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Hi guys
I have some questions, hope u guys will help me
- What's the best units which we can add to Marines / Medivacs / Tanks in TvZ ? BFH, Marauders, Vikings or Thors ? - What's your timing push with tanks / marines / medivacs in TvZ ? - They key role in mechplay TvT TvZ TvP ? How many Reactor Hellions is enough ? How many factories with TB for 2 bases ?
Regards
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Anyone know a terran ghost build vs protoss that's updated?
I have try to search for a thread about it but not managed to find anything and the few things i have found they seems to be really dumb and not optimiced at all.
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On November 13 2011 00:40 foxj wrote:Hi guys I have some questions, hope u guys will help me - What's the best units which we can add to Marines / Medivacs / Tanks in TvZ ? BFH, Marauders, Vikings or Thors ? - What's your timing push with tanks / marines / medivacs in TvZ ? - They key role in mechplay TvT TvZ TvP ? How many Reactor Hellions is enough ? How many factories with TB for 2 bases ? Regards
- It's pretty situational, for example if your enemy is making lots of mutas, thors are obviously good and if he's going for roaches marauders are a better choice. Vikings are ok against broodlords but I prefer to just make ghosts against bl's because they can deal with almost every zerg unit. - I personally tend to push at around the 10-13 minute mark when the zerg has taken his third. - I'd say the most important thing is to not get caught out of position unsieged and constantly harass your opponent's economy with bfh hellions (especially in TvP). I used to go for 2 reactored and 3TB factories and make about 15-20 hellions in TvP off 2base.
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Forgot what game it was...but on IGN the other night the terran went straight into heavy ghost production and 3 ghost academies for nukes. Worked out well for him.
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On November 13 2011 00:40 foxj wrote:Hi guys I have some questions, hope u guys will help me - What's the best units which we can add to Marines / Medivacs / Tanks in TvZ ? BFH, Marauders, Vikings or Thors ? - What's your timing push with tanks / marines / medivacs in TvZ ? - They key role in mechplay TvT TvZ TvP ? How many Reactor Hellions is enough ? How many factories with TB for 2 bases ? Regards 1. Don't add any units to marine/tank/medivac in TvZ. Thors are overrated, so are maruders. Vikings are neccesary if they have broodlords, but only if they have broodlords. 2. I do a 9:30 min attack w/ stim and seige mode with about 22 marines and 2 tanks from a reactored hellion expand. DONT get medivacs for this 9:30 attack, they eat too much into your marine and tank count. Personally, I add in a starport once I secured a third, because I feel that more marines are better than a few medivacs. 3. I don't know, I never go mech.
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Can someone please help me figure out how to defend voidray all ins and come out ahead after defending them? I feel so hopeless here, it's either if I don't overreact I die, if I do, I fall behind cos protoss just contains me and expands. I really need a replay pack for this particular situation!
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On November 13 2011 06:45 Avril_Lavigne wrote: Can someone please help me figure out how to defend voidray all ins and come out ahead after defending them? I feel so hopeless here, it's either if I don't overreact I die, if I do, I fall behind cos protoss just contains me and expands. I really need a replay pack for this particular situation! Here was my answer some pages ago, did you see it ?
+ Show Spoiler +On November 07 2011 02:39 TheDwf wrote:Show nested quote +On November 07 2011 01:09 Avril_Lavigne wrote:Hi I'm a High Master League terran currently at like 700+ points for season 4 and I still cannot absolutely beat any variation of voidray all ins by protoss whether if it's just a stsandard voidray all in or proxy voidray all in I just can't beat it. I don't have any replays but can anyone PLEASE give me any sort of general advice on how they defend this?? I've searched TL and haven't really found anything on it that I could specifically relate to, if there is any thread out there please refer it to me. I do many variations of the 2 rax in my TvP, mainly the TSL Polt 2 rax where he goes reactor first and pushes out with 2 marauders and pressures. I've tried advices by other people where you try to get in their face and force them to show their hand which in many cases I lose my army and have not enough to deal with the oncoming voidray all in. I tried to defend with bunkers, but sometimes due to placement they can either contain me, or harrass me long enough for them to get so far ahead. Please give me some general advice! (( Hi, Master Terran here. Since voidray all-ins come along with 3 gates, I'd advise againt forcing fights near the Protoss base as the Protoss player will have enough to repel you without losing too much himself. On the contrary, you should avoid to lose troops here and there (especially Marines) as the Protoss all-in will otherwise slowly grow out of control. This afternoon, I played against a proxy voidray all-in. Though I started with 1 rax gasless FE and made some mistakes defending it (the biggest being not making one or two turrets in my mineral line), maybe you'll get a few tips from it nonetheless : Defending a voidray all-in off a 1 rax gasless FEI think the key points are : a) Not forgetting to build additional Supply depots, because they are a target of choice for the Protoss player (especially if you walled). Being supply blocked in those situations will simply make you lose. b) Holding near bunkers on top of the ramp (or at the front of your base if there is no ramp) while teching to Starport... About Starport, I'd say the choice between producing Medivacs or Vikings is really situationnal. Another option is to build 3 more Barracks and build Marines with them. c) Not overstimming. Without medivacs, it is very important to stim wisely... Otherwise, the Protoss may be able to simply retreat a bit while your troops will remain permanently damaged. Mistakes in the replay were (aside from the somewhat fail scouting) : a) Not getting additional Barracks earlier ; b) Not getting one or two missile Turrets in my mineral line ; c) I could have made additional Bunkers too ; d) Not pulling some SCVs for the main fight (thus I would have lost less Marines and still be ahead thanks to the two OCs). In the replay, I also got the turret range upgrade. Not sure if it was worth it, but it should allow your turrets to deny more space to Voidrays. As the Protoss is one-basing (chronoboosted Voidrays take too much of his income for him to expand, at least for a while), time should be your ally, especially if you have an in-base second Orbital. It is important to remain calm and not forgetting to macro, as these situations are stressful and can make you forget crucial things (e. g. Supply depots) which shall be your doom. Marines are of course your best bet (don't forget Combat Shields after Stim !), but I think you still need some Marauders for Stalkers. I would not make more than one Marauder at a time, though.
