When your drop sees the base layout at 6:47 you could drop, kill those two pylons, and depower three gates. Most of the time go for the probes, but when you see that it’s a toss up which is more effective. They didn’t have army close enough to respond to either tactic.
Fair point here. I’m always looking to eat probes, but I guess eating pylons works too? I presume it only takes them offline temporarily as they will replace the pylons
@@Voidspacealpha as I watched more of the game, I think they had three pylons powering all their production. You wouldn’t be able to notice it immediately though and one drop couldn’t get em all. But it might have supply capped them too. There’s a special name for the extra pylon to power the same structures (artists pylon) so that what I talked about above isn’t as effective. They didn’t have the extra pylons. Again tho killing probes is effective too and you won the game with the nice short drop with the tanks. Just another target of opportunity to look for against toss.
Solid game by you. The glaring thing this game was your opponent floating thousands of minerals with no gas and not producing anything for long stretches, lol.
Good win, Ollie! I could tell you were off your game. At one point you were floating alot of minerals, but you had no problems spending them a few seconds later so I think your attention was elsewhere. Points on this game: 1. Your opponent lost this game. Once he destroyed your base he should have Monte Pythoned back to his base instead of trying to go toe to toe with your army. Without any AoE damage he was woefully unprepared for all that bio, and you wrecked him. 2. That mineral field just before his base really messed with your head. A couple of ways of dealing with it: a. Hopscotch over it with the medivacs (like you were doing, but with with more focus. I don't know what was going on while you were trying to do this but you couldn't seem to figure it out. b. Grab some workers and have them mine it real quick. You could have grabbed some from your closest base and mined it out in one go and gone straight through. 3. I think your production was fine...you kept having units to get stuck in at the end. It looks like the Protoss was panicking during the last battle, forgetting to use all those gateways to bury you in Stalkers/Zealots. It also didn't look like he had Blink, which is a huge blunder. Blink would have turned both the original fight and the last battle into a slog for you instead of route. All in all, it was a good game, entertaining to watch, and a solid win. BZ!
Thanks man. I agree with the mineral line thing. For some reason I couldn’t click the right tanks into the right medivacs. Silly micro skill issue. Should have just mined it
When you engage, stim the entire army including the Marauders. There's no point in stimming only Marines and it adds extra micro. Just press T and it stims both the marines and Marauders. Aside from that, your TVP army comp is pretty good. The tank positioning was also really nice. To be extra annoying, you could leave a few tanks behind the minerals while using medivacs to drop a few in the corner of his main near those other tanks. In general, Terran is really good if you can find annoying siege positions.
Thanks man. And yeah I’ve had a lot of advice about not stimming marauders because they’re there to tank, but I get it. Less micro is always a win for me
@@Voidspacealpha Yeah IDK who gave you that advice and I don't mean to be rude but no one ever does that. It's only 20 HP which is nothing if you have Medivacs and it increases DPS by 50%. It's especially important for Marauders because they can quickly burst down armored units or use their Concussive Shells to slow down retreating enemies. I have never seen anyone not stim their Marauders, in pro matches and in ladder.
When watching the replay you said you missed left just before seeing the expansion go down. Just a heads up in case you didn't know already. The latest you'll see a natural expansion go down is 3.30. If there's no natural by 3.30 then they probably proxying or doing some kinda rush / cheese
@Voidspacealpha what I do which might be worth trying out is, I leave my scouting probe tucked away behind their natural minerals. It won't be seen unless your opponent tries to build / move behind the mineral line. Once the 3.30 time hits, then bring that scv back home to mine and you'll know then if they put their natural down or not
You know, I feel like I used to do this, and in the process of learning I’ve either forgot or just stopped doing it. I’ll make sure it’s in my rotation again
OK win (for Plat 😝). But a win is a win none the less. 😉 Just some small critique, you should have re-sieged that first tank you brought across the mineral lines immediately. It would have done a ton more damage before going down if you had. 😊 The second one too, but atleast you barely saved it atleast. Also, when dropping, tro not to alert your opponent that you are by dropping so close to the mineral line. The first unit that gets dropped will start shooting a worker and your opponent will just move off all the workers. Drop abit away from stuff that can raise the alarm audibly, and then move in once everyone is out. Hell, stim in if you have it by then. 😉 You're getting to matchups where people in general react really fast to pull workers away, even before your medivac starts to drop or atleast are getting ready to, cause they can see you on the minimap going over their production line. And even though they do that, there was a ripe moment for you to take out that one Pylon that was powering those 3 newly built Gates, plus another one which could have resulted in a supply block. In this case it wouldn't have, they massively overproduced supply and underproduced army (don't know about worker production, looks OK but ... ). None the less, gratz on the win. 😊
Congrats on the win:). Imho the ideas were good, the execution ... eh there were some hiccups :). Not to take away from the victory, but the Protoss army composition wasnt the best. If you meet someone that uses chargelots and archons,or even storm, those fights will be much harder. Stalkers as fighting unit suck hard.
