Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
ok i seem to have trouble with the zealot msc stalker push. When do i need to throw down the bunker, or how do i have to react to deal with that pressure?
Pls dont tell me to go for Reaper FE, that's not the BO i wanna play vs Toss, there has to be a way to defend, without losing horrible amount of SCVs or delay or skip anything else, it is super clutch i know, but what would be the right way? Or would it be enough to just throw down the bunker at the highground and take the nat later? I rly don't wanna limit myself to the highground vs P
On September 26 2015 20:45 AleXusher wrote: ok i seem to have trouble with the zealot msc stalker push. When do i need to throw down the bunker, or how do i have to react to deal with that pressure?
Pls dont tell me to go for Reaper FE, that's not the BO i wanna play vs Toss, there has to be a way to defend, without losing horrible amount of SCVs or delay or skip anything else, it is super clutch i know, but what would be the right way? Or would it be enough to just throw down the bunker at the highground and take the nat later? I rly don't wanna limit myself to the highground vs P
(Talking about the first game)
You saw a zealot and a chrono on the gate. If you see that you should build a bunker at the natural immediately. Scouting is your friend
Hello I have a question about Terran Micro I am a zerg player. When I morph the units I can add them to the Control Group straight away. Question: How exactly to add units freshly build units to control groups? what is the most efficient way? And when I do multiple drops how to deselect units from main army and add to separate group for the drop? Is there any tricks? Thank you
On September 27 2015 08:35 SorrowShine wrote: Hello I have a question about Terran Micro I am a zerg player. When I morph the units I can add them to the Control Group straight away. Question: How exactly to add units freshly build units to control groups? what is the most efficient way? And when I do multiple drops how to deselect units from main army and add to separate group for the drop? Is there any tricks? Thank you
How to efficienty add units to your army:
- Rally your production buildings to a location (like, your natural) - Use a location hotkey to go to that location - Select the units and shift add them to your control group (for example, if your army is on 1 you select the units and press shift 1)
How to deselect drops:
- Load up medivacs - D click somewhere, the medivacs that have units in them should go to the spot you clicked, while empty medivacs stay with your army, this move is just to seperate the full medivacs from your main army - Rebind control groups like you want them to be and send the seperated loaded medivacs to where you want them to go
Neat video with tricks on how to drop (not really what you asked for but I assume this will be useful for you, or for any other player that hasn't watched it):
How do I defend against 2 rax reaper (into 6+ reapers) in TvT if I'm planning to do double reaper expand into reactored hellions? I'm finding that my hellions get picked off as they come out as he usually has 5-6 reapers by then which can 2-shot my hellions.
I try using a handful of SCVs as a meatshield infront of my own two reapers but, in this case, he usually just kites my SCVs until they're dead and then kills off my 2 reapers. Is this not the correct approach? Or is it just that my micro is bad? =P
I'm including a replay below - the build is a bit sloppy on my part (as I recently rebound my hotkeys for reactor/tech-lab/lift-off/land) but I think it illustrates what I'm having difficulty with: https://sc2replaystats.com/replay/1999635
i have no clue. Sure it would have helped to scout it, but how should i anticipate that kind of stuff? It looks a lot like ling bling muta, at least with the stuff i "saw" which sure wasn't much, but i dont wanna blindly throw scans, just in case 1 of 100 games Zerg goes for this strat. With better macro and multitasking i might get the Medivacs earlier and some more units, but marines are not rly great vs hydra ling. I know that marauder are great in fights with Roach Hydra, are they also good vs ling Hydra? So i have 1:1 ratio of marauder and marine with some WMs, could that work with multidrops? Problem i had were the ultralisks are out very fast...
First of all, when he built his Pylon inside your base, blocking your Supply Depot, you should have immediately sent one of your mining SCVs to build a Depot behind your mineral line - losing Depots and getting supply blocked at this stage is brutal, and you suffered after he destroyed your first depot.
Your Barracks placement was a good reaction - but afterwards you build a Refinery. That was a waste of minerals and mining time - you won't be getting Marauders any time soon, Reapers are awful against Cannons, and you will be defending only with a Bunker and Marines.
You built a Bunker within Cannon range - this might have been acceptable if the Cannon had not been in your vision immediately, but after the Cannon started firing, you should have built a bunker covering the other 'entrance' to your mineral line, between the Vespene Geyser where you built your Refinery and your Command Centre. This would block all Zealot attacks.
