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Marauder ramp plug + Hellion timing attack

Blogs > petergibbons
Post a Reply
pyaar
Profile Blog Joined August 2010
United States423 Posts
Last Edited: 2010-10-30 16:33:17
October 30 2010 16:31 GMT
#1
Since I switched to Terran from Protoss not even a month ago, TvZ is my weakest MU in the later stages of the game since mutas make me rip my hair out in rage.

Thus, I've been heavily favoring 1 base play to try and end the game early or at least do moderate economic damage before I let the zerg run wild. I've come up with a pretty good variant on a stim timing attack, I think, that substitutes hellions for marines. My mechanics aren't anywhere near the point where they'd allow me to give an accurate BO with supply timings and everything, but you should aim for around 8 marauders, 4 marines (made off 1 barracks before adding tech lab), and 5-6 hellions.

This attack needs to happen before spire gets out, and if you can nail that timing then there's little the zerg can do if you don't let him scout it unless he's blindly going mass spines or maybe mass roaches. As such, this is definitely a build to use on smaller maps and not gigantic ones like Shakuras.

When you attack, put your infantry in one hotkey (1) and your hellions in another (2). If the ramp to his natural is not blocked, quickly stim your infantry and put them on hold position there. Try to take down spine crawlers while you're going there if you can; this shouldn't be too much trouble since marauders melt them. From here, put your hellions next to your infantry.

[image loading]


If all his army is stuck on the top, leave a couple of hellions at the ramp and go to town on his natural mineral line. After you take down the hatch, scan or scout the main and see if you can end it with a push. Don't forget to rally your barracks and factory to his natural to reinforce your push.


BottleAbuser
Profile Blog Joined December 2007
Korea (South)1888 Posts
Last Edited: 2010-10-30 16:33:00
October 30 2010 16:32 GMT
#2
Sounds similar to what Nada did in ro16. (or was that ro32?)
Compilers are like boyfriends, you miss a period and they go crazy on you.
micronesia
Profile Blog Joined July 2006
United States24777 Posts
October 30 2010 16:35 GMT
#3
If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas?
ModeratorThere are animal crackers for people and there are people crackers for animals.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
October 30 2010 16:40 GMT
#4
marauder hellion allins are great. Plugging the ramp is something i hadn't thought of, but you really need to make sure its not scouted. Speedling flanks or a bunch of spines can really wreck your day.

With this kinds of builds you usually drop an ebay as you move out and spam turrets + marines while you push in case it doesn't work
Writer
pyaar
Profile Blog Joined August 2010
United States423 Posts
Last Edited: 2010-10-30 16:42:08
October 30 2010 16:41 GMT
#5
On October 31 2010 01:35 micronesia wrote:
If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas?


That's the biggest weakness I can find with this build. Since I've only done this 4ish times and it's worked every time, I haven't really had to deal with that. I'd say that you should scan the main when you attack the natural to get intel on what part of his army he has there and how far along his spire is. (If it's at the natural, just run a hellion around to scout it.) If it's pretty far along, I'd say it'd be best to swap a rax with the factory, start powering marines and retreat as soon as you've pounded the natural. Sufficient numbers of marines should be out by the time mutas can get to your base and you can gradually work your way to thors with turrets helping along the way.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-10-30 16:55:04
October 30 2010 16:54 GMT
#6
this pretty much relies on not being scouted while teching it, while moving across the map, and while actually doing it.

marauder hellion is the best terran all in imo though.
..and then I would, ya know, check em'. (Aka SpoR)
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
October 30 2010 19:17 GMT
#7
On October 31 2010 01:35 micronesia wrote:
If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas?


Can´t you throw down ebay when attacking and when you see spire or mutas just spam turrets?
https://steamcommunity.com/id/*tlusernamehere*/
micronesia
Profile Blog Joined July 2006
United States24777 Posts
October 30 2010 19:30 GMT
#8
On October 31 2010 04:17 HwangjaeTerran wrote:
Show nested quote +
On October 31 2010 01:35 micronesia wrote:
If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas?


Can´t you throw down ebay when attacking and when you see spire or mutas just spam turrets?

That's what I'd think and it would depend on the timing. Hopefully the OP will be able to report back to us on how successful that actually is.
ModeratorThere are animal crackers for people and there are people crackers for animals.
DM20
Profile Joined September 2008
Canada544 Posts
October 30 2010 19:34 GMT
#9
I never understood why people make these threads and not post replays.
pyaar
Profile Blog Joined August 2010
United States423 Posts
Last Edited: 2010-10-30 19:44:31
October 30 2010 19:40 GMT
#10
On October 31 2010 04:34 DM20 wrote:
I never understood why people make these threads and not post replays.


sorry, I haven't been saving my ladder games since I've only switched just recently. I'll get the one from the screenshot uploaded.

edit: here it is. again, my mechanics are bad, but you should get a general idea of what to do.

http://filebeam.com/87fc4ef95addb5c5e7db444a661a4deb
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
October 30 2010 19:46 GMT
#11
On October 31 2010 04:30 micronesia wrote:
Show nested quote +
On October 31 2010 04:17 HwangjaeTerran wrote:
On October 31 2010 01:35 micronesia wrote:
If you kill the nat but can't go up the ramp and he starts popping mutas, how do you transition back at your main to not die to mutas?


Can´t you throw down ebay when attacking and when you see spire or mutas just spam turrets?

That's what I'd think and it would depend on the timing. Hopefully the OP will be able to report back to us on how successful that actually is.


Ive done this lots of times, and I find its near impossible to transition out of if the zerg got an early lair. You essentially need to kill him before mutas come out, because if you dont, your forced to make turrets, and marines out of tech lab barracks, and then he will just contain you with mutas. That said, if they have a late lair, this gives you time to build either a thor or enough marines at your base, and generally you will win.

I tend to win using this when the zerg goes 15 hatch into roach, as opposed to speedling/muta openers. At least thats my experience.
"losers always whine about their best, Winners go home and fuck the prom queen"
rmAmnesiac
Profile Joined January 2011
United Kingdom185 Posts
March 25 2011 11:54 GMT
#12
hey. sorry about the bump but i've been searching around on this topic for a while and it would seem to make more sense to re-open an older discussion than starting an entirely new one. i want to start experimetning with a marauder hellion timing all in / early game composition. if there is anyone who can advice on a optimised bo or link me to one elsewhere that would be greatly appreciated. thanks
pyaar
Profile Blog Joined August 2010
United States423 Posts
March 25 2011 12:26 GMT
#13
This build has been refined a lot by pros since I made this post. A popular variant goes for blue flame instead of reactored hellions. Not sure where a good BO might be, but anything with two barracks for marauders and one factory for hellions should be good. Check out some pro replays, too.
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