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[G]TvZ Marine/Raven - Page 16

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 All
 
 iEchoic   United States. November 01 2010 15:07. Posts 1707
Profile # 
How would this handle solo infestors running up and fungaling you repeatedly as you move across the map? I tried this out today and I saw no answer for this.
vileEchoic -- clanvile.com
Old Post

 
 noveyak   United States. November 01 2010 15:14. Posts 35
Profile Blog # 

On November 01 2010 15:07 iEchoic wrote:
How would this handle solo infestors running up and fungaling you repeatedly as you move across the map? I tried this out today and I saw no answer for this.


I have basically switched to this build for all my TvZs except when the zerg goes roach infester (becuase although I feel it works, there are better options). Normally against infesters I would get a few more medivacs and drop raven count because gas into infestors is money not going towards baneling (which are the 2 primary counters against mass bio). In addition, splitting your forces is pretty important if they are catching you in the middle of the map, but otherwise if they get you running up the ramp there isnt much I can see you doing other than having medivac to heal it and possibly attacking multiple locations and hoping to catch a base without infesters.

I still feel the best response from zerg against this build is using infester + roach play and transitioning to relatively fast ultra.
Old Post

 
 DoctorClock   United States. November 01 2010 15:32. Posts 129
Profile # 

On November 01 2010 15:07 iEchoic wrote:
How would this handle solo infestors running up and fungaling you repeatedly as you move across the map? I tried this out today and I saw no answer for this.


HSM will 1shot an Infestor. Stim marines should be able chase down an Infestor, especially if you have a few Concussion Shell Marauders in your mix, unless said Infestor is fungalling your entire army.
Old Post

 
 SWPIGWANG   Canada. November 01 2010 15:44. Posts 476
Profile # 
I wonder if ghosts are a good choice if against heavy infestor play. Snipe against both infestors and overseers would burn Zerg gas fast.
Old Post

 
 MrCon   France. November 01 2010 19:39. Posts 20274
Profile # 
atm Foxer is using the mass marine against zerg, with amazing micro, it's beautiful
Old Post

 
 cilinder007   Slovenia. November 01 2010 19:42. Posts 3195
Profile # 
Yea check out Foxer v Kyrix game 1, foxer is basicly doing this but making medivacs instead of ravens, but his marine control is sooo good
Old Post

 
 kme   Serbia. November 01 2010 19:51. Posts 176
Profile # 

On November 01 2010 15:07 iEchoic wrote:
How would this handle solo infestors running up and fungaling you repeatedly as you move across the map? I tried this out today and I saw no answer for this.

If they try some solo infestor shenanigans you must spot it before they fungal all your marines. If you do, just stim 3-4 marines and focus the infestor while running away with other marines. This will screw them and usually force them to waste a fungal on 3-4 marines, you may even kill one of the infestors if they sent a couple.
Last edit: 2010-11-01 19:51:20
Old Post

 
 MrCon   France. November 01 2010 19:57. Posts 20274
Profile # 
Antisocialmunky you're a terran hero, your strat is THE TvZ strat now (well, the marine part at least)
You're a precursor
Old Post

 
 MrCon   France. November 01 2010 20:33. Posts 20274
Profile # 
And you're right in your OP, in game 2 and 3

GSL SPOILER ALERT, those games were played like 10 minutes ago, fake Boxer series, don't read if you don't want to know the outcome of games 2 and 3 !
+ Show Spoiler +
Last edit: 2010-11-01 20:33:23
Old Post

 
 closey   Hong Kong. November 01 2010 20:54. Posts 272
Profile # 
Great read! I was trying to do this in the beginning when I was Terran. So aggression is what I've missed!

Pity I'm now zerg. Will not miss a few corruptors from now on.
Rock, Paper, Scissors
Old Post

 
 Kiarip   United States. November 01 2010 20:55. Posts 1733
Profile # 
wrong thread
Last edit: 2010-11-01 21:01:54
Old Post

 
 Strajder   November 01 2010 21:02. Posts 60
Profile # 
I find that the constant aggression with your Marines is the key here. From the minute you have your initial 5 Marines, you should be actively searching the map for stray Overlords and scout Zerglings, and take them down. Whenever you spot an Overlord, you should focus it with Marines.