After you salvaged your first Bunker, you could have built a new Bunker slightly above where your first one was, out of range of the first cannon, and within range of where your other Bunker should have been; you would have prevented new cannons building which would attack your Command Centre.
If the above fails, lift CC and Barracks and land them in another location. Build a Bunker in the appropriate position to defend. You may have to play from behind economically, but perhaps you could get a Refinery, a Reaper, and force him to further commit to defense back home, slowing him down. Z
Hope this helps; if not, sorry.
See this and this to see how Polt defends a proxy Gateways. Perhaps you could learn something from him
Vs 2 gate i take the gas, as the reaper wins me the game. But as i saw in the game i played vs canons, the reaper is garbage, so ok, got it. You are also right with the depot. What i still don't know is, how do i not only defend, but win? He can slowly but surely push forward, bunker can get outranged by cannons, so what exactly is the plan to defend and win? I'd rather not lift my base and go to a new location.
On October 19 2015 23:57 AleXusher wrote: Vs 2 gate i take the gas, as the reaper wins me the game. But as i saw in the game i played vs canons, the reaper is garbage, so ok, got it. You are also right with the depot. What i still don't know is, how do i not only defend, but win? He can slowly but surely push forward, bunker can get outranged by cannons, so what exactly is the plan to defend and win? I'd rather not lift my base and go to a new location.
Actually you were not in an unwinnable position in that game; when you left, he only had 9 Probes with a Cannon in his mineral line reducing mining time, while you had 17 SCVs. At that point, as 3 cannons were already firing at your CC and you had no Marauders or tech, lifting to another base, preferably the one on the left since his pylons are further away, would have allowed you to prolong the game into a macro game.
Okay, but you want to win the game, and you seem to prefer taking gas. Okay; build a Tech Lab on your Barracks (make sure its not obstructed by the geyser), and build a Marauder, then, build a Bunker where his Cannons cannot fire as well as where it can cover your CC, like just slightly above the first Bunker you built in your replay. Marauders in Bunkers have the same range as Cannons so he cannot build more cannons. At this point, you can either take the risky route (assuming he doesn't try to cannon rush you further) and build a CC in your main to maintain the economic advantage, and then float it over. A second way is to keep making Marauders, and research Stim with your tech lab; you can try to overwhelm his cannons with your marauders, or you can actually try teching up to Factory tech and build Tanks. Also, you can make a Reaper, send it to his base, and deny any expansions he tries to make.
I would be also fine with only marines, i just dont see me, with my low skill getting a bunker near his pylon with marines <.< I think if i could manage to get a bunker near his gate pylon and forge i could win this quite easily. I just don't know how to do this. His Zealot pops before my first marine and the bunker takes 40 seconds. So if i see him going for a forge instead of a 2nd gateway, do you think i could put a bunker next to his buildings and somehow manage to get it up and fill it with marines? I can imagine that it takes absurd good micro <.< I think i need someone to practice against, all that theorycrafting wont rly help me, if i am not able to transfer it into the game.
On October 20 2015 00:53 AleXusher wrote: I would be also fine with only marines, i just dont see me, with my low skill getting a bunker near his pylon with marines <.< I think if i could manage to get a bunker near his gate pylon and forge i could win this quite easily. I just don't know how to do this. His Zealot pops before my first marine and the bunker takes 40 seconds. So if i see him going for a forge instead of a 2nd gateway, do you think i could put a bunker next to his buildings and somehow manage to get it up and fill it with marines? I can imagine that it takes absurd good micro <.< I think i need someone to practice against, all that theorycrafting wont rly help me, if i am not able to transfer it into the game.
As you will only have 1 Marine against his 1 Zealot, you must pull SCVs to surround and kill the Zealot while 1 SCV builds a Bunker that can cover the Pylon. See how Polt did this by microing his SCVs around the Zealot in the Daybreak game I linked.
ok, wow, thx a lot I guess i just need to practice this then. Is there a difference between how i have to react if the buildings of the Protoss are near my ramp or near my CC? Still talking about 1gate 1forge proxy, 2 gate proxy in main is no problem
So i tried now how to react, and it looks like i have best results with not canceling the depot, getting the bunker as you said near the pylon, pull SCVs, keep marine alive and i am able to hold.
