Tuesday, March 16, 2010

SC2 BETA In-Depth: The TvT matchup

Introduction
Yesterday while I was in a stressed mood, I decided to play some SC2. I just wanted to wreck something.

First game I played was a PvP, but I contained and then out-macroed him without too much effort. Fun with Colossi. : )

The second game however, was insane. It was a TvT, on a 4 player map, and took 45 minutes before the loser conceded. NOTE: all the information about the opponent is accurate because I ended up watching the replay.

I had chosen Random, so my opponent didn't know what I was.

Build Order
As with all races, the first thing you should do is have your gatherers start mining first. You start off with 6 workers now and that mining time difference is more important than getting your first worker out sooner than your opponent.

I am the red terran in the 7 o'clock position and he was the blue terran in the 8 o'clock position.

First thing I do is gather minerals with SCVs. Then start making an SCV. From SC, I had gotten into a habit of hotkeying (h) everything, so I hotkey my CC to 2-9 and an SCV to 1. Then I rally the CC to a mineral patch to start mining, and make another SCV. I keep up SCV production well into 20-30 SCVs per base, depending on the build, for good saturation. I have yet to use the MULE, but that's because I'd rather have energy for scan. Scan is pretty much the exact equivalent to Scan in SC. The MULE is a way for the Terran player to offset economic differences in production against the other two races (Zerg Queens extra larvaue, and Protoss' Nexus' Chrono Boost).

Around SCV 8 or 9, I use the SCV on h1 to drop a supply depot- I'm going for speed to macro, so no wall-in or anything. Hotkey another SCV to h2. As soon as the supply depot is done, I begin scouting with SCV on h1 and move h2 out to build a Barracks. Then I drop a refinery. I subconsciously send the scout clockwise based on the map structure, and I find him immediately. I do some waypoint evasion (when you shift+right click around their base to keep them chasing you), and I notice that he doesn't have either gas yet and a barracks a little slower than mine.

Crazy Gambit
So, like a crazy guy, I jump back to base (hotkeys for speed), put 3 SCVs on gas, and jump back to his base to start 2 refineries on each of his gas geysers. I only build them up to about 120 HP each so that I can cancel them and get the resources back. I jump back to my base and start a factory ASAP, hotkey Barracks on 3 and make some defensive marines.

The Premonition
He begins to attack my refineries in his base with 1 SCV each. At least it took some time away from his SCV mining time and gas gathering. Before I cancelled them, I noticed a second barracks. I built another barracks myself and began to Tech Lab them both.

Each of the military unit buildings (Barracks, Factory and Starport) has 2 potential add-ons: Tech Lab and Reactor. Reactor allows you to double the production of that building. Tech Lab allows for higher level tech from those buildings. But you cannot have both- so you'll have to choose: faster production of basic units or access to better units. As I've noticed, I feel like it's typically better to go for higher level tech units and research pretty much all of the time- unless you're doing some crazy rush build. This is why I did not get any Reactors.

I amass a small army of Marine+Marauder (the new M&M I guess; so if it included Medivac, would it be called M&M&M?), and a couple of Reapers while getting an Engineering Bay to upgrade them. I put them all in a single control group (I did an experiment with Zerg- and there is no size limit to a control group any more, where I had 300+ units on one hotkey; only possible because of overlords). I left some tanks at home to defend and then I started my second CC at my natural expansion and moved out. I typically use keys 1-2 or 1-4 for military strike groups, depending on the rest. I use the rest to hotkey buildings. With MBS, it becomes easier to manage and distribute production. Just note that buildings with Reactors are somehow treated differently and the unit production is not distributed in the same way.

Armageddon
At this point, my opponent had already gotten 3 Medivacs, 2 tanks and a bunch of marines. He saw my army advancing so he loaded up and flew over to my base to drop 16 marines and 2 tanks in my base.

I believe he made this decision to throw his army at me because of the early pressure that limited his gas- hence he dedicated to medivacs and tanks, and just used marines so he wouldn't have to spend gas.

I had learned from watching pro games that when something like this happens, the worst thing you can do is to retreat. I'm at the front of his base and he would have demolished me whether I retreated or not. So the only option? I have to go into his base and deal as much economic damage as possible.

I'm still macroing units at my base, and since his troops hadn't completely encroached on my production buildings' positions yet- I rally them together to make a final stand. He lingers farther away as I continue to mine. Back at his base, I work my way up his ramp through almost nonexistent defenses and I begin to attack his economy immediately. He sends his SCVs at my army, but they just melt to marauding blasts. I believe I kill each and every one of his SCVs, and destroy his CC and clean up most of his military buildings. I do notice my CC being destroyed and immediately send my SCVs to my natural expansion. I rush to build another barracks and factory while the other SCVs mine. I'm trying to bank as much as possible because his forces still seem like a formidable force. As a double backup plan, I run 2 SCVs to the 1 and 2 o'clock bases and start CCs as soon as he finds and destroys my natural CC.

I clean up his newly created CC and destroyed all of his buildings in his base (last ones being 2 refineries; late to come up, late to go- LOL).

Recovery: me
At this point I'm paranoid. I have scouted almost every other location for a base via flying buildings or a unit in passing- and I haven't seen any other buildings. He clearly had something else because he was not yet eliminated. At the time, he also had a larger army than I did. I had SCVs, a few marauders and a couple of marines. He had at least 10 marines, 2 medivacs, and 2 tanks left. So, as you can see, I was in trouble. I picked one of my two bases to start my new base. I get a barracks down ASAP, and then a bunker and 2 supply depots to wall off. I had built up 8~ish SCVs, so I was fine for recovering economically. The last things I saw were medivacs and marines. So I surround my base with turrets.

