Well, the first thing is to be even on upgrades/supply with a zealot heavy army. You also need to get an engage somewhere where you can stim and kite. You need to have a higher marine : marauder ratio to actually kill them (marauders do shit against zealots). And at least get your marauders in front of your marines cause they have way more hitpoints. The zealots kill them slowly while your marines tear them up from behind.
i really need to learn how to put my marauders in the front and not a big blob...so,
equal supply,
equal ups,
ratio of rines>rauders,
kite
___________________________________
NA - ThePandarine.180 :: SEA - ThePandarine.180
Proud to be Nunquam redono, nunquam deditionem
Panda I can't do it until next monday. I have my 40k tournament I organise this week-end so all my free time (and I don't have much in this period) is now dedicated to it. If nobody has done it by monday, I will monday (and the same with zergslut).
Panda I can't do it until next monday. I have my 40k tournament I organise this week-end so all my free time (and I don't have much in this period) is now dedicated to it. If nobody has done it by monday, I will monday (and the same with zergslut).
I will make a blog about it.
:O 40k tournament! it's ok, take ur time nemo glgl with ur tournament!
___________________________________
NA - ThePandarine.180 :: SEA - ThePandarine.180
Proud to be Nunquam redono, nunquam deditionem
I've got another replay for someone to check out. This is again from the Community Ladder. This time it's a loss to ZergGirl. Big pointers I would like is what sort of direction my build should have gone in. Thanks.
Replay to check out if you wouldn't mind. I rolled vs a iPlatnium . It didn't end well. Looking for tips on what I could have done better. Also, how was my first (and only) push?
Replay to check out if you wouldn't mind. I rolled vs a . It didn't end well. Looking for tips on what I could have done better. Also, how was my first (and only) push?
League :
Map : Antiga Shipyard
Length : 16:43
Version 1.4.2
Replay Analysis
5:39 : You're doing a 2 gate expand vs Pool hatch. But your pylon is not well placed and you have not enough army to defend your expand. You need zealot and sentries to do it.
6:10: In consequence you have to cancel your Nexus, destroys your pylon. You loose 200 minerals a lot of time, the Drones you didn't build and you're already in a tough situation economically.
7:18 : You're transitioning to late 4 gate + forge. Now you could have expanded since you had some army, but you're afraid and don't send your army out to check.
9:50 : You're attacking but you let 4 zealots behind, 1 was enough. You're not taking any drone with you either to make offensive pylons.
10:28 : Nice positioning of your army to avoid surrounds and spine crawlers.
10:39 : Nice success in that battle but you have no pylon and then no reinforcements and you're too far behind as the had 2 saturated base before the attack already.
10: 59 : So you lose eventually that battle and the game quite soon after.
Strong points
Nice positioning of your army and nice composition
What could be improved
Learn to FFE, that's the more powerful opening in PvZ on maps where Natural are quite close like that
Better 2 gate Expand. Watch replays especially on Shattered temple.
Offensive pylons when you attack
Why you lost
Not enough army when expanding. Bad positioning of your pylon.
Letting half your army at home when attacking. No offensive pylon.
Hey guys.. this is my first replay ive uploaded...
I've been having loads of trouble against terran lately and I played this guy twice in a row and lost really badly... i ended up rage quitting at the end... but id like some advice as what i did wrong n stuff
Hey guys.. this is my first replay ive uploaded...
I've been having loads of trouble against terran lately and I played this guy twice in a row and lost really badly... i ended up rage quitting at the end... but id like some advice as what i did wrong n stuff
League :
Map : The Shattered Temple
Length : 13:57
Version 1.4.2
Replay Analysis
2:45 : You're building your Core before second pylon ...
3:11 : Bad supply blocking yourself at 18 ...
3:48 : You're making a second gaz, still chronoboosting Drones, and still have no units. I begin to have serious doubts on your build. You should make units from that gate, they are useful to gain early map control and begin building an army.
4:43 : Especially since you're Fast expanding behind your gate, you should have better map control, build units to defend early pressure and you should not take another gas since you will need minerals to add other gates soon and support saturating a second nexus. It is needed only if you're teching. Now you need units, gates, and drones.