A Diamond Protoss player playing Zerg with me to practice this build had a hard time to respond properly to the early aggression.
Succsex Dragon #1 GM 2013
Old Post

 
 MrCon   France. November 01 2010 21:10. Posts 20274
Profile # 

On November 01 2010 21:02 Strajder wrote:
I find that the constant aggression with your Marines is the key here. From the minute you have your initial 5 Marines, you should be actively searching the map for stray Overlords and scout Zerglings, and take them down. Whenever you spot an Overlord, you should focus it with Marines.

A Diamond Protoss player playing Zerg with me to practice this build had a hard time to respond properly to the early aggression.

yeah. And if you can kill an overlord with your initial 4-5 marines, usualy you win right here because your can reinforce fast and kill more overlords.
Old Post

  ChickenLips   November 01 2010 21:31. Posts 2913Profile Blog # 

On November 01 2010 15:32 DoctorClock wrote:

Show nested quote +



HSM will 1shot an Infestor. Stim marines should be able chase down an Infestor, especially if you have a few Concussion Shell Marauders in your mix, unless said Infestor is fungalling your entire army.



HSM is the most useless POS against infestor play. If the Z controls it properly there is NO WAY you will ever hit an infestor with a HSM. Infestors are faster than HSMs even off creep and with its shitty range just ONE fungal growth will screw you up big time since it has such a crazy radius.

Also it's pretty stupid to get ravens instead of medivacs imo since the medivacs will give you great mobility and much higher retention rate. Against a AOE zerg (Infestor/Sling/Bling) you just keep throwing your forces away while remaining terribly cost-inefficient.
Last edit: 2010-11-01 21:33:38
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Old Post

 
 Antisocialmunky   United States. November 01 2010 22:40. Posts 5065
Profile Blog # 

On November 01 2010 14:49 Hail Eris wrote:
This is pretty sweet when it works but I find myself getting completely rolled like every other game by Zerg cutting drones and making mass ling/bling off two base after he sees me FE and throw down more rax.


Yeah, I've starting to run into big problems from turtling 2 base play. I haven't run into aggressive 2 base play with ground army of 2 base zerg vs 2 base Terran so I can't comment on it except to say you probably want to turtle and go harass. You just can't be effectively aggressive. Ironically this is what low diamond zergs that can't macro well keep doing. It seems that their intuition is right. You're going to have to make several changes against 2 base mass bling zerg unless you have godlike micro and APM.

The major one is that the 30 marine push on your first two ravens won't be able to do much. You will likely need to wait for the third pair of ravens for a major push. I wouldn't be 100% passive before that though. You should be able to do decently off creep and snipe tumors near the edge of the creep.

I think the key tech for engaging off 2 base vs a 2 base is HSM in your first major engagement. Waiting until your third round of Ravens should give you two HSM and 4 turrets in the bank as well as a huge army. If zerg hasn't attacked you, you're going to have to advance onto creep. Chances are he's just going to retreat to his hatch where he can reinforce and surround easier so kill as much creep as your can and don't move too far onto the creep. Wait for it to disappear. Position your ravens constantly near the front of your marines incase Z attacks. When you push all the way to the outside of the nat, you can setup a contain. Spread your marines out and try and bait the zerg army into attacking by sending small groups of marines or with turrets. HSM when you can force the zerg to attack. You just need the zerg to attack and time your HSMs so your ravens can launch them almost ontop of the banelings so the HSM gets its speed up boost right when it launches and there is no escape. The main issue with this would be infestors fungaling do you really need to spread everything out.

Composition wise counters to 2 base mass bling: I'm skeptical about tanks but they seem like an obvious thing to try. Marauders as well may be worth trying out. Harass centric play may be worth trying if he doesn't get a billion muta. A Battlecruiser might just be an epic counter. It really depends on how the timing goes down.


