In Diamond 1 one of my biggest pet peeves with siege comps against Toss is how much I need to babysit my army just to get to a nexus. It feels like I either make sure my army gets there safe and my macro slips, or I look away for one second and get caught by Chargelots/collussus/blink stalkers. The tip on sending out a mobile set of marines, marauders to the side to pressure before moving out is something so simple that I would have never of thought up. huge tip!
3 Rax always was my go-to build against toss. If I can force Protoss to play my game he can be dismantled pretty easily. Biggest problems are a) Blink-Stalkers harassing my initial push (2 Reapers can be great distraction, thanks for an idea!) and b) robo-first 2 base openers - it was like auto-loose for me. I like your idea of transitioning into tanks in such case a lot! What I normally did with my factory was building 2 reactors for 2 Starports and then maybe some mines for map control but usually nothing. Starport number 1 produces 4 medevacs and then switches to Vikings, starport number 2 always makes Vikings. Important thing is instead of normal 4 labs 1 reactor on rax I had 3 labs 2 reactors to have more marines because Colossus were not an issue while chargelots - were. The most important thing for me with this build was not to trade initial hit squad: do damage if possible, retreat if not. In an ideal scenario I would cancel third, run away, than distract toss with 2 medevac drop and than kill third with that same hit squad AGAIN. Second most important thing for me was to kill toss while I am on Ghost-Vikings and he is on Chargelot-Colossus-Archons. Storms are tolerable if I manage to make the first hit. I got some fantastic trades at such timing with toss loosing army that costs 50% more than mine.
Really like that cheeky double reaper. Also nice to see that incredible runby play, guess it seriously makes up for the lack of banshee or mine harass if you can catch the Protoss away from home.
So far I always did only the 1gas stim, concussive, +1 attack version with like 16 marines 6-8 marauders. What do you think about that version? I feel like it wins sometimes even psychologically when the Toss watches how their stalkers cannot escape haha
I started playing Starcraft a month ago. I have been using your version of this build named "uThermal 3Rax That Could DOMINATE Protoss" from ruclips.net/video/OH2Rj6dJIEs/видео.html with good results, but this looks like an improved version of it. I will give it a try!
Recall is such a shit mechanic, also batterys. Maybe I'm a salty terran but terran for sure feels weak these days, im always pinned in, doing 30 drops just to lose. In this game I would most likely deal damage, then slowly lose to collosal death ball
Meh, I don't think this build is that good. 3rax in this meta auto-loses to Robo first, and generally gets deflected pretty easily by most twilight openers. Doubtful you can get a sneaky runby like that very often.
@@julianbeatty2909 meta itself is weak as everyone is ready for it. Keep opening WM drops if you want, I like 3rax more as with real army you're in charge of what happens and don't need to pray Protoss won't notice your drop...
In Diamond 1 one of my biggest pet peeves with siege comps against Toss is how much I need to babysit my army just to get to a nexus. It feels like I either make sure my army gets there safe and my macro slips, or I look away for one second and get caught by Chargelots/collussus/blink stalkers.
The tip on sending out a mobile set of marines, marauders to the side to pressure before moving out is something so simple that I would have never of thought up. huge tip!
3 Rax always was my go-to build against toss. If I can force Protoss to play my game he can be dismantled pretty easily. Biggest problems are a) Blink-Stalkers harassing my initial push (2 Reapers can be great distraction, thanks for an idea!) and b) robo-first 2 base openers - it was like auto-loose for me.
I like your idea of transitioning into tanks in such case a lot!
What I normally did with my factory was building 2 reactors for 2 Starports and then maybe some mines for map control but usually nothing. Starport number 1 produces 4 medevacs and then switches to Vikings, starport number 2 always makes Vikings. Important thing is instead of normal 4 labs 1 reactor on rax I had 3 labs 2 reactors to have more marines because Colossus were not an issue while chargelots - were.
The most important thing for me with this build was not to trade initial hit squad: do damage if possible, retreat if not. In an ideal scenario I would cancel third, run away, than distract toss with 2 medevac drop and than kill third with that same hit squad AGAIN.
Second most important thing for me was to kill toss while I am on Ghost-Vikings and he is on Chargelot-Colossus-Archons. Storms are tolerable if I manage to make the first hit. I got some fantastic trades at such timing with toss loosing army that costs 50% more than mine.
Really like that cheeky double reaper. Also nice to see that incredible runby play, guess it seriously makes up for the lack of banshee or mine harass if you can catch the Protoss away from home.
Definitely trying this build out. Thanks Thermy
GG wp Thermy, once I have the chance to play I will use this 3 racks option.
Amazing video as always!! Thank you!
Going through all the old Terran Schools. Trying to push my MMR. Thanks 😊
Thanks man I learned a lot from this
does the positon of your first depot matter?
PS: Thanks for the nice build, love your videos keep up the amazing work
Killing MaxPax 2:0 is no small feat.
The build is gold.
What was an advantage of double tank production in this game instead of adding of an extra starport for liberators?
Well well well how the turn tables.
So far I always did only the 1gas stim, concussive, +1 attack version with like 16 marines 6-8 marauders. What do you think about that version? I feel like it wins sometimes even psychologically when the Toss watches how their stalkers cannot escape haha
I like this channel more because the voice is clearer than a progamer-youtuber whose name starts with H who like to mumble a lot 😅
@@Zim-ks6pb y u know it is him , not huskystarcraft... coz he mumble a lot?
There are no "easy games" when you are old and slow ;-)
What a god
Молодец 🍀
I started playing Starcraft a month ago. I have been using your version of this build named "uThermal 3Rax That Could DOMINATE Protoss" from ruclips.net/video/OH2Rj6dJIEs/видео.html with good results, but this looks like an improved version of it. I will give it a try!
so the point is to basicly harass the protoss 2nd base and try to kill as much workers as possible to deny him his 3rd?!
Recall is such a shit mechanic, also batterys. Maybe I'm a salty terran but terran for sure feels weak these days, im always pinned in, doing 30 drops just to lose. In this game I would most likely deal damage, then slowly lose to collosal death ball
Meh, I don't think this build is that good. 3rax in this meta auto-loses to Robo first, and generally gets deflected pretty easily by most twilight openers. Doubtful you can get a sneaky runby like that very often.
Guess all the good Terran use it for no reason then heh
@@uThermal Terran meta is definitely not 3rax.
@@julianbeatty2909 meta itself is weak as everyone is ready for it. Keep opening WM drops if you want, I like 3rax more as with real army you're in charge of what happens and don't need to pray Protoss won't notice your drop...