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[H] TvT unable to win marine tank vs mech

Forum Index > StarCraft 2 Strategy
 
 G-force   Netherlands. June 19 2012 02:03. Posts 12
Profile # 
Heya fine TL community, I'm MythGForce from the european server. I'm a long time reader of TL and a terran player who recently got promoted to diamond.

Even tho i have been promoted to diamond, I am having a lot of trouble in all of my matchups for some time. TvT was for a long time my best matchup as I felt like my decent macro combined with a 1raxfe into marine tank and some nice scouting timings could always get me the win. As of right now I've been facing diamond league terrans and getting pretty much smashed by them. One thing i'm especially clueless about is how to beat a meching player off of a 1raxfe. I'd like to ask you kind folk for advice on how i should improve my game.

So first I'm going to explain my "go to" buildorder in TvT. Then I'll give a replay of me losing and an analysis of the game.

My" go to" TvT buildorder:
+ Show Spoiler +

Replay and analysis:
+ Show Spoiler +

So i'd very much like to know from you guys:

What do you think i should work on, (macro/ micro/ multitasking/ decisionmaking)?

What do you guys think about the build i use and how it relates to everything my terran opponent can throw at me? And what transitions should i make when seeing mech (at what point do i need to get marauders etc.).

Also how should i go about determining for sure whether my opponent has bio or mech (other then wasting a ton of scans)?



Thank all of you for being awesome, and i hope this thread will not only help me, but other struggling with the same problems as well.

Cheers!
Last edit: 2012-06-21 20:14:49
Old Post

 
 FreedomMurder   Canada. June 19 2012 02:53. Posts 137
Profile # 
Try to realize asap when the player is meching.

Once you realize this you have to recognize the advantages you have. Marine tank is kind of an auto loss against mech because marines die so quickly to hellions and tanks. I recommend marine marauder medivac.

- You can expand faster. (Take expansions that will be extremely difficult for the mech player to access.) If you make a planetary on the other side of the map what are his hellions really going to do? He has to move his whole army to take it out leaving his base vulnerable to counter attack.
- Greater mobility. - Multipronged attacks, flanking. Force him to make turret rings around all his bases, and slow push you all the way across the map. Always attempt to catch your opponent unsieged but be ready to stim away when the battle will not go in your favour. You have to punish mech weakness, tanks are slow as fuck.
- Faster production - Tanks and thors build slowly, because of this it is okay to trade MM unfavourably because you can rebuild so much easier.

Eventually you NEED to mix in tanks as you won't be able to stop his push without them.

When I go up against mech i try to never try to fight his army straight up unless I have a huge advantage. If you have a huge bank going into the late game a good strategy is to try to stockpile some hidden vikings. If you can transition to BCs with more vikings than your opponent its GG.
Last edit: 2012-06-19 02:53:49
(>$___$)> <(-__$<)
Old Post

 
 vBr   Sweden. June 19 2012 03:01. Posts 175
Profile # 

On June 19 2012 02:53 FreedomMurder wrote:
Try to realize asap when the player is meching.

Once you realize this you have to recognize the advantages you have. Marine tank is kind of an auto loss against mech because marines die so quickly to hellions and tanks. I recommend marine marauder medivac.

- You can expand faster. (Take expansions that will be extremely difficult for the mech player to access.) If you make a planetary on the other side of the map what are his hellions really going to do? He has to move his whole army to take it out leaving his base vulnerable to counter attack.
- Greater mobility. - Multipronged attacks, flanking. Force him to make turret rings around all his bases, and slow push you all the way across the map. Always attempt to catch your opponent unsieged but be ready to stim away when the battle will not go in your favour. You have to punish mech weakness, tanks are slow as fuck.
- Faster production - Tanks and thors build slowly, because of this it is okay to trade MM unfavourably because you can rebuild so much easier.

Eventually you NEED to mix in tanks as you won't be able to stop his push without them.

When I go up against mech i try to never try to fight his army straight up unless I have a huge advantage. If you have a huge bank going into the late game a good strategy is to try to stockpile some hidden vikings. If you can transition to BCs with more vikings than your opponent its GG.




