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| 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 +I based my build on the 1 rax fe build from thorzain that was featured in a day9 daily some time ago. The only real difference is in the upgrades. The way thorzain does it allows him to get stim, shields and +1 right when medivacs pop, so he can do an attack or drop. I've changed that so that i get 2 ebays, get 1-1 simultaneously with shields and 2-2 simultaneously with stim. This works wonders against a player that also does marine tank, as I'll get a pretty big upgrade lead over him most of the time.
rough buildorder: depot, rax, OC, depot, CC (standard 1rax expo) 2nd rax + 2 gas (2-3 workers in each gas depending on scouting)
scan at 5 minutes, if i see techlabbed factory i build factory and a techlab on my rax and swap it to fact (this in fact happens in the replay i posted). If i dont see tanks coming, i will delay my own tanks in favor of upgrades and medivacs)
3rd rax, addons on raxes (reactor, reactor, techlab) double ebay, 1-1 ups, shield upgrade starport (reactor), medivacs 3rd CC, then take additional gasses
*note: i change this up a little depending on scouting *note 2: obviously constant worker, depot and unit production, and otherwise building stuff ASAP
Replay and analysis: + Show Spoiler +http://drop.sc/199992?pass=6df8a5d0-87e2-4ffd-8a27-59a1171dd668
*note i would have posted more replays but i ended up not saving a couple and a lot of games ive played seem outdated.
Analysis: I played this game against a fellow diamond player named Ghettoboy. Although i didnt execute my game intirely perfectly (not all buildings built right on time, not 100% constant production) I did feel like i was ahead throughout the whole game. Even looking back at the replay, i feel like i should have been able to win, as my opponents build was just bad (half bio, half mech, lots of marines without upgrades ASWELL as blueflame hellions, much later natural expo then me, builds up a massive bank of minerals, I have an upgrade lead, etc. etc.).
Early scouting: My SCV scout sees 1 gas and i scan at 5 minutes, seeing 1 techlabbed factory. I assume at this point that he is going for a tank allin (I assume this wrong, as he expands), and that i am ahead in economy by vertue of my 1raxFE. I choose to get tanks asap myself.
6:30 I see a small force with a tank moving to my base and so i pull scvs and kill the tank. I lose 6 scvs, but still think im ahead due to my FE. This ends up not being the case as he is about 6 scvs ahead of me for a good while. My macro ends up allowing me to catch up, but too late i think.
11:00 pretty bad supply block (this doesnt happen to me that often, but it did this game and it hurt!)
12:00 scanned again and see techlab port, i build turrets and kill a banshee a minute later.
15:00 i do two drops and also scout his third having been placed at the moment I arive. both drops fail horribly due to not seeing his well placed tanks.
16:00 i attack, because i feel it is my only chance to kill him before his 3rd base kicks in. I didnt have vikings tho, which made it very difficult to encroach onto his defensive bubble. Eventually he catches me out of position and kills me.
The 2 main things that i find i should have done differently was i should have made marauders, and i should have had air superiourity with vikings. Of course i also need to not get supply blocked and i need to work on improving my macro, but that goes without saying for anyone who is not high master.
What particularly troubles me about this game is that i missinterpritted his build. I saw a techfact at 5 minutes and asumed a tank allin, which would have put me ahead economically. Thus i was way too passive, and did not scout properly afterwards.
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 |
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| 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 |
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| 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. |
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IMNotMvp Korea (South). June 19 2012 03:17. Posts 530 | Profile # |
| yep, marine/tank cannot beat mech (well it can but... meh) so you need to add marauders asap or play bio only |
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| 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. |
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| 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?) |
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| 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 +It seems, from what you write, that you're more scared about a tank all-in with your 1 rax FE build than actually playing against "mech." Similar to you, I utilized the Thorzain build, or at least its fundamentals, for a long time on the ladder, but continually died to 1-base all-ins. That's when I picked up an extremely important maxim from a teammate: When expanding, build a tank and a viking. I recognize that this is probably a complete departure from your build order, which I will analyze when I get home, but I do hope that this gives you food for thought. Terran, almost by design, is a defensive race, so possessing a single siege tank on the high ground can indefinitely hold an all-in (well, not indefinitely, but it buys time for you to react). Utilization of a viking negates medivacs and banshees, and because you're close to repairing scvs, you can win a 1:1 viking war with decent micro.
Theory Answer 1 + Show Spoiler +Another answer to TvT mech, is the heavily-underutilized sky terran composition with banshees/vikings/hellions into eventual raven/battlecruiser. A mech player sinks virtually all of their supply and most of their upgrade resources into a ground-based, largely immobile army of hellion/tank/thor/viking. BC/banshee/viking/raven is essentially the hard counter to their composition, while you can use BF hellions defensively to hold off any hellion harass.
Theory Answer 2 + Show Spoiler +But if you prefer the marine-tank or pure bio style, as iterated above, being active is key. Playing against terran mech is analogous to playing against a slow protoss. Make constant small trades before they can max out, build vikings (and get the air upgrades) to win the air war, try to snipe the armories/reactors/factories/tech labs, deny expansions, get into good positions, etc. A meching player trades mobility for slowly increasing power, ceding all initiative to the more active player (with the exception of using BF hellions to harass).
Edit: Replay Analysis Edit 2: Accidentally pasted entire response. Fixed.