Ollie, Scout. Last time because I don't think you agree or don't want to do it - 5:00 get spotters out. 5:30 scan opponent's main. Stop overbuilding supply depots in early game. Doing so takes away from size of your early game army and how quickly you can get out your medivac drop harass. You were at 27/62 supply around 3:10 gametime. That is completely unnecessary. At 4:30 gametime you had 46/86. You could have 10 more marines and been at 56/70 if you did not build 2 supply depots. at 5:30 you are at 63/102, almost 40 unused supply. You could have 10 more marines, 2 more tanks for 4 marauders instead if you don't build 2 depots (which aren't being used).
Good shout on the early game supply depots. Thanks. And I have been scouting more right? Atleast I feel like o have. I promise next game (probably about a weeks time) I’ll make sure I’m putting spotters out, shout out to you in the vid 😅
When your drop sees the base layout at 6:47 you could drop, kill those two pylons, and depower three gates. Most of the time go for the probes, but when you see that it’s a toss up which is more effective. They didn’t have army close enough to respond to either tactic.
Fair point here. I’m always looking to eat probes, but I guess eating pylons works too?
I presume it only takes them offline temporarily as they will replace the pylons
@@Voidspacealpha as I watched more of the game, I think they had three pylons powering all their production. You wouldn’t be able to notice it immediately though and one drop couldn’t get em all. But it might have supply capped them too. There’s a special name for the extra pylon to power the same structures (artists pylon) so that what I talked about above isn’t as effective. They didn’t have the extra pylons. Again tho killing probes is effective too and you won the game with the nice short drop with the tanks. Just another target of opportunity to look for against toss.
Okay dude. Something for me to look out for certainly. Thanks for the clarification and info
Solid game by you. The glaring thing this game was your opponent floating thousands of minerals with no gas and not producing anything for long stretches, lol.
Yeah crazy right?
I think I lucked out on opponent on this one. The ladder felt sorry for me
Good win, Ollie!
I could tell you were off your game. At one point you were floating alot of minerals, but you had no problems spending them a few seconds later so I think your attention was elsewhere. Points on this game:
1. Your opponent lost this game. Once he destroyed your base he should have Monte Pythoned back to his base instead of trying to go toe to toe with your army. Without any AoE damage he was woefully unprepared for all that bio, and you wrecked him.
2. That mineral field just before his base really messed with your head. A couple of ways of dealing with it:
a. Hopscotch over it with the medivacs (like you were doing, but with with more focus. I don't know what was going on while you were trying to do this but you couldn't seem to figure it out.
b. Grab some workers and have them mine it real quick. You could have grabbed some from your closest base and mined it out in one go and gone straight through.
3. I think your production was fine...you kept having units to get stuck in at the end. It looks like the Protoss was panicking during the last battle, forgetting to use all those gateways to bury you in Stalkers/Zealots. It also didn't look like he had Blink, which is a huge blunder. Blink would have turned both the original fight and the last battle into a slog for you instead of route.
All in all, it was a good game, entertaining to watch, and a solid win. BZ!
Thanks man.
