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! [G] Early Game Terran vs Protoss - Page 2

Forum Index > Brood War Strategy
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Prev 1 2 All
STD
Profile Joined October 2003
Sweden350 Posts
August 14 2005 11:24 GMT
#21
Was good reading.
Well done.
LastOnesLeft
Profile Joined August 2005
United States36 Posts
August 14 2005 12:10 GMT
#22
Overall this is pretty basic but very indepth and a good job.
simply the best~
exalted
Profile Blog Joined March 2004
United States3612 Posts
August 14 2005 14:23 GMT
#23
On August 14 2005 07:20 mcmascote wrote:
Show nested quote +
On April 07 2005 21:35 exalted wrote:
...
The main purpose of the Gundam is not necessarily to kill them, but to delay their expansion.
...

Basically you go as deep as you possibly can (a little outside the Protoss ramp), and you set up camp there.


Nah, the purpose of the ORIGINAL gundam rush is contaim toss and slow push him to death.
Gundam don't try to delay their expansion. He makes the bunker at toss choke (near to mineral only expansion on LT) and start pushing there.
cause if toss expo he will stay there to save his probes, he will not flank you using shuttle.
or 2 reaver drop, or dt drop cause if he try it you will eat him so easy before he has the tech.



Not near mineral only expansion, that is ridiculously slow and gives the protoss ample time to counter. The main idea of Gundam is to secure the choke, therefore he can't expand and you can slowly outmacro him through sacrificing vultures to kill precious probes in his one base since he can't put goons on choke due to siege tank.

Lastwish, you said Protosses can "counter" the gundam but keep in mind 3 marines often can mean factory starport. The midas[gm] build with 6 marine 1 tank 1 vult with spider mines -> fast expo is probably a "better" version of the elky expo or 1fac cc in many cases.

1fac cc is risky not necessarily due to the potential of you dying, but the fact that you have no scouting. 1fac cc is a fine build, but you must try to scout another main to see if he is double or single expoing, where you can build academy/number of turrets according to that. Generally it is a good idea to get academy to have two comsats right away to make sure of this information anyway.

2 factory vulture is a very solid build, but if they have a probe at choke and are opening something conservative like range-robo or robo-for obs-range then they will often be able to get a faster natural than you.

too easy
mcmascote
Profile Joined September 2004
Brazil1575 Posts
Last Edited: 2005-08-14 15:49:12
August 14 2005 15:48 GMT
#24
On August 14 2005 23:23 exalted wrote:

Not near mineral only expansion, that is ridiculously slow and gives the protoss ample time to counter. The main idea of Gundam is to secure the choke, therefore he can't expand and you can slowly outmacro him through sacrificing vultures to kill precious probes in his one base since he can't put goons on choke due to siege tank.


I said the original gundam rush.. look at gundam pack on gg.net he never (NEVER) camp at toss ramp. And if you try gundam 100 games straight you will know if he expand, you basic won.
Of course you need a decent micro and macro. If he not expand at natural he have MANY options to just fuck you at your base. Making a hidden base, expand on island, dt drop, reaver drop, 2 shuttle drop, flank and many others..

Good tosses know when you will gundaming(?) and they will be prepared because this gundam dont try to camp at toss ramp, because terran needs time to make the bunker and the eng. bay without both you lose.

*I repeat: original gundam rush by gundam himself*
The smallest minority on earth is the individual. Those who deny individual rights cannot claim to be defenders of minorities.
BlueWaves
Profile Joined August 2005
Canada2 Posts
Last Edited: 2005-08-14 21:59:18
August 14 2005 21:56 GMT
#25
I Think this is very well told, it's a great help to all T players. But of course i speak for myself, and i think its a great help all around.

Excellent -_-
GG -_-
RIPE
Profile Joined May 2006
United States1 Post
May 03 2006 05:47 GMT
#26
I remember seeing picture of the terran block on LT, I always mess mine up. Does anyone know where these pictures can be found?
Hot_Bid
Profile Blog Joined October 2003
Braavos36388 Posts
May 03 2006 05:52 GMT
#27
TACTICAL OPERATIONS GUIDELINE ON GLOBAL POSITIONING UNIT STATIONED ON MAP LOST TEMPLE MOTHA FUCKA

DATABASE VERSION 1.11
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
muntol
Profile Joined April 2006
United States279 Posts
May 03 2006 05:56 GMT
#28
ripe, just line up the depot so it has 1 red block over the ramp, then move it up 1 so its over the ramp, but overlapping by 1. that's always a good depot for LT 2 depot/rax wallin. at 9 you can block 1depot (on top)/rax(below it)..

this guide is really wordy. i could write one twice as good, half as long, while being half the player.
it`s all fun and games until your grandmother is like `what`s goatse` --lil.sis
Yogurt
Profile Blog Joined June 2005
United States4258 Posts
May 03 2006 06:19 GMT
#29
You win new longest post...

