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The Space Whales Solution to TvZ (WIP)

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 All
 
 WhalesFromSpace   July 12 2012 17:07. Posts 316
Profile # 
Intro Video (Watch in HD):


Replay cast by Quantic.LaughingMan:

+ Show Spoiler +

[image loading]


Notes:
-I have marked this as a WIP (Work In Progress). I will be adding to it, and refining it over time.
-My replay collection will be expanded upon. I will continue to improve as a player and expand upon the foundation I have established here. Obviously I could have spent the time making this guide harvesting more replays, and I didn't save many games that I played prior to creating this. Right now I have included 4 replays.

Intro:
Hi everyone. I am a humble NA Masters Terran that has been working on a new build in response to the queen range increase, and how that patch change limited the ability for Terran to harass in the early/mid game. I do not view myself as a good player, and would love for others with superior execution to experiment with my creation, and aid me in its development. It is relevant that my career is based on software / game design; I wish to improve my skill-set in regards to community involvement and the articulation of strategy (so any feedback on such would be very useful).

Document Objectives:
-Expand upon the array of openers in TvZ
-Convey my opener to other Terran players such that they may experiment with it, and potentially contribute towards its evolution.
-Personally develop and experiment with the articulation of strategy, and its revision (based on feedback)

Commonly Perceived Issues With TvZ:
Some problems that many state are associated with the current state of TvZ include:
-Hard to punish greedy zerg openers, which often include early 3rd, or mass droning on the back of a handful of queens.
-Difficulty constraining the Zerg’s economy, such that after typical mid/late game engagements, the zerg will lack the capacity to re-supply with an army composition likely to be cost effective against the more rigid production style of Terran.
-Hard to establish tactical scenarios which are not heavily dependent on one or two binary conditions.

Ideal Strategic Objectives:
-Force zerg to produce combat units
-Deny zerg expansions beyond their natural; which pertains to the next objective.
-Force zerg to commit heavily into a tech route or aggression before they have established their 5th/6th gas extractors.

Tactical Solution:
-A fast, aggressive force, capable of inducing multitask-based scenarios; complemented with the threat of crippling economic damage, and the ability quickly to destroy/deny structures.

Implementation:
-The objectives are satisfied by a reaper/medivac composition, off the back of a reasonably early expansion. This composition facilitates various threats for the Zerg player, and can out-right secure a victory. However, as this guide will illustrate; the overarching game plan for the Terran player is extensive and facilitates safe reactions to various Zerg play-styles.


Execution:
-I would not recommend trying to execute this build unless you are of strong mechanics or at least master level. I am a mid-masters player and regularly make fundamental mistakes when trying to optimize this opener; that is why the replay count is low at this point (I will be adding replays as time continues).

[image loading]


Build Order

Here is how the build looks in my brain:
[image loading]

*Get 15 gas right before you start Orbital / Rax finishes

Natural Language Walk-through:
Here is a general description of the build. It will be followed up with the standard list format, and some other hopefully helpful graphics.

List Format:
+ Show Spoiler +


Opening/Early Game:
Initial depot and barracks timings are standard. Scout with the scv that finishes the depot. I like to wall at the main ramp, if techlab placement permits it. The first refinery is added right before you start the orbital; you also add the 2nd depot after the gas and orbital. Produce two marines from the barracks, before adding a techlab and the second refinery. Start your first reaper and another Command Center on the high ground. It is not possible to survive really early Zerg all-ins from the low-ground, unless they control terribly (ie: worse than a-move). The first reaper can generally be used to scout out some gas timings and pick off a drone or two (maybe even a creep tumor!).
SCV scouting info:
-If Zerg has no gas, or a very late pool (later than usual after a hatch first), feel free to map control a little bit with your two initial marines. I like to try and find an overlord, or unite them with the scouting scv such that a few slow lings may be picked off. This also has to potential to distract the Zerg player while your initial reaper scouts his main and perhaps kills some drones.
-If Zerg has a pool before hatch, you should leave your scv around to try and determine if he is doing something ridiculous on 1 base, or infact adding the expansion. Against early pools, the ability for reaper to safely be out on the map, is dependent on the map (will be discussed later). If no expansion is going up, you might want to start a bunker on the high ground.
If Zerg steals your gas:
+ Show Spoiler +

Early/Mid Game
Due to the relatively fast second gas, you will be starting the construction of a factory before the second reaper (reaper production is continuous, you aren't cutting unit production to get the factory). After the factory has been started, add another depot before throwing down two more rax (they will also have techlabs and produce a couple of reapers). When the factory is complete, start the nitro pack and your starport. You can fly the second orbital command to the natural if, when you are move out with the reaper/medivac force, you are not being attacked (ie: before applying pressure).

