|
I've been working on the Joyo rush quite a bit. It's pretty simple, 3-4 Marines, 3 tanks, and rallied vultures attack an unprepared Protoss who hopefully got greedy with an early Expansion and is short on troops.
The marines soak up hits, the vultures flank and lay mines, and the tanks take out the dragoons. Theoretically.
But when you miss a depot at 18, and another one (two?) later, and then fuck up your wall (twice) you have to improvise. =p
I'll be honest, today I went probably 3-16 against D Protoss players, and one of those wins was because the guy hacked and disconnected. So, against a player who would be C- if he beat me, and decided to mention that he was Korean, plus myself D- the game before this one, I wasn't expecting to do much damage with the sort-of Joyo rush that I made.
But it came a bit later than he (and I) expected, and with a bit more power...
Replay: http://www.mediafire.com/?djonnzmwzz2
+ Show Spoiler +Why go with 3 tanks when you can go with 5, more Marines and a few more vultures? So did I come up with something new that hits at the end of a timing window, or did my opponent somehow fail miserably? Yes, my macro slipped terribly when I realized that I could win the game outright, and yes, my opponent probably did something foolish; I don't pretend to have any knowledge of Protoss builds.
Thanks for reading, and I would definitely not mind advice on my build or on dealing with various reactions.
- FaZ-
|
The 5 tank timing comes too late against a good P. Honestly Joyo build is pretty outdated and mostly sucks these days.
Mainly because it's so weak against super fast dt builds. For example..if they 1 zeal --> into dt tech as soon as possible. Their first dt will be in your main before you have any possible way of stopping it when going joyo.
So if they block their ramp early you basically have to do another build to be safe.
Joyo is only if you get a fairly early scout off and see an early robo, or an obvious one gate goon build.
If you see 2 gate goon you can still do it but its not really worth it. Better to just go siege expand in that case.
|
I did the same once, but it was not because of missing supply depots lol.
Was on colloseum, he did 2 gate, I did 2 fact. He started hammering my wall so I went siege first. I only showed him 1 then 2 siege tanks which made him believe I siege expanded. But instead I massed up like 5 tanks and 5 vultures + 4 marines and moved out. Since he double expanded of like 5 goons when he saw that he couldn't kill my wall the push was pretty effective
Especially on colloseum when you can siege the protoss main from the cliff.
|
Joyo build is only good versus a fast robo or a one gate expand or some build like that. And preferably on close positions.
Versus a 2 gate goon its not really that effective because if the toss micros well he can deflect the attack easily.
Oh and do you bring scvs when u do the push? Its pretty important :D
Hope this helps
|
oh hmm watching the replay now
|
You said the exact same thing as me
|
joyo is horrible vs fast robo or fast dt build. what are you talking about? the point of joyo is the timing against a 2g FE build. o_O
|
If it was only that easy to come up with a good build..:/ here's a few reason why this never work in the long run neither urs or ur opponets build were any near optimized. He had he's first goon one minute later than normal, he had 6 goons at the time of ur attack 7:30, he should have had the double by then.
|
On June 11 2009 20:49 Zoler wrote:I did the same once, but it was not because of missing supply depots lol. Was on colloseum, he did 2 gate, I did 2 fact. He started hammering my wall so I went siege first. I only showed him 1 then 2 siege tanks which made him believe I siege expanded. But instead I massed up like 5 tanks and 5 vultures + 4 marines and moved out. Since he double expanded of like 5 goons when he saw that he couldn't kill my wall the push was pretty effective Especially on colloseum when you can siege the protoss main from the cliff. SHADOWRUSH
|
|
|
|