Thursday, May 19, 2011

Terran Versus Terran/Protoss

Sunday, May 8, 2011

oGs SuperNova TvP Build

oGsSuperNova's Build against Protoss (openers into late game)


10 Supply Depot
12 Barracks
13 Refinery
15 Orbital Command
*After first marine, construct a tech lab on the barracks
*Build a marauder and concussive shells
*After the second marauder, start your command center(start expansion at about 4:45)

*take off your barrack and start building a factory on the tech lab
 *Build second refinery and second barracks as fast as possible, in that order

Continue marine/scv production 
*Start a siege tank and siege mode asap and get 2 siege tanks out first before starport
*When 150 gas is reached build a starport, add a techlab, and begin banshee/raven production

Key: *=When Money Allows

Add barracks only as needed to stay alive or to abuse timings. You want to be expanding with minerals not used to stay alive.



Key Points


  • Pressure your opponent while you expand
    • You should be able to expand as soon as your orbital is done, however, if you feel pressured, wait until you have adequate forces. 
    • Your first poke should come when concussive shells finishes, just send your army around the outside of your base and make sure no proxy pylons go down.
    • The next one should come as your 4th tank pops out. The reasoning behind this is your banshee will join the battle soon and you can now one shot stalkers.
    • Any other timing pushes are on your own discretion, possibilities are with pdd, stim and combat shields, upgrades, 200/200, catching him expanding, etc.
  • When pushing, make sure you do not get caught unsieged. Make sure marines are in front of tanks to act as a buffer, and all spell casting units are doing what they are supposed to. This part is crucial, you cannot allow your tanks to target onto zealots, you need to place them onto stalkers, sentries, collosus, and then immortals. The reason for this is that your bio will get splashed.

    • Target firing stalkers with tanks should be priority, that way, even if you mismicro, your banshees can buy you time sniping collusus or leftover units.
    • If you scout a more zealot heavy composition, you want more marines, if you scout more stalker heavy or hightemplar/collusus, you want more marauders.
  • Replay of oGs SuperNova: http://www.gomtv.net/2011gslsponsors2/vod/62461
  • http://www.sc2replayed.com/replays/171370-1v1-terran-protoss-scrap-station
Strengths: This build is a safe build yet taking an early FE. Having tanks at your side, your opponent will be less likely to attack you which gives you the advantage of when to attack and harass. Its also rare to see tanks in a TvP so your opponent would not know the matchup quite yet.

Weaknesses: This build can survive almost anything with proper scouting and response. Make sure your initial poke is back inside your base by 6 minutes, as that is warp gate timing. Scout him and check for gas, if you only see 1 gas during core production, put up a bunker. If you are weary of a 4 gate, do not hesitate and put up two bunkers.

A weakness of this build is something like chargelot immortal. The best thing you can do is put up another factory and start hellion production, add ghosts to kill immortals, and target tanks onto anything that can shoot up to allow your banshees/raven to clean up.

Another weakness is void ray openers, scout heavily, if you see zealot heavy compositions, see a stargate, or anything that you think points to stargate play, drop an ebay and get a few turrets, and go marine heavy. If you see late game air, start a recactored starport along with your techlab starport and make vikings.

Wednesday, May 4, 2011

Sunday, May 1, 2011

A Quick Breakdown of how you can go about tackling Zerg players TvZ

There are plenty of build orders for TvZ that are bio-oriented and are strong.

If your going Bio

1. The 1 rax FE - In this build, you get out your barracks, then immediately get an expansion up, while getting bunkers for defense. This usually doesn't have a gas until after the expansion, but there are plenty of variables. I won't go into too much detail on this BO, as it is fairly straight-forward. This can also be a transition into tech, though it may take some adjustments.

2. The 2 rax FE - This is a build that is semi-aggressive, but still allows for a fast expand. In this build, you go -
10 depot
12 rax
14 rax
15 orbital
16 depot
22 expansion
25 depot
26 2 gas

From here you can transition fairly well into a more tech-based build, or continue going bio. When you lay down your expansion, you should have 5 marines. Push out with them, but don't rally your barracks to them. Put on slight pressure while securing your expansion. This keeps them from droning too hard.