8:02 : You now throw down more gates, A robo, a forge and you have a bunch of sentries to defend. You have scouted a 1-1-1 coming your way.
9:05 : You're putting down a Colo Bay and making a prism and still not warping many units (2 gates free). You want to be offensive I guess with that Prism though you have to be defensive since you're about to be all-inned. You didn't need that Photon since you already had a obs. You needed immortals, zealots, Stalkers to go with your 6 sentries. The Colossus was too much I think, immortals would have been better vs early tanks.
10:08 : You're harassing a guy who is on one base, that's non-sense to me, it's easy to defend since his army is in his base and you need all your units to defend his push.
10:55 : After your Double harass, you're so behind in army that you're dead already.
12:45: He attacks you and you die because of all the above. Your Colossus is alone and don't have +range yet. That Colo bay, its research were waste of resources. You would have been far better with immortals who counter tanks so well.
Strong points
Wanting to expand, to tech, to harass. That's indeed the keys of victory, but you must coordinate them in time, not make all in the same timing.
What could be improved
Scouting or reaction to scouting : Be smarter. If you're on 2 bases and he is one one, then priority is to defend, to make units. The more time pass, the more you're ahead.
If you expand soon, don't make gas too soon. For me your build was bad or too sophisticated, meaning you're not using it well enough (if it's a real build) for the moment. You must put down dudes to defend your expo and then tech.
You lost first because you teched too much during your expo saturation, in spite of a that was all-inning you obviously. Then you harassed in wrong situation since he didn't expanded.
Now, do you think is so OP or should you simply have done things differently ?
I tend to get too scared against players that are so much higher ranked than me. I left those four zealots there because with just one a Sentry managed to sqeeze through.
Will definitely think more about my pylon placement and also using offensive pylons.
This a typical replay from me where by all counts I think I should have won (or could of).
I would love some feedback on it otherwise I am destined to be in Silver for the rest of my days.
My general build was a little bit odd (i know) but it allowed me to safely expand and in this instance I am more insterested in the engagements / unit comp (I belive this is what lost me the match).
I scouted his units (MM Tank) so upgraded to Collosus and macroed up and pushed. In hindsite I should have had some Immortals as well to help.
Both pushes I believe I had bigger army but lost on both occasions. I didnt scout his late gold but the game was over by then.
Can someone take a little of there time and have a look for me.
This a typical replay from me where by all counts I think I should have won (or could of).
I would love some feedback on it otherwise I am destined to be in Silver for the rest of my days.
My general build was a little bit odd (i know) but it allowed me to safely expand and in this instance I am more insterested in the engagements / unit comp (I belive this is what lost me the match).
I scouted his units (MM Tank) so upgraded to Collosus and macroed up and pushed. In hindsite I should have had some Immortals as well to help.
Both pushes I believe I had bigger army but lost on both occasions. I didnt scout his late gold but the game was over by then.
Can someone take a little of there time and have a look for me.
Maverick vs Nawat
League :
Map : Antiga Shipya
Length : 23:02
Version 1.4.2
Replay Analysis
5:13 : You're making 2 gate + forge. Photon allow you to upgrade (but now is too soon) and put photon down. Photon and a big investment and very static. 1 photon cost 150 (for the forge) + 150 for each photon. That's too much. Photon are not very good vs Terran except to defend drop zone after in the game. Just make 1 or 2 or 3 gate expand.
14:29 : you push with good knoledge of what in his base, ahead in army food and workers. You have 5 photons on 2 bases, it's too much (it's a 3rd base), defend drops by scouting better and warping.
15:34 : Now you arrive at his base. First, as you see, you have same army food, so it's a even battle. Second he is set as his tanks are on siege. Third you just a-click as your fragile and precious units charge ahead instead of letting the zealots take the shots and the colossi use their superior range.
15:45 : Your Zealots still hasn't engaged and you have no more stalkers already. Your forcefields force your zealot to attack through a narrow choke where they take all the tank splash damage.