Responding to early Zerg attacks:
Roaches: + Show Spoiler +
Roach / Ling: + Show Spoiler +
Baneling Bust: + Show Spoiler +

Once your medivac is ready, you should have 5 reapers, with the next under production. You can add another 3 reapers if you wish, I generally end up with 8-11. The medivac is key here because it will allow you to engage queens, and large groups of lings. As shown in the video; it is simple to pickup and leave if outnumbered. I wouldn't recommend engaging speedlings beyond a 1:2.5 reaper:ling ratio [1:2 if on creep!] (this is just a guess from experience, such a ratio could benefit from some substantial testing). Don't engage 3+ queens if they have enough for transfuses. Feel free to tank queen damage while you rain down on structures or creep. Before fungals or mutas; you are quite free to have full map control and threaten the zerg via drop or cliff-jump.

With the reaper force, aim to:
-Deny hatcheries beyond the natural.
-Control creep.
-Pick off queens, lings, and static defense.
-Destroy tech structures, and extractors.
-Force the Zerg to commit their gas into the negation of the reapers, or a counter-attack, before the 3rd base is established.
-Apply enough pressure to transition into a bio force and secure your own 3rd base (if not being all-in'd).
-Scout what their transition is:
--Lots of players will be forced into roach production. You must establish through scouting and harassment, if these roaches are for defense (4-6ish), or for counter aggression (typically 8+). If the zerg is being defensive, continue to pour on the pressure with MM drops, and fly out your 3rd CC. Aggressive roach play requires turtling behind some bunkers to resist.
--Lair timing and the subsequential tech choice are crucial to how you will use your bio force.


Some "Units Lost" results, based on quality of execution:
[image loading]


Most of that section was about the usage of the reaper/medi squad; equally important is the macro base behind such aggression.
Make a viking when the medivac is done. Shift-attack that shit around the drop paths and the edges of the map; this puts a lot of stress on the Zerg while you are harassing them, and clears the way for your bio transition to drop without being spotted! The viking is a fierce element in this opener, and I cannot stress the devastating damage it has caused in my experiences.
When you are done making reapers (make marines, add a few marauders if there are banes/roaches/infestors), use your gas to get a reactor on the starport, and all the bio upgrades from your 3 techlabs (stim/shields/concussive).
Note that the low mineral cost of reapers, and long build time facilitates a strong mineral bank, which you can allocate towards a 3rd CC, then two more barracks and double engineering bay. It is after I macro through this mineral-heavy phase, that I add the 3rd/4th gasses at my natural. Proceed to get double upgrades and some more medivacs from your reactor starport.

Responding to Zerg Midgame:
If you are successful with the reaper force, it is likely that zerg has been unable to take a 3rd base without getting lair (and subsequent tech), or committing to some heavy aggression. This will likely result in Zerg doing one of the following things in order to secure a 3rd base:
Roach/Baneling: + Show Spoiler +
Infestors: + Show Spoiler +
Mutas: + Show Spoiler +

Midgame/Lategame:
As this is a guide for an opener, I will only speak of transitioning out of it. As previously mentioned, you will have some MMM with double upgrades to use for grabbing a 3rd base. I like to add 2 more factories for tanks, for a total of 5 barracks, 3 factories, and 1 starport. Because you have the 3 tech labs and all the bio upgrades already, you can use those for the tanks, and make a lot of reactors to compensate for the saturation of your third. Maruaders, ghosts, and vikings are readily available; reactive composition and solid macro will allow you to follow up the bio play with a strong 3 base push, which you can use to take the 4th and do whatever works for you.


Weaknesses/Negative Attributes:
(These are the current drawbacks that I identify as associated with the opener.)
+ Show Spoiler +

Ladder Maps:
+ Show Spoiler +

Replays:
Disclaimer: I am bad and fuck up a lot. This is not a "look how sick I am at this game" thread: I think better players could do a lot more with this build than I do.

+ Show Spoiler +


Closing remarks:
-I have marked this as a WIP (Work In Progress). I will be adding to it, and refining it over time.
-My replay collection will be expanded upon. I will continue to improve as a player and expand upon the foundation I have established here.
-Please let me know if you try this build and how it goes from you. I have no problems with it being proven not viable.
-If you want to know more about Space Whales, check out my tournament + Show Spoiler +
or my stream (I'll get a FPVOD up soon) + Show Spoiler +.

