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[SC2]I'm too lazy to learn a real build order.....

Blogs > lMPERVlOUS
Post a Reply
Impervious
Profile Blog Joined March 2009
Canada4198 Posts
May 02 2010 22:43 GMT
#1
.....so this is what I've been using since I got my beta key, and it's been very successful at the Gold level in TvAnything (I am ranked #2 at the moment, and close to #1). It requires very little deviation in the first 40 supply (mostly if you scout and have to deal with some kind of outrageous rush).

12 Barracks 13 Refinery (3 gas on asap)
Orbital Command asap, Tech Lab for Barracks and get 1 Marauder asap, pump Marines out of the Barracks after this as money allows.
When you've got about 60 gas, start a 2nd Refinery (3 on gas asap).
Use MULEs as often as possible. Later on, you won't need them as much, but initially, they are what makes this build doable.
Factory asap.
2 Starports into Banshee. Build 2 of them, then get cloak, then make at least 2 more Banshees.

After this, I freestyle it, but I have some general guideline. Depending on what they do in the midgame:

If they go air (mutas, void rays, etc);
Cancel cloak if started, switch production from the Starports to Vikings. Make sure you keep the banshees alive (if you scouted air after banshees were created), and harass as much as possible.
Keep producing Marines.
Build an Engineering Bay and make some turrets. Get +1 infantry weapon.
Build an Armory, and get a Tech Lab on the Factory for a Thor.
Expand and build turrets + a bunker or two for defense. Thor/Viking/Marine/Medivac ftw (if they try to keep making air units)

If they go for a fast expansion;
ROFL.
Banshees will demolish them..... 2 Banshees can rack up 20+ kills each in this situation..... Expand yourself, and keep punishing him with those banshees. Humiliate them if they don't GG right away.....

If they go for a large ground army with lots of anti-air capabilities, and have sufficient (non static defense) obs to neutralize the Banshees;
Expand, placing a Bunker in the choke.
Add more Barracks, and start pumping Marine/Marauder. Get ups for these units.
Make some Medivacs from the Starports, then start making use of the Starports by making Banshees (for more harassment). Use them to ensure that he can't leave his base, and if he does, punish him for it.

If they make a lot of static defense;
See above, except you can do it faster, and don't really need to do much with the Banshees. Use them to make it difficult for him to leave his base, at least for a while.
Create a contain, macro hard, and win.

If he goes for drop tech;
He won't be able to deal with the Banshees in his own base. Kill as much as you can, while dealing with his drop with whatever Marines/Marauders you have (use SCVs to fight, you'll be ahead regardless).

If at any point I feel like I need more scouting information, I can make a reaper for this. It delays my banshees a little bit, but the extra information can more than make up for it. A couple of kills isn't bad either.....

+ Show Spoiler +
The only reason that this is working is that the skill level in Gold is absolutely terrible..... I should have been in Platinum, but I lost a placement match due to a stupid mistake.....

The game:

TvZ, T is running on 4 bases with about 90 workers and 4 Orbital Command Centres using MULE's whenever I remember (essentially, unlimited income), and has a large standing army containing (maxed at 200/200) the Z to 2 bases (tons and tons of spine crawlers prevented me from ending it earlier), but doesn't realize that a contain is useless vs a Z that uses the Nydus worm-things (can't remember their name atm, total brain fart). Buh bye economy and production facilities.....

There is no point in me posting reps, because most of my opponent's have sub-40 apm, and I'm about 120..... I've got 19-11, 6 of the games I lost were when I played SC while I was drunk, and a few of the losses were due to an early rush of some sort, which I used these losses (and some near-losses) to modify the build to deal with the rushes. The Marauder is necessary to help against the early rushes, as well as deal with a scouting probe/scv/drone, but I also experimented with going for a Reaper instead. Both work, but I like the Marauder version better.


I put this in the Blog section because it does not deserve to be in the SC2 section. It's probably terrible, I just haven't been facing opponents who can take advantages of the holes in it.

