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thx for reply..is 1 fact 1 port not so good?
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alright.. well, to preface, I don't know a fucking thing about TvT. HOWEVER, I do have a Tvt guide written by now sort of retired terran player Hurtntime, who IS a very good Tvt player. I have no idea how it'd apply to your current situation, but you did just ask for general tips, so here it is.
I know at least one of you is looking to improve your TvT game so I will try to help by giving you some high level ideas of what goes on in my head in this match up.
There are several different build orders and the builds themselves aren't as important. You can watch replays and experiment to find them all out and how to react properly. I don't want to cover build order at all.
TvT is about map control and PATIENCE. I know many of you think TvTs are drawn out (and they can be) but for me they usually dont last any longer than vs zerg or toss.
There are several key areas on the map that you have to try to control. Try acquiring these one at a time depending on how your opponent is playing.
Key areas (in priority order):
1. Your main base! 2. Enemy choke 3. Your choke 4. Enemy ledge 5. Your ledge
1. Your Main Base
I list your main as #1 because too often terran players are over extended or plainly too agressive and weak at home. I often see expansions being better defended than the main base. This is very bad and an experienced player will scan multiple spots for a landing spot. Having an expansion or two wont matter if you lose all your factories and supply depots!
Make sure you always have troops at home. Don't leave your base undefended unless you are certain you cannot be dropped.
2. Enemy choke
The idea here is to restrict your enemy's movements. He will be forced to try and break your containment which is almost never cost effective or to use drop ships. If you have forced your enemy to move about the map using drop ships then you should be able to track his every attempt to attack. You do this of course with turrets and frequent scans. Build turrets EVERYWHERE you think a drop ship might want to go.
The best way to protect an area is with a few tanks and a few turrets. Use goliaths for offense along with tanks and for defense tanks plus turrets. Make sure your tanks are always separated for maximum efficiency. Reinforce positions as needed.
3. Your choke
For the same reason you want to control the enemy choke, he will want to control yours. You have to try and deny him setting up a containment but dont worry too much if he initially sets one up that would be too costly to break at the time.
If you are contained, you HAVE to use drop ships to return the favor. Control his choke immediately! This will keep him from reinforcing his position at your choke unless he uses drop ships. You should then be able to break the containment with a larger force.
A few tricks on breaking containment:
a. Use a few SCVs to get slaughtered by tanks while you get close enough with your army to siege the position.
b. Use an ebay or barracks to float into turret range and draw fire while you use drop ships to land on top of tanks.
4. Enemy ledge 5. Your ledge
Depending on the specific game these could be important. I would say early in the game they are relatively important because it is an easy way to slow a player down. If you are controlling the enemy choke and he is not controlling yours then it is very easy to expand anywhere on the map with just a few tanks and scvs to make turrets while the command center is building. That is why the ledges are so low on my priority list.
I normally dont bother too much with taking the enemy's ledge. It is low on priority. I much rather take his main if I can. His ledge is more of an opportunity scenario. If I see it open I take it.
Misc: Most of the time you can win the game with some good drops and initial choke(s) control. When it is clear that the enemy base / expansion are too heavily defended then you just continue with denying the enemy expansions while continuing to build your map control and expansions. I find it easiest to win TvT's where he is turtled in with BCs + tank support.
Don't forget your main task at hand is to control as much of the map as possible. Soon his main and natural expansion will dry up and is forced to sacrifice large numbers of troops simply to break containment, much less to actually hurt you.
Early in game dont bother with a 1 or 2 tank drop! SCVs alone can kill 2 tanks. If you are going to drop, use goliaths or vultures.
Vultures are awesome btw. Use them as much as you can. Spider mines can delay enemy expansions and if you get them into their base can kill SCVs very fast. Also, placing mines around factories is good so anything that comes out is killed immediately.
Always produce tanks / gols at home and keep a control group of dropships. Use drop ships to attack and to defend positions.
In the end the player with the extra gas mine should win the game.
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On March 28 2005 21:11 mahc wrote: thx for reply..is 1 fact 1 port not so good?
I almost always go for 1 fact 1 port, and it works fine in most of the times. Unfortunately I die to wraiths often. But still I think it's a good build if you manage to harass, defend and early exp.
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Norway10161 Posts
On March 28 2005 21:11 mahc wrote: thx for reply..is 1 fact 1 port not so good?
I love that build. If you go gas before rax you can get cloak and siege fast. The only thing that really owns 1 port 1 fac is 2 port wraith.