Is it worth reading if I play zerg?




~TheYogurt~
ok dont not so good something is something ok ok ok gogogo
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
Last Edited: 2006-05-03 08:12:47
May 03 2006 08:00 GMT
#30
http://www.sclegacy.com/strategy/terran/xg3_terranwallin.php
Do your best, God will do the rest.
WastedYouth
Profile Joined March 2006
United States563 Posts
May 03 2006 09:00 GMT
#31
TY for good read. I like it when people take time to contribute their understandings of how games should be played on the strategy forums ^_^
On April 07 2005 21:35 exalted wrote:

1 Factory Starport (Micro Based)
This build brings up mixed feelings from a lot of players. A lot say that it is risky, which it is, but other players like HovZ believe that it makes you control the Protoss, which it does. The reason to play this build is mostly location based, where you can have easy access to their mineral line or their natural cliff. Example of this are 6/9, where the air distance is minimal (In fact, factory starport is so clich頨ere it?s not really the best idea to do it anymore), 3 vs 12 (P at 12), where you have very easy access to his cliff, 12 vs 3 (P at 3), where you have easy access to his mineral line, 12 vs 9 (P at 9), where you have very easy access to his cliff, etc. It?s not really recommended to play on far positions, but if you see the Protoss expanding very early (before robotics), factory starport will punish him the most. The build is as follows:

Machine shop add-on for 1st factory
Starport as soon as Factory completes
Control tower as soon as Starport completes
Tank from Factory, Siege Mode, Tank
Dropship from Starport, load Tanks, Fly

A mistake of this build is to travel to the back of the base if you suspect he knows about it (has scouting probe see the starport). Unless you have incredible dropship control (which is very hard to acquire), your tanks will not be able to beat the dragoons he positioned back there, and you have the possibility of losing the dropship. Many players do not like this build because if you lose your dropship, you can basically say GG. So, better uses of Factory Starport are to take islands, siege on his cliff, and scout the other parts of the clock for expansions there. Because you can siege on his cliff, you will delay his expansion because he will be forced to get shuttle to combat your tanks before he can erect his Nexus, or he will be forced to place it elsewhere, where you can most likely scout with the dropship.

After Factory Starport, the most common build is to build a Command Center in-base, and fly it out. Then, like every other build, you construct more factories and play into middle game.




With that having been said I think you forgot to mention very important things about this build. Like for one you need a fairly early ebay because of protoss suspects fact/starport shananagins he'll usually use some kind of dt pressure. There's no better way to fuck yourself over than going 2 tank + starport without any missle turrets.
Also your expansion is supposed to come really late if you choose to use this build because you're opting for early harassment. If not you're just going to get bulldogged or even plain old 2 gated. On that note it might be mention-worthy to emphasize the importantance of a walling when using this build as well. You don't want to get caught with your pants down if protoss decides to rush the ramp after you pick your two tanks up.
Luck is what happens when preparation meets opportunity. Skill is what happens when luck becomes habit
Alborz
Profile Blog Joined March 2006
Canada1551 Posts
May 24 2006 00:48 GMT
#32
Excellent guide, well written.
ShabZzoY!
Profile Joined July 2004
Great Britain760 Posts
May 24 2006 01:19 GMT
#33
more than a year old boyz

rofl hovz h bomb
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
May 24 2006 01:33 GMT
#34
9ahaAHAahaHAHAAHA
Moderator<:3-/-<
Adidas343
Profile Joined July 2006
United States103 Posts
July 02 2006 16:35 GMT
#35
I was playing on RoV. He was terran i was protoss. he walled in quickly before my probe got inside. i was making the standard protoss building order, 7 pylon, 10 gate, core, etc.. and very unexpectedly he came with MM and long story short I eventually lost to a MM before i was able to get storm or reaver. I played him 2 more times he pretty much went the same strat each time with MM except he came with a couple of tanks. Basically he played me like a Z and I lost. Is it just me or is MM rush a good strat against P?
Battle.net : Virus-E-
Reason
Profile Blog Joined June 2006
United Kingdom2770 Posts
July 02 2006 18:44 GMT
#36
In an attempt to make your english more readable/better/whatever you are simply using too many words to convey simple things. the content was good, maybe some mention of 8 supply 13 gas/cc fact or cc before shop/3fact builds next time
Speak properly, and in as few words as you can, but always plainly; for the end of speech is not ostentation, but to be understood.
mYm.Alpine
Profile Joined April 2006
United States465 Posts
July 02 2006 21:31 GMT
#37
Yeah awesome work on that guide.
Chance Favors the Prepared Mind.
Loveletter
Profile Joined November 2006
United States543 Posts
November 19 2006 20:14 GMT
#38
Nice! Helps me alot with my TvP Been really struggling with it lately. Its midgame I need help with when the Toss starts taking all the bases @_@
DotA 2 - peteyyytran/IRONBRAH add me for inhouse games/pub games
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