*
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Meta
Profile Blog Joined June 2003
United States6225 Posts
Last Edited: 2010-05-02 22:55:47
May 02 2010 22:54 GMT
#2
When I first started playing I did basically the exact same thing you do every game. Then my opponents started figuring out how to hard counter banshees easily, rendering them useless (phoenix, viking, muta/spore). So I was forced to learn different builds. It really sucks losing to a timing attack after they scout your banshees and realize how much you invested into tech instead of units, and just counter your tech flat out forcing you to tech differently before getting units.

That's not to say fast banshees isn't a great build, because it definitely can flat out win games if your opponent doesn't know how to counter, but I use it more situationally these days. Currently about 40th in my plat division, only about 20 games played since the reset.

One great thing about this build, though, is that you'll have raven support for your army later on for point defense drone which could be a life saver if your opponent does end up countering you and pushing.
good vibes only
CursOr
Profile Blog Joined January 2009
United States6335 Posts
May 02 2010 22:55 GMT
#3
Lots of ifs in here. Seems like a good idea. IDK Why its not a real build order?
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Shade692003
Profile Joined August 2005
Canada702 Posts
Last Edited: 2010-05-02 23:10:25
May 02 2010 23:09 GMT
#4
Sorry, but only bads die to banshee builds. Everytime I play TvT, I hope they do this because it's a free win. You spend so much money teching, I come with 25 marines and bust your wall =/ even if there's a bunker or 2.

Edit: Of course I make those 4-5 barracks mass marines. of one base only when I see dual gas with my scouting scv.
I hate the post below mine because it feels War3-ish.
Darcius
Profile Joined January 2010
Canada16 Posts
May 02 2010 23:29 GMT
#5
A fast-teching build losing to any matter of one-base bust?
Oh, perish the thought!
Sonnet
Profile Blog Joined May 2010
Ireland39 Posts
Last Edited: 2010-05-02 23:57:47
May 02 2010 23:56 GMT
#6
I find myself in a similar place,
Endlessly jostling for position,
In an increasingly risky tech race,
An early scout leads to desolation

No matter how well my wall's built,
And I do try to make it zergling tight,
It seems that's the source of my guilt,
Too quickly a gap comes to light

As soon as I can, I push for the gas,
SCVs scatter with their small green cans,
An opportunity I just can't let pass,
So often I fall victim to their scans

But always they see through my tech trees,
Before ever I see my first banshees
The greatest burden a man must bear is choosing being understood over metrical footing :(
Shade692003
Profile Joined August 2005
Canada702 Posts
May 03 2010 00:19 GMT
#7
On May 03 2010 08:29 Darcius wrote:
A fast-teching build losing to any matter of one-base bust?
Oh, perish the thought!


Perish it right now!
I hate the post below mine because it feels War3-ish.
fredd
Profile Blog Joined May 2008
Estonia256 Posts
May 03 2010 00:36 GMT
#8
i'm too lazy to learn a real build, so i just go reaper / bunker rush every game

sup
Impervious
Profile Blog Joined March 2009
Canada4198 Posts
May 03 2010 00:40 GMT
#9
On May 03 2010 08:09 Shade692003 wrote:
Sorry, but only bads die to banshee builds. Everytime I play TvT, I hope they do this because it's a free win. You spend so much money teching, I come with 25 marines and bust your wall =/ even if there's a bunker or 2.

Edit: Of course I make those 4-5 barracks mass marines. of one base only when I see dual gas with my scouting scv.

That is something I've become more wary of, having lost to it once. If I scout no gas from my Terran opponent, or he does not have all 3 SCVs on it, I'll make a Reaper, so I can check his base again after my scouting SCV dies, or I will use one of my precious scans.

Since that loss, I've found that I can put down 3 more Barracks, get tech labs for each, get Concussive shells, and get enough Marauders out to stop the rush, having to sack the 2 depots and the rax at my choke. I've beaten that type of rush twice.

Like I said in the OP,
On May 03 2010 07:43 lMPERVlOUS wrote:
It requires very little deviation in the first 40 supply (mostly if you scout and have to deal with some kind of outrageous rush).

