.

Regardless of what happens to your third, you should still maintain the same course of action. Just cut down your factory production a little bit to match your 2 base income instead of 3. Remember that you have already gained a lot of benefit for having a third for any substantial amount of time and retake it when you see fit. Losing it does not put you as behind as you would imagine.


Transitions:
+ Show Spoiler +
There isn't very much flexibility in this build unfortunately. Your tech tree is dedicated deeply into Mech and very little into bio. Starport tech is nonexistent. A possible Marauder tech switch is possible to counter mass Roachs, but that is as flexible as you can really get.


Counters:
+ Show Spoiler +
The only real counter I can really consider for this build is Roach/Infestor. Roaches do the best at tanking and dealing damage for its cost against this army and nullifies the Hellion portion of the build well. Infestors with Fungals and NP can also turn the tide in Zerg's favor as well, which is why we cushion this by going 0/3 upgrades.

Our means of dealing with this is keeping up Thor and Marauder production with a heavier concentration on Marauders. Instead of pushing the main, aim for crippling Zerg's economy by denying and sniping other expansions.


Replays:
+ Show Spoiler +
Build Order 1: Double OC Expand
http://www.mediafire.com/?jf720mtmnm6ijfn (Spanishiwa Style->Muta Ling Infestor BL)
http://www.mediafire.com/?cjb4498x4g9mz47 (MASS Infestor vs Thor/Hellion/Ghost)
http://www.mediafire.com/?g4fj1efhhfz5gzx (Roach Bane Infestor)
http://www.mediafire.com/?w6hbsj9hsd380fe (Muta Ling Infestor Comeback)
http://www.mediafire.com/?aeh79l212t27gcs (Muta Ling Roach)
http://www.mediafire.com/?2fp1yq4bcelfp1w (Ling Infestor Bane 3rd denied)
http://www.mediafire.com/?itt6lz9m3k8735k (Lategame Brood Lord Infestor)


Build Order 2: Single OC Expand
http://www.mediafire.com/?z5s47xoo5u378su

Build Order 3: Aggressive PF Double Expand
http://www.mediafire.com/?o93us32tp4bt65x


And there you have it! Hope you guys enjoy the build As always, please leave any questions or feedback you have so I can help improve upon this! Feel free to shoot me a PM any time as well or contact me in-game at Synystyr.193. Please check out my TvP build as well!

http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190

Cheers TL!
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
isospeedrix
Profile Joined November 2010
United States215 Posts
Last Edited: 2011-06-09 18:27:40
June 09 2011 18:27 GMT
#2
Just a note, you might want to make a quick edit into 3/0 instead of 0/3, as read from left to right, armor upgrades come before weapon upgrades.
http://www.youtube.com/isospeedrix
rebotfc
Profile Joined March 2011
United Kingdom144 Posts
Last Edited: 2011-06-09 18:39:46
June 09 2011 18:34 GMT
#3
Top quality stuff as always, since your post earlier today have been trying this out and seems to work quite well on Shakuras:

I take the expansion behind the rocks with the third CC, this stays hidden even if zerg have both xel nagas, after 2 rax bunker pressure my opponent seems to think iv'e only expanded once to the nat.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
June 09 2011 18:35 GMT
#4
On June 10 2011 03:27 isospeedrix wrote:
Just a note, you might want to make a quick edit into 3/0 instead of 0/3, as read from left to right, armor upgrades come before weapon upgrades.


I believe you're incorrect about that actually....standard notation on this website at least that it's Weapons/Armor. If it isn't, I'll ask a mod to change it though ^^
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Ryan307 :)
Profile Blog Joined January 2004
United States1289 Posts
June 09 2011 18:39 GMT
#5
On June 10 2011 03:35 Synystyr wrote:
Show nested quote +
On June 10 2011 03:27 isospeedrix wrote:
Just a note, you might want to make a quick edit into 3/0 instead of 0/3, as read from left to right, armor upgrades come before weapon upgrades.


I believe you're incorrect about that actually....standard notation on this website at least that it's Weapons/Armor. If it isn't, I'll ask a mod to change it though ^^


No you're correct when I read 0/3 I instantly assume 3 Armor
Dont let the action of factual things fracture your casual swing
RealDeal
Profile Joined May 2010
United States117 Posts
June 09 2011 18:43 GMT
#6
Ahhh Synystyr, another great build, played 2 custom maps TvZ on Shattered. The build worked EXTREMELY well, he even scouted me floating my 3rd and my natural, he tried to counter but my 3rd had destructible rocks protecting and my natural had a barracks, 3 bunker wall that was untouchable.I was thinking of adding in a starport once 0/1 is started and 5 fact. are down to do some BLH drop harass. Was wondering if you thought it was worth it, or am i better off turteling and waiting for my max army/upgrade army and move out?
No i willl NOT butter your bisquit
puissance
Profile Joined May 2010
97 Posts
June 09 2011 19:00 GMT
#7
Synystyr what are you thoughts on adding a certain amount of Tanks into the composition as a general heavy damage dealer and protection against NP? This would allow to us go heavily mech centered with two Armorys. Thor count would suffer, but we are better prepared against NP and Tanks are great against all kinds of Zerg ground.
At the back door there's the collapsible rocks, you wanna destroy those to block off the back door with rocks and your opponent has to kill the rocks, and later you can shoot down the rocks to get to the third.. ~Day9 TvP Hots Battlereport
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2011-06-09 19:22:32
June 09 2011 19:21 GMT
#8
On June 10 2011 03:27 isospeedrix wrote:
Just a note, you might want to make a quick edit into 3/0 instead of 0/3, as read from left to right, armor upgrades come before weapon upgrades.

