I am putting some of my own thoughts as well into this strategy guide with a spoiler tag.
+ Show Spoiler +
My general tips for vulture users
Now, the 1st option uses blocking at choke. The writer said this was for 4-main maps like lost temple or LUNA. But of course...you can't block on luna without making 3 supply depots up front, which is probably not worth it. Therefore, skip build 1 for maps like luna.
If, however, you play on a viable blocking map like Lost temple or Gaia, this build is useful for some recon work. Make sure you scout the protoss with an scv early on (scout at the same time you build a barracks or around 12-13 supply). Once you get inside, make sure your scv stays alive long enough to learn what the protoss will do. If you can't find him on the 1st two tries, chances are you won't get into his base due to a blocking goon. If this is the case, keep the scv in front his nat. If you REALLY like vultures, you can even go for 6 vults but the obvious disadvantage is that your expo CC will be delayed. It all depends on your style and how successful you are with harass. If you're going to attempt to get inside his base with your vultures (assuming you have good control), send them near front of his nat. Also pull out a spare scv for scouting (or use the unsuccessful 1st scv in front of his nat) to get an idea of his goon count. These scenarios are likely to occur:
1. If you see 1-2 goons on ramp and have at least 4 vults, hit him with mines. Chances are that he's going to use dts or reavers, so keep a sharp eye on your main and minimap. If you hadn't already, start up an ebay IMMEDIATELY. Make sure you lay some mines along the path of dts BEFORE your assault, but conserve enough mines to hit the protoss ramp and to lay in his base. If there are more than 2 goons on ramp, however, conserve your vults for mining strategic areas around the map.
2. There are 4 goons guarding the front of his natural. Chances are that the protoss expanded or will expand early. If you have at least 6 vults and good micro, clone your vults and be careful not to fall to dragged mines.
Besides that, the guide explains the rest of TvP pretty well. I'll add more thoughts when I'm off work. What I've written is not thorough, but my good friend Nada should be more than enough to cover for my shortcomings. Have fun
Now, the 1st option uses blocking at choke. The writer said this was for 4-main maps like lost temple or LUNA. But of course...you can't block on luna without making 3 supply depots up front, which is probably not worth it. Therefore, skip build 1 for maps like luna.
If, however, you play on a viable blocking map like Lost temple or Gaia, this build is useful for some recon work. Make sure you scout the protoss with an scv early on (scout at the same time you build a barracks or around 12-13 supply). Once you get inside, make sure your scv stays alive long enough to learn what the protoss will do. If you can't find him on the 1st two tries, chances are you won't get into his base due to a blocking goon. If this is the case, keep the scv in front his nat. If you REALLY like vultures, you can even go for 6 vults but the obvious disadvantage is that your expo CC will be delayed. It all depends on your style and how successful you are with harass. If you're going to attempt to get inside his base with your vultures (assuming you have good control), send them near front of his nat. Also pull out a spare scv for scouting (or use the unsuccessful 1st scv in front of his nat) to get an idea of his goon count. These scenarios are likely to occur:
1. If you see 1-2 goons on ramp and have at least 4 vults, hit him with mines. Chances are that he's going to use dts or reavers, so keep a sharp eye on your main and minimap. If you hadn't already, start up an ebay IMMEDIATELY. Make sure you lay some mines along the path of dts BEFORE your assault, but conserve enough mines to hit the protoss ramp and to lay in his base. If there are more than 2 goons on ramp, however, conserve your vults for mining strategic areas around the map.
2. There are 4 goons guarding the front of his natural. Chances are that the protoss expanded or will expand early. If you have at least 6 vults and good micro, clone your vults and be careful not to fall to dragged mines.
Besides that, the guide explains the rest of TvP pretty well. I'll add more thoughts when I'm off work. What I've written is not thorough, but my good friend Nada should be more than enough to cover for my shortcomings. Have fun
Hi everyone I've just finished translating Nada's TvP guide and I'd like to share it with everyone.
This strategy is based on 4 player-regular maps like Lost Temple or Luna where your natural has a gas.
Opening:
There are many TvP openings, but my favourite opening are these two:
1.Block at choke and double factory to make 4 vultures, expand.
2.No block. One barraks one machine shop. 6 marines+1 tank+1 vulture, expand.
Both openings are taking advantage of decieving opponent in order to fast expand, which I think is the most important aspect of TvP(fast expand). However, both openings have pros and cons:
The first BO when facing a dragoon rush with good micro will always turn out bad. When protoss realize I am getting 4 vulture harass>dual base they can always choose to expand early than me. Usually I have my vultures to show up at their choke and lay mines at their natural. However if the protoss expands when they have 4 dragoons then my BO will not have any advantages.
