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The Terran Help Me Thread

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 8 9 10 11 100 200 300 400 450 451 452 453 454 455 456 457 458 459 460
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.
 
 TheDwf   September 14 2012 12:20. Posts 3599
Profile # 
[image loading]
TvT: Early GameMid GameLate Game        TvZ: Early GameMid GameLate Game        TvP: Early GameMid GameLate Game


[image loading]
  • Anyone is allowed to answer. Try to backup your statements with pro game examples whenever possible. However, if you assert something wildly wrong, especially without enough support, you will be warned/banned. If you are unsure of the validity of an idea, just ask a question instead.
  • In general this thread is here to help bridge the gap between proven pro level strategies/ideas and the average player, not for you to give your opinion (unless it has very sufficient grounding from pro game evidence).
  • Don't ask the same questions that are in the OP.


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    Q. Are Reaper/Hellion openers still viable?
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    Q. How do you deal with gas first banshees when going for a gasless expand?
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    Q. How do I hold off a 1/1/1 push off 1 base with a 1 rax CC into 3 rax build?
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    Q. Any resources on gas first BFH expand?
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    Q. How do I hold off a 1/1/1 push off 1 base with a 1 rax CC into 1/1/1 build?
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    Q. Is there a build order that would give me a BO win versus a marine hellion drop?
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    Q. How to deal with doomdrops?
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    Q. If I play Marine tank and run into a opponent who also goes 1rax expo but into mech, what do I do?
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    Q. How winnable is bio vs. mech? Is it completely unwinabble for the bio player?
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    Q. What do you look for with your first SCV scout, in terms of gas timings?
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    Q. Is building a bunker in the Zerg mineral line as their hatchery is building worth it?
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    Q. Should I early worker scout when going 14 CC to rule out 6-pool?
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    Q. If I scout and see no gas from zerg does that mean he can't do any aggression?
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    Q. How do you defend early pools while 1 rax CC'ing?
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    Q. Is there any way to punish Zerg who goes 3 hatch before pool?
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    Q. Is it possible to hold 10 pool with CC first and late scouting (after rax)?
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    Q. When going for 11/11rax in TvZ on a 4-player map when should I send out my scouting worker to find their location?
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    Q. How many SCVs should I pull in a 11/11 attack?
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    Q. On 11/11 proxy 2 rax versus Zerg:
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    Q. What's the difference between 11/11, 11/12 and 12/12?
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    Q. Against the early speedling attack, is it only possible to hold it if you hold position your SCVs at the bunker?
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    Q. How do you deal with 6+ Zerglings pressure after Hatchery first ?
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    Q. How do you deal with 1-base Baneling Bust ?
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    Q. I suffered some damage at my natural but survived a Baneling bust going Hellions/Banshees, what to do afterwards?
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    Q. Which opening is better to go mech, Hellions/Banshees or 2 Factories BFH?
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    Q. How do I know if early roaches or early banes are coming?
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    Q. If I scout gas from the Zerg, does it mean he will attack me?
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    Q. Are 2 base marine/medivac or marine/medivac/hellion builds viable?
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    Q. What's a good pure bio opening?
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    Q. If I do a 12/14 2rax, when should I get my factory, my addons and my upgrades?
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    Q. Is non-committed 12/14 still viable?
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    Q. Build order for reactor hellion into banshee harass?
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    Q. What are the specific timings for a 3 rax hellion push with a third and double upgrades as a follow up?
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    Q. What is the best way to transition out of Hellion/Banshee into Marine/tank?
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    Q. What is a good 1 rax FE into mech build order?
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    Q. When doing banshee hellion into mech, when should I be suiciding hellions for drones and how many do I need to get to be effective?
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    Q. How to deal with 2-bases Lair Roach agression such as 1/1 Speedroaches timing?
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    Q. What is currently best; bio play or mech play?
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    Q. Is sky+mech viable on two bases?
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    Q. For TvZ I usually open eco two rax or hellion banshee into marine tank. whats the ideal production for 2 base going marine tank? how about three base?
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    Q. How do you learn to micro large scale engagements well?/How do you set up the attack, how do you micro DURING the attack, then how do you practice it until you are good?
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    Q. Any advice on tackling a ling/Infestor composition?
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    Q. If I'm going mech, should I be using vikings or thors to deal with broodlord/corrupter early on?
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    Q. Are Ravens good to use late game TvZ?
