I have 3 questions one specific the others general.
1- I am learning the MMM audio build. Its basically a 9.5 min attack 3 rax reactor startport build. I got crushed by a protoss.
I know I'm not executing it perfectly but it was a very one sided battle so need some tips. Can supply replay if that helps.
I have 2 medivacs and about 10 rines and few rauders, since a direct attack didn't work should I be drop harrasing? Can this be scouted and whats the response?
He could easily win with base trade though so that's why i didn't choose this option.
2 - I don't want to start a big discussion about balance only want to say, I truly believe that every game is winnable, if you have time to prepare that is... this brings me to my next question scouting. I scout but I don't even know what I'm looking for.
3 - Also can someone please help with regards to scan usage army movement mid game. This applies to all match ups. My main issues are as follows. (avoiding death ball protoss, vsing [zerg / terren] my tanks getting owned because not sieged). I have not used tanks much need to practice the hotkey usage but I hate using them because there slow and out of siege weak. Please help me.
Thanks in advance, Rob.
Last edited by robo1471; Wed, 2nd-May-2012 at 11:31 AM.
Ok so first off build wise tvp 1 rax expand into 3 rax then work your way up to medivacs you should have a lot more units than 10 marines when you have 2 medivacs. Look at MarineKingPrime replays he does it next to every game.
Mechanics wise look at your scv production is there a time you arn't making scvs if the answer is yes or supply blocked fix this.
Replays always help in determining how to fix your issue so for further issues supplying one is always a good idea.
Theres also a thread called replay thread anaylisis or something like that where most people go with these problems
Sounds like you need to macro. Focus on macro - constant production then just a-move until you get used to always making units and scv's. In the lower leagues its more about who can macro the best, strategy will come later.
Wall of text INC - Also based off ur 'timing attack', you should have more than 10 marines and a few marauders with ur first push.
Also good to add - do you have stim/combat shields with this push?
1. When your moving out to push you can always scan/stim a single unit into the protoss base, this will give you a good read on what units he has, if he has alot of sentries, your best bet is not to attack but go home or just bait out force fields. If he has lots of zealots (no charge), your all green (if you have concussive), just kite all his zealots to hell and you should be able to win / widdle him down. If he has alot of stalkers then you need to build more marauders, its best not to attack unless you are sure he has no blink because marauders just utterly destroy stalkers but blink may turn the tide of the game
Now if your up against the specific stalker/sentry/immortal, its best not to attack into it, especially with the unit count you have given, you have too little dps or units for that matter and have no chance at killing him / doing significant trades.
Just pull your army back and try to get some ghosts if possible, if your able to get ghosts and get a good emp - stim marines + marauders should clean up his army.
It is in my experience unlikely to see a base race against terran especially on 1base. You can always set up a few bunkers and pull scvs in preparation for repair.
With good micro drops might be a plausible move but you just dont have enough units.
2. Scouting protoss your mainly looking for, gas count (1 usually indicates some sort of expo, 2 gas usually indicate tech or sentry expo), and energy on nexus. The energy on a nexus on someone who isnt rushing you will generally be around 50-ish and under. 4-gaters tend to have 50+ energy.
If they stay on 1gas and have an excess of chrono energy (50+, usually 70+) prepare for a 4gate.
Also if your scv survives the initial scout, hide it somewhere near the enemy base for a re-scout later on, with the 2nd scout you should be able to see if he has an expo and maybe even his build (tech / 4gate for example). If he doesnt have an expansion, gear up for defence and place a few bunkers in your base, if he doesnt attack within the next few minutes then you should be safe to salvage the bunkers and play into the mid game.
Last edited by jtxgaming; Wed, 2nd-May-2012 at 2:57 PM.
I think your main problem is that you really shouldn't have only that amount of units 9 minutes into the game.
My TvP build is 1 rax expand into 4 rax with engi bay 2 tech lab 2 reactor and get stim and concussive first and the plus one weapons, you done exactly have to start making maruaders striaght away just make marines from all your raxes as you would be low on gas and even minerals at this point and should only be on 2 refineries. Then when you have enough gas after all those upgrades for a factory place it down and take the other 2 gases and do the reactor starport switch after that is done. with your upgrades when plus 1 weapons and plus one armor is half way done add an armory and a second engineering bay and get 2 1 upgrades. Make sure you are scanning every now and then to keep an eye on what tech root they are going, you should normally push when medivacs are done but be sure to not over commit if you are going to lose pull out straight away and drop while taking a third base. Be sure to check whether they are going HT or collosus at this point so you can react accordingly.
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