PvP 2 Gate Reaver - Need description why this build is good on this particular map. PvT 12 Nexus TvZ Supply Block Bunker Rush - Need BO and description to make the BO page. Also need description why this is good on this particular map.
PvT 2 Base Carrier PvT 12 Nexus - Need Video, Need Description why this is good on this particular map.
Destination Draft Page PvT Fast Expand - Need video, need description why it is good on this particular map PvT Dark Templar Fast Expand - Need Video PvT 2 Gate Opening - need video, need description why it is good on this particular map PvT Base Arbiter - - Need video, need description - need description why it is good on this particular map PvT Gas Steal Elevator Rush - need description why it is good on this particular map
I love this idea and have been thinking about the need for something like this for a while. Here's my input, I know not a very popular map but it was motw this week.
ZvZ on God's Garden
1: 12pool expand (to back-door expo) into fast lair I think the exact BO is: 12pool 11extractor 10 hatchery make 6 lings when pool finishes (unless you scout your opponent and see 12pool/12hatch) Lair with first 100 gas 2: God's Garden 3: Jaedong vs Zero, both of them 12pool expand into fast lair + Show Spoiler +
Jaedong vs Orion, both of them 12pool expand into fast lair + Show Spoiler +
4: The in-base expo is nicely protected against lings, you just need to cover your ramp with a good ling concave. Then tech to mutas off of two gas.
PvZ on God's Garden
1. 1 gate tech I don't know the EXACT build order, but it's a standard BO. In the VOD, Movie goes: gate, assimilator, cyber core, stargate, nexus, then citadel. 2. God's Garden 3. Movie vs Killer + Show Spoiler +
4. Wall off the ramp with zealots and you're pretty much secure from early ling rushes. Then put out extremely fast corsairs for scouting/harassment, followed by an easy expo. Sometimes 1gate tech has problems expanding because zerg can pump out fast hydralisks to deny expanding to the natural. But on God's Garden, the Protoss doesn't need to worry about making enough of an army to take the natural, and can hold ramp with a few zealots/goons and a photon for a VERY long time.
1. 1 gate expo Dunno exact BO, but it's gateway, nexus, cybernetics core, stargate. 2. God's Garden 3. Jaehoon v YellOw (yes, THAT yellow) + Show Spoiler +
In this VOD, Jaehoon expands off of one gateway, delays yellow's natural with a probe and a zealot, then puts even more pressure with 3 zealots/1 goon/1 probe plus reinforcements. 4. Once again, block off ramp with zealots. Now, expand to back-door expo before cybernetics core for good econ plus faster tech than forge FE. Pressure comes earlier, tech comes faster, and the economy isn't much slower than a forge FE.
2 Gate goon on Longi is a great build order. You can pressure the T because he will probably wall, and if you don't get the wall down then you will be ahead because of all the repairing he has to do. If he doesn't wall then hes pretty much fucked if you have decent micro.
Great guys keep it coming! I won't get much done 2night, as I'm leaving for the bar to watch UFC 104 soon, but i got alot of time tomorrow.
I'll try and name a new map every day to focus on, that way we can systematically sweep thru the maps. Let's start with Python (for obvious reasons). Gimme every build u can for that map (but if you want to use a diff map go ahead!)
Remember, use this format please, it makes everything much faster! 1: BO 2: Map 3: Proof, ie: Vid of a Pro doing it, because that's about as official as it gets. Vids in English would be best I believe. 4: A ONE to TWO sentence description of why the build is good on that map.
you forgot to include the race for the bo in your first post, TS...
but here goes nothing!
1: 2gate goons 2: BGH ( assuming it's 3v3) 3: bisu did it in battle.net ATTACK!!! 4: counters fast tech, hidden tech, owns proxies, tank cliffers, good for 3 Ts, good for 3 Ps, bad for zergs unless they go defensive sunkens which is easy to break with goons!
Alright guys back from B Dub's. Going to bed but when I wake up I will input some stuff.
After I play a game or two first. I'm having a blast I'm 13-18 and have a 1512 rating right now on a 3 game win streak, and its my first season playing really.
But these build are helping me too.
Is DT FE Viable past D level on HBR? I've had nice success with it, but again, I'm just a lowly D so I could be wrong. I'd love to hear your input and if maybe a VOD exists (I don't remember games by BO's, I remember the battles lol).
