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[Movie] TvP [RED]NaDa's Combo drops

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Uploaded by on Jan 8, 2008

Jetaimemina aka Nada (350) vs Legend_Toss (150)
Game played: 25.March.2004, friendly

Battle Guide: Terran versus Protoss(pro)
Author: iamandragon
For money maps: No
Difficulty: Intermediate
Source: http://www.starcraft.org/strategies/stratsdb/terran/3504
visit: http://www.xbotx.de.vu (maps, trainers, coach.trn's and original replays to this strategy)
visit: http://www.SCTV.de.vu

Hi everyone I've just finished translating Nada's TvP guide and I'd like to share it with everyone.

This strategy is based on 4 player-regular maps like Lost Temple or Luna where your natural has a gas.

Opening:
There are many TvP openings, but my favourite opening are these two:
1.Block at choke and double factory to make 4 vultures, expand.
2.No block. One barraks one machine shop. 6 marines+1 tank+1 vulture, expand.

Both openings are taking advantage of decieving opponent in order to fast expand, which I think is the most important aspect of TvP(fast expand). However, both openings have pros and cons:
The first BO when facing a dragoon rush with good micro will always turn out bad. When protoss realize I am getting 4 vulture harass, dual base they can always choose to expand early than me. Usually I have my vultures to show up at their choke and lay mines at their natural. However if the protoss expands when they have 4 dragoons then my BO will not have any advantages.

The second opening is more flexible, adapted to both offensive and defense strategies. However against protoss with better micro than me I won't be able to rush. I usually let them see my army just to scare them and I'll expand as fast as possible. But this expo will be a bit later, as well as my turrets and scanner. If protoss decides to DT drop I'll also be in a situation a bit tight.

However both BO are pretty neutral. It doesn't give me a big advantage but it never put me into any disadvantages at all.

Mid-late game:
What's the most important aspect of Mid-game in PvT? IMO it is endurance. There are two choices for mid-games:
1.Harass, Mass units
2.Slow push, Mass units, upgrades

I usually take route one. I usually get 2 dropships with 4 tanks and take a bunch of vultures. Using the high mobility of this army and the stealthiness of the mines to rapidly lay waste to protoss army and micro. This strategy has two problems:
1.Takes up a lot of resources. I have to make control tower as well as machine shop. This way I have to spend a lot less money on defense, directly weakening my defensive force to be lacking firepower, easilly to be hurt by DT drops.
2.This strategy also takes up a lot of my micro, and compared to me the protoss at the defensive side seems to have less micro needed to do compared to mine. As long as protoss are prepared and we're at the same level, I won't get too much of an advantage.
(pls read the rest at Source or xbotx, youtube hates certain symbols)

enjoy!

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Sports

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  • likes, 7 dislikes

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Uploader Comments (SCTV)

  • nada has a really high mineral count.

  • the gas count is that what mattered

  • you should make a video with the game when nada dropped 4 ships of MMs "at the same time" against a zerg (forgot his name) then reversed the game.

  • Search: [ReD]NaDa - Master of Puppets

    Made by Spitfire

Top Comments

  • if he went carriers you would have seen goliaths in the last wave instead of vultures and ~6 tanks less ^^

  • nice vid and nice music... i had to chose between watching the simpsons or this video and i decided for the vid;-)

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All Comments (78)

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  • at first i tought the terran wasant verry good... but at the end i was lol

  • So so old school xd

  • i dont understand anything

    but looks pro ^^

  • roflpwnage.

  • Hey thank you for taking my TvP guide(translated) and putting it here! Really honored to see someone thinking my stuff is nice ;)

    Pity the original post is deleted...

  • 5:06 ... shit that's alot of tanks ... Can anyone tell me why I didn't see any air or storm?

  • wow nice your really good XD

  • @foxysteve19

    thats why you do this pushes at the expands.. to counter his economy and to slow his macro and micro..

    The toss get's annoyed and have to defend his expands or else..

    If he go for high templars he'll just fail to the 3 controls of tanks ..

  • but tank is very immobile and vultures only do 20 dmg to light armored units and shield other ways they do 3-5 basicly and tanks splash can hurt yourself and neither of them can attack air... and if you add tech to it storm just rapes both of them...

  • this didnt seem effective at first... but dam i'd be annoyed as hell if i were P

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