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    Q. How do you stop Infestor/Brood lord? Do ghosts still work?
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    Q. Is a ghost transition in TvZ good or bad?
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    Q. How do you deal with proxy Gateways?
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    Q. What should I look for when scouting protoss in the early game?
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    Q. How can I find out blink stalkers are coming rather then say dt's or something?
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    Q. How do I best deal with 1base openings like 4gate robo warp prism or 4 gate blink stalker?
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    Q. When to add engineering bay, if 1gate expo is scouted?
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    Q. What are the best cheeses at the moment?
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    Q. On 11/11 2 rax against Protoss:
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    Q. Is 2rax viable anymore, and if so what kind?
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    Q. How many bunkers do I need to hold a 4 gate with 1 rax fe?
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    Q. Are 3CC builds unsafe?
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    Q. What is the best build order to hold off any kind of cheese?
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    Q. If I 1 rax FE into 3 rax, how to hold Blink Stalkers all-ins?
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    Q. What do I do after defending a DT expand with slight losses?
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    Q. How to hold proxy robo immortal all in with 1 rax fe?
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    Q. Is a 3 rax before expo pressure considered all-in?
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    Q. How do you feel about a 1rax FE into cloaked Banshees, with defensive tanks to secure a quick 3rd?
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    Q. Is Marauder/Hellion actually a viable unit composition in the early game?
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    Q. Is 4 rax Marine pressure after 1 rax FE viable?
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    Q. Are there any decent 2-base all-ins?
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    Q. Recently I've seen a number of Terran players going for a Marine/tank push. In what ways is it better than the standard bioball?
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    Q. When to build addons beyond 1st tech lab?
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    Q. Why have 2 Tech Lab 1 Reactor openings become less common in favor of the more marine heavy 1 Tech Lab 2 Reactor openings?
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    Q. How do you get an edge versus Protoss if your 10 minute timing fails?
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    Q. Is it viable to incorporate Hellion harass with bio play?
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    Q. How many barracks should I have per base in TvP?
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    Q. How do you attack with your Medivac timing if Protoss already has Storm?
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    Q. In general is it better to have the 5 Rax before 3rd CC or the 3rd CC after 3 Rax?
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    Q. When do you add your second Starport?
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    Q. What to do if my opponent shuts down all my drops?
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    Q. Can you punish a greedy Protoss in the midgame?
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    Q. How to play against Templars?
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    Q. How many vikings per colossus is recommended?
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    Q. Should I go marauder heavy against templar tech?
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    Q. What is a good time to get Ghosts in a standard game, where the Protoss is going for forge/templar tech?
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    Q. How do you best use snipes against High Templars?
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    Q. How do you deal with a 6 colossi + stalker army?
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    Q. How to deal with Phoenixes/Colossi?
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    Q. Generally, what is the best way to force a bad engagement for the opponent?
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    Q. How many different hotkeys should I have in a standard MMM + Ghost/Viking composition?
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    Q. What is the 'best' Terran composition in this matchup?
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    Q. Any tips on unit composition regarding Ghosts/Vikings numbers?
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    Q. Banshees seem very good TvP, how come nobody uses them?
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    Q. What about Tanks?
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    Q. How to deal with Warp Prism harass by lategame?
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    Q. In the lategame, I often feel like I have too much gas. How should I spend it?
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    Q. I am maxed but don't have enough vikings or ghosts to fight the protoss army. Should I just engage?
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    Q. After a major engagment, in which you come ahead but not enough to push their bases, because of warp in, what do you do?
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    Q. Do I need more than 3 Reactors by lategame?
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Last edit: 2013-03-04 01:17:56
Old Post

 
 TheDwf   August 06 2011 04:35. Posts 3599
Profile # 
2nd post
Last edit: 2013-02-06 11:23:30
Old Post

  ToastieNL   Netherlands. August 06 2011 04:41. Posts 845Profile Blog # 
After Hive tech? like, with UltraDen AND Greater Sppire completed, wwith 3/3 ups everywhere? Or when the map starts geting mined out?
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Old Post

 
 KimJongChill   United States. August 06 2011 04:44. Posts 6424
Profile # 

On August 06 2011 04:35 Peterblue wrote:
What is the best composition possible for late game TvZ? Should I even bother including bio in my late game army?

