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Thoughts on Thorzain's TvT Blog Options
New Fri, 6th-Jan-2012 3:22 PM
fur fur is offline
 
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Replies: 13
Day[9] has made an excellent 'daily' covering Thorzain's TvT fast expand opening. Basically it's an extremely efficient fast expand build that seems not only safe as houses, but extremely flexible.

While Day[9] has an amazing show, I sometimes find his stuff less than helpful. He covers theories, strategies and builds that play very well at the top level, but perhaps aren't super well suited to the lean, mean world of Battle.net or in the hands of someone who lacks godly micro and flawless macro.

So I've decided to do a bit of a recap of the Daily and cover my experiences using the build as a Mid-Master player on the North American server. If you're a higher level player I'd love any feed back you've got, and if you're a lower level player trying this strategy (or something similar) maybe you'll learn something here that will help.

Watch the daily: here

Replays from the NASL (that Day[9] draws from) are available: here.

Thorzain's TvT

I suggest you watch the first part of the daily or a couple of reps if you have on idea what I'm talking about.

The build order goes a lil' somethin' like this:
Depot
Rax (constant marine production from all barracks)
Orbital
Depot
CC @ 18/19 supply (when cash available)
Second Barracks
Double Gas (only "2" scv's on each gas)
When second barracks finishes start a 3rd
Add a reactor+techlab to your barracks
Combat Sheilds
3rd Reactor
Engineering bay
Factory (add more scv's to gas)
Starport+reactor
Double medivacs

It might sound complicated but it flows really, really well mainly because you need very few scv's building anything at a given time.

Some additional notes and commentary stemming from the day[9]ly

Mirror match ups are a biatch. There is always a chance you're going to get rock/paper/scissored.

Change your mindset regarding Depots. Instead of kicking yourself every time you supply block yourself, congratulate yourself whenever you don't. At lower levels, really anything below GM, people are going to make those sorts of mistakes. If you're not, you're getting ahead.

Onto the games

Replay pack available here: http://drop.sc/packs/420

Game 1

Opponent: Smaug – Map: Arid Plateau

Not sure that this is the best map for this opening. Amusingly, my opponent was also opting for a fast expo (which given the recent day[9] daily meant it was probably going to be the Thorzain opener). This was confirmed when he hit me with a big bunch of marines. My defenders advantage with the mirror build made this an easy hold despite my opponent having opted for a fast +1 attack. My counter didn't fair too well, and the game devolved into a pretty fun marine/tank TvT war in which I managed to squeeze out a victory over 20 odd minutes.

If I had my time again I would have waited for a tank or 2 before countering after my opponents initial assault failed, I may have been able to do more damage in that case.

Good start!

Game 2

Opponent: QQmuch – Map: Shattered Temple

Again I find my opponent going for a quick expand, though of a slightly different variety. My build isn't super crisp and I waste a scan confirming my initial hunch that he was fast expoing. Some early marine pressure from my opponent catches me a little off guard and disrupts me a bit. None the less, I emerge from the early game in a good position and then proceed into standard TvT marine/tank play.
I do my best to remember Day[9]'s philosophy of “scooping” away at the siege line and do my best slowly take map control. Some pretty scary moment during the game, especially when my opponent charges into my main with 23782732 marines. Thankfully I'm able to hold and keep my macro production up for most of the game.

I edge out a 35 minute win.

Game 3

Opponent: Hydro – Map: Shakuras Plateau

Finally I face someone going for a 1/1/1.

I get a read on this but I am way to lax about monitoring my base and my opponent is able to elevator 6 hellions into my main. They take out 15 scv's before I can clear them out. This is followed up by a cloaked banshee who adds to my pain.

I try some drop play in retaliation but I'm way too far behind and it's not long until my opponent end it.

Something well worth doing in hindsight is placing depot in the dark corners of your base, I had enough marines to stop his hellion play owning me as hard as it did. If you're opponent is 1/1/1ing I feel it's totally worth throwing up a turret or 2 around 7. The early expansion would mean you're still ahead economically.

Game 4

Opponent: Sovern Map: Antiga Shipyard

Another 1/1/1.

My opponent this time goes for a fast cloakshee. My turret placement is less than optimal (never sure how many is too many) so the banshees are able to pick off quite a few marines but do no real damage.

