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[I] Biorush + Vulture TvP - Page 2

Forum Index > Brood War Strategy
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Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
November 12 2009 13:30 GMT
#21
I have a rep where I do this (or a similar thing) to a guy who triple gas stealed me :
here ya go =)click here
In the woods, there lurks..
Zergneedsfood
Profile Blog Joined September 2008
United States10671 Posts
November 12 2009 13:50 GMT
#22
If you had wanted to go for a TvP push, then I suggest just going 2fac. It's sacrificing economy, of course, but any rush in the early game opts for that.

Basically, there are many variants, but I'm come up with a push that pumps out 9 rines, 4/5 tanks, 3 scvs, and vultures rallied with speed, mines, and the siege upgrade is researching. Of course, this push is later than the USUAL rush with 6/7 rines, 3 tanks, and vultures rallied, but it's obviously much stronger.

But I won't discuss build orders. The problem with your argument is that you think you can get those academy units out faster, which is entirely untrue. It's almost impossible to do it AND get out vultures. I just don't think it's a viable build at all.
/人◕ ‿‿ ◕人\ Make a contract with me and join TLADT | Onodera isn't actually a girl, she's just a doormat you walk over to get to the girl. - Numy 2015
julealgon
Profile Joined December 2008
Brazil120 Posts
November 12 2009 14:54 GMT
#23
Did any of you ever considered an Optical Flare rush? Like, barracks -> academy -> OF.

Don't just flame me, it's just a sincere question, and I would like to hear what you think of it, since I've actually been thinking about using it for a while now.
Since OF isn't very good later on versus non-detector units, or when other units can give sight to the blind ones, researching and using it very early will at least negate a lot of the dragoon pressure, and the whole pushing out against goon micro thing is also negated. Doing this, one could maybe still go stim instead of range and put up a good fight, while holding later on with range+bunkers.

Also, as someone said, since you will end up with a good amount of gas, researching OF and training 2-3 medics is not that detrimental early on, and you could also spend gas on either +1 armor or +1 weapons (I'd get armor since it helps the marines/medics take one shot more to get killed and also functions as a boost to the medics heal, since each HP now is worth more).

Maybe getting the medics as soon as possible would help here, since they would charge energy while the flare upgrade finishes (120 research time IIRC, double the stim research time?)

What do you guys think of this?
Here is hoping God implements save/load in the next version of life
YPang
Profile Blog Joined April 2007
United States4024 Posts
November 12 2009 14:56 GMT
#24
I think the most importatn problem is taking out toss expos, if you only go mnm/vultures you can't break mass cannons, so toss is free to expand as much as he desirse. Whenever you bring tanks to the mix, you defeat the purpose of the original build.
sMi.Gladstone | BW: B high| SC2: gold T_T
duckett
Profile Blog Joined June 2009
United States589 Posts
November 12 2009 15:08 GMT
#25
toss will easily have enough goons to beat 1 rax acad aggression of of almost any build, not to mention this build is autoloss vs reaver and dt. your gameplan is not practically viable because your 7 marine 1 medic push will be killed by the 4-5 (1gate) or 6-7(2gate) dragoons protoss will have with any half decent micro. going for vults afterwards will screw you even harder against dragoons, but it won't reall ymatter because the ridiculous delay and lack of defense on your expansion will lose yo uthe game anyway.

if you want to have some fun with mnm early game you have to invest and do a manifesto crusher, or else open standard and do a 4/6rax tming push (deep 6)
funky squaredance funky squaredance funky squaredance
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
November 12 2009 15:50 GMT
#26
This build is terrible. You're not factoring in micro at all... ranged goons just lol at unraged marines with no tank support.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Purind
Profile Blog Joined April 2004
Canada3562 Posts
November 12 2009 16:17 GMT
#27
On November 12 2009 13:50 Severedevil wrote:
I was under the impression you could do a 'Super-Strong FD" with M&M + stim & 2 tanks at ~the same time as a strong FD, without showing the academy before your marines kill the probe, if you delay mines and possibly delay your expansion.


I was interested in this, so I went offline to try it. I was able to do 7 rine 1 medic 2 tank, but I had no room for stim. The build was pretty tight, the acad finished just as the 7th rine came out, so there was absolutely no time to research stim by the time my first attack comes out. If you have a replay or a bo, can you share it?

