Recently, the tvz meta has shifted. Since the mine buff, many zergs have been going for roach timings to just try stop terran from reaching the endgame at all. I have looked far and wide for replays a videos on dealing with each specific roach timing in their own optimal way and i can't find anything.
If anyone would be able to help me out, that would make a world of difference!
PS: i don't mean "just make tanks and bunkers" i'm actually looking for the little details like when to get what building and what unit.
There's a killer roach timing that hits before you have your Barracks production is up and running; it can be really hard to hold if you only have Hellions. And, like many aggressive builds, the first step is to scout and determine if your opponent can go for an attack. There are a few ways to deal with it; for the stopping power you're looking for, you need both Damage and Tankiness.
Marines
-Reactor Barracks
-Useful for their cost effective DPS in killing tanky roaches, but fragile
-Constantly make them from the beginning, bunker down if you feel the need to
Marauder
-Tech Lab Barracks
-After Reactor Hellions, if you decide to get Stimpack, you can build Marauders
A few reasons why I don't like them:
-Roach timing hits before you can get enough
-Really bad against Zerglings
-Siege Tank is stronger alternative in the mid-game
Siege Tank
-Tech Lab Factory
-Expensive and slow to make, however most powerful, long range AoE
Widow Mine
-Factory
-Long CD, small AoE burst
-Explosive Payload can be baited, rendering it useless
Banshee
-Tech Lab Starport
-Expensive, harass unit
-Good single target DPS, however not cost effective
About TvZ endgame, I think Zerg still has the advantage with powerful units like SH and Ultra that trades really well. Even with bio, it can be really hard to beat a Zerg with a critical amount of SHs and creep spread.
Like most things good scouting and proper execution of your build will help in holding a Roach timing. It would be preferable imo to make a 'safety marauder' or two to put in your bunker in the case of a early 2 base roach timing, but if you scout it early enough then you could start seige tank production and get one or two out to help hold a more significant, stronger push.
Make good use of Reapers/hellions early on to put pressure on zerg and either kill drones or force out static defense/zerglings to hinder their drone spamming. Just keep in mind that more Hellions provide more harrass potential, but makes your defense weaker should he go for a roach or roach bane timing push.
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Originally Posted by Winterstarcraft
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Last edited by syfChase; Sat, 18th-Oct-2014 at 1:57 PM.
On maps with a reaper back door like King Sejong, constantly send a reaper in and scout around for lair/roach warren/bane nest, etc. I played iaguz at ACL and I tried to do some cheeky roach stuff but the ****** had a reaper in my base for literally like the first 7 minutes until I managed to kill it. I was like "Are you ******* serious right now?"
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The Transformer Zerg, Jadron Burgerman @Soundwave
yes, scouting is basically all it comes down to. because siege mode doesnt require research anymore as soon as you see the signs of a roach all in you can switch to tank production, if you are always losing to these AND you think you can win a macro game from a slight disadvantage you should use scans at around 7-8 minutes but against good zergs this isn't guaranteed to show you the tech, but most of the time it will.
Check for late 3rds, with some of the newer roach all ins you can still go 6:00 3rd and all in but I doubt many of the people you're versing are top notch so just keep an eye on the 3rd and when you feel like you can deem it late that's when you should scan once or twice then react from there
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