Marine/tank is hardly autoloss. It is just kinda stupid because you lower your mobility to his level which is pretty pointless. You don't need tanks to fight mech. The rest is fairly accurate however.
Old Post

  IMNotMvp   Korea (South). June 19 2012 03:17. Posts 530Profile # 
yep, marine/tank cannot beat mech (well it can but... meh) so you need to add marauders asap or play bio only
Old Post

 
 iwearcapes   France. June 19 2012 03:23. Posts 143
Profile Blog # 
i always go mech in TvT. hellions can move around the map quick and go behind minerals and cause many SCVs life. but i lose to the marine tank sometimes too. (im master lvl terran) drops hurt mech. catching the enemy with unsieged sieged tanks
is auto lose for mech since marines rip apart hellions wiithout tanks AOE.
Old Post

 
 G-force   Netherlands. June 19 2012 04:16. Posts 12
Profile # 
Thanks for the replies. Phasing out tanks against mech is an interesting thought i havent considered yet. So far i keep trying to get a high tank count myself, but i guess i can never win that battle against a purely meching player.

I would really like to hear from someone who looked at my replay and could give me some specific advice (is the build order im using ok vs mech, should i focus on multitasking or is there some obvious way to scout mech that i'm overlooking?)
Old Post

 
 ProfSc   United States. June 19 2012 04:34. Posts 51
Profile # 
Disclaimer: I'm providing some theoretical answers, as I'm at work right now, so I can't watch the replay. I'll update in a few hours.

Response to your analysis
+ Show Spoiler +

Theory Answer 1
+ Show Spoiler +

Theory Answer 2
+ Show Spoiler +

Edit: Replay Analysis
Edit 2: Accidentally pasted entire response. Fixed.

+ Show Spoiler +
Last edit: 2012-06-19 11:28:46
"War is a matter of vital importance to the state."
Old Post

 
 G-force   Netherlands. June 19 2012 05:40. Posts 12
Profile # 
Ya i have initially struggled a lot with 1 base pushes when 1raxfe'ing. I think i've come to be able to handle those well tho. I just make 1 extra rax and take 2 gas after the CC, place down a factory and make a techlab on the rax, then swap and make my own tanks. I find that if my opponent pushes with 2-3 tanks, i will have 1 tank sieged at my nat at the time he arives. Some times im a bit short on time, so i try to delay by attacking his tanks with marines while on the move.

So i wasnt at all that worried that it MIGHT be a 1 base tank push, i just thought it WAS that, and that i was doing good by sacking scvs for his tank. It is a kinda tricky missread i did, which i dont know how to prevent.

agree with what you are saying about the banshee viking into bc raven transition being strong vs mech. In this game however, he had 5 thors already when i moved out. banshees and ravens dont do well at all vs thors, so this transition is quite difficult to pull off in this specific scenario i think.

About the staying active on the map, i feel i kinda did that, as i dropped with my 2 first medivacs (and botched hard) and then pushed shortly afterwards.

All in all i appreciate the advice, but i'd like for you to watch the replay. That would be much appreciated as it will no doubt result in more specific flaws in my gameplan being revealed.

*edit, fixed a confusing sentence
Last edit: 2012-06-19 05:41:54
Old Post

  Drinc   Sweden. June 19 2012 09:18. Posts 98Profile # 
transition into BC's, works like a charm.
Old Post

 
 MaxSteel   June 20 2012 04:10. Posts 78
Profile Blog # 

On June 19 2012 09:18 Drinc wrote:
transition into BC's, works like a charm.

Inb4 this post gets a warning. And a well deserved one..


Anyhow, I'll tell you how I personally deal with Mech when I see it.

First off, I generally play a Tank heavy Bio-mech anyway.
If I see the opponent going for mech,here are the key points:

Upgrades:

- Bio upgrades, until 3/3, through the game.
- Mech Attack, whenever you got spare gas. Try to get it to+3 eventually.
- In the super late-game, air attack and armor, adding a 2nd Armory.

Production:
- 1/2 Reactor Rax, rest are Tech Rax (around 4 with the initial 2 bases, +2/3 per every additional base.).
- 2 Tech-Lab factories, first at start, 2nd around the natural expansion.
- 1/2 Reactor Starport.
- 3->4->5 Tech Lab Starports, in he very-late game once you got 4+ bases, max army, and a big bank. You can switch one with your initial star-ports onto a tech-lab from the barracks, but you still need at least 1 reactor port for Vikings.