My acad was very soon after factory. It was something like fac -> depot -> acad (I believe right before tank, at 18 or 19 or so). I don't know how I can build the acad any sooner without cutting a whole bunch of SCVs (around 5)
Trucy Wright is hot
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
Last Edited: 2009-11-12 16:32:46
November 12 2009 16:21 GMT
#28
This won't work vs any sort of standard opening (goon micro), and then they will almost certainly have robo soon after for obs and your mines will fail.

If you want to try some different things what you can do is that "deep six" thing, but I usually go for 1 fac, not 2. You also need to turret up your entire perimeter very quickly to prevent any obs from getting into your base, then you just proceed to 5-6 rax it.

There's a very good example of this in an old replay, sea.shine vs some protoss, on forte. It's the replay i copied the idea/bo from. Check it out.

edit: I tried to find it, I can't. I don't know if anyone else could find it. It was some Korean team league thing, several years ago, during the round of Sea vs Hyo. Shit it might not have been hyo, I don't really remember. Sea.Shine was terran at 1 and toss was at 11
You are crushing me like a cheese sandwich
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
Last Edited: 2009-11-12 16:34:52
November 12 2009 16:33 GMT
#29
On November 13 2009 01:17 Purind wrote:
Show nested quote +
On November 12 2009 13:50 Severedevil wrote:
I was under the impression you could do a 'Super-Strong FD" with M&M + stim & 2 tanks at ~the same time as a strong FD, without showing the academy before your marines kill the probe, if you delay mines and possibly delay your expansion.


I was interested in this, so I went offline to try it. I was able to do 7 rine 1 medic 2 tank, but I had no room for stim. The build was pretty tight, the acad finished just as the 7th rine came out, so there was absolutely no time to research stim by the time my first attack comes out. If you have a replay or a bo, can you share it?

My acad was very soon after factory. It was something like fac -> depot -> acad (I believe right before tank, at 18 or 19 or so). I don't know how I can build the acad any sooner without cutting a whole bunch of SCVs (around 5)


I'll see if I can put together a build order tonight - apologies if I'm projecting more knowledge than I actually have, as I'm NOT a Terran player. That's more or less the timing I'd expected, though - academy finishes in time to build your medic and start stim (you did have 100/100 for it, right?), which should hopefully finish during your push, much like mines finish during the push in FD/Strong FD. (It's OK to push with 2tanks + 7 marines even without stimpacks. It's just like a normal Strong FD, until stim kicks in.)
My strategy is to fork people.
wok
Profile Blog Joined July 2009
United States504 Posts
November 12 2009 17:52 GMT
#30
On November 12 2009 16:11 Mortician wrote:
Everything is viable...at D level

QFT.
I'll race you to defeatism... you win.
Gnarly
Profile Blog Joined December 2006
United States151 Posts
Last Edited: 2009-11-12 19:12:42
November 12 2009 17:57 GMT
#31
--- Nuked ---
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
November 12 2009 19:41 GMT
#32
You can defend your main with M&M very easily, that's no problem. But you're delaying your expansion a lot, for no reason I can understand. With only one barracks and a late factory producing vultures, you should not have the army to threaten ANY Protoss opening. Standard one-tank FD expand INTO marines and medics would suit your purpose much better.
My strategy is to fork people.
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
November 12 2009 19:46 GMT
#33
..reavers and temps would own this build so easy and because they're both in the P's tech tree i wouldn't suggest you do this.

If you're looking to incorporate mnm into a mech army i suggest a deep 6 sort of build with tanks and mnm.

Or do what fanta does and drop shit everywhere.
cw)minsean(ru
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 12 2009 19:57 GMT
#34
--- Nuked ---
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
November 12 2009 19:59 GMT
#35
On November 13 2009 04:57 Gnarly wrote:
I'm also expanding again really quickly after I lay my nat down. Thus is the reasoning for delaying it.

The timing for stim being done should be before range is even finished, and with only 1-2 goons at my ramp, if my opponent chooses to be aggressive. I really doubt that 2 goons can handle 5 stimmed rines and 2 meds. If he loses one goon, he is really screwed. I will be very quickly following this up with a mine containment and a retreat path for my rines once the contain is no longer. At this point, he should only have about 3-5 goons, if he went one gate tech. If he went two gate, I may be able to get the timing down before it even kicks in fully, and since he will have a later obs, he wont be able to take his nat due to mines being in his nat.

If a player went cannons, they would probably skip range and a number of goons, making him even more vulnerable. Plus, in order to even have cannons out and ready by around 4:30, when my rines get to his base.

