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[I] Biorush + Vulture TvP

Forum Index > Brood War Strategy
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Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 12 2009 04:16 GMT
#1
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da_head
Profile Blog Joined November 2008
Canada3350 Posts
November 12 2009 04:21 GMT
#2
wouldn't temps roll this ez?
When they see MC Probe, all the ladies disrobe.
NrG.NeverExpo
Profile Blog Joined December 2008
Canada2114 Posts
November 12 2009 04:24 GMT
#3
I don't think this would work at all, mainly with the vulture follow up.

Usually a protoss would be able to scout this with a probe, if not, a dragoon. If a protoss doesn't see an FD push he usually starts to wonder wtf the terran is doing. The push will be pretty late, and the dragoon will probly see it. As he micros backwards towards his base, he'll get free hit on the marines (You mentioned upgrading stim, not range. Vs upgraded goons this is bad.) This will probly give him ample time to make a forge, which would counter ur build completely. Thats why you usually see a tank or 2 mixed in with the MnM not vultures, because a cannon will completely destroy any viability this build has.
TwitteR: @NeverExpo follow me, i'll follow back :)
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
November 12 2009 04:25 GMT
#4
You have to have really good control to pull off mnm into the mid-game vP.

Though, I think this is the rush you're referring to:

Deep Six
My psychiatrist says I have deep-seated Ragneuroses :(
YoureFired
Profile Blog Joined October 2009
United States822 Posts
November 12 2009 04:33 GMT
#5
MnM builds are usually pretty easy to counter, even with only dragoons. I remember playing a game vs a guy who had a good amount of marines and medics and I just teched to reavers while delaying with dragoons. They actually perform pretty well even without that much micro - hold position + move back takes marines down before they can fire off more than a clip or two.
ted cruz is the zodiac killer
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
Last Edited: 2009-11-12 04:53:36
November 12 2009 04:50 GMT
#6
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.

Strong FD = 8 marines + 2 tanks w/mines & vultures followup, Stim FD = 7 marines + 1 medic + 2tanks + stim. (Or maybe 8 marines + 2tanks + stim and rally medics - you could pretend it's a normal strong FD until you can get mileage out of a surprise stim.) Costs 150 minerals (academy) and 25 gas (medic gas) more, which shouldn't delay you very much. You could probably include the mine/vulture followup without trouble if you delay the mines upgrade.
My strategy is to fork people.
Misrah
Profile Blog Joined February 2008
United States1695 Posts
November 12 2009 05:21 GMT
#7
The only problem with this build, if P plays safe and goes for a quick Ob's your screwed. if you only have mines, and not any tanks to speak of- he will come waltzing straight to your natural and delay your expo for ever.
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
YPang
Profile Blog Joined April 2007
United States4024 Posts
November 12 2009 05:25 GMT
#8
i might try it i guess you can use vults to pick off templars, and then mnm to finish everythign else off.
sMi.Gladstone | BW: B high| SC2: gold T_T
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 12 2009 05:50 GMT
#9
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Severedevil
Profile Blog Joined April 2009
United States4838 Posts
Last Edited: 2009-11-12 06:26:53
November 12 2009 06:06 GMT
#10
I do not think that M&M + Vulture will be effective, because without tanks you don't have the range to bully dragoons. (Stim allows you to run a little faster than dragoons, but then you run past your medic and your guys die in 3 hits, meanwhile the dragoon you focus will run away.) Modern dragoon micro is too good not to open with tanks, IMO. (Unless you're going proxy factory or something, to put mines in weird places. That could work, although the probe would notice your lack of factory in main, unless you went for M&M + 2fact (one proxied) which would require a lot more aggression to pay off. (But dragoons retreating into mines makes Terran smile.)

Tank + marine can force dragoons back even if you don't have stim + medic, so I expect it'll only be better with stim + medic. (At the cost of delaying mines and expansion, I think... Terran is my off-off race so I don't know, but there must be a cost to putting academy + stim + medic (250/125) into a Strong FD build. You might be able to afford mines at the normal time just by keeping 3 on gas until you upgrade mines (or maybe finish comsat) and delaying the expansion a lot. This would allow you a very strong opening push, particularly if you rallied infantry + vultures, but your expo would significantly delayed.)