Units:
- Marines, those are the first units. Don't build many of them in the mid/late-game unless you see he's switching to Battle Cruisers.

- Marauders, you're gonna be building almost exclusively those. They are your main army, your map-control, your everything.

- Medivacs, around 2/4/6 in total, depending on the size of your Bio. Both for the sustainability of your marauders, and for drops.

- Tanks - you need a ton of those, simply to keep ground. Once you siege your tanks in a strategic point in the map, his tanks/hellions/thors aren't getting trough.

- Vikings, you're gonna need those for sky control over his Vikings - and a good mech player will always have many Vikings as well.

- Banshees, in the late-game, if you got sky control, and he still doesn't have cruisers, you can strongly harass his tank likes with those. Just build 4/5 banshees at once, with or without clock, and go one-shot a few tanks and harass the hell out of his production/expansions.

- BC's - in the end, BC+Viking+A FEW Ravens is the optimal late-game composition. once you got enouh production and some BC's/vikings/ravens already outside, sac some marauders+medivecs, and eventually get a full tank+BC/Raven/Viking comp. Nothing can beat it, and you push his mineral lines, using Yamato and PPD/Vikings if his own vikings try to scare you off.

Expansions:
- Expand faster. You can make OC's in the Natural and 3rd -if it's close- and PF's in the farther expansions.

- In the end, you should get the expansions faster than him, and get at least the same amount of expansions operating as him, all the time.

Drops
- Until he has fortified his main, you should drop there. From that point, you should mainly use your drops to deny him new expansions, and drop on top of small tank groups in case he has some scattered around the map.


Hope this helps.
Herpaderp
Old Post

 
 Clarity_nl   Netherlands. June 20 2012 04:19. Posts 3283
Profile # 

On June 19 2012 09:18 Drinc wrote:
transition into BC's, works like a charm.


Oneliner response "suggesting" something with no context to the OP, getting sick and tired of seeing these in the strategy forum.
More gg, more skill.
Old Post

 
 G-force   Netherlands. June 21 2012 20:56. Posts 12
Profile # 
Thanks a lot ProfSc and Maxsteel for the in depth write-up. As youve pointed out, income management wasnt really on point. I might need to spend some more time fixing that. Also, i was too defensive and passive in this specific game. Problem is, i was convinced he was 1 base tank allining me into delayed banshees. I thought by just defending and capitalizing on my "more efficient" macro build, I would eventually come out ahead and be able to push for the win. I hope i can stop myself from making such foregone conclusions in future games.

so specifically, im thinking of doing the following:
If i see my opponent take gas at 13 and see a fact at 5:00, i asume hes going to push (or banshee rush) me, and i start building tanks (turrets) for defensive purposes.

By the time i have three barracks i try to determine whether or not my opponent is going mech (use a scan if necessary). If so, i wont add reactors to my rax. In stead, ill invest in a fast 3rd (+4th) base. I'll make tanks and vikings, as well as marines off of the naked raxes and try to take map control. Meanwhile i ofcourse still do the upgrades.

Once on 3 (or even 4) bases, i can invest in a ton of raxes with techlabs for marauders, and if possible bcs. At this point ill drop him as much as possible to hide my bc force behind it.


Ofcource this is all very hypothetical, does this seem like a decent followup to my 1 rax expo when against mech?
Old Post

  EnE   June 21 2012 21:00. Posts 417Profile Blog # 
If you have your factory up and you want to play-bio tank vs mech its important you play differently from marine tank vs marine tank.

You want your engagements to be Marauder Medivac + Unseiged tanks into flanks whenever he unsieges. You can also use the factory to transition to thors which synergize pretty well with marauder medivacs when it comes to breaking mech players.
Last edit: 2012-06-21 21:02:22
I'm embarrased by my past actions and even more ashamed of my present thoughts and future endeavors to clear my name.
Old Post

 
 Kernkraft   June 21 2012 21:03. Posts 91
Profile # 
tho
Old Post

 
 HeeroFX   United States. June 21 2012 21:37. Posts 1915
Profile Blog # 
The thing I do vs mech is I try to be aggressive with my drops, and start expanding all over. The enemy shouldn't move out of a defensive position until he is around 160-maxed food. If I am doing marine tank, I try to work very hard to catch his army unsieged to attack. Another thing I do is have the resources to build BC to finish off his mech army as my marines are dying.
Old Post

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