I am reworking the old school 1/1/1 build to try and make it work in hots atm. When it comes to 2p maps my TvP is pretty solid even though i play mech but this season i'm doing terrible as my 2p map builds do not work on 4p maps as they are a bit cheesy to some people [i just call them pressure builds but whatever] and this map pool has only 2 2p maps and i veto King sejong as i am terrible on that map.
Basically i have been trying mine drop builds but i just feel its a weak opener as either toss are to good at deflecting the damage it can do or i'm shit. I am to terrible at scouting to open macro > mech against toss hence i rely on agressive builds to slow the protoss down in the early game so i can keep up in teching.
Here is a replay where i feel i executed the build nearly perfectly up to the push out point [i know my macro whilst pushing out is sloppy, but thats something i'll work on]
Would love to hear some opinions / advice on how to optimise it even further. Even though the replay is on a 2p map i feel i can make it work on 4p maps if i can execute it well enough.
Take a look at what supernova does tvp on King Sejong. He does a 1 - 1 - 1, denies the gas and elevators up in that nook beside the rocks at the opponents natural.
Pretty sure it's a reaper opening into reactor rax into 1 - 1 - 1, take second gas when fact is almost done. Tech lab fact, no add on for starport. He makes a vac and pushes out with like 2 tanks.
Obviously it isn't a puma all in but it's a fun way to pressure. There's no 1 - 1 - 1 that will ever be what i think you want with msc around.
Quote:
Originally Posted by JohnnyStyles84
8 Marines can remove a MSC :-)
Ah 3 marines can beat a msc? I don't really catch what you're saying though.
There are some decent 1-1-1 builds/openers vs toss you just gotta UNDERSTAND the key timings that terran has. I would recomend trying some form of helion drop opener if going into macro game (can go into bio or mech) or even try some raven PDD timings (PDD's are useful as they block out nexus overcharge. PM me Fullmetal.107 on NA if you wanna go over some builds
With ravens for pdd take expos and deny tech with banshees then just keep the pressure on or another build ive been using is a 15 gas fe into a widow mine drop if u can do damage you can open it right up just gotta scout properly #Terranitup
Hey guys, Cool to see some discusion on this topic. I want to mention a build we saw from Tree last night on merry go round against fighto. I am yet to go over the replay and get the build order but tree did an awesome version of a 1-1-1 style pressure. If anyone saw seacraft last night you know what im talking about but once i have the build down my self ill share it here as well as it was awesome to see.
The 1-1-1 build i have in the op above is fine as it is it seems as i haven yet to see a way to optimise it so as it stands its juts a very powerful 1 base opener which is good for shutting down your opponents expansion while you expand behind it, add the amory and additional factories to transition out into mech and keeping you safe from a wide range of toss all ins but toss can scout this easy enough and react accordingly to keep himself ahead or even stop it.
@TABerry - sky terran is good, but toss that know how to react properly shit on it. Storm wrecks banshees just as well as it wrecks bio [ofc you can split banshees as well to dodge the storms] and feedback is just to strong of a spell considering vikings are the only sky unit not affected by it and toss has so many units that can deal with pure sky terran to effectively. In the late game, i have found that Hellbat/tank/Ghost/Viking/Raven is the money composition which you ofc alter depending on your opponents composition eg, see tempest build more raven for infinite pdd to soak up that slow rate of fire, See void rays, Build thor + raven for that crazy splash, See imortal archon, build more ghost for emp and have a solid tank hellbat backbone. Also having hellbats is always a must as when a battle happens and toss starts loosing they will do their panic response of oh shit, warp in a but ton of zelots and a move him. BF hellbats and that will never be a problem considering after taking a few tank shots a group of hellbats will kill zelots in no time with that cone splash and high damage
From my experience, carriers are the best unit against mech just because it requires a lot of target firing to trade cost efficiently against it which is mechs main strength in its match ups.
But yea, scouting is so importaint in the mid - late game as by that stage you can read what your opponent is doing by compostion and production facilities and react accordingly
Well, 1-1-1 is an aggressive tech investment which pretty much relies on doing damage. Because of late expand/economy, your tempo in the game is significantly slower compared to a Protoss who scouts, defends and just solid macros. With that said however, Protoss is the most vulnerable race to harass in terms of economy because Probes take much more time to replace. They also have the lowest health for a worker unit. Compared to the other races, Protoss can't make 10 drones at once or throw down MULEs.
While we're on the topic of Bio, Mech or Sky army, I feel that almost every Terran unit has its place in TvP. A robust composition is usually a balanced Rax+Fact+Port hybrid army depending on the Protoss composition. So instead of playing "bio" or "mech/sky" exclusively, a good player should skilfully utilize the advantages of the whole Terran race to gain an edge in the game.
To reiterate, some of the concepts I mentioned are Tempo, Unit Replaceability, and a Balanced Unit Composition.
1-1-1 huh? Try 4 to 6 reactored hellion to burn Probes, then 4 Widow Mines drop..when the Probes get pull away from the mineral lines, that is when the excitement begins..
Thought I might bring up the discussion about the Season 4 map pool! Do people think this will actually be viable with the new map pool and the power of blink? I think with good map awareness and micro you can negate the mines and blink all in will counter 1/1/1 whether off 1b or 2b. Thoughts?
@fullmetalbawie I actually watched a lot of supernova and his version is off of a reaper expand and he also has a 3rd cc put down as he moves out. This version has 1 cc. Maybe diamonds should learn their facts before talking.
Even the smallest donations help keep sc2sea running! All donations go towards helping our site run including our monthly server hosting fees and sc2sea sponsored community tournaments we host. Find out more here.