I'm thinking something like this:

Barracks
Factory
nonstop marines
Academy
Machine Shop
two tanks
research stimpack + build 1-2 medics
research mines
take two SCVs off gas
Second tank finishes --> attack
rally vultures
rally marines
Comsat
Expand
My strategy is to fork people.
Bebop Berserker
Profile Joined April 2009
United States246 Posts
November 12 2009 06:30 GMT
#11
If protoss expands this build is good. if he techs this build is a bitch. I would recommend some kind of dropship type of play after mines while expanding and teching to siege mode. hopefully you can stall or do enough damage to put yourself back into the game and transition into deep six. if you see him going obs i definitely wouldn't go fast mines though. Its suicide.
Whatever happens, happens.
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 12 2009 06:46 GMT
#12
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Severedevil
Profile Blog Joined April 2009
United States4838 Posts
Last Edited: 2009-11-12 07:26:18
November 12 2009 06:55 GMT
#13
Terran can't get a contain until he can push Protoss's dragoon force back across the map into his base, which I'm not convinced you can do without tanks, even against just one gateway. I don't think it's possible to get stim before Protoss has ranged dragoons outside your base.

If you want to do some kind of proxy barracks bunker rush --> contain w/stim + mines, that could be interesting, but otherwise Terran doesn't get a free contain in TvP.
My strategy is to fork people.
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
November 12 2009 07:11 GMT
#14
Everything is viable...at D level
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
November 12 2009 07:34 GMT
#15
I've done bio/vult TvP before but it was after being gas jacked. I bunker expanded into academy/factory -> marine range and mnm/vult/ebay for +1 armor then pushed with my marines and used vultures to surround and use mines (in some way like ZvT heh). It got pretty late in the game but I only won because the player didn't use storm.

But in reality any bio gets demolished by tech - reaver, dt, storms... Saying you can pick all of the templars off with the vultures would be... unrealistic. So yeah... not really recommended. Even 200/200 mnm armies would be a lol for Jangbi!
@KawaiiRiceLighT
Misrah
Profile Blog Joined February 2008
United States1695 Posts
November 12 2009 07:46 GMT
#16
ya- explain to me how you are going to snipe obs when they can sit by the range goons ? You would have to run in and suicide all of your M&M to snipe the ob, even then if you are lucky lol A good protoss will just simply move a bit slower through the field, and protect his OBs. I wont even consider the mine drag and what it could do to your M&M force lol. Have you seen the recent mine use vs ultra/ling in TvZ? Imagine that- except with more speed zeals lol
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 12 2009 07:46 GMT
#17
The real question is which upgrade is more important, stim or range? Range goons can hit a bunker if the rines don't have range, and with no tanks you probably need at least one bunker to expo. Then again, you can't attack without stim. Period.
I'm on GOLD CHAIN
[AhunGrY]MelOn
Profile Joined November 2008
United States357 Posts
November 12 2009 08:17 GMT
#18
http://www.teamliquid.net/forum/viewmessage.php?topic_id=57051

this is probably as good as an early bio/biomech push can be
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2009-11-12 09:26:08
November 12 2009 09:25 GMT
#19
MnM + Vulture doesn't scale properly with resources. You'll end up with 1000 gas and no minerals.
I think in general MnM + Tank is stronger, and scale better resource wise...

I guess if you are cool enough throw in mass ghost for lockdown would be funny... haha
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Alaric
Profile Joined November 2009
France45622 Posts
November 12 2009 13:15 GMT
#20
Looking at your build i'd say you come far too late with stim & mines, since an early goon pressure would prevent you to go out before that (not even speaking of 2 gates goon range's pressure), thus lending him a lot of time to to whatever he wants to do : mass units off two gates, expand...or simply tech, and then you're screwed.

But I don't believe you could get tech soon enough AND have enough units to figth or even stall him this moment on.
Cant take LMS hipsters serious.
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
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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
julealgon
Profile Joined December 2008
Brazil120 Posts
November 13 2009 00:11 GMT
#41
On November 13 2009 09:04 MrHickoryHam54 wrote:
yea good point. but ur thinking too hard. counter = 3 gate all in lots

But since he already has the early academy with stim, wouldn't firebats instantly counter any zealot pressure if scouted appropriately?
Here is hoping God implements save/load in the next version of life
yhnmk
Profile Joined August 2009
Canada630 Posts
Last Edited: 2009-11-13 00:26:41
November 13 2009 00:26 GMT
#42
I bio rush anyone who steals my gas [after I got my 2nd base set up and have denied his obs with good turret pos, its just a matter of principle].
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
Last Edited: 2009-11-13 00:38:57
November 13 2009 00:38 GMT
#43
Counter = using dragoons. Dragoon micro > early M&M, I don't understand why this is a thing.
My strategy is to fork people.
julealgon
Profile Joined December 2008
Brazil120 Posts
November 13 2009 00:46 GMT
#44
On November 13 2009 09:38 Severedevil wrote:
Counter = using dragoons. Dragoon micro > early M&M, I don't understand why this is a thing.

Not when they are range upgraded and with +1 armor. Check out the epic (T)UpMaGiC vs (P)Nal_rA game and see for yourself.

