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! [G] Small Guide on "my" MnM/Tank timing Rush - Page 4

Forum Index > Brood War Strategy
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imBLIND
Profile Blog Joined December 2006
United States2626 Posts
July 28 2007 10:21 GMT
#61
range might actually be important...goons can jsut snipe rines off as they are walking back and ur left with like 3-4 rines, which wont be that much of a help.
its like right teetering on the edge of victory or loss, cause toss tech will kill this build easy, but you have the advantage of three tanks and anti air stuff (and vs less goons).
Have u compared this with the results of a 2fac rush?
im deaf
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2007-07-28 20:25:34
July 28 2007 16:06 GMT
#62
Just no(to the getting range part, it completely fucks the timing..and if you wait long enough for both stim and range you will lose your window of opportunity to do damage) Toss tech will kill this build easy? Thats exactly what this build is best against. And yes it is possible to snipe rines but not nearly as easy as you think. If correctly done you will lead with your 3 tanks first with marines even or slightly behind +2 scvs or so. As soon as tanks get vision of a goon you siege, if they move to target a tank you stim and move scvs to repair. If they run then you have only lost time. Also keep in mind frequently toss will fuck up against this and not notice you sieging immediately and lose a goon or so. Or they will move in at first to snipe and get caught retreating and lose a goon that way. Since you are expanding and they are most likely scared(and therefore not expanding), it isn't that big of a deal if they simply run. If the goons simply try to kill the tank you are leading with they WILL take more goon loses than you will take resource wise. If they have already expanded by the time you are moving out you shouldn't even need to siege to own their army. That being said the proper reaction for toss is to stall the terran by making him seige and un siege as many times as possible while safely running away unscatched. Then when protoss has massed enough, they slaughter your standing first pressure group. However in this situation you should have placed your cc significantly ahead of theres and also have enough reenforcements produced to stop their counter attack. How this all plays out of course depends on your relative skill levels

The purpose of this build is than that of a 2 fact rush and simular to a 2 fact fake rush into cc but with more versitility(and doesn't require an ebay). Its designed to be safe vs all tech openings(and it is, without the need for an ebay at all or until after you've started your cc vs dt) while giving you good scouting/a reasonably fast expo and apply early pressure to delay the protoss nexus. So, because of that I haven't compared it to a 2 fact build. Also I'm a fan of anything that throws your opponent off of his usual game rythm.
Being healthy, it has been said, really consists of having the same disease as everybody else.
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