It's dependent on Zerg composition of course, but marines are never a bad choice. Have some tech lab rax and reactor ports ready for ultra/brood.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Old Post

 
 Numy   South Africa. August 06 2011 04:44. Posts 7319
Profile Blog # 

On August 06 2011 04:35 Peterblue wrote:
What is the best composition possible for late game TvZ? Should I even bother including bio in my late game army?


Absolutely. Bio is one of the core components of conventional TvZ. That being said there are other styles out there that can lead to different results, I'm not too familiar with them so I'll just speak about standard marine tank type game.

TvZ isn't really like other matchups. I feel like it doesn't really have any defined "late game" such as TvP/ZvP has. It's generally a war of attrition that your goal is to keep it in a medium sized eco game. So you trading constantly thus never really have time to get some kind of "late game" army. Ghosts/thors/vikings are the only real new components that you can add in but those are generally added before this hypothetical "late game" would occur. Marauders are a good addition if he's going ultras however.

Just to go a bit deeper. Even when the map is being mined out it should still be a "mid-low eco" type situation. Where the whole game you have been trading armies effectively so there's never really time for zerg to reach his ideal composition.

If that doesn't make sense just shout, I'll try explain it better
Last edit: 2011-08-06 04:46:31
Old Post

 
 ticktack   United Arab Emirates. August 06 2011 04:54. Posts 872
Profile Blog # 
How do I deal with zergs who go Destiny-style infestor play? When they get the first few infestors out, I feel as if I can't push out and be aggressive anymore because he has too many lings and fungals to crush my push. The zerg will then proceed to make a ton more infestors and take the whole map. Then I lose.

Should I just turtle up and drop everywhere until I get 200/200 and 3/3 upgraded units? good zergs put spines on their expansions so sometimes this doesn't seem a good idea.
A winner is just a loser who got pissed off and tried harder
Old Post

 
 bunnymuncher   Canada. August 06 2011 05:02. Posts 110
Profile # 

On August 06 2011 04:54 ticktack wrote:
How do I deal with zergs who go Destiny-style infestor play? When they get the first few infestors out, I feel as if I can't push out and be aggressive anymore because he has too many lings and fungals to crush my push. The zerg will then proceed to make a ton more infestors and take the whole map. Then I lose.

Should I just turtle up and drop everywhere until I get 200/200 and 3/3 upgraded units? good zergs put spines on their expansions so sometimes this doesn't seem a good idea.


Zergs are very squishy while they are transitioning into infestors. If you scout a finished lair and an infestation pit going down then i would push out. Splitting up your marines works well against a low infestor count. One tip is to poke in/out with your marines IF YOU HAVE MEDIVACS. Let the infestors waste their energy. I aim to have a few seige tanks, decent amount of marines, and a few medivacs for this push. I've always loved fast medicavs.
Old Post

 
 Ge0Rob   England. August 06 2011 05:05. Posts 61
Profile # 
How to deal with a very heavy bling infestor upgrade style in TvZ? I feel as if the only way to get into the game without every push getting squashed is by dropping, however once drops are prevented by like 2spines and a spore at each base, it feels like the Z can just mass expand and I have to turtle on 2/3 base.
Everyone is entitled to their own opinion. It's just that yours is stupid..
Old Post

 
 Vestrel   Canada. August 06 2011 05:31. Posts 266
Profile Blog # 
What do I do if Zerg goes fast Zergling Speed - FE and I go 12/14 rax? There's no Hatch building at his natural when I get there so should I put up bunkers anyway or build up a bigger Marine count before moving out to pressure him?
Old Post

 
 Numy   South Africa. August 06 2011 05:36. Posts 7319
Profile Blog # 

On August 06 2011 05:31 Vestrel wrote:
What do I do if Zerg goes fast Zergling Speed - FE and I go 12/14 rax? There's no Hatch building at his natural when I get there so should I put up bunkers anyway or build up a bigger Marine count before moving out to pressure him?