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i watched the 12v3 game, youre biggest problem was losing waaaaaaay to many scvs early in the game, i have no idea why you moved out with 3 scvs and a vult to then micro like shit and lose it all to 2 vults. then you got a shop while you knew he had 2 vults and you only had 1, those 2 vults got like 12 scv kills too. he went 1 fac 1 port, you went double port, normally you shouldve pissed on his build with 2 fac port, but youre micro, decision making and execution were so poor that you lost. when its 12v3 be aware that vults only need to travel like 5 seconds to reach youre base, you will need to pump enough vults to stop his vults. if you had pumped constant vults from that 1 fac without trying to be offensive, while getting youre 2 ports (you should try to hide them better), you wouldve owned him completely.
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sounds like u need turrets
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On March 29 2005 05:14 ToKoreaWithLove wrote:Show nested quote +On March 28 2005 21:11 mahc wrote: thx for reply..is 1 fact 1 port not so good?
I love that build. If you go gas before rax you can get cloak and siege fast. The only thing that really owns 1 port 1 fac is 2 port wraith.
I love 1 fact 1 port because nothing owns it, it's so versatile and can be instantly used to go on the offensive vs any build. Not even 2 port wraith really bugs it, you should scout and see the double port which gives you plenty of time to switch to goliaths or research really fast cloak (depending on what your opponent does) to buy time for a quick expo + turret/academy cover. This build is just dificult to pull off effectively because you have to micro your wraiths and tanks very precisely and know exactly what your opponent is doing early on.
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On March 28 2005 22:41 randomKo_Orean wrote: btw, I aim more for longer games (my strategy is to contain and take the map and then go mass wraith or osmething hmmm maybe u can just contain him , if u stop him for getting expo.... but waiting for him to waste all his money, it's kinda long, if he gets 2 or 3 expos, island or not, try to cut him down with some tanks and turrets and wraiths to manage the drop ships if he makes some
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On March 29 2005 09:21 EAGER-beaver wrote:Show nested quote +On March 29 2005 05:14 ToKoreaWithLove wrote:On March 28 2005 21:11 mahc wrote: thx for reply..is 1 fact 1 port not so good?
I love that build. If you go gas before rax you can get cloak and siege fast. The only thing that really owns 1 port 1 fac is 2 port wraith. I love 1 fact 1 port because nothing owns it, it's so versatile and can be instantly used to go on the offensive vs any build. Not even 2 port wraith really bugs it, you should scout and see the double port which gives you plenty of time to switch to goliaths or research really fast cloak (depending on what your opponent does) to buy time for a quick expo + turret/academy cover. This build is just dificult to pull off effectively because you have to micro your wraiths and tanks very precisely and know exactly what your opponent is doing early on.
you wont immediattely die when its 2 port wraith vs youre 1 fac 1 port, but youll be behind by a lot.
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2 fact gol exp to another main owns fact port ;D if they play aggressive its autowin for 2 fact gol exp ;D
if they sit back the game is a little more even but the 2 fact gol should still be at an advantage ;d only thing the other person could do is take an island which could be a problem ;o
if they go fact port and attack you, just 2 fact gol pump gol nonstop and bring like 4-5 scvs with you and your 4 gols, then just go out and attack their shit ;D, wraiths will do nothing, and their 2 tanks wont do anything vs 4 scvs and 4 gols ;o
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wow..thx for all the replies
i need practice to prevent my scvs dying
and i think i should stop playing aggressive but play slowly or osmeting
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aggressive is good, but it's hard. It's all about good multitasking
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2fac gol drop is stil the best opening(offensively/defensively)
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1 fact 1 port is very viable if you have solid micro and if you scout him well. vs 2 port quickly expand and turret the key areas while you start an armory. If not then try to push with tanks + wraiths and a few scvs. Based on how he reacts either start more facts or expand.
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randomKo_Orean your 2 factory strategy will be in effective in terms of contain when facing vulture + mine, you have to clear the mines before you can contain.
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I usually do the 1 port 1 fact opening TvT. It works well. If he goes double port wraiths, I simply add Armory and another Fact. Other wise, I try wraith harass, gol drop, expand, or w/e.
It is indeed very versatile.
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The basic TvT build order:
9 Supply 10 Barrack 11 Refinery 15-16 Factory 16-17 Supply 18 Factory
As you may have noticed, the TvT build order is quite close to the TvP one. The difference however is that you want to get your factories up a little faster and generally you do not wall in TvT. Mostly because you want to use your Barrack as a scouting unit. Before you lift it off though you should build one Marine and place it on the ramp, to block any unwanted scouting SCV. When your first factory is built, you will have to choose from a couple of build orders, all centered around the Terran Metal. The most common build order is to start with vultures and mines, getting goliaths up or going fast Tanks with Siege Mode. It can be very hard to understand which build order to choose from in what situation but that is a thing you will learn in time and with experience.
