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Unread Wed, 24th-Oct-2012, 10:58 AM BnetId: soyabean45  Race: Location: Singapore  Total Posts Made: 3 # 1
soyabean45
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[TvT] how to stop viking tanks

My main trouble against TVT is that viking tank build people always go

I like to go bio but they all camp and shell my natural away.

i tried drops and it eventually turns into base race and well vikings kill flying buildings

i need some help
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Unread Wed, 24th-Oct-2012, 11:01 AM BnetId: Cabracan.120  Race: Location: Christchurch, New Zealand  Total Posts Made: 382 # 2
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We need replays to give proper advice. If you want to go a bio based style you need to be very active on the map. You want to engage their tanks before they get right outside your base. If they do get up to your base you will have a very hard time because you need to pre split your bio army a lot into a large concave (much like zerg do) and you won't have room to do this.
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Unread Wed, 24th-Oct-2012, 12:47 PM BnetId: KFCMoka.415  Race: Clan: AxS  Location: Auckland,NewZealand  Total Posts Made: 58 # 3
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think.. Bio is mobile. tank viking isnt that mobile as bio.

use it as an advantage. be pro active and slim down =D
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Unread Wed, 24th-Oct-2012, 12:48 PM Who's Who:   BnetId: aLtStallion.610  Race: Clan: aLt  Location: Christchurch  Total Posts Made: 1,615 # 4
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 AxS.Xenovia:  
Well said good sir
 Synizta:  
^ This. Best advice a terran can ever get. :D
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Unread Thu, 25th-Oct-2012, 12:09 PM BnetId: BLNFheathen 198  BattleTag: HeathenHill#6549  Race: Clan: VB  Location: Brisbane, Australia  Total Posts Made: 67 # 5
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Example of the whole split your army thing. I've had a couple of players try to seige contain me on daybreak, on most maps its a hard thing to recover from but this maps great for it. The path that leads from your 3rd is perfect for setting up a flank and coming in on him from 2 angles. If he's seiged up at the base of your ramp at your natural (near xel'naga) I'll get my flank into position (consisting of some rines, 1-2 tanks and a medvac) scan first to check he is still seiged, i'll unsiege and run straight at him while sending my flank in at the same time. I always suffer losses but so far i've always demolished the contain and get back map/tower control. I've found immediately sending a drop to his 3rd or main to follow up this can keep him on the back foot while i get another expo up and add more production. I also like to keep a few rines on the map as suicidal spotters for where his army is at. If you can catch the big tank ball unsieged, its normally gg.

Once again, this may be terrible advice but eh, theres my 2 cents.
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Last edited by VB_heathen; Thu, 25th-Oct-2012 at 12:11 PM.
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Unread Thu, 25th-Oct-2012, 9:48 PM Race: Location: Melbourne, Australia  Total Posts Made: 8 # 6
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Quote:
Originally Posted by Cabracan View Post
We need replays to give proper advice. If you want to go a bio based style you need to be very active on the map. You want to engage their tanks before they get right outside your base. If they do get up to your base you will have a very hard time because you need to pre split your bio army a lot into a large concave (much like zerg do) and you won't have room to do this.
Basically this. You need to engage in open space, and establish a good concave spread, or the tanks will just massacre you. Be active on the map, scout for his push outs, and use your mobility to force favorable engages. If you play a bio style and are keeping all of your units camped in your natural, tank pushes can only really be broken if you sack a lot of SCVs to soak up the splash damage, which is obviously something that is going to put you way behind.
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Unread Thu, 25th-Oct-2012, 10:10 PM BnetId: Spook.389  Race: Clan: ToR  Location: Adelaide, Australia  Total Posts Made: 1,570 # 7
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your post doesnt make sense mate there are many different builds you could be talking about need replays, also dont go bio if he is making marine tank
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Unread Fri, 26th-Oct-2012, 7:50 AM BnetId: ChowMuddha.673  Race: Location: Sydney  Total Posts Made: 187 # 8
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I think opening bio is good as it gives you the mobility to take map control early on as tank viking will need a decent tank count to move out. But you need to also slowly start tank production to also aid in holding key postions long enough to delay his doom push or even establishing a light contain. look for opportunities if you i dentify that he is going to move out and doesnt have decent defence in his main or natural go for drops force him to have to deal with the threat in his base.

you will not be able to engage tank viking directly even if you catch him unsieged it can be a bit of a gamble. because if he is a good player he will only unseige afew tanks at a time and leap frog to his ideal positon.
With all this time that you are buying your self you should be be able to out macro your opponent. ie get a 4 or 5 base eco also establish a higher viking count gain air supremacy kill all his vikings and load up all ur medivac with maruaders and drop all over him.
Or if you wanna have some fun as i am building up my viking count and if i have 4 or 5 base economy
I will add bc's and banshee and roll him

correct me if anything i have stated here is incorrect, just using my own in game knowledge

Last edited by ChowMuddha; Fri, 26th-Oct-2012 at 8:00 AM. Reason: updating post
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Unread Fri, 26th-Oct-2012, 11:08 PM BnetId: KezzGG.930  BattleTag: kezz#6356  Clan: FS  Total Posts Made: 227 # 9
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Don't let him siege up outside your natural. Keep marines on the Xel'Naga towers and out the front so that you see the push coming, and attack before he gets a chance to siege up. It takes quite a bit of experience to get the hang of so try not to get discouraged!
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Unread Sat, 27th-Oct-2012, 9:01 AM Race: Location: Melbourne, Australia  Total Posts Made: 223 # 10
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If you mean pure tank Viking, a strategy you can do is get your own Vikings as well as medivacks and drop all your marauders his sieged tanks while your Vikings engage his Vikings and your marines come in to finish the job
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Unread Sun, 28th-Oct-2012, 3:35 PM BnetId: faithHunter 598  Race: Clan: TN  Location: Indonesia  Total Posts Made: 260 # 11
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Quote:
Originally Posted by soyabean45 View Post
I like to go bio but they all camp and shell my natural away.
Could you possibly be talking not about the unit composition, but rather about the 1-1-1 Marine Tank Banshee timing? If that is the case, assuming you went 1rax FE, you should have a factory up and a handful of marines, with a starport building and combat shields finished/almost finished. When you see your opponent moving out, try intercepting them with your marines and try to snipe dem tanks. Meanwhile back at home you should work on getting siege tech for siege tanks and placing the tanks out of range of your opponents's tanks while covering your natural. He should pull back once he realizes he cannot do any more damage.

If you ARE talking about the unit composition, biocentric play is very very mobile, while mech play is very immobile. To hold map control as a mech player, they will usually just siege a couple of tanks at a spot to hold that spot. They will also make turret rings to deny drops and place vikings at the perimeter.

You should be aggresive as the bionic player. Snipe undefended or lightly defended expansions while forcing him to just run around the map and hold his part of the ground while expanding literally everywhere behind your aggression. Beware of hellion run bys tho. In the lategame though, you need a couple of tanks to hold your ground when he's about to do his mech push.

When engaging the mech army, try flanking or carpet bombing their tanks with marauders while their vikings are out of position. You can also try avoiding his mech army and forcing a base trade. You should have more bases than the mech player if you played correctly, that way the base trade scenario will be in your favor.

That's all I can say about engaging a mech army though. You should upload a replay so that we can see what you did wrong or what you could do better.
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Instead of complaining about balance, try, try again.
Earlygame ZvZ is basically a knifefight with suicide bombers.
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