Answered your own question :D. Just wait for a greater marine count and poke the around. Don't over-commit though. Without 2 hatches his production is quite low so he can't really afford to commit to both lings and drones.
Last edit: 2011-08-06 05:45:19
Old Post

  ToastieNL   Netherlands. August 06 2011 06:32. Posts 845Profile Blog # 
I'm actually wondering about this build. How to?

TvP
2 rax pressure -> Drops -> Expo
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Old Post

 
 WarSame   Canada. August 06 2011 06:37. Posts 846
Profile Blog # 

On August 06 2011 06:32 ToastieNL wrote:
I'm actually wondering about this build. How to?

TvP
2 rax pressure -> Drops -> Expo


You probably would want to expand before starting your drops(a good example would be Thorzain's build vs Idra here), but I think you can work out a general build order for your build otherwise.

I'd probably go something like 2 rax, gas, fact, gas, tech lab on rax, starport, reactor on factory, stim, switch reactor to port, move out. I'd really advise against this though because it slows your economy a ton,s o you have to do damage, but the medivac tech slows it down enough that he can probably get enough dling/queens to stop you.

EDIT: TvP not TvZ. Same idea applies though.
Last edit: 2011-08-06 07:06:34
My failures are my fault. My successes are my fault. To think otherwise is to throw away responsibility for my self.
Old Post

  rogzardo   August 06 2011 06:37. Posts 610Profile Blog # 

On August 06 2011 06:32 ToastieNL wrote:
I'm actually wondering about this build. How to?

TvP
2 rax pressure -> Drops -> Expo



2 rax --> drops means you have a super late xpo. Borderline Allinish IMO.

Drops are a big part of my TvP, and I either open 1/1/1 for a quick marine/hellion drop, or 1 rax gasless FE, into 3 rax and then drops.

2 rax pressure is nice, but you're going to have to forgo the xpo or the tech for quite a while. ...or just pray you don't get rolled if you try to do both at the same time.
Old Post

  ToastieNL   Netherlands. August 06 2011 06:41. Posts 845Profile Blog # 

On August 06 2011 06:37 rogzardo wrote:

Show nested quote +



2 rax --> drops means you have a super late xpo. Borderline Allinish IMO.

Drops are a big part of my TvP, and I either open 1/1/1 for a quick marine/hellion drop, or 1 rax gasless FE, into 3 rax and then drops.

2 rax pressure is nice, but you're going to have to forgo the xpo or the tech for quite a while. ...or just pray you don't get rolled if you try to do both at the same time.

Guess I'd go for 1 rax FE into 3 rax + drops than ! Thank you.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Old Post

 
 Numy   South Africa. August 06 2011 06:51. Posts 7319
Profile Blog # 

On August 06 2011 06:41 ToastieNL wrote:

Show nested quote +


Guess I'd go for 1 rax FE into 3 rax + drops than ! Thank you.


You can go 2 rax into expand then add on drops. Nothing wrong with it. Usual opening is 12 rax then 16 rax (before depo) while getting reactor on other rax. Then add on tech lab and push out with a few marines + 1 marauder and conc shell. If he's not going 1 gate fe you just fall back and put down expo. It's a nice build on certain maps and safe. The main issue with what you said was drops before expo and not many builds do that without being quite all inish
Old Post

  rogzardo   August 06 2011 06:54. Posts 610Profile Blog # 

On August 06 2011 06:51 Numy wrote:

Show nested quote +



You can go 2 rax into expand then add on drops. Nothing wrong with it. Usual opening is 12 rax then 16 rax (before depo) while getting reactor on other rax. Then add on tech lab and push out with a few marines + 1 marauder and conc shell. If he's not going 1 gate fe you just fall back and put down expo. It's a nice build on certain maps and safe. The main issue with what you said was drops before expo and not many builds do that without being quite all inish



Agreed. When I 2 rax ---> expo I usually tech straight to drops off the 2 rax, which is pretty risky. Auto-lose to 6 gate and similar builds. Guess I should just throw down 1 more rax before the factory...
Old Post

 
 SurroundSound   August 06 2011 07:11. Posts 104
Profile Blog # 
Recently in TvT, ive been favoring playing a safe turtle game to get 2 bases where i make my push but it was absolutely crushed by a thor/hellion/tank combination where i was sieged and he wasnt and he charged into my line and demolished it?

1. Is that a better combination to go for out of safe turtle game that i like to play?
2. When is the best time to attack with my tanks unsieged...in other words how should i charge a siege line with my tanks unsieged?

edit: I also like to get vikings out for denying drops and banshees. Can this be included if question 1 is a yes?
Last edit: 2011-08-06 07:17:12
Its not John Hancock...Its Herby Hancock
Old Post

 
 Numy   South Africa. August 06 2011 07:18. Posts 7319
Profile Blog # 

On August 06 2011 07:11 SurroundSound wrote:
Recently in TvT, ive been favoring playing a safe turtle game to get 2 bases where i make my push but it was absolutely crushed by a thor/hellion/tank combination where i was sieged and he wasnt and he charged into my line and demolished it?

1. Is that a better combination to go for out of safe turtle game that i like to play?
2. When is the best time to attack with my tanks unsieged...in other words how should i charge a siege line with my tanks unsieged?


TvT isn't really something that can be discussed without specifics(Replays etc.). Generally if you going for a more passive playstyle while just creeping to expansions you want to stick around siege tanks with air control while using hellions as min sinks. I don't really get the "2 base turtle". That's not really turtling tbh. If you staying on 2 bases for long you basically gearing up for a timing attack so it isn't really a "safe turtle game".

For a timing what I said changes. I don't have much experience with mech timing attacks in TvT. I don't see it often either. I assume you going to want enough tanks for defence then go into thor mode and push when you have enough thors to break his line and finish the game. Likely when he tries to take a third since there will be a small window where he's stretched out and doesn't have enough to completely seal off such a thing

EDIT: If you are going mech vikings are very important. You need to get air control or at least deny his air control. Overall I don't really think you can do a 2 base timing in TvT and what your question relates to seems to be exactly that, maybe post some replays of play in question.
Last edit: 2011-08-06 07:25:22
Old Post

 
 ilion   United States. August 06 2011 07:36. Posts 63
Profile Blog # 
TvP 1 rax gasless FE questions:

How many bunkers at my natural is too much? 4? This is obviously when I've scouted a 3gate robo or 4gate.

Also, how do you deal with blink stalker? As in a rush to blink. I've never actually faced this so I don't know when the timing for a blink rush to finish is, but I still forsee it as being a weakness of a gasless FE.
Old Post

  Kritzkrieg   United States. August 06 2011 07:45. Posts 57Profile # 
Vs. Protoss, I prefer to sky terran and open with cloak banshees, then banshee/Thor/rine for one observer snipe army trades. I have the whole mid to late game down, but I have a bunch of openings that all don't feel optimal.
I can siege expand, causeing my harass to be late and, if not afterward against, moves a massive waste of gas on the siege tech and 3 or so tanks.

I can rush banshee and potentially get epic harass and can also get my door knocked down by even a sup par 3gate push, and trade future gas needed for thirst, banshees, stim, ravens, ship armor and potentially BCs.

I can 1rax FE and simply ignore harass and tanks in favor of a 2 base unit comp death push, but will be behind economically without a solid plan to get my third.

So how would you open if this was UR unit comp goal? Tyvm.
"Check 4 check 5 check 6 check 7 check money check map" -Day9, aka the voice in my head.
Old Post

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