3. The 3 rax - This is a rush oriented build. Usually you just get one gas, and then have 3 barracks - 1 with tech lab, 2 with reactors. Pump out mostly marines, while getting either stim or combat shields. This is great to put on pressure to force less drones, and to secure a safe expansion.



Key notes


If you are going bio, you HAVE to be aggressive. If you aren't aggressive with both drops and frontal assaults, you WILL get screwed. It is best to get 2 engineering bays to get lots of upgrades, and get mostly marines in your mix. Keep your maines behind the marauders, and be careful when there are Infestors and Banelings. Bio can require a lot of micro, so it requires a fast hand to use.

This build isn't very map dependant, but you will want to lay down bunkers if it is close position and you are going FE. You can basically judge how many barracks with what add-ons based on your income and their army composition. 



http://www.sc2replayed.com/replays/170441-1v1-terran-zerg-taldarim-altar-le
http://www.sc2replayed.com/replays/170442-1v1-terran-zerg-backwater-gulch



If your going Mech
The build order for mech is fairly straight-forward. There are a few more build orders than this that transition to mech-style, but this is the only one I have tested out at the moment.
10 depot
12 rax
13 gas
15 orbital
16 depot
when you are at 100 gas make a factory
add on 2nd gas
make a tech lab with the factory
start researching blue flame, and make a helion ASAP
make a starport
get a medivac, along with 1 more helion
expand
get 1 more helion
This is a fairly reactionary build. Make marines until you have about 10. If you are feeling very under pressure, make more marines and a bunker or 2, but remember, the more marines you make the later your expansion timing.



Key Notes
With mech, you are going to want a composition of Thors, Tanks, Helions, and Vikings (with a few medivacs just for drops)
This build has so much potential for harrassment. You can use the vikings to kill overlords, you can use medivacs to drop anything you please, and you can scoot around the sides of the map and have map control with helions.

You can support 3 factories - 2 with tech lab and 1 with reactor, and 1 starport with reactor on 2 bases. On 3 bases it depends on how many upgrades you are getting and etc, but usually 4-5 factories with the starport.

This build is not very map dependent, but you don't want to be doing this on close positions, because the helion drop would either be seen or very delayed, and your expansion will be really exposed when you lay it down.



There are many special circumstances of this build, such as getting your gas stolen. If you can't get your second gas out in time, don't panic! You can switch up your build instantly depending on your oponent's position!
If they are close position, or if they are being greedy or what have you, you can transition into the 3 rax build and then secure an expansion and go for a bio mid-late game.
Or, if they are too far away, and you feel like a 3 rax could be too risky, you can go into a 1 rax FE with a gas. This will allow you to get a nice amount of econ while teching into mech (or bio if you really want!)



http://www.sc2replayed.com/replays/170436-1v1-terran-zerg-backwater-gulch


Neat Fact:You can select your medievacs and click (M)ove + a chosen unit and then they will follow your units and heal them from time to time when they are moving, and more importantly - while you are kiting/stuttershooting your opponent.

Friday, April 29, 2011

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Thursday, April 28, 2011

Terran Versus Protoss


iEchoic's 1/1/2 Helion drop into Banshees
10 supply
12 rax
>> make marines nonstop
>> oc when rax finishes
13 refinery

(pop counts skipped from here out to account for scouts dying, other oddities, etc)
Factory
>> Make 3 hellions
Bunker
Supply Depot
Starport
Refinery
>> Make medivac when starport complete
>> medivac should pop out about at the same time that you have 3 hellions - go drop
>> As soon as medivac completes, build tech lab on starport and factory
Starport
>> Swap second starport onto factory's tech lab
>> Use excess minerals to expand and add more barracks
>> Push at 2-4 banshees

Until this point, you should be following the build order strictly. The 1/1/2 with hellion drop is stable and you do not need to branch out until you have two tech-labbed starports.

You are now in what I call the 'triple threat' position. It is called 'triple threat' because it sounds kick-ass and makes the strategy sound like it's prepared for anything. But s
eriously, this is where your 2port allows you to be versatile.



