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fun BW build - TvZ opening - Page 2

Blogs > jambonkingcool
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Reason
Profile Blog Joined June 2006
United Kingdom2770 Posts
Last Edited: 2010-06-12 10:24:09
June 12 2010 10:14 GMT
#21
On June 12 2010 18:31 Bill Murray wrote:
dont forget detection, though, those people have artosis's nightmares

Fixed

I do a build sometimes that is similar to this.

Open standard and make gas then factory, cutting gas scvs then put them back on when factory nears completion.
Do not make a 2nd rax, just move out with 6-7 marines + tank. Make 2 tanks total, teching seige whilst the first is making.
While you move out start armory, 2nd and 3rd factory.
Your aim here is to destroy the zerg natural with the 6-7 marines + 2 seige tank force and cause as much damage as you can, whilst going 3 fact goliath in the main.
Obviously if he is massing hydras as a response make more tanks + vultures instead of goliaths.

I haven't done this many times and I would like to try it out versus a few of you guys if you are interested.
If I remember correctly this actually comes in time to destroy the natural hatchery even before 2 hatch muta, and definitely 3 hatch muta, so playing a variety of 2 hatch builds, 3 hatch builds and 2/3 hatch mass ling builds would be really useful to work out when this build is appropriate, if at all.

Please PM me here or I will be using 'ghost_ninja' on ICCUP for the forseeable future. Thanks!
Speak properly, and in as few words as you can, but always plainly; for the end of speech is not ostentation, but to be understood.
Piste
Profile Blog Joined July 2006
6181 Posts
June 12 2010 11:20 GMT
#22
On June 12 2010 18:53 lazz wrote:
range up'd goons rape marines without academy tech

Yeah that's damn true.

But it doesn't matter since zergs can't produce goons.
phaleos
Profile Joined December 2009
Australia105 Posts
June 12 2010 11:22 GMT
#23
Hmm interesting strategy, but could be used every now and then for laughs but useless against any decent player that's serious about winning.

This strategy relies on shock factor. (eg, your opponent goes 3 hatch muta as standard with 6 lings, then your tank arrive and he dies.)

But that simply doesn't happen against any decent zerg player.

In most games, the chances are your opponent will drone scouts early and see your gas, or zergling scout to check your marine count, or suicide overlord to check your gas, etc, etc. If either your marine count or machine shop is exposes (which is quite likely), your opponent will add lings and sunkens, and your push will fail.

Even if your opponent doesn't see anything at all, the fact you are staying on 1 base will cause him to add sunkens anyways. The only difference is that he might add hydra den due to fear of 2 port wraith. But hydras do quite well against single tank and un-stimmed, un-mediced marines anyways.

EVEN if worst comes to worst, your opponent plays completely standard, he will still see your army moving out with his overlord at your nat. Which will result in a bunch of sunkens thrown down, which takes a while to maul down with only 1 tank. Then he builds up zerglings and destroy you.

The very essential of quoting... is not having one.
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