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Hey guys, so lately i've been switching races quite a bit, but im still stuck on terran. My problem is that, I don't really have many structured builds. Im in silver. My builds are. TvT: Marine Tank, with viking medivac support if needed TvP: Either straight MMM with ghosts, or a 1 rax FE into MMM with ghosts. TvZ: Reactor hellions into Marine tank and thors.
Any tips on better builds or strats would be great. I really want to get promoted.
Also, I don't have any timing attacks, so i basically just push out when i think i can win.
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On November 13 2011 07:32 VPFaZe wrote: Hey guys, so lately i've been switching races quite a bit, but im still stuck on terran. My problem is that, I don't really have many structured builds. Im in silver. My builds are. TvT: Marine Tank, with viking medivac support if needed TvP: Either straight MMM with ghosts, or a 1 rax FE into MMM with ghosts. TvZ: Reactor hellions into Marine tank and thors.
Any tips on better builds or strats would be great. I really want to get promoted. Your openings / unit compositions are standard (not sure what means "straight MMM with ghosts," though), now it's all about execution.
If you don't play full mech in TvZ, Thors are situational (i. e. you make them mainly against mass mutas strategies), while Medivacs are mandatory in Marine/Tank play.
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By straight MMM with ghosts i mean just produce mmm with ghosts the entire game, i suppose i should have just said MMM with ghosts.
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Hey guys! I have been thinking that pure bio is pretty boring and bad sometimes. So do anyone know a good Bio/mech build?
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On November 13 2011 07:32 VPFaZe wrote: Hey guys, so lately i've been switching races quite a bit, but im still stuck on terran. My problem is that, I don't really have many structured builds. Im in silver. My builds are. TvT: Marine Tank, with viking medivac support if needed TvP: Either straight MMM with ghosts, or a 1 rax FE into MMM with ghosts. TvZ: Reactor hellions into Marine tank and thors.
Any tips on better builds or strats would be great. I really want to get promoted.
Also, I don't have any timing attacks, so i basically just push out when i think i can win.
I would suggest starting here: Accelerated learning for mid/low terrans
Notice this:
You should have 50+ food at 6:40 game time with stim done with conc finishing up These kind of builds are great to start improving with because they have specific goals for you to meet. Not just win or not, but did you execute it perfectly or not. You will be surprised at how many small mistakes you can make with that relatively simple build.
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On November 13 2011 00:40 foxj wrote: - What's the best units which we can add to Marines / Medivacs / Tanks in TvZ ? BFH, Marauders, Vikings or Thors ? - What's your timing push with tanks / marines / medivacs in TvZ ?
I'm not sure why you feel the need to add anything, just concentrate on making LOTS and LOTS of marines and tanks.
If you really must add something, I'd suggest either a Raven or two, or a few ghosts.
Personally I like to make my first push around 9 minutes. Try and get a good read on what they are up to, is it a fast third? mutas? infestors? And then adapt based on what you see, and when I say adapt I basically mean gets lots of marines and tanks regardless
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On November 13 2011 08:31 humblegar wrote:Show nested quote +On November 13 2011 07:32 VPFaZe wrote: Hey guys, so lately i've been switching races quite a bit, but im still stuck on terran. My problem is that, I don't really have many structured builds. Im in silver. My builds are. TvT: Marine Tank, with viking medivac support if needed TvP: Either straight MMM with ghosts, or a 1 rax FE into MMM with ghosts. TvZ: Reactor hellions into Marine tank and thors.
Any tips on better builds or strats would be great. I really want to get promoted.