Granted, they're not that great of opponents.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Shade692003
Profile Joined August 2005
Canada702 Posts
May 03 2010 00:54 GMT
#10
On May 03 2010 09:40 lMPERVlOUS wrote:
Show nested quote +
On May 03 2010 08:09 Shade692003 wrote:
Sorry, but only bads die to banshee builds. Everytime I play TvT, I hope they do this because it's a free win. You spend so much money teching, I come with 25 marines and bust your wall =/ even if there's a bunker or 2.

Edit: Of course I make those 4-5 barracks mass marines. of one base only when I see dual gas with my scouting scv.

That is something I've become more wary of, having lost to it once. If I scout no gas from my Terran opponent, or he does not have all 3 SCVs on it, I'll make a Reaper, so I can check his base again after my scouting SCV dies, or I will use one of my precious scans.

Since that loss, I've found that I can put down 3 more Barracks, get tech labs for each, get Concussive shells, and get enough Marauders out to stop the rush, having to sack the 2 depots and the rax at my choke. I've beaten that type of rush twice.

Like I said in the OP,
Show nested quote +
On May 03 2010 07:43 lMPERVlOUS wrote:
It requires very little deviation in the first 40 supply (mostly if you scout and have to deal with some kind of outrageous rush).

Granted, they're not that great of opponents.....


Yeah marauders are a good choice surprisingly because they have more range than the marines, so you can kill them while they are in the ramp trying to bust the choke.
I hate the post below mine because it feels War3-ish.
zer0das
Profile Blog Joined May 2007
United States8519 Posts
May 03 2010 01:16 GMT
#11
I like using banshees too, but I hate straight teching to them. I feel like 3 rax play offers pretty good versatility... if you notice them getting careless, easy enough to get banshees and wreck then by building marines instead of marauders for a while. It seems like a fair number of my opponents straight tech to banshees in TvT, and it seems pretty ineffective to me (and none of them ever seem to get the chance to research cloak)... usually what happens is their choke gets busted and then their banshee shows up in my base, and my marines slow them down enough to get a viking out, and it's pretty much over.

I feel like it's a lot more effective to build an army and use banshees to support it, because they outrange marines and their damage is enough to pay off when your opponent doesn't (can't?) focus fire them.
FiBsTeR
Profile Blog Joined February 2008
United States415 Posts
May 03 2010 01:20 GMT
#12
Hmm for some reason I had trouble doing this even in gold. Maybe my build just wasn't as efficient as yours. In any case, as people have been saying, it won't work after that.
Impervious
Profile Blog Joined March 2009
Canada4198 Posts
May 03 2010 02:11 GMT
#13
On May 03 2010 10:20 FiBsTeR wrote:
Hmm for some reason I had trouble doing this even in gold. Maybe my build just wasn't as efficient as yours. In any case, as people have been saying, it won't work after that.

What? Not doing any more DT rushes?
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
FiBsTeR
Profile Blog Joined February 2008
United States415 Posts
May 03 2010 02:36 GMT
#14
Nah, if I need my fix I go back on BW. I'm a 100% clean T in SC2. :D
Impervious
Profile Blog Joined March 2009
Canada4198 Posts
May 03 2010 02:56 GMT
#15
For now.....

You'll go back to your old ways. I mean, when I 5 pooled you in the CSL game, you still had the nerve of blocking my nat hatchery with a pylon..... That type of play is in your blood, it's instinctive. There is no need to fight it, cause it works.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
FiBsTeR
Profile Blog Joined February 2008
United States415 Posts
May 03 2010 03:20 GMT
#16
No, I'm clean now, I SWEAR!!!!
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 03 2010 04:41 GMT
#17
On May 03 2010 08:56 Sonnet wrote:
I find myself in a similar place,
Endlessly jostling for position,
In an increasingly risky tech race,
An early scout leads to desolation

No matter how well my wall's built,
And I do try to make it zergling tight,
It seems that's the source of my guilt,
Too quickly a gap comes to light

As soon as I can, I push for the gas,
SCVs scatter with their small green cans,
An opportunity I just can't let pass,
So often I fall victim to their scans

But always they see through my tech trees,
Before ever I see my first banshees


nice
starleague forever
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