+ Show Spoiler +1. Okay, first thing I notice right off the bat. At 6 minutes with a two-base build, you should have 23/24 workers. More detailed information on benchmarks can be found here. 2. Holding the tank/marine push: You do a good job holding off the push, but I think that because you thought it may have been an all-in that you sacrificed a few too many workers. 3. @8:00 minutes, the tech breakdown looks like this. You: 3 naked raxes, siege mode starting. Opp: 1/1/1 Expand. Additionally, your opponent's economy is actually slightly higher than yours because of the aggression, which sort of negates your fast expand. All in all, positions fairly equal (though you want to be ahead with a greedier build). 4. @8:30. I question why you're pulling SCVs for tagging the watchtower. This is typically something you do against zerg, not terran, since the response you want to illicit is spending on army instead of economy. Additionally, had your opponent seen the push, would he have changed anything? He already had siege tanks while your combat-shieldless marines MIGHT have had stim. In my opinion, an unnecessary sacrifice of mining time. With builds, you're generally either greedy or aggressive, it's very difficult to do both unless you're ahead, and based on what you knew about your opp at the time of moving out, you didn't know whether or not you were ahead. 5. @9:16/9:17 your engineering bays finish. If I'm going double eBay, I like to them to be done before 9:00 and 1/1 started by 9:00. That sets it up nicely to have 3/3 by 15:00. Just some timings that help me remember things. 6. @9:29. Your natural is slightly oversaturated. You may be using the mantra "mine out the expos that are harder to defend," but this basically puts you on 1 base (considering the travel time between rallying your Main OC SCVs to the natural) and your natural OC is still rallied to the natural mineral line. 7. @10:01. You knew the banshee was coming, so that's good. Good reaction time with the turrets. Unfortunately, you're still stuck in a defensive position. I'm waiting for you to be aggressive and take map control. Luckily, your opp didn't have map control either. 8. @10:26. I'm looking at the Spending Tab. You've spent 1000 resources more on tech while your opponent has a 1000-resource bigger army. I'm just curious, when do you expect to be aggressive? The Thorzain-esque opener wants you to be aggressive at around 10 minutes, but Thorzain's opening has a lot more marines, 2 medivacs, and at least +1 with CS and stim finished by around now. When does your push happen? -- Additionally, part of that tech spending difference is your investment in A LOT of missile turrets. I like to just build one, maybe two in each mineral line and a viking to ward the banshee away. : 9. @11:16. By this time, the fact that your counter-attack hasn't happened yet, coupled with your investment in so many turrets, is delaying your third expansion. Your opponent, who feels comfortable now that his banshee is out as an early warning system, is throwing down his third. You use the 10 minute push to buy time for your third, unfortunately, your push has been heavily delayed. Your units at this point in the game: 14 marines and 1 tank vs. 1 banshee, 4 tanks, and 13 marines. Your army is simply falling behind in size. 10. @12:05. Your turret kills a banshee, but the mining at your natural is getting more and more inefficient. You've also fallen behind by 9 workers. There's no reason for this, even the early attack, because there was a point when you and your opponent were both at 31 workers. 11. @13:52. Your drops are almost in position, your army is still much smaller than your opponent's, your opp is transitioning to heavy tank production, your opp is getting a third, and the fast armory that you invested in isn't even being utilized as 2/2 is not getting upgraded. 12. 14:48. Your drops just got cleaned up. The number of tanks he has should be an indication to you to one of several things. 1) Scrap your current build, grab a third and tech to BCs as soon as possible. 2) Ramp up tank production and take a forward position outside of his bases. 3) Move your bio army to a more aggressive location. Instead of one of those three, you still have no third, your opp controls the map, and your army is stuck at your natural. The one advantage your army has over mech is its mobility, and it's being completely negated by its defensive positioning. 13. 15:10. You finally throw down your third, but your fast armory is just a dead-weight at this point. 2/2 is not on the way and your opp already has vehicle weapons 1 basically completed. He's also constructing 3 thors. 14. 16:35. Your push-out just sniped his banshee, but by this point, all of your early game advantages have been negated. He caught up to your FE, your upgrades are late, your marine count is small, you're only utilizing your mobility now, etc. 15. The Engage. You set up a siege line outside of his base, which is excellent. Unfortunately, after a little skirmishing, you decide to try to break his massive tank/BF hellion/thor line by running up his ramp. Bad move. By sieging outside of his base, YOU have the defender's advantage. He has to attack into you. Holding the siege line a little longer may have bought you time to tech switch. You're also not actively reinforcing the siege line. The strength of a siege line is either a) concavity or b) depth. Your siege line, while it had elements of both, didn't have the dimensions necessary to hold off the inevitable mech push (as in, he would've been able to a-move instead of inching up his tanks). 16. As for your opponent's composition, it's basically standard mech, though he used the marines as a crutch from his 1/1/1 Expand. Summary: Take a look at Thorzain's build again and try to get up his marine numbers, make sure you analyze Day[9]'s comments on TvT terran positioning, try to get a faster third, make sure you have efficient saturation on your mining bases, utilize the ability to get faster upgrades if you go that route, invest in marauders, and if you see mech, don't feel constrained to follow your build to the letter—there's a point where marine-tank cannot win against mech. Additionally, be more mobile. You moved out of your base 4 times (if you count both drops as separate moves). That's not enough mobility. Establish forward positions and continually reinforce while making small trades—your army rebuilds faster than his. I hope that that's all helpful and is what you were looking for. Last edit: 2012-06-19 11:28:46 |
| | "War is a matter of vital importance to the state." |
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| 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 |
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Drinc Sweden. June 19 2012 09:18. Posts 98 | Profile # |
| transition into BC's, works like a charm. |
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| 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. |
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| 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. |
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| 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? |
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EnE June 21 2012 21:00. Posts 417 | Profile 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. |
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| Kernkraft June 21 2012 21:03. Posts 91 | Profile # | |
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| 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. |
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