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Howdy! I didn't want to make a thread in the BW section because I feel like the build isn't refined enough yet. But anyway, here is a fun TvZ opening:
-9 depot, then rax, then gas, as usual... -Make a factory at 100gas, then pull 2scv's off gas, (same as a TvP fast expo) -Produce marines from your barracks -While the factory is building you'll sometime end up with 150 extra minerals, start building a 2nd barracks -Build machineshop when factory is done, put scv's back on gas -Keep producing marines from the 2 rax, and build tank when the machine shop is done -Research Siege when the tank is 40-50% done -Push out with marines/tank/1-3scv right when the tank is out -Rally barrakcs and Facto to the zerg nat, and keep pumping units (I usually only build 2 extra wave of marine and 1 additional tank)
After that you can either transition into bio, or mech play, or maybe expo. I feel like bio and expo are a bit shaky/risky after such an opening, or maybe I just don,t know how to pull it off. Adding a 2nd facto and an armory for goliaths production gave me good results though.
Since I suck at writing down build orders, here is a rep so you can see how it works out: http://www.repdepot.net/replay.php?id=35803
I don,t really know what else to add, feel free to ask any question.
tldr: It's time to kick ass and chew bubble gum, and I'm all out of gum.
   
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marine + tank = get raped by speedlings :/
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Sooo.. basically fast tank? this build is old as the hills man
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Yes, speedlings rapes that indeed. I usually show the fast gas or the factory though. Their response is usually fast mutas, or few hydras + sim city at natural to prevent vulture run by.
And yeah, I don't pretend to have invented the tank rush. It's just that I haven't seen it played that way before, and haven't seen that build listed anywhere. Tank rushes I've seen had academy in them, not this one.
Also I don't consider this build to be viable every game, of course not. But the current trends allow it to surprise alot of zergs. I think it's a good opening to have in my arsenal, it's always useful in series play!
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a zerg would probably get 3hatches, a den sim city, lair, 1 sunk for vultures, couple hydras, then get a spire and 9 mutas
is this effective against that?
they'd also keep making sunks in their nat to delay until mutas come
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well he did say fun build, not effective nor competitive build
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Yeah, the attack comes before the mutas are out, so they need to get more defenses which delay the mutas. During this time you can get your armory and 2nd facto, and prepare to get your natural.
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On June 12 2010 15:10 CKSide wrote: well he did say fun build, not effective nor competitive build or original/well thought out, doesn't even have rax/gas timings. I came up with something similar back when i was D but didn't feel the need to blog about it.
User was warned for this post
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On June 12 2010 15:26 Scarecrow wrote:Show nested quote +On June 12 2010 15:10 CKSide wrote: well he did say fun build, not effective nor competitive build or original/well thought out, doesn't even have rax/gas timings. I came up with something similar back when i was D but didn't feel the need to blog about it.
He gave you a replay, go watch it before complaining please T_T
If it works for him then it is fine, though it sounds a bit hard to transition out of to me.
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On June 12 2010 15:26 Scarecrow wrote:Show nested quote +On June 12 2010 15:10 CKSide wrote: well he did say fun build, not effective nor competitive build or original/well thought out, doesn't even have rax/gas timings. I came up with something similar back when i was D but didn't feel the need to blog about it. Don't be such a party pooper. Creativity is something that definitely shouldn't be discouraged, even in a game as old as Brood War. And not everyone is looking to become a progamer. Brood War is a fun game, and you should be able to enjoy it however you like, regardless of whether you're using a "standard" build or a build that you just made up.
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Perhaps you should consider rallying vultures & upgrading speed after your tank?
If you're not planning to use bio, I'd also suggest getting a second factory instead of a second rax. I think the vultures it produces will be better support, and transition more easily into goliaths.
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It's like a standard quick tank build, except you skip acad/medics altogether! Yes, speedlings would rape it, but if he is low on lings, the tanks will be at his nat before he knew what hit him.
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yeah seriously... before I learned any BO's I tried to refine my own build for TvP and did a tweaked 2 fact starport build... I loved it and I would open with it even against 2 gate obs LOL
Thanks for the replay; I agree it's a fun build to have in a BoX series... and I could see this working on desti if they respond with 3 hatch to the fast gas.
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I've watched tourney reps of BratOK doing similar 1 base tank rine into goliath pushes where he builds a contain at their FE and shells it. Given how much iccup zergs love mass speedlings, it seems a risky build for the ladder though.
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One thing you can do as a fun opening is 12/rax/gas, make a factory and machine shop aiming for tanks with siege mode, but add an academy after your factory and get stim right away. Make marines continuously, then a medic and bats after your acad finishes. Move out at your second tank and see what happens.
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On June 12 2010 16:10 LxRogue wrote: It's like a standard quick tank build, except you skip acad/medics altogether! Yes, speedlings would rape it, but if he is low on lings, the tanks will be at his nat before he knew what hit him.
Exactly, that is what happens most of the time, except for the few times I get overrun by 20 speedlings.. then I remember this build has its flaws 
On June 12 2010 16:20 oBlade wrote: One thing you can do as a fun opening is 12/rax/gas, make a factory and machine shop aiming for tanks with siege mode, but add an academy after your factory and get stim right away. Make marines continuously, then a medic and bats after your acad finishes. Move out at your second tank and see what happens.
I've tried it before and it seemed like my marine count would always be too low vs. players with decent muta control, this is why I prefer to skip acad and get armory + 2nd factory now. Goliaths gave me better results so far
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The point ought to be to kill him before he gets to Lair tech, just like a 2 factory build. It may be too slow against 2hatchery builds.
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try this vs protoss and bunker them as you push with tanks
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dont forget detection, though, those people have artosis's nightmares
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range up'd goons rape marines without academy tech
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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!
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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.
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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.
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