On October 25 2009 06:34 Monstah-_- wrote: 2 Gate goon on Longi is a great build order. You can pressure the T because he will probably wall, and if you don't get the wall down then you will be ahead because of all the repairing he has to do. If he doesn't wall then hes pretty much fucked if you have decent micro.
Unless he FDs, like alot of us do on rampless maps Granted 2 Gate Goon is a tough cookie to be up against even if you FD.
Dunno if this counts, but Tau Cross TvZ, 8rax bunker rush is pretty much autowin vs 12hatch if they don't block you from placing a depot between the main and nat. Even if they do, I have a replay somewhere of Perfective almost beating MenSol[ZerO] (aka ZerO) in the early game; Perfective goes 8 rax, ZerO blocks the depot, Perfective places the bunker down anyway and then drops the supply depot when ZerO moves his drones. Lings get there eventually but the hatchery still goes down.
Tau Cross ZvT: Jaedong vs Ret at WCG 2008: 9ovie 9pool (aka overpool) 11 hatch 8 lings as minerals allow 14 extractor drones @100 gas: lair @100 gas: ling speed @100% lair: spire more lings and drones, dunno what order at 200 hp on spire (about 162 gas), nat extractor manage overlords (I think he makes two? not sure) 6 mutalisks 2 more mutalisks Hatchery @ third more mutalisks
At some point I'm sure a normal person would put down a hydra den, but this is Jaedong and he knew he won I'm sure. Combination of speedlings, mutas, and being Jaedong meant gg for ret.
Summary: Overpool defends against the depot/bunker rush, plus puts terran on defensive. Jaedong continues the pressure with 2 hatch muta aggression and, well, ends the game right there. You can find the replay of Luxury v Strelok on Tau Cross, where Luxury goes overpool into 3 hatch, as an alternate possibility. Seems either way the two of them preferred Overpool to 12hatch.
Quick question: In a build order, the number at the beginning of each step, is it the worker count or the population count? I know that this doesn't matter with short BO's. But in longer BO's that go to maybe 40-50, it may be important.
Edit: I guess it's also important to short this out for shorter BO's. For instance, TvP FE opening with a couple of marines produced from the barracks, do you count them in the BO steps?
On November 02 2009 23:44 bao235 wrote: Quick question: In a build order, the number at the beginning of each step, is it the worker count or the population count? I know that this doesn't matter with short BO's. But in longer BO's that go to maybe 40-50, it may be important.
Edit: I guess it's also important to short this out for shorter BO's. For instance, TvP FE opening with a couple of marines produced from the barracks, do you count them in the BO steps?
im not sure if the way i will type out some of my thoughts here is exactly what you want, but let me know if you want me to reword some of it or something:
Medusa: PvT: 10/15 and 12nexus are the best builds on this map.
10/15: low-ground with a reasonable distance from mainbase to mainbase always make this a strong build order (think of maps such as tau cross and how often you see 10/15 there)
12nex: the mineral only base behind the main base is impossible for terran to rush because of the high ground up to it and the distance from the terran main. also add in that the safest build for terran is really fast siege mode due to the strength of the 10/15 gate.
TvP: siege expand and 2fact
siege expand: best way to stop 10/15, and you have an easy 3 base play, even off of 1 factory.
2fact: because of the ridiculous strength of 10/15 and 12nexus on this map, unless you are in the C channel, almost everyone will do one of those strategies. 2fact can crush both if done correctly.
maybe if i remember i'll add a matchup on a map each day. could be my morning routine or something. just pm me again diamondback, see if i can get a pattern going lol.
btw someone asked me to write something about tvz, cant remember exactly what, a while ago. i agreed to do it but got real busy. if that person reads that or someone knows, pls tell me.
Destination, ZvP: HoeJJa build -Overpool-gas (remove drones after mining 200) -Drones till 10 -10-12 lings -Speed with first hundred gas, burrow with second hundred -After lings take your expansion's, continue with standard play -When burrow finishes stack you zerglings next to the P's back mineral patch (right in the nook) on top of one another, unburrow all at once and glitch through.
Notes: Only works against FE, it's a cheese but it doesn't devestate your economy. If P's doesn't scout, you get to ravage their main. If P does scout it, the cannons their forced to set up in defense leaves the game relatively even.
Why it works: Abuses Destinations unique map set-up, for 100/100 you get to pop 6-8 lings directly into P's main before they have anything but cannons.