In the game its armor, then weapons, but on the internet its weapons, then armor.


It sounds kinda neat, but I like the satisfaction of a a nice, slow, tank push climaxed with a huge zerg swarm where we both hold our breath...

Also, you might have better luck against roach infestor with Tanks, but marauders would be easier to use what with the sieging and the unsieging and the OMG IM DEAD moments that tanks entail.
Hell, its awesome to LOSE to nukes!
SoftSoap
Profile Joined November 2010
United States170 Posts
June 09 2011 19:38 GMT
#9
Your guides are so indepth and so useful. Thank you so much
Tasteless, "IdrA always pulls out on time."
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
June 09 2011 19:44 GMT
#10
Very well done post, like the build and have used a build similar to the 3 oc variant on ladder for a couple months now and it has been working out well for me. However I can't help but question shrugging off double upgrades and the addition of ghosts to deal with infestors and roaches. It's clearly the natural reaction to seeing mass thor/hellion and I feel that without infestors, this comp just stomps all over anything else the zerg can throw at you. It seems like a 200/200 allin more than a solid reactive mech play that you can take into late, late game with the addition of ghosts or tanks.

And as much as a bio addition is nice to deal with ultras/mutas you will have no gas for upgrades which is I'm sure why you've stated that there is really very little room to transition.
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 09 2011 19:48 GMT
#11
Thanks for the mech guide

Will read it!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
jliu
Profile Joined March 2011
282 Posts
Last Edited: 2011-06-09 19:56:42
June 09 2011 19:50 GMT
#12
i like the priority on armor upgrades, reminds me of thorzain's +2 armor thors against MC on crossfire. - what are your thoughts about the previous mention on siege tanks in the composition by hitting the factory tech earlier in the BO?

e.g. one base for longer, deny their scout, and apply/rush early hellion (maybe even BFH?) pressure before roaches come out - get siege tech while harrassing. that more easily counters the roaches you'll expect, and if you stop production at 2-3 siege tanks to secure your expo then you won't have to invest into bunkers. plus you'll have the siege tech/tanks to anchor your ground army. if you do enough economic damage you could definitely get a thor out before the mutas to come out as well. the key is doing enough harrass/damage with the hellions - especially if you deny the scout and they decide to drone up behind speedling/baneling. plus siege pushes aren't nearly as dangerous with hellions because of their scouting ability.

i think a huge thing to think about when using mech is that during early/midgame stages you don't have to handle your production the same as you would with bio (e.g. pump units out until your A and D keys break). especially with hellions and siege you can, with proper micro and repair, temporarily halt unit production and perform minor tech switches that aren't nearly as costly because of high unit retention ability with mech style. for example, once you hit a critical number of siege tanks in a mech army (~5-6) it's not absolutely critical to make any more.

also i'd suggest getting the 250mm cannon against ultras in late game - it's definitely worth the investment. i don't think splash from ultras really affects thors that much, and as long as you don't get surrounded, you can deal some serious damage. i've had a 12 thor v 11 ultra engagement (equal upgrades) in super late game on shakuras and i lost 2 thors, my opponent lost all of his/her ultras.

plat-terran. NA

MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 09 2011 20:00 GMT
#13
Great post! But does 3 armor really protect you against NP? A Thor would do 54 instead of 60 damage to another Thor, it would still be extremely easy to let the Thors focus fire on each other and kill most of your Thors with NP.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
June 09 2011 20:13 GMT
#14
On June 10 2011 03:43 RealDeal wrote:
Ahhh Synystyr, another great build, played 2 custom maps TvZ on Shattered. The build worked EXTREMELY well, he even scouted me floating my 3rd and my natural, he tried to counter but my 3rd had destructible rocks protecting and my natural had a barracks, 3 bunker wall that was untouchable.I was thinking of adding in a starport once 0/1 is started and 5 fact. are down to do some BLH drop harass. Was wondering if you thought it was worth it, or am i better off turteling and waiting for my max army/upgrade army and move out?


I personally don't see any use to it other than drops. I'm not comfortable enough with my play to multitask that much yet so I don't spend the resources on the Starport. However, I don't see why it wouldn't be viable at all Just remember it'll delay your push by that much more.