16:01 : So you lose that battle. Note you didn't reinforced. When there are tanks, army is static but defend very hard. Just outmacro them, deny mobility and expanding for and stomp him when you are maxed and 2 base ahead with easy repop.
20:06 : You're taking a third, but again, wasting too much resources in static defenses not very efficient (4 photons). He was able to gold expand because you let him get the XelNaga without contesting it.
21:25 : 2nd push. You're behind in army food now and again, your stalkers are in front of your zealots. No Force field this time.
21:48 : You loose that battle and the game soon after.
Strong points
Good macro. The third might have been a bit late. Will to expand
Good composition and timing to tech
What could be improved
Don't attack tank defended positions without very superior army. Abuse his tanks immobility by ambushing him and over expanding him.
Micro your army. Zealots in front, Colossi fire and save your stalkers that can quickly flee when it's over.
Never let the Xel'Naga to the ennemy
After Colossi, tech to Storm on 3 bases to avoid vikings
When you scout tank, marauders and thors, the counter is Immortals.
Don't attack tank defended positions without very superior army. Abuse his tanks immobility by ambushing him and over expanding him.
Micro your army. Zealots in front, Colossi fire and save your stalkers that can quickly flee when it's over.
Never let the Xel'Naga to the ennemy
After Colossi, tech to Storm on 3 bases to avoid vikings
When you scout tank, marauders and thors, the counter is Immortals.
A couple of quick follow up questions...
In this example and other PvT should I wait outside his ramp when he is turtling (outside the range of his tanks) and try to force him to engage?
Microing the zelots... Is it best to double click the zelots and move them in first then manually send in the rest or do you do some other trick to make it easier. This is something I struggle with as zelots are bloody slow.. should i have them on 2 seperate hot keys? I have always used a single hotkey for my army which makes microing more difficult.
All the rest is excelent advise and am surprised how obvious it all its. Thank you for you effort.
In this example and other PvT should I wait outside his ramp when he is turtling (outside the range of his tanks) and try to force him to engage?
Well, first of all, remind that what I said is guidelines and external ideas. You must mature them so that it fit in your own playing style.
To attack a turtling , you can pin him in his base by constant harass (if his on 2+ bases) (warp prism with zealots, immortals, DT, Blink, etc.) and/or deny 3rd and expands with Deathball.
Generally speaking, army is not good at containing as a good will drop your base and 2 full medivacs of MM can't be stopped by warped units, you need a part of your army to deal with them. Your army is best placed between your bases to be able to defend each one and in the same time you must check the entrance of his base with an obs and attack him as soon as he get out. When you watch pros, you will see their Deathball is always moving.
To attack tank-defended positions, attack at an angle where only one or 2 tanks can fire with your colossi. He should then send his Viking, back your Colossi to engage them with your Stalkers and quickly back them after. It's a "poking" battle indeed. The guy that send his infantry in the death zone of ennemy splash damage dies.
Quote:
Originally Posted by Conundrum
Microing the zelots... Is it best to double click the zelots and move them in first then manually send in the rest or do you do some other trick to make it easier. This is something I struggle with as zelots are bloody slow.. should i have them on 2 seperate hot keys? I have always used a single hotkey for my army which makes microing more difficult.
The more hotkeys you use, the easiest you micro will be. For example you can put all your army in 1. Zealots on 2, Stalkers or sentries on 3, templars on 4. For zealots, you can just put them some space ahead just before the battle, then engage with Colossi, then send the zealots and stalkers as soon as MM arrives and then put FF to break enemy ball.
Quote:
Originally Posted by Conundrum
All the rest is excelent advise and am surprised how obvious it all its. Thank you for you effort.
Glad it helps. Thanks for the feedback, it's appreciated.
A quick summary of the replay:
It was a TvT between me (Babyface) and another guy on Shakuras Plateau. I went Marine Tank while he rushed to Cloaked Banshees. During the first time he scanned to my base, I knew something was going on. I suspected that he was going Banshees so I put up an Ebay to make turrets. Apparently I was right and I tried defending that attack with my Marines but he cloaked and killed some of my Marines. I teched to Ravens for mobile detection. Then, after a few minutes or so, I decided to push out with the army that I have at that moment, and I didn't know that he also was about to push. My Marine Tank army is out of position, and he had a superior army to mine so I lost that engagement. Then I made a small fuss about Banshees and left the game without GG. (Was kinda pissed so yeah...)
