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Anti-Gas Steal Build

Forum Index > Brood War Strategy
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kvilx
Profile Blog Joined October 2009
Poland198 Posts
November 08 2009 12:32 GMT
#1
Hello Guys

I'm only D level player, and what recently concerned me on ICCup was that annoying Gas Steal in TvP. I tried to figure out how to counter Protoss who does this tactics to me, especially since my in-game reactions are quite poor and he can always cancel his Assimilator to replace it with new one instantly.

A spark of inspiration came from this game:



Yes, (T)Magikarp Terran lost this game, but I noticed he went Gas before Rax. So I wondered, since both TvT and TvP are mostly about teching up quickly, why not to use this little build switch against notorious Gas stealers? It's like 50% of D-Tosses who try it, and Gas first eliminates early trouble unless he sends Probe VERY early.

Now the problem was how to balance Mineral/Gas count you have in bank to avoid stockpiling it while your Barracks are still being built. So instead of having 3 SCVs on Gas immediately, I went for 2 Gas workers from the moment Refinery is up. Turns out you lose only like 4-5 seconds when your money is above 200/100 and Barracks are not up yet.

Generally, your Factory will be delayed a little bit, but isn't that much better than struggling for ages to clear your Vespene node?

Hiya went roughly like this:

8 Depot
10 Refinery
11 Rax, send 2 more SCVs to Gas
14 Depot
15 Factory, 2 Marines immediately
19 2 Starports


My anti-Toss adaptation goes:

9 Depot
10 Refinery
12 Rax, send second SCV to Gas
16 Marine
16 Depot
17 Factory...

...and you go Siege Expand as usual.

What do you think?

Day[9] For President
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
Last Edited: 2009-11-08 12:39:19
November 08 2009 12:38 GMT
#2
And if hes proxy 2 gate rushing you, you kinda die. just make the refinery when you see the probe getting into your base, then take the scv off and send it back to mining till its actually time to finish the refinery. The toss will also be set back a bit due to sending such an early probe
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Cu(oCo)
Profile Blog Joined March 2008
Italy358 Posts
Last Edited: 2009-11-08 12:39:40
November 08 2009 12:39 GMT
#3
sounds a little risky on 1on1 maps(BS) but on HBR where you can wall with one depot only i think it will be a good strat
Goons? just vulture toys 휴.휴
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2009-11-08 12:45:02
November 08 2009 12:39 GMT
#4
I´m a nooby D too, but I sometimes finish my wall before the probe gets to scout at all, your first tank will come a bit later than the goon pressure if you don´t cut SCVs. Good thing about this is that the protoss cant scout your build.
Like
9 depot
11 rax
12-14ish depot
13-14ish refinery, I usually don´t plan further than the first rax haha
Sometimes I send 10-11 scout and if it doesn´t encounter a probe I can put the refinery down first.
Or then I just abort one scv and throw the refinery down when the probe is coming, however then the gayest tosses do mannerpylons or other shit anyway
https://steamcommunity.com/id/*tlusernamehere*/
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
November 08 2009 12:40 GMT
#5
I think that instead of being preventive, it's better to learn the proper reactions to a gas steal. What if the toss doesn't try to steal your gas, but instead goes for an agressive build such as 10/15 gate, the delayed factory would really hurt you in cases like these, especially on rampless maps.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
foppa
Profile Blog Joined July 2008
Canada451 Posts
November 08 2009 12:42 GMT
#6
10 depot 10 rax 10 gas yo
i can take you
Sc2ggRise
Profile Blog Joined January 2009
United States607 Posts
November 08 2009 12:44 GMT
#7
at D level, if it helps you concentrate on your game more, I say do whatever works best for you. the few seconds delay in your factory going up isn't a big deal if it keeps you in the game past where you would be otherwise. but i would say this depends on how easy it is to wall off on a map too though. if you can wall off with 1 supply depot/barracks, go the barracks first build order unless its an unusually fast scout.

alternatively, you could practice other ways to deal with it that are in a thread somewhere on TL.
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
November 08 2009 13:01 GMT
#8
try it on 2 player map against probe/zealot rush and you can gg when you notice the first zealot showing up. It's from very hard to almost impossible to defend it with non-delayed rax, so u expect defending it with delayed rax?
IMBA - International Mountain Bicycling Association.
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
November 08 2009 13:51 GMT
#9
on two player maps it's a good idea to wall or 10/10 or 11/11

if you gas first and they 2 gate proxy, or even 2 gate in the main, the games over. Who said it was very hard to impossible to defend zealot probe with standard rax timing is just silly though.