Key Points


  • Bring an scv onto the dropship just incase you need to repair
  • You want 3 barracks with tech lab and marauders after your harass
  • You want to start building you expansion at the 7 minute mark
  • You want to start building your 2 other barracks after your cc to transition into marauders
  • When you have accumulated 7-10 marauders, push out with 5-6 banshees marauders maybe some medivacs and maybe a raven if your feeling pro
  • Target immortals with your banshees and sentries
  • Keep harassing with helions and banshees until you have 7-10 marauders
  • You may need to build a bunker while your harassing
  • You should be non stop producing marines incase he gets counter pheonix's
  • You should have close to 10+ marines by the time you push out
  • Make vikings if he counters with voidrays
  • DO NOT LOSE ANY BANSHEES!
  • Here are some replays of how it should be done

  • http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&id=152192
  • and
  • http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&id=149696

Strengths: -3 Hellion drop is incredibly powerful. Basically an insta-win if your opponent is not defending, and even if prepared, you will get at least 4-5 probes if you micro well. The hellion drop is incredibly strong even if you know it's coming ahead of time.
- Hellion drop gives great scouting info and allows you to adapt with your 2starports
- 1/1/2 play allows you to account for all protoss openings
- Standard opening prevents protoss from gathering any info about build before initial scout is forced out by marine
- Very efficient use of minerals - rax and factory produce mineral-only units with no addons non-stop.
- Timings are optimized to spend all minerals at all points throughout the build order - high efficiency



Weaknesses: Early high templar feedback, voidrays if you dont transition properly




neat fact: Apm doesn’t mean anything, I play with an average of 35-40 apm in the beginning up to 100-150 when it gets micro intensive

Monday, April 25, 2011

Terran Versus Protoss


+2 armor Thor Build by Thorzain

10 supply
12 barrack
13 refinery
15 orbital
15 marine
16 supply
17 marine
18 factory
19 second refinery
20 marine
22 tech lab on barrack
22 bunker
22 marine
23 supply
- Swap the tech lab on barrack with factory
24 siege tank
28 marine
32 supply
32 marine
33 Command center
36 starport
37 helion
38 marine
39 supply
41 armory
- switch factory tech lab with starport
42 raven
43 tech lab
45 2nd orbital
46 marine
47 thor
53 banshee
58 Ground plate upgrade for thor
- After you land your expansion, build 2 refineries right away and build 3 bunekrs
104 Ground plate upgrade #2 and get blue flame upgrade
117 Third CC
126 35mm strike cannon
- you want 3 factories with 2 tech labs, 1 reactor, and 1 starports with reactors

and reactor when its done on that starport



General Idea of this build
The sturdiness and the power of the +2 armored thor and the ability to use the 35mm cannon at such a large range is hard to stop. Especially if you have a raven denying scouting observers. Having such a large surface area so zealots cannot get the surround and blue flame helions doing double the damage to zealots, its a pretty mean ball of destruction. This build is unique and unseen and the only counter i can think is an abundance of immortals or/and carriers.


Why the +2 armor Upgrades on thors? Thorzain explained:

"It's mostly to be able to fight heavy gateway units compositions, as they deal relatively low damage but shoot fast (zealots have 2 attacks for example). This lets me worry more about the actual "power units" so to say, the units that aren't gateway units. And as long as i can counter them properly (colossus/air = vikings, mass immortals = more Thor heavy) I feel comfortable in the big fight.
Key Points

  • Use raven to deny scouting observer
  • You want about 6-8 vikings,1 raven
  • You want about 4-6 helions
  • You want about 6-8 Thors and only attack when you have +2 amor
  • Use your 35mm cannon on the collosi
  • Put a couple of point defense drones down during the fight
  • Bring a couple of scv's after the fight 
  • You want to attack around 160-170 supply
  • Very unique build
Here is a replay of Thorzain using this strategy perfectly against oGs.MC

Weaknesses: Gateway all in zealot cheese, and a very aggressive 4 warpgate rush, carriers(because thors will automatically target air first when you want them to target ground)




Neat fact: You want to use your mules on close patches because of the limited time the mule has