I agree with the mineral line thing. For some reason I couldn’t click the right tanks into the right medivacs. Silly micro skill issue. Should have just mined it
Good Marine/Marauder mix. Use the Reaper scout as you do your SCV scout
Okie dokie, will do in the future
When you engage, stim the entire army including the Marauders. There's no point in stimming only Marines and it adds extra micro. Just press T and it stims both the marines and Marauders. Aside from that, your TVP army comp is pretty good. The tank positioning was also really nice. To be extra annoying, you could leave a few tanks behind the minerals while using medivacs to drop a few in the corner of his main near those other tanks. In general, Terran is really good if you can find annoying siege positions.
Thanks man.
And yeah I’ve had a lot of advice about not stimming marauders because they’re there to tank, but I get it. Less micro is always a win for me
@@Voidspacealpha Yeah IDK who gave you that advice and I don't mean to be rude but no one ever does that. It's only 20 HP which is nothing if you have Medivacs and it increases DPS by 50%. It's especially important for Marauders because they can quickly burst down armored units or use their Concussive Shells to slow down retreating enemies. I have never seen anyone not stim their Marauders, in pro matches and in ladder.
This is so obvious I feel dumb for doing it the other way. Thanks man
When watching the replay you said you missed left just before seeing the expansion go down. Just a heads up in case you didn't know already. The latest you'll see a natural expansion go down is 3.30. If there's no natural by 3.30 then they probably proxying or doing some kinda rush / cheese
ahh okay, good to know. thanks man
@Voidspacealpha what I do which might be worth trying out is, I leave my scouting probe tucked away behind their natural minerals. It won't be seen unless your opponent tries to build / move behind the mineral line. Once the 3.30 time hits, then bring that scv back home to mine and you'll know then if they put their natural down or not
You know, I feel like I used to do this, and in the process of learning I’ve either forgot or just stopped doing it. I’ll make sure it’s in my rotation again
OK win (for Plat 😝).
But a win is a win none the less. 😉
Just some small critique, you should have re-sieged that first tank you brought across the mineral lines immediately. It would have done a ton more damage before going down if you had. 😊
The second one too, but atleast you barely saved it atleast.
Also, when dropping, tro not to alert your opponent that you are by dropping so close to the mineral line. The first unit that gets dropped will start shooting a worker and your opponent will just move off all the workers. Drop abit away from stuff that can raise the alarm audibly, and then move in once everyone is out. Hell, stim in if you have it by then. 😉
You're getting to matchups where people in general react really fast to pull workers away, even before your medivac starts to drop or atleast are getting ready to, cause they can see you on the minimap going over their production line.
And even though they do that, there was a ripe moment for you to take out that one Pylon that was powering those 3 newly built Gates, plus another one which could have resulted in a supply block. In this case it wouldn't have, they massively overproduced supply and underproduced army (don't know about worker production, looks OK but ... ).
None the less, gratz on the win. 😊
Thanks dude.
I agree on the tank situation. I was probably trying to do too much
Congrats on the win:). Imho the ideas were good, the execution ... eh there were some hiccups :). Not to take away from the victory, but the Protoss army composition wasnt the best. If you meet someone that uses chargelots and archons,or even storm, those fights will be much harder. Stalkers as fighting unit suck hard.
Yeah fair point. Totally take that on board
Ollie,
Scout. Last time because I don't think you agree or don't want to do it - 5:00 get spotters out. 5:30 scan opponent's main.
Stop overbuilding supply depots in early game. Doing so takes away from size of your early game army and how quickly you can get out your medivac drop harass. You were at 27/62 supply around 3:10 gametime. That is completely unnecessary. At 4:30 gametime you had 46/86. You could have 10 more marines and been at 56/70 if you did not build 2 supply depots. at 5:30 you are at 63/102, almost 40 unused supply. You could have 10 more marines, 2 more tanks for 4 marauders instead if you don't build 2 depots (which aren't being used).
Good shout on the early game supply depots. Thanks.
And I have been scouting more right? Atleast I feel like o have.
I promise next game (probably about a weeks time) I’ll make sure I’m putting spotters out, shout out to you in the vid 😅