Still not sure about 2 rax vs 1 rax, it looks like it might be possible to hold with 1 rax, which would be good so i can go faster CC after the cheese failed. I also seem not to be able to use double 11 rax to pump out constant marines and SCVs after i am forced to pull SCVs because of the cannon. Maybe someone can look over those replays, ~5min each, and give me further tips?
Some of them might also help other ppl to defend this, although i know i am no pro and do horrible mistakes, micro, macro and decissionmaking wise, but still, maybe it helps
again, i lost vs this twice in a row, eventough i thought i figured out i lose. If i kill the pylon he does another one, if i pull SCVs to kill gate, he cancels and macros behind ,comming out ahead, this build is so retarded, how. HOW do i defend without being super behind?
Yup, thanks to anyone who contributed ! TheDwf, Naruto, Jer, and all the others :-)
Since TheDwf took a break from sc2, who will take over the "LotV Terran Help Me" thread ? Is there a terran (still playing the game) in the TL Strat group ?
On November 04 2015 19:35 TaNtaLum wrote: What's the right army composition vs Stalker Colossus army? Vikings get hunted down by Stalkers and Colossi shred my bio :/
Regarding army composition: bioball with high marauder count + 4(-6) medivacs + as much vikings as you can afford (possibly from 2 starports if economy and timing make it possible). Marines are almost useless as they will die super fast to collossus fire, so go really ham on marauders. Delay upgrades if you're too low on gas, but get those marauders out. If you feel like you're too low on units, consider pulling SCVs if there are less than 3-4 collossus (with no zealots to shred them they should be useful, but when there are too many collossus, they'll all die in 1 swipe without really helping), but that shouldn't be necessary.
From my experience however, I don't think army composition is the lone deciding factor here. It is crucial to engage the protoss force properly. That means :
Having a concave, the wider the better. Ideally, this means a 180° concave, more than one screen wide.
If you can manage to set it up, having one or two medivac worth of units coming from behind/the side to flank will help tremendously. Collossus are fragile, and marauders can gun them down fast if they can close the distance/come from behind. Even if you don't kill, having the collossus shooting on a few units in their back means your main force will survive longer, possibly long enough to chew through the stalkers and get to the collo.
Unless there is a cliff/obstacle where you can safely park your vikings, spread them out as well. Otherwise the Protoss can just blink his stalkers underneath the viking pack and have an easier time targetting them down. Spread those vikings out over your whole concave and wider if you can. Shift-click them through the collossus when/just before the fight starts, obviously. Don't try to nibble at the collossus with your vikings before the fight, you'll lose a lot of vikings to blink for one uncertain kill at best.
Collossus does damage in a line, so try breaking the natural line that your units will tend to make. Select one or two marauders in the middle, stutter step them forward so that they absorb most of the fire. Select a few units on the far left, try stutter-stepping forward around the stalker ball to get to the collossus, same from the right side.
As often against P, it's an army that is very hard to "brute force" through. Assuming similar macro on both sides, you won't be able to just ball up and go. Your bio will never get past the stalkers before dieing to the collossus. Best case scenario is seeing him moving out, preparing a big concave (with a flank if possible) before the fight starts, and have him attack into you.
On November 04 2015 19:35 TaNtaLum wrote: What's the right army composition vs Stalker Colossus army? Vikings get hunted down by Stalkers and Colossi shred my bio :/
in what situation? it's very important to know if you're in a 2 base allin situation or a more standard "macro" situation
edit: also, depending on your league this question might have a very simple answer: right composition, just macro better. it's easier to help you if you post a replay
On November 04 2015 19:35 TaNtaLum wrote: What's the right army composition vs Stalker Colossus army? Vikings get hunted down by Stalkers and Colossi shred my bio :/
Honest answer is probably work on your control and dont let your vikings get sniped by stalkers. In terms of composition you should have at least 3 vikings per collosi when collosi are in lower counts, or around 13-14 in a maxed out army so you can 1 shot them with your viking ball.
But the most common ways to play TvP atm revolve more around never fighting your opponent's whole army at once and instead dropping all over the place to pull them apart. Beating Protoss armies straight up is still a nightmare imo.