Terran Reapers
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  • Been playing around with reapers and I love their ability to hop cliffs. I think it's probably a better build with 2v2, but I've been going 3 rax (1reactor,2tech) and building reapers instead of marauders at first.
    I send marines at their choke and reapers in the back to pick off drones (this is where it would be nice to have an ally attack the choke with you). Once the group is heading for your enemy, switch to marauders. Usually end up losing the marines, but killing the drones and sometimes their hatch/cc/nexus. Gotta make sure you're building units while you're microing your reapers, to hold off a counter, but it seems to be working ok...

    any thoughts?

    EDIT: having trouble figuring out when/what to tech, but i've been playing with gettin engineering bay and medivacs and timing it, however I usually am attacking by the time I would do that.

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  • Reapers don't seem to be worthit unless you get enough harass in, aren't really army units.

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  • My friend and I will try out this strat sometime, will keep you posted on the results.

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    Yucie
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  • Reapers are usually better hit n' run.

    I usually just make at least 15 of them, send them to harass their drones/scvs and retreat if their main force is coming. This is early in though :P

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  • I just build 5 and destroy all their harvesters. Unless they have flying units or something massive to counter it they're done. I don't tend to build them after the start of the game (maybe I should, but they seem to be outdone but higher tech units, like Siege Tanks).

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  • If you're playing against Protoss, you can get your first Reaper 57 seconds before they can get a Stalker. That's of course assuming you're both playing optimally, but assuming the bases are close enough together, you can go crazy on their probes and the Zealots can do nothing because the Reaper is too mobile.

    So you should pump out just one Reaper and then switch to Marauders on that rax.

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  • Don't forget reapers are strong vs buildings. If someone pulls all the workers away you might want to destroy some supply buildings rather than chase the workers down.

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  • Also, reaper upgrad (jet packs) are more useful than you think. Makes them much more mobile.

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  • I don't think building up more than 4 or 5 is worth it early game because it leaves you so vulnerable and more might not be very cost effective.

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  • Reapers arent used much, have you seen the latest patch nerf though? I cant believe they made marauders need an upgrade for their concussive weapon. This may change the marine/marauder strategy a lot and actually make people use it no more.

    Corporal
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  • Reapers are expensive, unless you completely destroy their mineral line it may not be worth it.

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  • HS players are often use the fast reapers.
    IMO fast rush against harvesters with 4-5 reapers is VERY effective.

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  • Raisonbran648Reapers are expensive, unless you completely destroy their mineral line it may not be worth it.

    So far what few times Ive used a reaper rush in the beginning, I've managed to slaughter a good 80% of their harvesters before any counter measures were taken.

    Usually 4-5 reapers has made the difference.

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  • Datatap
    So far what few times Ive used a reaper rush in the beginning, I've managed to slaughter a good 80% of their harvesters before any counter measures were taken.

    Usually 4-5 reapers has made the difference.

    Amen

    [u][i]Xfire:[/u] [i]Heretician[/i] [b][u]AIM:[/u] Heretician420 [b][u]MSN:[/u] onealns@email.uc.edu[/b]
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  • I find it usually fails miserably, especially as I progressed up the leagues. Added to that, you decimate your own economy for the sake of the fast reapers, so if the rush fails, you more or less lost the game.

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  • VeiorI find it usually fails miserably, especially as I progressed up the leagues. Added to that, you decimate your own economy for the sake of the fast reapers, so if the rush fails, you more or less lost the game.

    Uh. I think your doing it the wrong way? You know you should never go in with reapers the place where people usually look out for and even if he covered up all possible climbable places I think he still would not have more than 1 marine at the beginning in those areas so... with the speed upgrade it should be able to bypass those slow marines in no time.

    Corporal
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  • Actually, no. While it was very easy to do in the lower leagues, it got increasingly harder as I moved up as just about everybody rushes. By the time you get reapers, you can be assured the enemy has a sizable army of marines up, which is either heading straight for your defenseless base, or guarding critical locations.

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  • I've been avoiding both tanks and reapers since I heard about the coming nerfs...

    Never really used reapers anyway even though I've seen how effective they can be, they don't fit into my play style.

    An effective strategy as of right now though, is to rush zerg with any amount of reapers, or vs other races, to attack the front door while you move in for economy harass with reapers.

    Problem with these early strategies is that transitioning out of a bad reaper rush usually doesn't go all that well, so you have one chance to get it right. I'm a fan of playing longer games, 15 to 25 minutes, so I can play it safe and usually contain my opponent or make it impossible to really expand so I can just run them out of resources.

    This all comes from my experience in gold league so I'm not sure how it applies for the higher leagues.

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  • reapers are overpowered in my opinion...make a bunch of them and 2 or 3 medships in case of ground couters and they`re done.

    i found it a bit hard to do that on the zerg since the hive has a lot of hp and the larvaes/eggs have good armor.

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  • I usually make 4-5 reapers then i never make anymore. I attack workers and if they leave i kill gas collection facilities and some supply if they try to counter me hopping cliffs is never so fun. I agree with helloqwerty they arent army much :P

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