Sunday, December 4, 2011

Terran Versus Terran



1-1-1 Aggressive Terran push with marines/tank/banshee
10 supply
12 barrack
13 refinery
15 orbital
@100 gas, make factory
Make second refinery when you start factory
When your third marine is finished, and you have 50 gas, make reactor
Make starport after factory is finished
Add Tech lab on factory
Build siege tank
Add tech lab on starport, make banshee
Banshee should finish approx 7 minutes and you should head out all your units at about 7:00 at the very latest

Head out when your banshee is finished and queue up another banshee(subjected to change on reaction depending if u need a medivac/or viking

Key Notes
  • Scout early in case of any proxy barracks
  • If he has a starport making a viking, immediately transition into vikings and use your marines to target down the viking in a fight
  • You can choose to expand or continue rallying units towards his base on the first push
  • You can either have a big lump of units including your banshee, or you could have your banshee attack the mineral line drawing his units back and using your marines and tanks to attack from front for a double pronged attack
  • You should scan during the time where you banshee is halfway done, if you see that he is getting cloak (bubbling tech lab on starport) then you should immediately get an engineering bay
  • Be careful of reaper harass and search, so spread your marines
  • http://www.sc2replayed.com/replays/172791-1v1-terran-slag-pits#c1
  • http://www.sc2replayed.com/replays/174605-1v1-terran-slag-pits

Transition: Into siege tank and dropship and elevator drop his side and hold your ground with a couple of vikings


Strengths: Once the opponent messes up and splitting their army apart, its pretty much gg because the power of marines and tanks is a force to be reckoned with and needs a whole army to defend let alone the banshee harassment. This is a timing attack so if your opponent screws up at any moment, they are dead meat. It is a large composition of units so it cant just be stopped by a marauder ball or just a heavy siege tank defense, the opponent needs specific units to stop this build.

Weaknesses: Early proxy barracks and early marauder heavy bio ball. Preemptive vikings and early siege mode

Wednesday, October 26, 2011


Terran Versus Terran/Protoss

1 Barrack FE Strategy by Maker (heavy early marine defense into a great economic lead)


10 supply
12 barrack
15 orbital
15 marine
15supply
15refinery (dont put additional scvs into refinery until you start your cc inside your base)
21 Command center expansion(Put 2 more into refinery mining so total of 3)
- Drop another 2 barracks down and non stop pump marines and scv's
- Get a tech lab right after and when you get 100 gas get stim
- (you should still be on 1 gas at this point)
- Get an engineering bay and start getting +1 attack then +1 armor
- start upgrades when engineer is done and throw down a bunker or 2 with a turret if you think there is a chance of dt's
- Only start your second refinery when you decide to get your factory down which should be soon after you - have a decent size marine size of 10-15 and move out to your natural.
- Get stim pack and combat shield ASAP once your tech lab is done and get reactors on your 2 additional barracks that you through down in the beginning
 Attack once your combat shield finishes

Key Points


  • There are different variations of this build, aka getting 2 tech labs and timing both upgrades (stim+combat) at same time, but this build is safer and lets you get more units out.
  • Make a turret if you see tech lab on starport or chance of dt's
  • You want to get marauders as well and add another 2 barracks after your natural is fully saturated but I highly recommend you getting a reactor starport before adding your 4th and 5th barracks
  • This is a very strong build and make sure to make a bunker or 2 if you have ANY suspcicion of early aggression
  • Always look if he has expanded to his natural, if he has, then macro up, if he hasnt, then make units and hold scv production and let your orbital fill up with energy and use mules
  • Abuse dropship harassment and once you see a robotics get vikings asap, non stop production
  • This is a very macro heavy build so make sure to keep up scv production and take your third before 15minutes ingame at the very latest.
  •  For TvT
  • http://www.sc2replayed.com/replay-videos/2051
  • For TvP
  • http://www.sc2replayed.com/replay-videos/2052


Optional: Optional transition to ghosts if you see many sentries and templars and immortals

Weaknesses: Gateway all in zealot cheese, and a very aggressive 4 warpgate rush, high templars

Wednesday, September 21, 2011

Looking for highly skilled web designer that is able to make a website similar to mobafire but simpler for future projects. Email me at dicksonlam708@hotmail.com for more information in becoming a part of the team.

Friday, September 16, 2011

New website waiting to be launched

Brand new Terran tips website is waiting to be launched. As well as expanding to Zerg and Protoss websites as well. Will be updating new master/gm level build orders and strategies very often. Keep in touch as I will be posting more details about the website. Good luck!


