QUOTE(ROTiJOHN @ Nov 19 2010, 09:33 AM)
zzz am I the one you saying? gonna do 1:1:1 build vs toss, more secure ahahahahha
koreans are using the 1-1-1 a lot now...
marine tank banshee (and medics/ vikings later on)...
its like the most popular korean TvP build above 1800 there...
marine tanks in front wit a banshee behind the mineral (flank the army if needed/ vision for tanks)...
if u dun kill him outrite, u will contain the toss below his ramp with 3-4 siege tanks and 1-2 bunkers...
dun put ur tanks too near the ramp due to immortals (nada's mistake vs tester from gomtv allstars), as long as u can keep the containment up its pretty much game...
if he expand, its pretty much auto win for u as well as he wont have enuff gas to get the robo+obs+immortals or have sufficient gateways to beat ur power play...
unlike the polt timing attack where the toss can FE and cannon up, they cant do so with siege tanks around...
thus its the new korean standard now according to my fren there, he raged so much as he is losing PvT to this build continuously...
(for those wondering, toss FE build revolve around gateway timings and is on 1 gas for quite some time)...
Added on November 20, 2010, 2:06 pmQUOTE(tjinn @ Nov 20 2010, 12:42 PM)
as a terran beginner. i would suggest you getting used to the traditional mmm push. Especially against a toss, cause a mm timing push with stim or concussive shells if he goes zealots is just so powerful in the early game against toss. it could set you up a window to expand and form there on you could get vikings if you scanned a robobay. but i normally prefer to go marauder heavy against collosus maybe throw in a ghost or 2 for emps if there are immortals and especially if they have sentries.
and the 1-1-1 is not a build. its just an opening for you to adapt, it is safe against alot of builds the toss can throw at you. but only if u could adapt to it.
cheers

true 1-1-1 is by far the safest opener...
depending on wut u scout u can transition into any possible possibility and none of the toss opening can kill u...
2 bunkers totally shut down 4 gate till ur tanks/ cloak banshee comes up and its auto win for u...
with swapping of add-ons u can pretty much handle anything the toss can throw at u and u can throw it back at them harder if u have sufficient scouting as u can tech switch with ease...
still for a newer player, going bio-based builds are easier as 1-1-1 styles require good gas management and map awareness...
and delay ur expansion as a good toss can punish u dearly if u expand wit good forcefields (3 gate variants)
Added on November 20, 2010, 3:00 pmthis is how u thordrop, foxer style (pretty similar to his gsl finals game vs nestea in terms of opening)...
high emphasize on killing overlords...
note his scv placements for repairs (at the gold for elevator)
http://sc2rep.com/replays/show?id=2940foxer vs zenio on GOMtv all-star (2 days ago)
specially dedicated to Mr 1500 rated maphacker that say thordrop on LT is impossible and only for terrans that dun understand the basic mechanics of a terran...
QUOTE(Rashid85 @ Nov 18 2010, 04:24 PM)
you're the one don't seem to understand the basic mechanics of terran. Thordrops? do you have any idea how many tech buildings and cost a terran has to build to get out a fast thor, and at the same time get a medivac? all in one base? heavily sacrificing your standing army count? and before zerg even gets to mutas? and hope that the thorship wont run into any of the ovis strategically placed throughout the map? and what's the payoff? 5 or 6 drones, and if you're lucky, the zerg player is slow and hasnt made mutas yet and your thor can escape. And after all that trouble, zerg can simply spawn 10 more drones in an instant, and you're still behind both in resources and army size. Moot.
foxer's supply-depot love at the end of the game i think is dedicated to u
This post has been edited by evofantasy: Nov 20 2010, 03:00 PM