Then followed almost the longest silence I had experienced. It must have lasted for at least 10 minutes. We didn't see each other. Nobody made a move. I sensed that he must have had another CC somewhere, so I asked him "Do you have an income?"

Recovery: him
He scoured the map for me with his units. He was at about 18/11 with one floating CC. I managed to escape with it and set it up at the 1 o'clock position for double gas for a while.

He on the other hand, had a smaller bank, not taking in resources, and no SCVs to speak of- with the complicated situation of being at 18/11 (3 medivacs, 2 tanks and 5 marines). How the heck was he going to deal with this?

Painstakingly, he realizes he has no choice and kills off his 3 medivacs- which leaves him plenty to make an SCV. Luckily there was more than enough for a couple of supply depots. He is now making an income. He creates MULEs and gets a second base. After some slight security, he moves his tanks to brood around the entrance to my new base (the 2 o'clock position) and camp there. He has a better economy than me at this point.

Good Morning Breakpeace
I had teched up to dual Starports because I had seen Medivacs and tanks- so clearly a flying assault unit was a logical tech choice. Little did I know, that he did the same thing. However, I was trying to build Banshees, which only attack ground- and he was amassing Vikings.

For those of you who have not heard about the Viking, it is one part Goliath, one part Valkyrie, and one part transformer. Builds from a Starport as the basic air unit that has the ability to ground itself. It can attack air to air, or ground to ground, and so it has the mobility of a Wraith, but the attack power of a marauder (slightly better).

He lands at my gas expansion and destroys it outright. I begin to panic and ramp up production. He immediately flies in and lands about 14 Vikings by my CC. Luckily I have turrets in my base that take care of a few before they land. I manage to save about 7 SCVs (lucky number!) and take care of most of the threat with 2 Banshees and a tank, leaving about 6 enemy Vikings not able to do much. I mop them up with Banshees and marines.

Inspiration
At this point I realize... "Wow, he's throwing away a lot of expensive units." Well, they're cheap air units, but not as cheap as turrets and marines. He goes in for one big strike with another 12 Vikings, but I manage to hold out with 2 Banshees, 2 Vikings and 5 marines. My barracks and factory are burning- but I am able to save them in plenty of time.

Economically speaking, he was far ahead of me. He had a bigger bank, bigger income. What did I have? I had a "cheap spending" plan, and better average APM than him. I made medivacs and marines, and a tank. I successfully defend against another onslaught.

Redemption
My resources begin to wear thin. I know that I have no choice but to mount an offensive. I do not know what I will do, as I feel that he is economically ahead (he actually was by about a factor of 3). His food count was nearly 3 times mine. His resources in the bank were around 2000/2000 to my 150/150. If his macro was slightly better- he would have defeated me effortlessly. Luckily for me, I kept up my macro throughout, and a lesser position was able to overcome because of the enemy player's contentedness.

I had a very small plan, but hopefully it was going to have large impact. Earlier when I had made a Banshee, I sent it out in hopes of glimpses of the enemy. I had found one base. I was not sure if it was the only one- but it was worth a shot in destroying it. I loaded a Medivac up with 6 marines (max capacity was 8- but I wasn't sure why I didn't fill it up). I fly over to his completely undefended economic base and drop the marines behind the mineral lines and start killing.

He had been amassing units in my natural for a while. At this point he throws everything he has at my ramp in a seemingly last ditch effort to clean me up. He has marines and medivacs. My bunker and 2 supply depots hold the ramp for my tank to dish out the heaviest of damage. My bunker barely holds as an SCV repairs it at 10 HP.

After that battle, I have obliterated his only real economic base as his other one is emptying out and another CC he had begun had no saturation. I had an army and he just sent his at me today.

"i concede" he tells me.
"gg"

All I have to say back is "GG"

Conclusion
I'll be the first one to admit right now- I should not have won that game. He should have. But between luck, persistence and mind games- I was able to get him to concede to me. Then I thought about the game and came to a few conclusions.

There are some units we were not able to explore in depth. Each of us were also unfamiliar with upper tech unit abilities. That could have changed the game immensely (Ravens and Ghosts notably).

Next, we didn't see any huge heavy hitters (Battle Cruiser and Thor).

With that aside, assume that Battle Cruiser and Thor is too expensive to be practical early/mid-game or any game that is close. Ravens and Ghosts are support units that can turn the tide of battle, but they are usually not the core of the terran army.

The rest of it- is. I sense that infantry builds will be the strongest in TvT. Tanks are good, but they're not as insanely good as they used to be. They're a bit bigger and a bit slower. The Hellion is fast, but hardly a replacement for Vultures because there aren't any mines, and they're not as cost effective as vultures. Terran mech has Thor for anti-air, but other than that, they must use marines or other air units to assault/defend in the air. That's the weakness of Terran mech, and I predict it won't be used purely. Mech will augment existing forces. M&M is so powerful early game- and there are 5 Starport units to choose from. I forsee both infantry and air builds in TvT (assuming the units remain the same when release comes around).

2 comments:

  1. Really nice writeup Nam sounds like quite the match. One thing about Hellion's I've seem them with proper micro running away from enemies while attacking and they can dish out some damage. I don't know what matchups they are useful in though.

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  2. Jeff: No problem. Glad you enjoyed. Hellions aren't bad. I'm just comparing them to Vultures- and they're not as good. And mech in general is less effective because anti-air mech is not cheap.

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