I am unfortunately not skilled enough in playing the match-up Terran versus Terran to do a complete guide for it but I can however give you a lot of good advise, and give some pointers for the general aspects of it.
Dropping: Sometimes it is necessary to unload more than one Dropship over a large area. For those times it is not possible to just click the image of the unit you want to unload while the Dropship is moving, you will have to do it for many Dropships. To do this, first Hotkey every Dropship individually. For example: I like to have my Dropships in the range of 5 to 9 since these numbers are close to the "u" key, which makes the ships unload. Lets say you have 3 Dropships placed on the hotkeys 6, 7 and 8 and you want to unload them over an area in his base. Gather the Dropships somewhere outside his base and spread them out with your desired spread effect, now send them all across the base toward a common point. Have your first Dropship selected and when the time comes to unload them, click the image to the most left down at the bottom of the screen where you see what units are in your Dropship. Quickly click the hotkey for your next Dropship, that would be 7 and click your mouse again then press 8 and click once more. Now repeat this over and over again until all Dropships are empty. The hard part comes when you get more and more Dropships since that requires both good timing as well as fast fingers.
Pushing: Pushing in TvT is a mix between the TvP push and the way you move with your units in TvZ. In TvZ you will move all your units tanks until it is time to deploy them, which means you do the opposite thing in TvP, where you carefully take steps forward while building Turrets and laying mines. Instead of spreading your Tanks backwards as you do in TvZ, to be able to back off with your marines and still have some support from behind, you try to put your tanks in such a way, that as many as possible can shoot at the first sight of an enemy unit. Of course you will need to put Tanks behind the front line, or else the push would fail if the opponent is able to make a good drop, or advance decently. Your goliath’s role in TvT pushing is to add some damage to the things that come too close and be a general anti air protection. When you are containing a Terran player you should not do as you do against both TvP and TvZ and place the tanks in such way they are as close to the main exit as possible. This would mean your opponent can probably shoot your tanks from his cliff and your Tanks will be placed very tightly together, which is not good when you are fighting versus units with splash damage. Instead, try to make the containment a big semi circle outside his outer choke well away from his cliff so that he cannot use it to shoot at your Tanks. You should add some turrets just in case he might try to go cloaked wraiths against you.
If you have reached late game and have Battle Cruisers and your enemy tries to counter with Goliaths, you will have to coordinate both your air and land so it will be impossible to reach your air units with Goliaths. To do this you will have to create a balance between air and ground units, with Tanks as a cover to take out all Goliaths. This makes it impossible to take the Battle Cruisers out with only ground and your opponent will be forced to build air.
Counter pushing: Before you start learning to Counter-Push Terran, start to think of what Protoss and Zerg do to stop your pushes. One of the main counters for pushes for Protoss is to Zealbomb your tanks. Basically it means that you drop Zealots on top of the Tanks, so the splash from your own Tanks will kill you. Of course it will be much harder to do this in TvT as the armies here contain quite some Goliaths but there are ways to go around this problem. If you attack from ground at the same time as you come with Dropships and drop on top of a push, the Goliaths will be busy attacking the ground units and therefore will not attack the incoming Dropships. If you do not want to waste to many troops, use SCV's as distraction targets instead of your actual troops. It is possible to break a push without Dropships using this strategy. When you are fighting smaller amounts of Tanks, the best you can do is to be as offensive as possible, and to let the opponent get as few hits on you as possible. To do this move a couple of SCVs in front of your Tanks and Goliaths and just advance forward fast with your move command. Continue to move until you are sure all units will be able to shoot, then use the attack command and your opponent’s Tanks should be down in no time.
When you Counter-Push large amounts of Tanks and are trying to break containments, a key rule is to have almost the double unit count than your opponent has in his containment or push. Another rule is that you will have to have at least 1/4 of these units in Dropships to drop on top of the containment. Another important thing when Counter-Pushing large amounts of tanks, is that you will need to Siege Mode your tanks to be able to take out the opponents Tanks. This means that you will have to move some parts of your army forward to Siege Mode while the rest continues to move forward even more, to deal damage and to be a general target for your opponents tanks, so he does not kill the Tanks that are trying to Siege. The really hard part about this, is to have the exact timing to be able to make the attacking force come after your SCVs and at the same time drop on top of the push. This is something that you will have to practice a lot to get it right. Start of with smaller counter pushes and work your way up.
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