Here is hoping God implements save/load in the next version of life
Sad[Panda]
Profile Blog Joined January 2009
United States458 Posts
Last Edited: 2009-11-13 02:44:16
November 13 2009 00:50 GMT
#45
What's the point of making a thread like this if your going to fight every opinion and addition given to you? You might aswell just go on ICCup test out some timings and try and perfect the build yourself tweaking it in the making... your obviously too dead set on every little detail, test it and run with it.

but ill go with the latter and say that it doesn't seem to viable without tanks and range... Dragoon micro will just rape your rines since most protoss wont move out without goon range anyway, or at least be at your base asoon as it finishes.
( O.O) ("\(t.t )/") ~ I'm just looking for someone to hug
Gnarly
Profile Blog Joined December 2006
United States151 Posts
Last Edited: 2009-11-13 05:06:22
November 13 2009 03:12 GMT
#46
--- Nuked ---
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 13 2009 17:49 GMT
#47
--- Nuked ---
duckett
Profile Blog Joined June 2009
United States589 Posts
November 13 2009 18:06 GMT
#48
watched the replay
if you scouted and knew where he was before you attacked, you would have hit 3 dragoons with 5 marines and 1 medic; with proper micro and a brief probe pull if necessary, he would have won and you would be so behind it would be gg. also, you lost the battle when you had 6 marines + 1 reinforcing and 2 medics vs 4 dragoons and did not even force protoss to pull any probes...do you really think you would have won if you had gone with 5 marines + 1 medic + 1 medic reinforcing against 3 dragoons? (he has range, you have stim and no range) I don't think so.

also, this was a standard 1gate fe from protoss (you got lucky that he happened to do that when you blindly started this rush); he would have been in much better shape to defend with just about any other build
funky squaredance funky squaredance funky squaredance
Always
Profile Blog Joined March 2009
United States376 Posts
November 13 2009 18:15 GMT
#49
Eh. With only one or two scans, you can only hold off 2 or 3 DTs before you HAVE to go back to your base. Or he could just shuttle DT into your main and hold his ramp with goons and cannons. With so much resource spent on MnM, you're kind of screwing over your main to typical protoss harass. There's no way you'd be able to adequately defend your expo either, as DT+shuttle tech is already kind of tricky to defend.
"Do unto others 20% better than you would expect them to do unto you, to correct for subjective error." - Linus Pauling
duckett
Profile Blog Joined June 2009
United States589 Posts
November 13 2009 18:22 GMT
#50
On November 14 2009 03:15 Always wrote:
Eh. With only one or two scans, you can only hold off 2 or 3 DTs before you HAVE to go back to your base.

???
This is not true at all.
funky squaredance funky squaredance funky squaredance
Gnarly
Profile Blog Joined December 2006
United States151 Posts
Last Edited: 2009-11-13 18:48:52
November 13 2009 18:47 GMT
#51
--- Nuked ---
alexpnd
Profile Blog Joined March 2009
Canada1857 Posts
November 13 2009 19:02 GMT
#52
I posted the b.o. for something similar a while back on iccup.com

http://www.iccup.com/starcraft/content/blogs/Nada_Style_Strong_FD_with_Medic_______B.O..html

standard opening..



9 sup
11 rax
12 gas
15 sup
16 fac
2 off gas after 100
18 acad (cut scv shortly if necessary)
keep pumping rines and scvs
24 sup
add-on when fac finishes
Build tank
2 back on gas when starting first tank
30 sup
Build 2nd tank + research mine
Medic after 6 rines


I used to moderate success at D/D+ but I'm sure it's viable at higher levels considering the map. I got this from the Nada vs MtM replay and he pushes all the way up the choke vs a 1 gate reaver opening i believe. Its defended but its good pressure and he comes out slightly ahead iirc. Try it out, and make sure you hide your extra tank + rines/medic.
www.brainyweb.ca //web stuff!
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
Last Edited: 2009-11-14 02:38:51
November 14 2009 02:37 GMT
#53
Anyone in this thread use the aka ILOVECAFEIN? I just had this tried on me on my offrace id... survived and crushed him back with a 1 gate fe into 2 gate/obs 3rd base. lol
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Gnarly
Profile Blog Joined December 2006
United States151 Posts
Last Edited: 2009-11-14 03:24:43
November 14 2009 02:54 GMT
#54
--- Nuked ---
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
November 16 2009 00:04 GMT
#55
Actually I just realized they tried one of the suggestions in this thread (FD with stim/medics), not the same as the OP.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Median
Profile Joined September 2009
20 Posts
November 16 2009 00:58 GMT
#56
If you could, somehow, get mines behind the dragoons, in the path they travel, could you prevent their dancing?
Normal
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