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 Originally Posted by boost
tyty.
So after placement matches I'm 1 and 6, and the 1 the guy insta quit as soon as we got ingame. I think that I have shown decent ability to scout and apply counters, but I'm really lacking a solid build order. So now I'm watching a bunch of TL replays for each matchup (I play terr, so TvT, TvP, TvZ). I had the right idea of TvT, but just executed it wrong. I have yet to do my homework on the others. Pretty sure if I get down some solid build orders I can easily push into gold.
Some general pointers, I'm not the best player in the world so take em with a grain of salt. I am in diamond league however so should be something:
BO: standard 1-1-1 build is a good versatile build, I use it all the time.
10 supply depot (the "10" refers to what your supply is at)
13 barracks
13 refinery
when barracks is done, orbital command
when refinery is done put 3 drones in there asap
when 100 gas, factory
when factory is done, starport
at 20-22 second refinery.
And from here on out it depends on the match-up and what you have scouted what more units/addons you make.
TvT: besides an early (cloaked) banshee rush, this match-up revolves around 3 units. Tanks, vikings and marauders. The idea is this. If we have an equal amount of tanks, but I have air dominance because I have more vikings, then I win because I can give my tanks vision over your tanks, and push you back. However, if you get too many vikings to ensure that air control, or too few tanks, you become susceptible to mass stimmed marauders, who will eat up small numbers of tanks. So there's a fickle balance triangle going on there.
TvZ: Lotsa options here but you absolutely HAVE TO harass the zerg and not just sit in your base making a 100 supply army or the zerg will be on 4-5 bases powering drones and at this point you have lost. You can use some reapers, hellions (preferred), banshees (need em very fast though, before the mutas come), medivac drops, thor drops. Make sure you know how to survive a baneling bust, it's rather easy to pull off for zerg and hard to defend against if you aren't used to it. Then there several good strategies to try. Zerg has such hard counters to bioball (banelings and infestors) that I'd advise an army mix of Thors, Hellions and Marauders. Don't wait too long to push out and try to keep his amount of bases low while you expand every time you push out. If he masses hydras, you mass tanks.
TvP Once the protoss gets a mixed army of zealots/stalker/sentries/immortals + HTs + colossi, you're pretty much dead. So stay aggressive, quick drops to take out expos or key tech buildings, etc. Fast cloaked banshees (2 or so) can also screw with a protoss. A good build I have found is the 1-1-1 opening, put a reactor on the barracks and pump marines, make 1 or 2 hellions then siege tanks (no siege mode!!) and get banshees from the starport. Start moving out when the first banshee is done, and siege his ramp when the second banshee arrives. He won't have HTs or colossi yet and this push will kill most protoss. Also, put down your expansion when moving out.
Oh yeah and the biggest mistake most players make, is not enough SCVs. You need 30 per base. 6 on gas, 24 on minerals because each patch requires 3 to satturate. You can even go over this number so that when your expo is up you can maynard over 20+ SCVs for the instant economy boost. According to Trump, pauze a random replay of yours, open the income tab to see your worker count, at 10 minutes you should be over 30, 15 mins over 40, and at 25-30 mins you should be at 80 SCVs or you're doing something wrong.
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