Just a quick question though, how many turrets do you usually get when you suspect a Banshee rush on your mineral line, and do you get an extra turret in front of your base as well?
A quick summary of the replay:
It was a TvT between me (Babyface) and another guy on Shakuras Plateau. I went Marine Tank while he rushed to Cloaked Banshees. During the first time he scanned to my base, I knew something was going on. I suspected that he was going Banshees so I put up an Ebay to make turrets. Apparently I was right and I tried defending that attack with my Marines but he cloaked and killed some of my Marines. I teched to Ravens for mobile detection. Then, after a few minutes or so, I decided to push out with the army that I have at that moment, and I didn't know that he also was about to push. My Marine Tank army is out of position, and he had a superior army to mine so I lost that engagement. Then I made a small fuss about Banshees and left the game without GG. (Was kinda pissed so yeah...)
Just a quick question though, how many turrets do you usually get when you suspect a Banshee rush on your mineral line, and do you get an extra turret in front of your base as well?
Babyface vs BSFourteen
League : vs
Map : Shakuras Plateau
Length : 15:53
Version 1.4.2
Replay Analysis
4:40 : Both going 1-1-1 but you're ahead with better macro.
6:11 : Good timing to put down a turret in your mineral line, it might help against banshees. One only is not a big investment for the moment.
6:44 : Second turret placed at the entrance. That's where you have a problem : You're not making a Starport and then you have no Viking (or a Raven), you must scan his base to check for banshees as you can't invest more in turrets. But in case of banshees, it will be very hard to defend only with marines and 2 turrets for detection. It's a micro battle where you're pinned in your base without possibility to deal with them definitely.
7:23 : Banshee begins to fire
7:53 : He cloaks his banshee. That's hard to defend, then take more marines to kill it quicker just siege your tank at the entrance to defend and rally your barrack to your bunker. Stay then in range of detection and fire of your turret and "jump" on it if it comes to close. Make a 3rd turret in the same time.
7:58 : That's the range of detection of the turret. Jump on the banshee with all your marines and back and forth with them.
8:11 : So many marines not defending.
9:29 : You're now really behind in army, SCV, Money and tech. You could still win but it's indeed your defense of the banshee harass that you must concentrate to defend better.
12:41 : Why build your CC that far of the natural ?
13:36 : You're ambushed out of your base and loose the game.
Strong points
Good macro
Nice placement for minimum turret
Good general level
What could be improved
1-1 is for me a very delicate build that trades tech for quicker tank push. It needs very good scout for all the s opening in TvT and respect of a quick timing push. I strongly recommend you to go for a real 1-1-1 and opening with a Viking that will always help (patrolling for incoming drops) and a Raven as soon as you see a banshee. 2 turrets for early detection and a Viking will be enough to defend banshees perfectly until you get your Raven. Bunker, wall and sieged tanks will defend your entrance forever if he makes a early push.
League : CO
Map : Entombed Valley
Length : 24:18
Version 1.4.2
Replay Analysis
5:39 : 1-1-1 after expand on 1 gas. You're cutting hellions after 2 to be able to make your starport. Not researching Marines upgrades. That's quite a sophisticated build, meaning trading production now for quicker tech for after since you only have one gas to sustain it.
6:06 : You're resuming production from all buildings, let's see if this 40 seconds of delay were useful.
6:29 : You're now really not producing enough units. I feel your build is putting you slightly behind. I would definitively have delayed that starport to be able to produce from that factory and made a second gaz to be able to begin the tank count in parallel to starport units and marines and SCV. This build is putting to much pressure on your elevator push. If it is not a overwhelming success, you're really behind.
7:24 : Now your build flaw is really exposed. You have too much minerals, making 2 more barracks and still having too much minerals and not enough gas. As soon as you have 4 Hellions, A CC building, take your second gas, before Starport. You will quickly need tons of gas.
