8 pylon
10 gate
11 assimilator
12 scout
13 core
3 probes on gas
14 zealot
16 pylon
zealot walls ramp
18 goon
21 range
22 citadel
23 goon
25 pylon
25 archives
26 goon
30 dt
32 nexus
32 pylon at natural
32 forge
35 2 cannons at natural
36 ht
39 storm
Forum Index > Brood War Strategy |
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KwarK
United States42609 Posts
8 pylon 10 gate 11 assimilator 12 scout 13 core 3 probes on gas 14 zealot 16 pylon zealot walls ramp 18 goon 21 range 22 citadel 23 goon 25 pylon 25 archives 26 goon 30 dt 32 nexus 32 pylon at natural 32 forge 35 2 cannons at natural 36 ht 39 storm | ||
plast1c
Germany99 Posts
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KwarK
United States42609 Posts
What I found was that if you switch the order around and they do get an observer then your natural gets crushed by range goons with micro because, while you do have enough to hold it in theory, you can't fight range goons with rangeless goons. The slower dt makes it less likely to win outright from a rush but also makes it less likely to lose outright against an obs opener. Hard counters no robo goon allin builds, soft counters 3 gate goon into obs builds (they can't break your nat easily without reaver), ties with other dt builds, ties with 1 gate obs expand, countered by 1 gate robo reaver into 3 gate allin. | ||
JoinTheRain
Bulgaria408 Posts
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XenOsky
Chile2268 Posts
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SuGo
United States681 Posts
However, as you start getting to much higher levels, this build will have to be adapted. This is what Best did on ASL as per what you've written, but following this directly will also lose you many games, too. I'm sure Best did it based on his read of the situation. For instance, many times, an opponent will pressure you early with 3goons+1zealot to get an early read, if they got no scout. In this situation, you'll be behind on units before your DT comes and can get hurt early. Or, your opponent decides to go citadel BEFORE goon because you won't be pressuring much if you're doing this build. Then their DT will be way faster and you won't even have a cannon up. Anyways, just some food for thought. Use it as a general guideline, but you'll have to heavily adapt as you play better opponents. Maybe at some lower level you can follow as is and get away with it. It's definitely hard to follow any strict build in any MU, but likely more so in a mirror given the volatility. | ||
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KwarK
United States42609 Posts
It's not the fastest possible dt rush but it does enable you to skirmish with their forces outside your natural with your own 3 goons and a zealot. It doesn't look very much like a dt rush until it does. | ||
SuGo
United States681 Posts
On April 17 2020 01:31 KwarK wrote: I think that's why Best delays dt for range and 3 goons with the difference coming from probe cuts which can't be scouted. You're not wrong about the 3 goon pressure that many players do but you're wrong to think this build doesn't look normal when facing them, it doesn't cut goons, your gateway is constantly producing. It's not the fastest possible dt rush but it does enable you to skirmish with their forces outside your natural with your own 3 goons and a zealot. It doesn't look very much like a dt rush until it does. Yup, I get that - it's supposed to all look "normal" until it's not. That's the real power of the build. My point was, you don't necessarily have room for error. Meaning, in that initial skirmish, if you mismicro and lose it, you don't have much backing and you'll take early damage. Things really need to be "perfect" as margin for error is nonexistant in a build like this. The power comes in masking it until DT is at their doorstep, essentially. Though as I said, a map like Sylphid, I would take chances on it given how many people blindly 3g for no reason. | ||
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