But don't do what you're suggesting. Take it from someone who did actually do what you proposed for a while and don't do it.

One similiar thing you can do, if you so choose, is to go 12/12 and just build the refinery as soon as you see the probe (spam boxes in the place of the screen the probe will appear, it lets you see it sooner) then take the scv off building the refinery and get your rax at 12 as normal, putting the scv back on the refinery. This doesn't delay your factory at all and makes you safe to gas stealing. Your marine will be a little later thought so what you gonna do?
My. Copy. Is. Here.
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
November 08 2009 13:52 GMT
#10
It's better to just practise the reactions to gas steal instead IMO.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
Last Edited: 2009-11-08 13:57:24
November 08 2009 13:52 GMT
#11
d'fuck? it's just 2port wraiths... you need the early gas to afford the build. Has nothing to do with "anti gas steal" build.
edit...Generally you react rather than prepare for a gas steal, which only happens on 2player maps. If a P really wants a gas steal, you as T really can't do much to prevent it.
화이팅
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
November 08 2009 13:59 GMT
#12
On November 08 2009 22:52 XsebT wrote:
d'fuck? it's just 2port wraiths... you need the early gas to afford the build. Has nothing to do with "anti gas steal" build.


OP is rather oddly using a TvT to try and discuss TvP strategy. Just go with it man!

Oh and note to OP, in TvT, gas before rax gives you I think 100 (150?) extra gas, which is enough to get siege AND cloak with fact port and lets you get out other tech faster with other builds. Sorry, I'm being vague, my TvT still sucks
My. Copy. Is. Here.
520
Profile Blog Joined April 2009
United States2822 Posts
November 08 2009 14:51 GMT
#13
I prefer to just go 9 Supply 10 Rax at choke, and if I see a Probe come out quickly, I just cancel the SCV that's currently queued in my CC and start the Refinery for a few seconds, and then proceed as normal.
Writer
dhe95
Profile Blog Joined December 2008
United States1213 Posts
November 08 2009 15:09 GMT
#14
On November 08 2009 23:51 scintilliaSD wrote:
I prefer to just go 9 Supply 10 Rax at choke, and if I see a Probe come out quickly, I just cancel the SCV that's currently queued in my CC and start the Refinery for a few seconds, and then proceed as normal.

Or you can save up to 11 rax 11 gas and if there's a probe that comes, you'd have enough minerals to start the gas anyway.
boring
Profile Joined April 2009
38 Posts
November 08 2009 15:18 GMT
#15
go FD (fake double)
8 suply depot
10 refinery/rax (hold scvs momentarily) constant marine production
at 88 gas stop mining gas with 2 scvs
factory - machine shop - mines
depot
cc
push out with 2 tanks + vulture reinforcement
(starcraft) non olat
Phrujbaz
Profile Blog Joined September 2008
Netherlands512 Posts
November 08 2009 15:23 GMT
#16
C- Terran here. I experimented with gas before barracks for a while and even though you get your first tank out sooner, you're really at an economical disadvantage. Best response is to cancel the scv in your cc and build the gas as soon as you see the probe. As Terran doesn't need to scout too early, you can send your scouting scv at gas steal timing to see the probe coming miles in advance. In a fair number of games I've even been able to block the scouting probe for long enough to build my gas at normal timing (through micro).
Caution! Future approaching rapidly at a rate of about 60 seconds per minute.
selboN
Profile Blog Joined January 2008
United States2523 Posts
November 08 2009 15:26 GMT
#17
Hi proxy gates!
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
kvilx
Profile Blog Joined October 2009
Poland198 Posts
Last Edited: 2009-11-08 15:30:27
November 08 2009 15:29 GMT
#18
OK, thank you guys for your suggestions. It seems that cancelling SCV + getting Refinery after Probe comes is considerably better... OK, I'll try to pimp this strategy, right now I really suck at executing it.
Day[9] For President
daz
Profile Blog Joined May 2008
Canada643 Posts
November 08 2009 18:00 GMT
#19
whenever i see a terran get refinery first i immediately start zealot rushing and probe harassing to the max, so if you're gonna do that be prepared.
Some eat to remember, some smash to forget. 2009msl.com
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
November 08 2009 19:43 GMT
#20
And what if they don't go for the gas steal and go 10/15gate you will die to the goon pressure.
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