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[G] StimmedProbe's Postpatch TvZ Build #3 FE2port

Forum Index > StarCraft 2 Strategy
Post a Reply
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
Last Edited: 2012-08-17 05:31:42
July 16 2012 23:27 GMT
#1
StimmedProbe's Postpatch TvZ Build #3 FE into 2port Banshee
Last Update: August 17th, 2012

Build #3 of 3: FE into 2port Banshee

[image loading][image loading]
"It's a flying DT basically"


Basic Idea:
This build opens up with a fast expansion and fast tech. 2 starport banshee provides insane map control and puts the zerg on the edge of their seat. Meanwhile back at home a deathpush of marines, hellions and thors is slowly building up. As the banshees numbers climb to 6 and 8 and eventually 10 the zerg will increasingly become uneasy. The deathpush comes out near max and with a little micro should win the game. This push however can come much earlier if significant damage has been done. This build requires good multitasking and macro to execute properly. I recommend this for mid-masters and above.


Build analysis video by Ibigandscary:



Build Order:
10 - Supply Depot
12 - Barracks
15 - Orbital Command + Marine (Cut marine production till 2nd supply depot is finished)
16 - Command Center @ natural
16 - SCV + Mule
17 - Refinery x2
18 - SCV
18 - Supply Depot
20 - Bunker (can be delayed or even skipped based on what you scout)
21 - Factory (~4:30)
26 - Starport x2
27 - Hellion
28 - Reactor on Barracks
29 - 3rd gas
30 - 2nd bunker (if needed)
32 - Supply Depot

Produce double banshees and get cloaking field. Meanwhile take your 4th gas and get an armory and tech lab on the factory. Throw down another barracks and factory when you have the money. Finish off the simcity at your front when you can. Your final building composition should be 2-2-2. Get armor for your thors at the armory. Combatshields optional, 3rd barracks also optional.

Scouting Zerg Aggression/All-ins (Copied from my 4xThor Guide)

You have 4 marines for a long portion of the game and as such we need to be actively scouting if we do not want to die to all-ins. The following are some important things to consider:
  • If the zerg has taken an early gas (Before 4 minutes) consider getting a bunker, definitely do a follow up scout
  • Check for a fast 3rd base, since this is what many zergs do in response to 1rax FE -> around 5-6 minutes
  • Use your hellion to scout for an abnormal ammount of lings (more than 6)
  • Control the watch tower with your marines if possible
  • Try not to use a scan, learn to read the zerg better (most of their all ins are not too hard to scout with scvs/hellions as long as you are diligent)

Controlling your Banshees
Wait till you have 4 banshees and control of the watchtower preferably and push out towards their 3rd base. The Zerg's 3rd base is generally the base with the least defenses. You can also circle around to the natural or main or the front of the creep. Just try to be active without losing any banshees. Sometimes you can snipe a macro hatch so look for those they are often quite exposed. Similarly the evo chambers at the front are normally out of spore range or they funnel the queens, so try to pick those off or fight there. If some banshees take heavy damage, send those ones home and continue the attack with the remaining banshees. Your banshee number should grow and you should have a feel for just how strong 4, 6, 8 and 10 banshees are after a few games. Deny him his 5th/6th gas long enough and you will not have to worry about a huge flock of mutas or fungal growth from infestors. You can engage solo spores or 2-3 queens without losing a banshee if you micro properly.

The Deathpush
Your push should consist of roughly:
  • 30-40 scvs (half to all on auto repair)
  • 30-40 marines (with or without combat shields)
  • 4-6 hellions (no blue flame)
  • 4-6 thors (with at least +1 armor)
  • 10-12 banshees (preferably with 60+ kills among them already =])
Scan ahead or scout ahead with your hellions. Try not to clump your stuff up too much because there is a high chance he has some fungals and some banelings. What exactly you will face and how much you will face basically comes down to how much damage you did and how well your opponent was able to handle it. You do not need to micro like boxer 2.0 to win the fight, just don't lose all your banshees to 4 chain fungals. Your scvs and marines can die, as long as your thors and banshees are alive, you will crush any reinforcements he can make off 4-5 hatcheries.

Tips and Tricks:
  • In general, split up your starports. You do not want him to scout both of them with an overlord. On some maps like cloud kingdom you can hide both of them at the corner however. Just adapt to the map.
  • Prioritize constant banshee production over thor production. If you do not have enough gas for a round of thors, produce hellions instead. Make sure your factory is always active!
  • Rally your starports to your banshees, just make sure you watch the reinforcement line so you do not lose any banshees needlessly.
  • Your money will get high as you approach max, this is normal. You can use this bank to make a few CCs and you can bring along 40 or so scvs for your attack and you will not run out of money anytime soon.
  • If there are mutalisks you need to be careful. Overseers move slower than banshees, but a flock of mutas can pick off your banshees pretty quickly.
  • Try to hit the 3rd base first, it is the one with the least defense in general and the zerg desperately need the 5th and 6th gas to go for infestors.
  • You can 'magic box' the infestors with your banshees. This is done similarly to how mutas magic box thors.
  • Your first hellion is very important, make sure you use him well.
  • If you know your opponent well and the map is suitable, you can go for a 15cc into 2port banshee instead of a 1rax fe into 2port.
Replays:
http://drop.sc/223038
This game is total domination from start to finish. I start the harassment with 2 banshees and continue to find holes in his defenses and punish him. After crippling his economy and production I push out at 140food for a gg wp from my opponent.