Tuesday, August 30, 2011

Terran Vs Protoss


Marine + Ghost bio push
10 supply
12 barrack
13 refinery
15 orbital
16 supply
20 barrack
21 tech lab
21 ghost acadamy
21 scouting reaper
22 second refinery
22 bunker
-reactor when second barracks is done
-pump out 1 ghosts whenever you have the gas
and marines whenever you dont
-when you have enough, throw down a factory
-then second ghost with next 100 gas
then a reactored starport and only have 2 ghosts max building up energy for emp
38 stim followed by combat followed by +1 marine attack upgrade
-Attack when you have stim/combat and +1 upgrades with 3 medivacs up
emp the immortals,zealots,sentries,stalkers,sentries in that order

Becareful of dt's, use that scouting reaper effectively

Transition to to thors tanking for your ball is 1 idea
or completely changing to mech and switching tech labs with factories into seige tanks and thors

Key points to this strategy

  • If he traps you in your base, do a 1 medivac drop full of marines
  • Emp is everything in this build
  • Kite!
  • Get your emp's off early
  • You want to get the zealots off your tail first
  • This could be a 1 base or a 2 base build and branch off into more teched units if you decide to get a second
  • 1 cycle of warp gates is not enough to kill your full medivac, so use that to your advantage
  • The average time for collosi to come out is approximately 10:30 give or take, so its an ideal time to hit before then
Why is this strategy good?
You have the advantage of home base, so if his attack is too strong, you are able to pull scv's while he cant utilize his sentries to the fullest while you have the upper ground if the protoss decides to attack. Marine balls + emp and medivacs rape any gateway unit and immortals.


Weaknesses: Templar storms, and Collosus. You must emp the templars and mass vikings the collosi, or your marine army is worthless.  They will be a nightmare if you dont get rid of them before the marine battle and confrontation. At no cost if they have those 2 units, you should ever engage your units.

Saturday, August 20, 2011

Coaching

Currently looking for more students, coaching at $15/hr and can guarantee satisfaction and best bang for your bucks. Teaching from bronze to masters.

Wednesday, August 17, 2011

Terran Vs Terran (effective now due to high demand in blue flame helion play)


Reaper harass to bio ball
10 supply
12 barrack
13 refinery
-build 1 marine, then tech lab
15 orbital
15 barrack, then build reaper/scv
17 supply
tech lab, scv
- drop a second refinery when your 3rd reaper is done
-keep pumping out reapers and scv nonstop until you get 3-4 reapers
grab xel naga towers and make sure they dont see your reapers come from the back and harass scv line
- after your 3-4th reaper, nonstop build marauders and scvs and dont get supply blocked
- research concussive right when you get your first marauder out
- and research stim fairly early as well
- drop down a third barracks when you have a good amount of money supply to keep pumping out marauders and add a reactor
- drop a engineering bay and start upgrading when you have a good amount of mineral reserve and nonstop pump
- build a turret if you see if your opponent has a starport

Key points to this strategy 
  • Make sure not to supply block yourself
  • non stop pumping marines and marauders after your 3-4 reapers
  • if your money is getting out of control, throw down a command center and expand( but it shouldnt if you continuously make marauders marines upgrades and scvs
  • be sure to own the xel naga towers
  • if you can get a plentiful amount of scvs in your reaper harass, then the game is most likely yours
  • if your opponent gets banshees, get some turrets and COMBAT SHIELD with stim
  • make sure to stim move and attack move and attack
  • this strategy is a very MOBILE and HEAVY VISION control strategy and very very effective. if your attack fails, dont fret and try again
  • If your attack fails like my attack did in the replay at the bottom, get dropships and drop on their tanks (very good exmaple in my replay)
  • Marauders are really effective against tanks and you should always stim and focus them down first
  • then shoot and run marines, this will you will take minimal damage.
  • http://www.sc2replayed.com/replays/163242-1v1-terran-backwater-gulch
  • ^ that is a very good example of if your attack fails
  • while this replay is how it should look like following through your reaper and finish with just marauders: http://www.sc2replayed.com/replays/163247-1v1-terran-metalopolis

Transition(optional) after you have your 4 reapers out and a couple of marauders, expand and use your reapers to keep his units inside his base (Very effective)

Why this strategy is good?
Because of the mobility of marauders. You have control of the whole map and able to attack whenever. This strategy is good against helion builds and tank builds and mediocre against banshee builds but the combat shield you will put up a good fight against banshees and you could always pump out vikings from your starport. Even if your attack fails, this is not an all in and one of my favorite strategies. Marauders are REALLY effective against tanks can out micro marines. Good luck! watch the replay ive attatched


Weaknesses: The helion to banshee build because of the so little anti air in the beginning and the MarineKingPrime Marine build is pretty rough against this strategy