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On February 10 2011 03:47 SecretA5DC wrote:
What do you with the units? Rush? Drop? Pressure? After the hellion is done, harass and scout. The hellion can only be at their base for 10 seconds, this is enough time to make them change their tech patch, stops baneling busts, and can delay fourgate. Bring the hellion back to base after the 10 seconds(it meets up with the rest of the build). Take the first thor, two marines, hellion, and four workers and do a drop, this should land at 6:53 (median for most maps) be conservative, don't loose that thor, pull back if necessary. Once the last of the tank medivacs are done, load a total of 6 scvs and your force in the dropships and go for a second drop. Build two bunkers in their main. Siege should finish just as you land.
The second drop should happen at about 10:00ish
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On February 10 2011 03:58 eXwOn wrote:Show nested quote +On February 10 2011 03:47 SecretA5DC wrote:
What do you with the units? Rush? Drop? Pressure? After the hellion is done, harass and scout. The hellion can only be at their base for 10 seconds, this is enough time to make them change their tech patch, stops baneling busts, and can delay fourgate. Bring the hellion back to base after the 10 seconds(it meets up with the rest of the build). Take the first thor, two marines, hellion, and four workers and do a drop, this should land at 6:53 (median for most maps) be conservative, don't loose that thor, pull back if necessary. Once the last of the tank medivacs are done, load a total of 6 scvs and your force in the dropships and go for a second drop. Build two bunkers in their main. Siege should finish just as you land. The second drop should happen at about 10:00ish
Sounds good, I'll give it a go. Got any replays?
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On February 10 2011 04:09 SecretA5DC wrote: Sounds good, I'll give it a go. Got any replays? Yup, I'm at school right now, so I can edit this post to contain one in about eight hours.
PS: I'm new to this forum, is it considered BM to have more than one quote in a quote?
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On February 10 2011 04:14 eXwOn wrote:Show nested quote +On February 10 2011 04:09 SecretA5DC wrote: Sounds good, I'll give it a go. Got any replays? Yup, I'm at school right now, so I can edit this post to contain one in about eight hours. PS: I'm new to this forum, is it considered BM to have more than one quote in a quote? no, they get put in spoiler tags automatically.
btw is this ur profile? http://www.sc2ranks.com/us/2276670/eXwOn
still diamond according to sc2ranks, but the winrate is indeed impressive. id be very grateful for replays aswell. your variation of a 2thor opening sounds interesting and potentially less all-inish than the one described in the OP.
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I've been reading post after post, But haven't really seen any mention of this. And excuse me if it's been said already.
Would a gas before rax make this build faster, to get the factory building asap? I would love to try this, but it would be interesting to see if this makes any difference. Anyone know the math?
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Alrighty, I couldn't find any on my hard drive, so I went on ladder with my most recent account and did it. Here is it: http://www.sc2replayed.com/replays/137279-1v1-terran-zerg-metalopolis#rd:units I could make excuses about this match, but I won't. To be honest, I was sloppy. Cleaned up it works much better, which I'm sure you can do.
Edit: If you get a refinery before barracks you would have to cut scv production so you can afford it in minerals. Otherwise, use as directed.
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If the protoss is 2 gate expanding, then the observer should spot one base all in and toss should cancel expo and go 4 gate robo or 3 gate collussus or get dark temps, they are all viable. And void ray might work now with the bonus v massive but I'm not sure
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On February 10 2011 07:55 BananaSlap wrote: I've been reading post after post, But haven't really seen any mention of this. And excuse me if it's been said already.
Would a gas before rax make this build faster, to get the factory building asap? I would love to try this, but it would be interesting to see if this makes any difference. Anyone know the math? it would cost tons of minerals through less scvs working on minerals early on and through a delayed orbital. this would cost tons of marines for the push. additionally, gas before rax means that u wont have a marine out to chase his probe away for a long long time, so he spots u going tech very early on and can prepare accordingly.
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On February 10 2011 10:35 eXwOn wrote:Alrighty, I couldn't find any on my hard drive, so I went on ladder with my most recent account and did it. Here is it: http://www.sc2replayed.com/replays/137279-1v1-terran-zerg-metalopolis#rd:unitsI could make excuses about this match, but I won't. To be honest, I was sloppy. Cleaned up it works much better, which I'm sure you can do. Edit: If you get a refinery before barracks you would have to cut scv production so you can afford it in minerals. Otherwise, use as directed.