Thanks for the look: Now we are friends.
Last edit: 2012-09-16 14:03:08
Nihility
Old Post

 
 Xaldarian   Netherlands. July 12 2012 17:16. Posts 65
Profile # 
Wow just wow. Like your play in the video, this is how reapers are supposed to be used. I remember blizzard adapting the medivac to suit the reaper.
Those who lived in darkness have seen a great light
Old Post

 
 mitchdouble   Canada. July 12 2012 17:17. Posts 21
Profile # 
wow impressive guide man. im zerg but this is really detailed.
"I'm from saskatchatoon eh"
Old Post

 
 Chiller274   Germany. July 12 2012 17:17. Posts 56
Profile # 
WoW,

I will try this out when I am at home Sounds really good and I like your Pictures even when they are a bit to "colourful"

The Video is funny too

Edit: Can you maybe explain what you do with your minerals ? I always float 1000 minerals because my rax finished producing reapers and my barracks are building reactors and I am only gas starved.

Any tips on the midgame to keep minerals low ?
Last edit: 2012-07-13 03:11:13
Old Post

 
 LavaLava   United States. July 12 2012 17:20. Posts 235
Profile # 
Excellent. Anything that can incorporate Reaper/Medivac is a great build as far as I'm concerned.
Old Post

 
 WhalesFromSpace   July 12 2012 17:28. Posts 316
Profile # 

On July 12 2012 17:17 Chiller274 wrote:
WoW,

I will try this out when I am at home Sounds really good and I like your Pictures even when they are a bit to "colourful"

The Video is funny too



Do you think the colour makes them hard to comprehend? I am trying to find a nice place where I am conveying the logistics efficiently, and providing pleasurable aesthetics.
Nihility
Old Post

 
 oOOoOphidian   United States. July 12 2012 17:36. Posts 1240
Profile # 
I'd like to see how this does against Stephano style Roach/Ling defenses. It seems to me this relies too much on zerg either all-inning or making a bad unit composition. Queens are always supposed to target fire the medivac as well, which it appears is just not happening at your level of play.
http://www.twitch.tv/ooooophidian
Old Post

 
 Sammo   Italy. July 12 2012 17:53. Posts 14
Profile # 
Thanks man, love the idea behind this and of course reaper + medivac is the funniest thing in the game!! I'm only plat so my mechanics and control are bad, but maybe even my zerg opponents are not so good as they are in master..so I'm gonna try this, very impressive stuff
Old Post

 
 WhalesFromSpace   July 12 2012 17:55. Posts 316
Profile # 

On July 12 2012 17:36 oOOoOphidian wrote:
I'd like to see how this does against Stephano style Roach/Ling defenses. It seems to me this relies too much on zerg either all-inning or making a bad unit composition. Queens are always supposed to target fire the medivac as well, which it appears is just not happening at your level of play.


Yeah, I agree medivacs should be subject of queen target fire. This is complemented by a ling force usually though; I recommend only engaging queens if there are not enough lings to distract the reapers (which in the current metagame, many Zergs are not making the ling force preemptively). My experience against defensive roach ling is against higher level players. It ends up OK if you can keep the creep in control, and deny the 3rd until your orbital is constructed.

These are the scenarios what have spawned in my experience, from defensive roach/ling:
I have not really played zergs above the 1000 point mark this season. I have a goal to make top 8 this season so hopefully I will learn from some defeats soon.

-If not committing to muta or infestor, they often have to get speed roaches, to take their 3rd. The iterative denial of the 3rd is kind of what is forcing these all ins. If they bring enough units to the 3rd and defend, there is generally a bio drop or two about to land in their base (ideally)
-This play though subjects itself to MMM/SCVs pushes though when the Zerg goes muta after roach/ling. This push is an easy win because no gas is around for banelings when the mutas are built.
-I am waiting to encounter an opponent that can deflect the reapers and make infestors with their 3rd. It seems, in theory, like the best response.

I'll be sure to post a replay once I have one, about the interaction you are specifying. However, a large component in the reasoning for the creation of this guide is for stronger Terran players to give it a shot against some adequate Zerg opponents.
Last edit: 2012-07-12 17:56:50
Nihility
Old Post

  Toastie.NL   Netherlands. July 12 2012 18:06. Posts 232Profile # 
How did you make those Bo pictures? They are awesome andreally add some flair to the thread. The build is to multitaskish for me but I love what you try to do!
EU Random Player - Contact me for anything :-)!
Old Post

 
 WhalesFromSpace   July 12 2012 18:13. Posts 316
Profile # 

On July 12 2012 18:06 Toastie.NL wrote:
How did you make those Bo pictures? They are awesome andreally add some flair to the thread. The build is to multitaskish for me but I love what you try to do!


