I had a rush before in previous ladder games i had:
1) How do we defend against one base play from a protoss to defend blink stalker rush as terran? After 1 rax FE, i scanned his base and say a quick twilight council and quite a few gateways on one base. So my response was to throw down extra 2 or 3 bunkers at my expo. Than he saw my defence and use obs to blink up into my main and when i bring my army he blinks down and attack my expo (as a cycle), so i build so turrets to keep obs out, by than he already massed some stalkers and cols in it. I lost the game.
2) TVT, the opponent rushes alot of reapers around 6 to 7 min mark. Defended the first wave with my marines, but lost to the 2nd wave of reapers out numbered. So i lost the game.
When do you think you decide to either do bio/tank, or do mech instead?
Whenever I feel like it PEWPEW.
Okay honestly, I enjoy Mech on maps where there's an early 3rd. For instance Antiga is probably one of the best mech maps out there. A map like Entombed you also can mech on, but you have to be aware that there's a crapload of space around you when you're pushing out and if you get surrounded, you're not gonna have a good time. Ohana is one of the best maps to Mech on, Cloud is quite decent as well (esp. if you're able to take high ground when siegeing the Zerg). Big wide open maps such as Condemned Ridge I feel is tough to mech on since you want to keep your army together, not spread it out. I don't mech much but that's just my opinion on the matter.
Pure Bio only really counters ling/infestor. If going pure bio, drop like crazy. Muta/Ling/Bling will hard counter your ass, make tanks and thors if going bio against muta/ling/bling, otherwise you will die...painfully.
Marine/Tank is good against everything. Although it kind of fell out of favour when the ling/infestor metagame first shifted around, a lot of terrans still have a lot of success with this bread and butter style. Also helps that while powerful, M/T is also quite mobile.
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Originally Posted by xWhiteDragon
I had a rush before in previous ladder games i had:
1) How do we defend against one base play from a protoss to defend blink stalker rush as terran? After 1 rax FE, i scanned his base and say a quick twilight council and quite a few gateways on one base. So my response was to throw down extra 2 or 3 bunkers at my expo. Than he saw my defence and use obs to blink up into my main and when i bring my army he blinks down and attack my expo (as a cycle), so i build so turrets to keep obs out, by than he already massed some stalkers and cols in it. I lost the game.
2) TVT, the opponent rushes alot of reapers around 6 to 7 min mark. Defended the first wave with my marines, but lost to the 2nd wave of reapers out numbered. So i lost the game.
So how do we deal with this?
I'll try address these points if possible as well.
1. Ahh the dreaded blink-stalker all-in. If you see that he's doing 1 base blink stalker, get your gasses asap and make tech labs on your rax, and pump marauder as hard as possible (with conc. shells). Bunker your main as well. Some Terrans will also lift up their natural and move it away so they only need to focus on defending their main. If needed pull scvs to help buffer damage against the stalkers. Most often the Protoss will transition into collo, so scan/scout for a robo bay.
2) Interesting build. 2 rax reaper rush is something I don't see much nowadays, extremely rare in fact. However what I've done is bunker my mineral line since marines wont hold up to reapers in a fight and played defensive.
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And You Will Shed Tears of Scarlet
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Last edited by RicocheT; Wed, 9th-Jan-2013 at 1:27 PM.
1) How do we defend against one base play from a protoss to defend blink stalker rush as terran? After 1 rax FE, i scanned his base and say a quick twilight council and quite a few gateways on one base. So my response was to throw down extra 2 or 3 bunkers at my expo. Than he saw my defence and use obs to blink up into my main and when i bring my army he blinks down and attack my expo (as a cycle), so i build so turrets to keep obs out, by than he already massed some stalkers and cols in it. I lost the game.
Just adding onto Rico's points (they are absolutely correct).
I think there are several factors you need to tick off or check to conclude the opponent is going blink stalkers all-in.
I think one of the most significant indicators of a blink stalker all-in is the map. Maps with space/cliff on the side for the stalkers to blink onto is a likely map for a blink stalker obs play. Therefore, maps such as Cloud Kingdom, Antiga Shipyard, Metropolis, etc are quite common and viable choice to do that strategy. You can feel a little bit relieved when you play on maps such as Daybreak, Ohana, Entombed Valley, etc because there is little space for the blink stalkers to manoeuvre around.Next is quite obviously the tech path he's going which you can do quite easily by scanning or sending a scv. If you see a twilight council upgrading something, you can assume or narrow it down to a blink stalkers (1 base), chargelots (2 base), HTs (2 base), DTs (1 or 2 base), or a combination of the two. To verify he's going doing a 1 base blink stalker all-in, you can hide and send your initial scv scout to his natural at 6:00. If you don't see an expansion, it's safe to assume he's doing a 1 base all-in (given that he doesn't ninja an expansion).
Okay so the above is to know if it's coming or not. Your response should be just as Rico mentioned, pump out those marauders. I like to play safe generally so if I sense a blink stalker all-in coming, then I would lift my CC into my main and get 2 tech labs + reactor on my initial 3 barracks. You would get stim as per usual and concussive shell on the other tech. Keep making marauders/marines and pull some (not all) scvs to confront their blink stalker force. Meanwhile, you should keep making scvs and supply depots. When your production is still going, get a factory -> SP -> Medivacs, then you should be able to push out with your MMM and counter since Marauders > Stalkers with the right amount. While you push out or after you fended his attack off for sure, land your CC back at your natural and transfer scvs since you've been constantly producing scvs.
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2) TVT, the opponent rushes alot of reapers around 6 to 7 min mark. Defended the first wave with my marines, but lost to the 2nd wave of reapers out numbered. So i lost the game.
Since the major attack comes at 6-7 minutes, you have quite some time to prepare for it. Get 3 barracks (1 tech) after or before your expansion (depending if you scout a 1 base all-in or not). I would constantly produce marauders and marines. Get concussive shell to catch the reapers and stim straight after. Like Rico said, bunker at your mineral line is still a viable option. The key to fending off these 1 base all-ins or plays, is to constantly produce units. A nice strategy to counter these reapers is to anticipate them coming over the cliffs to your main so you can shoot them down while they jump up and down.
Hope it helped!
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Previously known as Spirit
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