It would be awesome if you could get a few more of those replays man, defenitely interested in making this bo my main.
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I hit this build all the time on the ladder. 3 Gate Robo expand stops it no problem. I start producing more Immortals and Zealots once my Observer scouts the build. I have two Immortals and a bunch of Zealots out when the build hits, with a third Immortal on the way. Even with Strike Cannons killing the two initial Immortals, I've never had an issue holding. Just micro your Immortals back so the Thors are forced to move forward to Strike Cannon them. Then when the Thors actually do Strike Cannon, your Zealots will be right next to the Thors and get a ton of free hits.
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On February 10 2011 12:45 Black Gun wrote:Show nested quote +On February 10 2011 07:55 BananaSlap wrote: I've been reading post after post, But haven't really seen any mention of this. And excuse me if it's been said already.
Would a gas before rax make this build faster, to get the factory building asap? I would love to try this, but it would be interesting to see if this makes any difference. Anyone know the math? it would cost tons of minerals through less scvs working on minerals early on and through a delayed orbital. this would cost tons of marines for the push. additionally, gas before rax means that u wont have a marine out to chase his probe away for a long long time, so he spots u going tech very early on and can prepare accordingly.
Thanks for the help. I have been trying both ways, and with early gas i can have 2 thors out and attacking at 8 mninute mark, but the added rines maks a lot of sense, and would help to really make it a sneak attack. Thanks for the help.
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It makes no sense to me why you delay your orbital command so late. Why not invest in it early? One mule will pay it back, and you'll probably be on your third mule by the time you actually get the OC.
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On February 09 2011 16:54 roymarthyup wrote: You should always upgrade +attack on your thors over +armor
A +0/0 thor does 30+30 damage 60 total +1/0 thor does 35+35 damage 70 total +2/0 thor does 40+40 damage 80 total +3/0 thor does 45+45 edmage 90 total
Wait what? Thors get +3 per attack per upgrade, not 5
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Thanks cant wait to try it out. I have been finding out that thors are pretty crucail for dealing with protoss. THis is another great example.
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Well i'm loving this build. it seems like everyone on the ladder is playing toss, but each time i do this build they either rage quit or say how terran is so OP, lol. it's kind of nice being able to so perfectly counter a 4 gate robo.
One addition that i've made to this build is if it's a really small map i've gone with a fast 1 marine 2 marader with concosive shell to scout and kill a few workers. messes with them and they assume that i'm fast expanding. Just after 9 minutes of play time i'm back in his base with the 2 thors a bunch of marines and my scv's. lol I love it.
Has any one else tried this. (ps i'm a low gold but quickly moving up
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On February 11 2011 05:55 [Atomic]Peace wrote: I hit this build all the time on the ladder. 3 Gate Robo expand stops it no problem. I start producing more Immortals and Zealots once my Observer scouts the build. I have two Immortals and a bunch of Zealots out when the build hits, with a third Immortal on the way. Even with Strike Cannons killing the two initial Immortals, I've never had an issue holding. Just micro your Immortals back so the Thors are forced to move forward to Strike Cannon them. Then when the Thors actually do Strike Cannon, your Zealots will be right next to the Thors and get a ton of free hits.
That works, but only if the Terran being not very smart or suuuuper eager to kill you Immortals
Most people will just let the immortals sit in the back and do nothing, their range is 2 shorter than the Thors.
TL;DR Immortals have 2 choices, sit back and do nothing, or eat a strikecannon
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the replays dont show the highest calibre of play, having said that would flawless macro have made much of a difference?
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people still do this since the patch? seems pretty auto-loss if the protoss observer scouts you before 7 minutes O_O
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On February 18 2011 00:49 Alejandrisha wrote: people still do this since the patch? seems pretty auto-loss if the protoss observer scouts you before 7 minutes O_O
I've won my past 10 games doing just this build. i'm not diamond but i played 3 toss diamonds and this killed them, no problem. one thing that I always look for is the observer. just before my first thor pops is when it has usually just entered my base. the scan i feel is worth it to keep the element of surprise. and with my armory hidden, no real info was learned. now i just need a zerg build.
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Personally I hit with two thors at around 7 min 35 s - 8 min. During that time im constantly pouring marines out of one rax and should have about 12 with two thors. I pull about 10 scvs to repair as well.
I find that this strategy is great especially if you have 250 mm cannons. Proper micro of your marines is important because they deal the extra damage
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