Photoshop CS5.
Thanks for the kind words
Nihility
Old Post

 
 Chaggi   Korea (South). July 12 2012 18:14. Posts 1090
Profile # 
This is a really really amazing guide, regardless of how it works/if it's viable. It just seems really fun.
University of Michigan '10 Alumni
Old Post

 
 komprezzor   Australia. July 12 2012 18:15. Posts 4
Profile # 
hi there, i have been using this style for while now~

it is better to CC first to get opponent to go 3 hatch and later lair, as lair tech to spire is counter

PM me and i send u a specific build order

hope this helps u
Old Post

 
 WhalesFromSpace   July 12 2012 18:17. Posts 316
Profile # 

On July 12 2012 18:15 komprezzor wrote:
hi there, i have been using this style for while now~

it is better to CC first to get opponent to go 3 hatch and later lair, as lair tech to spire is counter

PM me and i send u a specific build order

hope this helps u


Sounds pretty interesting... sure I'll send a PM and experiment.
Nihility
Old Post

 
 Chicken Chaser   United States. July 12 2012 18:22. Posts 512
Profile # 
Subscribed to this thread. The graphics and flow chart is absolutely stellar. I'll read the guide in detail later but this looks promising and thought out.
Old Post

 
 WhalesFromSpace   July 12 2012 18:25. Posts 316
Profile # 

On July 12 2012 18:22 Chicken Chaser wrote:
Subscribed to this thread. The graphics and flow chart is absolutely stellar. I'll read the guide in detail later but this looks promising and thought out.

Glad that you graced my thread with your 420th post! Was just sparking one for the GSL Ro8 tonight...
Nihility
Old Post

 
 Flonomenalz   Nigeria. July 12 2012 18:31. Posts 2863
Profile # 
This sounds really interesting.

I will watch the replays when I get home.
I love crazymoving
Old Post

 
 oOOoOphidian   United States. July 12 2012 18:32. Posts 1240
Profile # 

On July 12 2012 17:55 WhalesFromSpace wrote:

Show nested quote +



Yeah, I agree medivacs should be subject of queen target fire. This is complemented by a ling force usually though; I recommend only engaging queens if there are not enough lings to distract the reapers (which in the current metagame, many Zergs are not making the ling force preemptively). My experience against defensive roach ling is against higher level players. It ends up OK if you can keep the creep in control, and deny the 3rd until your orbital is constructed.

These are the scenarios what have spawned in my experience, from defensive roach/ling:
I have not really played zergs above the 1000 point mark this season. I have a goal to make top 8 this season so hopefully I will learn from some defeats soon.

-If not committing to muta or infestor, they often have to get speed roaches, to take their 3rd. The iterative denial of the 3rd is kind of what is forcing these all ins. If they bring enough units to the 3rd and defend, there is generally a bio drop or two about to land in their base (ideally)
-This play though subjects itself to MMM/SCVs pushes though when the Zerg goes muta after roach/ling. This push is an easy win because no gas is around for banelings when the mutas are built.
-I am waiting to encounter an opponent that can deflect the reapers and make infestors with their 3rd. It seems, in theory, like the best response.

I'll be sure to post a replay once I have one, about the interaction you are specifying. However, a large component in the reasoning for the creation of this guide is for stronger Terran players to give it a shot against some adequate Zerg opponents.

Okay. Thanks for the response. I'll give it a shot (I also play Terran) soon and try to give some replays. I really think this will struggle most with that stephano style, but otherwise it seems really fun and powerful.
http://www.twitch.tv/ooooophidian
Old Post

 
 TheRealFluid   United States. July 12 2012 18:42. Posts 486
Profile # 
Finally some terrans are figuring this out.
"The wings don't make you fly and the crown don't make you king.||"What do you say to god of gg? NOT TODAY" -John the Translator. "Give me Command" -Yellow.
Old Post

 
 Arkard   July 12 2012 18:43. Posts 15
Profile # 
Awesome work man.

Though, I have a stupid question: what is the advantage of your reaper build vs a reasonnably fast marauder/hellion push ? I did not do a lot of experiment on that push but I would guess it comes a bit too late.

Out of subject: Animals as Leaders are sick

Old Post

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