7:58 : Pokerface has excellent vision of the map, helped by the fact you charged your hellions at your base and so he could instantly control the XelNaga and lit up your secret route by the centre for your Medivac. What you should have done :
Stay at the entrance of his base with your hellions, let them do their job:
Deny 3rd (a drone can't go out)
Deny Creep
Deny XelNaga
Sneak the medivac with some marines by the center, where you're sure any ling or Overlord can't spot it
Unload the marine to chase some careless overlords
Load the hellions at the last time and drop them without being scouted or at the last time.
7:58 : So he is perfectly prepared for your drop with 2 queens and all his lings
8:22 : You're chased with 1 kills for your "quite All-in" sophisticated build. You're quite far behind now that you must look for the reasons of your defeat before that point in the first place.
9:05 : Excellent chasing of ovies with your Viking. s forget to do that super annoying thing far too often.
Very good waypoint route for that Ovie-killer Viking
9:48 : Both of you looking for a 3rd, but your tank count is really low because you were late on gas. That will delay any serious push. Starport not producing. Still letting the map control to the player while you without your hellions being forced to your base.
10:23 : Hellions back in business, PokerFace forced to chase them with lings
10:29 : But Hellions > Lings if well microed, so you chase them.
10:39 : Why are you leaving again such a good position ? Gaining field control is absolutely key in TvZ since you will be playing a lot of tanks. Keep that ground you won from the enemy. Force him to sacrifice stuff to regain it.
11:00 : Look at all those drones you allowed to transfer without any risk.
11:58 : Here come the Mutas. Map control is his now. Too bad you couldn't pressure him enough before that point. Basically, you have a last chance to push and force him to defend with the mutas before facing quickly a 5-based booming and loosing hopelessly
13:48 : That's what you do now, you only have 3 tanks and a lot of marines. Marines are good if you can spit them well against banelings.
14:16 : Now that's a blunder. Don't go over creep without sieged tanks cover and in a ball. That's suicide. Creep must be slow pushed and leapfrogging tanks. and pre-splitting your bio and whole army.
14:31 : PokerFace makes a error of his own and don't attack you while you're weak.
15:24 : But your still on creep and not reinforcing (and ahead already) so he dispatch your attacking forces.
15:41 : Nice reinforcement (even if late). Do you see how it's super efficient as the can't pass another tanks position with the same wave. lesson: Always keep the field taken and reinforce it. Trades will always be at your advantage.
16:04 : it was not enough but it let you macro to your 3rd and have a nice economy now. If you build another good army, you could come back in this game.
17:45 : You're making a 2nd push, but beware, queue production from the Starports and upgrading structures. You're not producing from 3 very important buildings.
18:12 : Too clumped up. Split your tanks, split your marines. Force the army to run to catch your back lines.
18:21 : Marines die to banelings in big bags. Have them split before the battle.
19:52 : You're very far behind now and stuck on 3 bases as he has complete map control. PokerFace is just waiting for Broodlord to finish you.
20:56 : Why don't you just crush that gling with that huge Command center ?
23:25 : You're quite back in the game with maxed army because PokerFace was a bit late in his tech to Broodlord. You lack Viking at that moment. Take your reinforcements when your pushing like that.
24:12: Brood and infestors are a deadfull combo. You loose there.
Strong points
Many come backs in this game. Good Macro to sustain a healthy army production.
Generally good timings for pushing, teching, expanding.
Good composition.
What could be improved
Build is not optimised and put you behind. if you want to tech. Take both gas. And always take both after building your CC. You will need a lot of tanks Medivacs and other gas units.
Keep your hellions in front of his base and deny map control as long as there is no Mutas or roaches on the field.
No drops after the first failed one.
Always leapfrog on creep
Always be completely split at all time on creep.
Make Vikings as soon as you see broodlords. Ghosts are good but Viking are better for that.
Hope it helps, because it took a fat lot of time to make.
Thanks for the feedback, I appreciate you going through my replay and looking at my weak points so that I can do better. I will take note of your post. Thanks Nemo!
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