Defeating Bio with Mech TvT

So I have been playing with mech a lot because I really like it, but sometimes I'm quite at a loss when facing bio players, with mech what is exactly I'm looking for? I'm not quite sure sometimes it gets hard to get on the map and is kind of hard to move out, I'm just supposed to get a position and hold it? I try to do hellion ruby's and hellbat drops but bio units are very cheap and unless I don't win one huge fight I'm not sure if I'm doing it well, any advice will help

Posted Mar 22, 2014, 8:31 PM UTC

14
tholt212•

Playing mech in TvT is all about map control. Ideally, you want to defend defend till about 170~ supply, then push out. I like to get on some area where I can control most, if not all of his ground movements. Meanwhile I have a few sensor towers about, and vikings all around to catch out drops. Behind that contain, you want to start getting an excess of bases, and start getting a massive bank, eventually transistioning to sky terran. These are from my own games though, and is what usually beats me when I go bio.

3
doc4990•

One of the best thing about mech in HOTS is that in can be played so many ways and win in so many ways. For example, the original "Forgg" build almost always ended with about 3 tanks and an obscene number of hellions meeting a bio tank army in the middle of the map and basically overwhelming with the splash from blueflame. On the other end of the spectrum...avilo :). But seriously defending until you can get enough ravens is another way to win with mech regardless of your feelings towards it.

Back to your question. One of the older ways to play mech vs bio is to macro up a fleet of medivacs for hellbat drops and when it comes time to fight a bio army, load that shit and drop hellbats all over it. This style is very powerful in fights and is almost as mobile as bio tank (medivacs vs medivacs). The big downside: being shit out of luck when the switch to sky terran comes, even a viking fleet can counter this straight up. See innovation vs flash on whirlwind or innovation vs taeja on nework precinct or whatever it was called.
Another way is to skip the medivacs (except for hellbat drops) and make a sizable viking fleet slowing adding in ravens to acompany your tank hellion/hellbat force. This army is so cost efficient with pdd and auto turrets that you can afford to leave 7-10 tanks defending your bases. Mineral light enough to mass up static defense without falling behind. Problem with this is that you have to tread the line between defending and turtling... and if they go sky terran you might be in for a long game with insanely difficult to micro battles. My advice try both styles and see what fits for you. See marineking vs bunny i proleague to see a recent example of the latter style. gl

2
LexenderOP•

good advice thanks, I have to say I played the forgg style, actually thats how I started lol, I try not to be too turtly because its not really fun, I always try to have air superiority and I have most of the time thats what wins me the games, anyway thanks for the tips

1
Awesomeo21•

Remember the following:

  1. turtle on 3b.
  2. use spare minerals on 99999 turrets to stop any incoming drops.
  3. make 10+ vikings, you must have air superiority.

any spare minerals, as you said, blue flame run bys.

1