On November 01 2010 20:33 MrCon wrote:
And you're right in your OP, in game 2 and 3

GSL SPOILER ALERT, those games were played like 10 minutes ago, fake Boxer series, don't read if you don't want to know the outcome of games 2 and 3 !
+ Show Spoiler +


I haven't seen it yet, is it about the same as the one Match Point build in Pokebunny's pack?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Old Post

 
 MrCon   France. November 01 2010 22:53. Posts 20274
Profile # 
I haven't seen the ICCUP-maps replay pack yet
GSL spoiler again
+ Show Spoiler +
Last edit: 2010-11-01 22:54:31
Old Post

 
 statikg   Canada. November 02 2010 01:13. Posts 929
Profile # 
I havn't had problems with anything against this build so far...building armor upgrades makes turrets basically invulnerable versus mutas....but generally the zerg can't afford too many mutas becuase all gas is going to banelings and infestors to try to stop my constant marine balls. As soon as my first 20 marines hit with shield and maybe 1/1 and dies I constnatly have another ball of about 20 ready to go. I have found balls of about 20-30 constnatly coming in are able to keep the 3rd down and force constnatly baneling production/mutas to defend, i usually split my marines up as much as i can and don't worry about rushing ravens too, they don't make a huge difference in the beginning until you can afford about 4 anyway. A couple medivacs rather then the SECOND raven (need first to control creep), I find to be much more effective because often after all the banelings I hvae about 5-10 red marines which with medvacs are 5x more effective. Infestors don't really counter me too hard either becuase if they miss any marines in the fungal -> stim kill infestor. Every infestor lost by zerg in this 2 base battle is a HUGE loss to them.

I also never lose my raven cloud to mutas as I just use pdd and turrets to hold them off if my marine ball dies until my next marine ball arrives, also as I sadi zerg can rarely afford a really big muta ball against this strat.

I am perfect so far with this strat 7-0.

PS I alwys start with 1 tech lab 2 reactor raxes and then i expand right before my first push and make probably 3 more reactor rax.
Last edit: 2010-11-02 01:14:52
Old Post

  JamesJohansen   United States. November 02 2010 05:09. Posts 213Profile # 
I am jumping in this discussion way to late, but are there any replays on youtube? I cant get SC2 to run on my laptop and I'm curious to see this build in action
Old Post

 
 Fruscainte   November 02 2010 05:24. Posts 4008
Profile Blog # 

On November 01 2010 21:31 ChickenLips wrote:

Show nested quote +




HSM is the most useless POS against infestor play. If the Z controls it properly there is NO WAY you will ever hit an infestor with a HSM. Infestors are faster than HSMs even off creep and with its shitty range just ONE fungal growth will screw you up big time since it has such a crazy radius.

Also it's pretty stupid to get ravens instead of medivacs imo since the medivacs will give you great mobility and much higher retention rate. Against a AOE zerg (Infestor/Sling/Bling) you just keep throwing your forces away while remaining terribly cost-inefficient.



You are underestimating how epic 15 auto turrets are.
Old Post

 
 Antisocialmunky   United States. November 02 2010 11:11. Posts 5065
Profile Blog # 

On November 01 2010 15:07 iEchoic wrote:
How would this handle solo infestors running up and fungaling you repeatedly as you move across the map? I tried this out today and I saw no answer for this.


Didn't see this before. That is annoying and its more annoying that many zergs don't do this more. I suppose it largely depends on the map and rush distance and xelnaga tower vision. The last Lost Temple game from KME's first replay pack shows infestor like this usage but the game was already won by that point. I'm not sure how much terran really can do about it with any unit comp besides mixing in medivacs or a few SCVs to offset the damage. I mean, how do you counter this normally, iEchoic?

A few stim marines can destroy an infestor quite quickly so you might be able to spread your marines out a little bit.

Maybe some reps would help?

EDIT: I also updated the OP. Also, please post reps if you need some troubleshooting.
Last edit: 2010-11-02 11:13:08
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Old Post

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