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[H] Macro builds in PvT

Forum Index > Brood War Strategy
 
 Jaevlaterran   Sweden. February 04 2013 20:43. Posts 374
Profile # 
I have just started playing terran as an ex Zerg. The TvZ Matchup I know fairly well but honestly I am quite confused as to PvT.

Which build orders are standard macro builds? Both for T and P.

I've recently started playing the Flash build and also tried out the iloveoov build and am having a lot of fun. Are these standard build orders or is it just on pro level? What is a good beginner BO?

I've played mostly vs a friend on FS who plays 2 base arbiter and if I use the Flash build he can deny my third for ever, and once I get it he has so much more units before my production kicks in that he can recall/ attack me with one big game ending push. So, how do I take my third with just one/two factories vs someone with so many gateways?

Also help vs fast arbiters would be appreciated. I usually try my best with turrets and mines but do I need to keep units in my main? Is splitting my units in three to cover all my expos a good idea?

Last edit: 2013-02-05 04:12:39
Need a light?
Old Post

 
 samuelspark   February 05 2013 05:31. Posts 18
Profile # 
Nvm thought this was SC2.
Last edit: 2013-02-05 05:31:50
Old Post

 
 kade   February 05 2013 05:57. Posts 94
Profile # 
if the protoss isn't taking their 3rd and you're going for a quick 3 base, go to 4 facts before you take your 3rd. if they are doing that really lame 3rd denial where they never expand until you're dead just timing push them. it's hard to give exact advice without a replay, because this is all situtational.
Old Post

 
 Zerum   Sweden. February 05 2013 10:01. Posts 347
Profile # 
A basic rule of thumb is: If you can't preform the next step in you strategy just move on to the next one after that. If your plan is to get 2 facs-take a third-get upgrades-add more factories and can't get that third you have two obvious options. 1. Get that tech earlier to get a drop ship or wraith out and do some dmg. 2. add on more factories and maybe do a 1-0 timing attack or just slowly creep out on the map with your superior production.

Don't get stuck on that cheek point that you NEED the third. It would be good to have that third but you definitively don't NEED it if the protos is staying on 2 base. Don't bee afraid of going to the extremes ether when trying to figure it out. Start out by doing a bit more than what you think you can afford try that out for a bit and maybe scale back to soothing more along the lines of your original plan and after a few games you will probably find that deviation that suits you. I'm a big fan of playing your own style with inspiration from the best. It comes down to a lot of experimenting but is very rewarding when you find that perfect style for you.
Old Post

 
 JMave   Singapore. February 05 2013 11:29. Posts 1754
Profile Blog # 
i watched a lot of flash videos and how he overcomes the problem of getting a third is to gain map control with vultures and mines. he gets mines after siege and produces vultures from the second factory while constantly making tanks from the factory with a shop.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Old Post

 
 Cpt.beefy   Ireland. February 09 2013 03:32. Posts 632
Profile Blog # 
play toss.

srsly though, decent t use vulture to find holes, mine the map and keep goon production high. it is a little map specfic but vulture harasd can reaper real results based off good tank macro. And as previously stated upgrades.... so important. scanning is undetstated though just never blindly use vults scan and find holes they always exist.
Fuck you, you tolerant bastard! (yum-yum against Dr.shinker)
Old Post

 
 Novacute   Australia. February 14 2013 01:49. Posts 256
Profile # 

On February 05 2013 11:29 JMave wrote:
i watched a lot of flash videos and how he overcomes the problem of getting a third is to gain map control with vultures and mines. he gets mines after siege and produces vultures from the second factory while constantly making tanks from the factory with a shop.


Second this. Although there's one flaw with flash's strategy. It's incredibly vulnerable to a fake fourth into a gateway all in combined with zealot/goon bombs. The problem with his build is the lack of any reliable AA and a later armoury than usual to secure that third. I advise caution and suggest you keep scouting before you take your third. In PvT, it's okay to stay longer on two bases unless you 're 100% sure they're committing to a longer game. Also consider using your barracks and engineering bays as strategic structures to close any siege line gaps. This reduces the effective surface area for attack, which gives you greater defensive advantage. Consider compensating the lack of goliaths with missile turrets instead.

As for arbiters, goliaths and well placed missile turrets (often 3-5 at the edge of the natural/placed within your siege line) should be a sufficient deterrent against recalls, also, do not forget to obtain charon boosters, they make or break your defense against recalls. If there are more than 3 arbiters, consider transitioning to science vessels and researching EMP immediately after the science lab is done. That is the only surefire way to shut down large numbers of arbiters.

One more thing regarding the number of factories, if you're on two bases, you can maintain constant production of 2 siege tanks and 3 vultures plus an armoury with upgrades when both bases are fully saturated. Do not attempt to pre-emptively take a third, especially when you only have 2 factories. A 2 base economy can support 5 facts plus upgrades. Follow this rule of thumb and you will find defense a lot easier.
Last edit: 2013-02-14 02:07:31
Old Post

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