If I go a regular FD build, he will already have range, and I won't be able to take an extra expansion as quickly due to him having map control.


Just do what tempest did. Throw up a sheild battery.
Probes + goons will own rines. If the probes get a good surround or just drill your rines
you're dead
cw)minsean(ru
julealgon
Profile Joined December 2008
Brazil120 Posts
November 12 2009 20:50 GMT
#36
On November 13 2009 02:57 Gnarly wrote:
The focus here is stim, so that's getting researched first. I want to use stim agaisnt goons because they move faster than goons, and double the rines DPS. If you choose to goon micro against that, you will be taking hits much more frequently than against a regular FD push or whatever. So yes, this could negate goon micro pretty effectively, imo.


Actually, I disagree with this a bit. If the toss has good micro, he can still pick 0 armor marines left and right and the dragoons shields will make them almost unstoppable, and besides, if you stim up to the toss base, the medics will have no energy left and flare would then be useless for all intents and purposes. The reason I said the goon micro would be negated was in fact because of blind dragoons.


On November 13 2009 02:57 Gnarly wrote:
Adding the flare seems like a good idea, but how do I know I will need it? It seems I would be dedicating gas to something that I do not know of yet. The time to research flare is 120, so someone should put that in the liquipedia.


My idea for the flare upgrade was to hinder the early dragoon play, and would make good use of the early medic energy and still provide help later on, since the blind status stays forever. Also, now that I think about it, getting RANGE instead of stim might be beneficial too in this situation (although flare->range will take a good amount of time to finish), if you remember how much energy the medics waste on healing stimmed marines (this is the first time I've ever worried about medic energy lol).

And there is a flare build time on liquipedia, but it is wrong IIRC, I think it's 60 there, while on the map editor it clearly states 120.

On November 13 2009 02:57 Gnarly wrote:
... I build a science facility, get ghost addon, then tech emp while getting a nuke, then get cloak. I drop on a different expo, flaring any obs or cannons, and nuke it while pretending to hit somewhere else. EMP nexus and destroy it.


Unfortunately, I believe flare hits units only, so no cannon blinding there.


And BTW, I approve any build that implements ghosts (and that uses few tanks too). They are just too awesome, I personally love them. If only it was possible to time lockdown to when the reavers came TT.
Here is hoping God implements save/load in the next version of life
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 12 2009 21:18 GMT
#37
--- Nuked ---
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
November 12 2009 21:44 GMT
#38
all i would do as the toss is get leg spead and mine drag ur marines. gg srsly

and even if i didn't get ur marines, u'd lose a ton of mines each drag. u can't keep that up for long and i'd overpower u if u didn't have tanks
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
duckett
Profile Blog Joined June 2009
United States589 Posts
November 12 2009 21:45 GMT
#39
On November 13 2009 04:57 Gnarly wrote:
I'm also expanding again really quickly after I lay my nat down. Thus is the reasoning for delaying it.

The timing for stim being done should be before range is even finished, and with only 1-2 goons at my ramp, if my opponent chooses to be aggressive. I really doubt that 2 goons can handle 5 stimmed rines and 2 meds. If he loses one goon, he is really screwed. I will be very quickly following this up with a mine containment and a retreat path for my rines once the contain is no longer. At this point, he should only have about 3-5 goons, if he went one gate tech. If he went two gate, I may be able to get the timing down before it even kicks in fully, and since he will have a later obs, he wont be able to take his nat due to mines being in his nat.

If a player went cannons, they would probably skip range and a number of goons, making him even more vulnerable. Plus, in order to even have cannons out and ready by around 4:30, when my rines get to his base.

If I go a regular FD build, he will already have range, and I won't be able to take an extra expansion as quickly due to him having map control.

I don't get why you're still going on about this build...there are like 2 pages of people saying it makes no sense.
Just try it out in a real game vs a human opponent and you will get screwed, unless your opponent is just mindblowingly terrible.
funky squaredance funky squaredance funky squaredance
MrHickoryHam54
Profile Joined January 2009
United States208 Posts
November 13 2009 00:04 GMT
#40
On November 12 2009 13:21 da_head wrote:
wouldn't temps roll this ez?



yea good point. but ur thinking too hard. counter = 3 gate all in lots

but if ur feeling good that ur opp has gone 1 gate cyber into nex or something like that, then ur build seems fine.

its well planned but has a huge chance for counters.
2009-10 Proleague MVP: Doctor.K_PsP
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