http://drop.sc/223035
My opponent takes a fast 3rd with a 4th inbase hatchery. My banshees are able to maneuver in and out and snipe the natural, the 3rd and the macro hatch leaving the zerg on one hatchery of production. Smelling blood in the water I push at 140 for a decisive victory.

http://drop.sc/223036
My opponent attempts a roach ling bane all in. However I see there is no 3rd base and my banshees catch a glimpse of the units crossing the field. My simcity bunkers marines tanks and banshees slaughter his units. I lose 3 depots and a few marines. Needless to say, the following push killed him without much effort.

http://drop.sc/223037
My opponent takes a fast 3rd base and gets caught completely off guard by my 4 banshees and loses his 3rd base and some buildings at his natural. He counter attacks with ling/bane but my wall + thors + marines + decent spread = hardly any damage. He dies to the followup push easily.

http://drop.sc/223039
My opponent opens up with 4 queens and an in base macro hatch. He takes a 3rd base shortly thereafter. I am able to deny him from getting any use out of his 3rd base though for quite awhile. As a result his infestor count is low and my 160 push wins the game.

http://drop.sc/223040
A slight variation in this game. Given my opponent's personality and the map I opt for a 15cc into double gas and fast 2x banshees. I am able to control my opponent's 3rd base and although he has a decent unit composition, he simply doesnt have the economy to compete with my unit composition.
Crowned
Profile Joined August 2011
United States368 Posts
July 17 2012 07:01 GMT
#2
Nice guide, will try this out and let you know how it goes. Keep working hard StimmedProbe ♥.
It's cool to love to win, but it's better to hate to lose.
NoNonsense
Profile Joined January 2011
Malaysia43 Posts
July 17 2012 07:19 GMT
#3
I have faced this build a few times before, even lost to it. But after testing it out, i find that inevitably defenses at your base will be very weak. I throw down spores, and rally lings to your base, bane-busting down the wall. With a full economy i can support continuous ling streaming and many, many banes. You only have 1 reactored rax, and tech lab factory. It will be impossible to to hold without pulling back your banshees.

If you pull back to defend,my 3rd base will remain operational and buy time for my spire & spores. If you don't, at the minimum your nat will fall. Putting me at an advantageous 2 over 1 mining base.

However, in one of the game i faced, the opponent had 2 banshees outside his base, and i foolishly let him see me morphing my banes. I believe he shift-clicked on my banes, killing many of my banes and dealing with my bust easily. Perhaps thats a good thing for you to recommend.
13JackaL
Profile Joined March 2011
United States577 Posts
July 17 2012 08:53 GMT
#4
MMA has been using this 2port banshee in the few TvZs he has played recently, they usually work nicely.
and my axe
Crowned
Profile Joined August 2011
United States368 Posts
July 17 2012 14:55 GMT
#5
Tried it out a few games, pretty strong 2 base all-in if I do say so myself. Great job StimmedProbe.
It's cool to love to win, but it's better to hate to lose.
Silencioseu
Profile Joined June 2011
Cyprus493 Posts
July 17 2012 18:19 GMT
#6
In your third Replay you had a tank. Was that a reactionary tank? And against what should i get tanks other than roach bane allin?
i kno i r badass no need to repeat
-FoX
Profile Joined November 2010
United States479 Posts
July 17 2012 18:24 GMT
#7
Pretty awesome build and very well written. I'll give this a try on ladder and see how it goes.
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
July 17 2012 18:55 GMT
#8
On July 18 2012 03:19 Silencioseu wrote:
In your third Replay you had a tank. Was that a reactionary tank? And against what should i get tanks other than roach bane allin?


Yes it was a reactionary tank. I needed to get as many units as possible out to defend the roach ling bane attack and could not wait for the armory to finish. Generally I do not get tanks with this build except against roach ling bane.
DrDevice
Profile Joined December 2010
Canada132 Posts
Last Edited: 2012-07-22 21:43:32
July 22 2012 21:39 GMT
#9
I read this when it was posted and I'm surprised I had to dig down a couple of pages to find it not even a week later. I guess people didn't have much to say? Well here's a bump. I'm definitely going to be trying this build in my mid-master level ladder starting this week. I love all-ins like this, where you get to continuously harass leading up to the huge push timing. If you can out-multitask your opponent all through the harass phase, it sometimes makes a follow-up timing look straight up imba. Thanks for the guide.
The_Unseen
Profile Joined March 2011
France1923 Posts
July 22 2012 22:00 GMT
#10
Pretty much the same push as I do in TvP. Gotta try it in TvZ now !
I got five reasons for you to shut up
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
August 17 2012 05:31 GMT
#11
I have updated the OP with an analysis video done by Ibigandscary. He did a very good job and I highly recommend watching it!
Sianos
Profile Joined April 2011
580 Posts
August 17 2012 07:38 GMT
#12
If i remember correctly Taeja used a 2 port banshee and marine build in a tournements, but he didn´t followed it up with a allin, because Taeja is a beast and just went into a Macro Game with it. However i think the oldschool 2 Base Muta into Muta/Ling/Bling would crush this build pretty easily, because you don´t produce any tanks at all and the mutas will keep the banshees from doing any damage.
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