On June 10 2011 04:00 puissance wrote:
Synystyr what are you thoughts on adding a certain amount of Tanks into the composition as a general heavy damage dealer and protection against NP? This would allow to us go heavily mech centered with two Armorys. Thor count would suffer, but we are better prepared against NP and Tanks are great against all kinds of Zerg ground.


I like Thors better than tanks as the main damage dealer. There's no friendly fire to worry about and they can shoot air. Hellions take care of the units that tanks do: Zerglings and Banelings. Tanks don't fit my style, but I see no reason why it's not worth trying

On June 10 2011 04:44 Badfatpanda wrote:
Very well done post, like the build and have used a build similar to the 3 oc variant on ladder for a couple months now and it has been working out well for me. However I can't help but question shrugging off double upgrades and the addition of ghosts to deal with infestors and roaches. It's clearly the natural reaction to seeing mass thor/hellion and I feel that without infestors, this comp just stomps all over anything else the zerg can throw at you. It seems like a 200/200 allin more than a solid reactive mech play that you can take into late, late game with the addition of ghosts or tanks.

And as much as a bio addition is nice to deal with ultras/mutas you will have no gas for upgrades which is I'm sure why you've stated that there is really very little room to transition.


Actually, now that you mention it a Ghost transition wouldn't be an absolutely terrible idea at all. It fits in with the infrastructure available and nullify Infestors. I'll have to definitely try that out! Thanks ^^

On June 10 2011 04:50 jliu wrote:
also i'd suggest getting the 250mm cannon against ultras in late game - it's definitely worth the investment. i don't think splash from ultras really affects thors that much, and as long as you don't get surrounded, you can deal some serious damage. i've had a 12 thor v 11 ultra engagement (equal upgrades) in super late game on shakuras and i lost 2 thors, my opponent lost all of his/her ultras.

plat-terran. NA



It's been tested the 250mm does less DPS than Thor's auto attack, therefore it's not useful at all The only reason it could've been useful would be for the stun, but ultras are immune.

On June 10 2011 05:00 MockHamill wrote:
Great post! But does 3 armor really protect you against NP? A Thor would do 54 instead of 60 damage to another Thor, it would still be extremely easy to let the Thors focus fire on each other and kill most of your Thors with NP.


Actually Thors have +1 base armor, so their final armor is 4, meaning they take 52 damage a shot. At 3 armor, it takes 1 extra shot from a Thor to kill another Thor. Absolutely worthwhile to focus on, especially with repair.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
MageWarden
Profile Joined April 2011
United States95 Posts
June 09 2011 20:21 GMT
#15
To counter wouldnt adding in hydras to your roach mix be efficient because of the no tanks?
GG WP NO RE
Roblicious
Profile Joined October 2010
United States64 Posts
June 09 2011 20:23 GMT
#16
wouldnt a massive ling bling bust break this without tanks to deal.splash? bfh can only do so much right?
Chronald
Profile Joined December 2009
United States619 Posts
June 09 2011 20:23 GMT
#17
Synstyr, you are a cutie.

I like the build as a whole, and its an interesting concept for Mech in TvZ.

I can say that 250mm is totally useless, and really shouldn't be researched. Just a waste of income/time.

This kind of build begs for some crazy pickup/drop micro with thors and hellions. Using tactical strikes of a thor and 4 hellions could really put the pain on a zerg. I'm willing to bet my co-NEU student has looked into this, but I just wanted to throw it out there.

<3 always
Chronald
Got that.
jliu
Profile Joined March 2011
282 Posts
Last Edited: 2011-06-09 20:53:33
June 09 2011 20:50 GMT
#18
On June 10 2011 05:13 Synystyr wrote:

Show nested quote +
On June 10 2011 04:50 jliu wrote:
also i'd suggest getting the 250mm cannon against ultras in late game - it's definitely worth the investment. i don't think splash from ultras really affects thors that much, and as long as you don't get surrounded, you can deal some serious damage. i've had a 12 thor v 11 ultra engagement (equal upgrades) in super late game on shakuras and i lost 2 thors, my opponent lost all of his/her ultras.

plat-terran. NA



It's been tested the 250mm does less DPS than Thor's auto attack, therefore it's not useful at all The only reason it could've been useful would be for the stun, but ultras are immune.


doesn't the fact that the 250mm is a spell/ability allow the damage to bypass the additional armor of the ultralisk? I think that a full 250mm cannon leaves an ultra with 1hp after it's done casting (6 seconds attack, 4 buffer seconds) - courtesy of liquipedia. especially if you can prevent a surround, it could be very useful if cast by thors in the center/back in combination with the higher dps of thors in front.
Thunderflesh
Profile Blog Joined June 2010
United States382 Posts
June 09 2011 20:53 GMT
#19
Can't wait to start trying this out, thanks!!!
You'll worry less about what people think about you when you realize how seldom they do.
BONE
Profile Joined August 2010
United States176 Posts
June 09 2011 20:59 GMT
#20
YES! Because of you my win rate against toss sky rocketed! I was having a hell of a time beating Zerg... I can't wait to try this!
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