I am cruising along nicely and figured my opponent had expanded following his cloakshee harass. I decided to go for a double medivac drop in his main. In short, I should have scanned. My opponent hadn't expanded but had massed a solid 1/1/1 army and proceeded to kill me.

Even without the scan if I just decided to push out to the control tower and take map control I would have held his push easily. I played stupid and so I lost.

Taking map control+securing a third is just a way higher percentage play than going the fast drop. If anyone has any other thoughts I'd love to hear them.

Game 5

Opponent: BugOnShield Map: Antiga Shipyard

I scout later than I should have and get denied by a marine but see a wall off, leading me conclude (accurately as it turned out) that my opponent was going for a fast expansion. Watching the replay I feel that the build I was using was far more efficient than my opponent's. Sacrificing very little in the way of defense while gaining more tech.

My build was really un-crisp this game, but it's really no biggie. After confirming my opponent has gone for a fast expo as well I take a quick third and gear up for some serious macro. Once I have a couple of tanks and 50 odd marines I decide to try and siege his main from the low ground.
While I don't feel the attack was bad per say my opponent, who it turns out had been going pure mass marine is able to clean it up. Checking the replay I'd say the attack was worth it.

I try and siege up at home but I'm very sloppy with my marine placement and his mass marine+medivac counter attack does way more damage at first than it really should have. However, he pushes his luck too far and I'm able to clean it up while a counter drop of my own kills his third.

From this point it's e-z mode and I'm able to counter and force the GG.

In conclusion from my 5 games (not a massive sample I realise but I can add some more later if people are really interested) I'd say it's damn fine fast expansion build.

In 3 games I faced opponents who were going fast expands themselves and I feel I was really well placed entering the mid game.

I did get nailed pretty hard by opponents doing heavy 1 base aggression, but I feel that the build itself has the potential to hold those off in the hands of a more experienced user. Furthermore, you would be at a decisive advantage if you did hold them off.



Your valued thoughts and feedback are hereby sought.

P.S. I'm trying to start a blog with some SC related stuff and musings of my own: you can find it here... http://foodshelterinternet.wordpress.com/
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Replies to Blog: Thoughts on Thorzain's TvT
New Fri, 6th-Jan-2012, 3:26 PM BnetId: fur 282  Race: Location: Melbourne  Total Posts: 303  # 1
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Re: Thoughts on Thorzain's TvT

This looks awful, is there an easy way to left align the text?
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New Fri, 6th-Jan-2012, 4:22 PM BnetId: cruxDoc.768  Race: Clan: crux  Location: Melbourne, Australia  Total Posts: 331  # 2
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Re: Thoughts on Thorzain's TvT

fur whatever happened to mech-ing? =(
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New Fri, 6th-Jan-2012, 5:29 PM   Race: Location: Sydney, Australia  Total Posts: 1,130  # 3
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Re: Thoughts on Thorzain's TvT

I tried this build on KR ladder. It gets completely destroyed by the SlayerS reaper/hellion/dropship style.

I'm done with it.
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New Fri, 6th-Jan-2012, 8:29 PM BnetId: breadfan.875  Race: Clan: ToR  Location: Brisbane, Australia  Total Posts: 1,073  # 4
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Re: Thoughts on Thorzain's TvT

I really like this build. For the build that it doesn't hold that iaguz pointed out, I think it holds the minimum 4 kinds of early pressure that Day[9] says an early expand must. I love this as a real ladder option for a safe expand at tiers far below Korean GM. It is fantastic how simple the build is and how well it can set you up for a macro game. This has become my default practice build
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New Sat, 7th-Jan-2012, 5:16 AM BnetId: EU.Nemo #368  Race: Location: Paris, France  Total Posts: 752  # 5
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Re: Thoughts on Thorzain's TvT

Thanks for that blog fur ! Very interesting !
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New Sat, 7th-Jan-2012, 9:08 AM BnetId: NvRossi.155  Race: Clan: TA  Location: Sydney  Total Posts: 647  # 6
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Re: Thoughts on Thorzain's TvT

Very solid build that i have been practicing alot since i saw him doing it on his stream. To iaguz's problem, mixing in a maruader or 2 allows you to deal with this but any elevator play against this build is going to be difficult especially if followed by a banshee of some sort.