The second opening is more flexible, adapted to both offensive and defense strategies. However against protoss with better micro than me I won't be able to rush. I usually let them see my army just to scare them and I'll expand as fast as possible. But this expo will be a bit later, as well as my turrets and scanner. If protoss decides to DT drop I'll also be in a situation a bit tight.
However both BO are pretty neutral. It doesn't give me a big advantage but it never put me into any disadvantages at all.
Mid/late game:
What's the most important aspect of Mid-game in PvT? IMO it is endurance. There are two choices for mid-games:
1.Harass+Mass units
2.Slow push+Mass units+upgrades
I usually take route one. I usually get 2 dropships with 4 tanks and take a bunch of vultures. Using the high mobility of this army and the stealthiness of the mines to rapidly lay waste to protoss army and micro. This strategy has two problems:
1.Takes up a lot of resources. I have to make control tower as well as machine shop. This way I have to spend a lot less money on defense, directly weakening my defensive force to be lacking firepower, easilly to be hurt by DT drops.
2.This strategy also takes up a lot of my micro, and compared to me the protoss at the defensive side seems to have less micro needed to do compared to mine. As long as protoss are prepared and we're at the same level, I won't get too much of an advantage.
The second route is more focused at late game. At first glance it doesn't look as powerful as it is but many terrans seems to have overlooked its potential. The slow push has the following flow:
Dual base>Dual factories make tanks non-stop
2 more factories when I have 8-10 tanks
Start getting vultures(speed+mines)
4-6 vultures leave base to deny protoss getting 4th base>push outwards to second expo when I have 12 tanks.
Scanner should be made at 50 population. 2 armories should be made at 70 population. Upgrade non-stop.
When 3CC is build population should have reached 130 with +1/+1 while protoss has 180 army. Push out again to get my 4th and 5th expo. Increase factory count to 10.
Full scale assault when I have 180 army with +2/+2 upgrades. All factories start making goliaths.(at this moment protoss should have 200 army, 5 bases with 3 stargates ready to mass carriers.
No protoss army at 200 will be able to beat 180 army with +2/+2 ups. After a head on battle I should have 150 army while protoss pop count lowers to 120.
Send goliaths to deal with carriers appearing at the front line.
Defend bases from carrier harass with goliaths. Make 24+ vultures.
Destroy protoss expos with vultures.
Protoss should soon be down to 1 resource nodes and 12 carriers. Use 3/3 goliaths to micro against carriers.
Critical disadvantage of slow push:
1.Not great against protoss who sneakily fast tech to carriers.
2.Does not pressure the protoss enough and they often drop me.
3.Vulture harass is not as strong as other mathods.
How I deal with the disadvantages.
1.Scout often to find where protoss places their stargates. Many times I have faced protoss who risks and fast tech to carriers under the situation where their ground force is not enough. My solution is to leave the searching of new expansions to my vultures and have my scanners to find their stargates all times. I have my vultures to cover an area as large as possible on the map and avoid contacts with enemy forces. That way I still can search for their new expos and focus my scanners on their stargates. Attack when their stargates are flashing or else when I have 180 pop. With 18 tanks + 24 vultures I only have to be swift at seiging those tanks and if done properly I will be able to conserve the mines for later uses. A 200 protoss army will be no match for my upgraded army.(+2/+2)
2.Make excess SCVs. The disadvantage of slow push is that it does not pressure the protoss as much. Thie results in protoss expanding everywhere. Also faster protoss players will be able to harass with templar drops. Many times I won't be able to stop the psi storms and all I can do is run my SCV. However with extra SCV I will be able to pull fresh comers to replenish those lost. Slow push does not require as much micro as other strategies so that it is easy for me to make SCVs non-stop.
3.Sneak an expansion. With excess SCV it'll be easy to sneak an expansion unseen. Because of all those workers even if I'm found I won't suffer a lost too great. If I've successfully stolen an expansion I'll earn much much greater than the risk I've paid.
Summary of slow push:
50 pop scanner.
60 pop 4th factory
70 pop dual armories
100 second natural 6th factory start sneaking expos.
130 pop 8th factory continue to attempt sneaking expos.
180 Start assaulting 10th factory. Should have 2/2 upgrades on my ground forces with a 3:2 ratio of tank:vulture.
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