Also, I don't have any timing attacks, so i basically just push out when i think i can win. I would suggest starting here: Accelerated learning for mid/low terransNotice this: Show nested quote +You should have 50+ food at 6:40 game time with stim done with conc finishing up These kind of builds are great to start improving with because they have specific goals for you to meet. Not just win or not, but did you execute it perfectly or not. You will be surprised at how many small mistakes you can make with that relatively simple build.
Is this for every match up? or just some?
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Hey guys diamond level here. Just wondering what is a proper response if Protoss goes 1 base robo after I open 2 rax pressure. Thanks!
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Define 1 base robo, how many gates?
But basically follow up with an expo
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Hi guys, anyone care to analyse this replay? TvP. I'm not sure what went wrong. I do realise I was floating minerals, I knew he was going for a pressure tactic seeing as how he didn't expand fast. I couldn't really scout if he did or did not have his 3rd base up and I was caught of guard with that last push. Could it be because I didn't have SCV's repairing? He also forcefielded me heavily. I have no idea what I could have done to be honest. I don't even try drop play anymore because drops get denied by warp ins ... >< I really need help on my TvP, so please, a good analysis should bring me closer to my goal of not losing to Toss anymore.
http://drop.sc/58353
Help out please =)
And another horrible loss =(
http://drop.sc/58399
This time I'm just lost for words ><
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On November 13 2011 21:10 KenDM wrote:Hi guys, anyone care to analyse this replay? TvP. I'm not sure what went wrong. I do realise I was floating minerals, I knew he was going for a pressure tactic seeing as how he didn't expand fast. I couldn't really scout if he did or did not have his 3rd base up and I was caught of guard with that last push. Could it be because I didn't have SCV's repairing? He also forcefielded me heavily. I have no idea what I could have done to be honest. I don't even try drop play anymore because drops get denied by warp ins ... >< I really need help on my TvP, so please, a good analysis should bring me closer to my goal of not losing to Toss anymore. http://drop.sc/58353Help out please =) And another horrible loss =( http://drop.sc/58399This time I'm just lost for words >< First replay
If you like to do an early conc push then I recommend doing a 2 rax build. A reactor first 2 rax can have 2 conc Marauders and 7 Marines out at 5:30 and you can still get a reasonably timed expo. 1 marauder and 2 marines isn't going to do much to pressure and you stand a good chance of losing them all, especially if you push up his ramp when he hasn't FE'd. Your build in general looks unrefined, for example you're floating 400+ minerals before 6:00, and that's after your 2nd CC has started.
You try to scout him around 8:00 but your SCV hugs the side of his base and gets picked off without seeing anything. If you had taken the long way around your SCV would have seen that he hadn't expanded yet. After your SCV scout failed you should have scanned to see what was going on. If you knew he still hasn't expanded you would have known to prepare to a strong 1 base attack.
Your stim was late and you never started combat shields, you need to make sure you're working those into your build earlier. You almost held the attack even without stim/shields and without any SCVs repairing. Also, if you're going to be playing passive that like you need to keep a spotter or 2 out on the map so you can see when he moves out.
2nd Replay
Again your build looks unrefined, you're floating lots of early minerals again and because of your build timing you don't have anything to spend it on.
You basically got eco cheesed this game. He took a ninja expo before his 1st gate and started his 3rd at 8:00. Your 2nd CC was really late to move out, I guess you were afraid of a 1 base attack but keeping your CC in base that long is really bad against econ play that like.
Your 15:00 push was your last chance to do some major damage before his economy really kicked in. You still haven't even started combat shields at this point though; combat shields is absolutely required for a bio push at this timing. You also missed a perfect chance to do a 2 pronged attack, drop into his main then when he goes to clean it up push his natural.
When you engaged you were late to stim and your EMPs were late, you're lucky you got them off before the ghost was killed. When you engage you ideally want your units to form a concave but if it's too late for that you either need to kite or move in closer, the way you engaged you had units in the back scrambling around not dealing any damage. In that engagement his zealots were out of position so you probably could have just moved you ball in closer so all units are firing.
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Hello everyone. Can u guys analyse this TxP replay? http://drop.sc/58437 I am a low~mid master Terran NA server, and i really dont know how to tvp. any tips? faster third? faster agression? * Should I go Ghost Academy before Starport tech with this new 1.4.2 patch, that buffs mass gateway play? * How to deal with that colossi + stalker + phoenix combo? thx.
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On November 13 2011 00:40 foxj wrote:Hi guys I have some questions, hope u guys will help me - What's the best units which we can add to Marines / Medivacs / Tanks in TvZ ? BFH, Marauders, Vikings or Thors ? - What's your timing push with tanks / marines / medivacs in TvZ ? - They key role in mechplay TvT TvZ TvP ? How many Reactor Hellions is enough ? How many factories with TB for 2 bases ? Regards
add 1-2 thors, nothing else till lategame where u add ghosts.
even 1 thor makes sniping tank with mutas so much harder, u should add that pretty soon
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