To master leagers and below i believe just doing a standard gasless into 3 racks is a safer build getting double gas and 1 tech lab, its simpler imo and nice and safe.
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New Sat, 7th-Jan-2012, 9:46 AM   Race: Location: Sydney, Australia  Total Posts: 1,130  # 7
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Re: Thoughts on Thorzain's TvT

I mixed in as many marauders as I could get.

It still kills you.

EDIT- but when they don't do that build, good god it's sweet.
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New Sat, 7th-Jan-2012, 1:36 PM   Race: Total Posts: 3  # 8
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Re: Thoughts on Thorzain's TvT

Absolutely hilarious that I stumble upon this site and the first thing I notice is a thread that includes a game I played. I remember that game from arid plateau and remember foolishly advancing too far on the right side with my marine/tank army that ultimately ended the game. I thought that I would go ahead and chime in on the build as I have completely switched over to using the build as well. It seems to be extremely strong and able to crush all early pressure I have had thrown at me and transitions well into the mid/late game.
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New Sat, 7th-Jan-2012, 8:14 PM BnetId: fur 282  Race: Location: Melbourne  Total Posts: 303  # 9
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Re: Thoughts on Thorzain's TvT

Quote:
Originally Posted by smaug
Absolutely hilarious that I stumble upon this site and the first thing I notice is a thread that includes a game I played. I remember that game from arid plateau and remember foolishly advancing too far on the right side with my marine/tank army that ultimately ended the game. I thought that I would go ahead and chime in on the build as I have completely switched over to using the build as well. It seems to be extremely strong and able to crush all early pressure I have had thrown at me and transitions well into the mid/late game.
Hahaha wow that is truly ridiculous. Small world. Even smaller internetz. Welcome.

And souljah, mech is hard these days. Brueframe herrions just aren't what they used to be, which takes a lot of the scare factor out of the play style.
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New Sun, 8th-Jan-2012, 2:14 PM BnetId: PandaMan.262  Race: Clan: nDL  Location: Malaysia  Total Posts: 14  # 10
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Re: Thoughts on Thorzain's TvT

i tried using that build but i always died to 1/1/1 tank push on 1 base... dont how to to def it.
i tried sac scv to kill him but is still behind >.<
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New Mon, 9th-Jan-2012, 8:59 AM BnetId: ToREchoFive.923  Race: Clan: ToR  Location: Sydney  Total Posts: 408  # 11
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Re: Thoughts on Thorzain's TvT

ive also been giving this a go, and struggling mostly with conservative tank pushes and transitioning back to bio mech. this build is harder than it seems imo.
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New Mon, 9th-Jan-2012, 5:01 PM BnetId: AsGCHoBo.216  Race: Clan: TBA  Location: Perth, Australia  Total Posts: 190  # 12
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Re: Thoughts on Thorzain's TvT

This is my go to build TvT. I actually was using it a great deal of time before it was popularised by ThorZain with slight variations compared to how he does it.

theang123 you must surprise attack this push prior to it hitting you, with a bio army your advantage is mobility and map control. If you allow him to have map control then you will lose. To engage, using your judgement if you think it is overwhelming compared to your marine count you can pull scvs to deflect. Usually this push coming early would be on 1 base which if you deflect you are still ahead on 2 base. I cannot stress the importance spreading marines out and creating a concave to minimise splash damage, stutter stepping smaller groups closer towards tanks and spreading scvs into small groups too. If done well enough will cause him to splash his own marines, tanks which help your marine fire and kill the push faster.

This is experience and practice though. You would need to do this build for a good 40+ games to nail it and correctly counter other builds. Lots of people see players builds copy and do for a few games and call it shit and doesn't work. Really what the issue is you have not had practice and experienced the possible situations which you need to deal with and how to which obviously you wouldn't learn from watching a single game which the build was taken from. Also if the opponent goes mass mech to mix in some marauders.
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New Wed, 11th-Jan-2012, 7:31 AM BnetId: cruxBsK.737  Race: Clan: ToR  Location: Bendigo Victoria  Total Posts: 258  # 13
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Re: Thoughts on Thorzain's TvT

Enjoyed reading this fur awesome read, I've been going the 1 rax fact expand into bio mech with medivacs its been working out fairly well for me also been experimenting with the slayers build having success generally but on maps where its hard to get map vision (or cross spawn positions where the towers and in the middle thinking that new 4 player map) its hard to see their 1 base fast tank marine coming. which generally owns the slayers build, that and fast viking :|
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