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[I] PvT 3 goon rush

Forum Index > Brood War Strategy
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antrax
Profile Joined July 2005
Peru191 Posts
March 06 2008 01:27 GMT
#1
Here is an idea I had a while ago.

Goal: Attack T choke with 3 goons before his first tank, killing at least the initial group of marines to negate any rush or expo.

BO:
8 pylon
10 gateway
11 assim
13 core
1 probe for gas
14 gateway
Scout with same probe
14 pylon (better outside your main)
15 second probe for gas
15 first goon
17 third probe for gas

Continue your production as a 2 gate power goon with a delayed range.

Scouting process: For a 4 player map, send scouting probe to the closest main and your first goon to the other closest main meanwhile your next 2 goons should be directed to the center of the map, in the worse case your 3 goons will converge to the last unexplored main. Better if your scouting probe return to your base after the first exploration, you will cut some probes so every probe is important.

Comment: Based on a late scouting and a delayed gas harvesting you will have the necessary minerals to build 2 gateways earlier than usual. If your first strike is successful maintain the pressure and then expand.
I think this opening is superior against any 1 fact based build; against 2 fact you will need to be carefull with your micro but at least you are in equal position, delayed range but with more goons than usual.
The pylon outside the main is in case of a desperate battery shield defense or preventing sneaky vultures narrowing your nat entrance.
This opening works as I describe in a 9 minerals main map, for an 8 mineral main it may not work.

Here is a replay to show the execution.

http://rapidshare.com/files/97375376/iccup_3goons.rep.html

Disclaimer:
I'm more a theorycrafter than a gosu player, so please concentrate in the idea, do not start to criticize my micro, macro, apm or any other silly mistake. Ask yourself if this could work in proper hands giving advantage over the usual I-want-my-expo terran.

Questions:
Is this solid?
What counters could have it?
Suggestions?

Deep tech
xmShake
Profile Blog Joined February 2007
United States1100 Posts
March 06 2008 01:32 GMT
#2
This looks like a solid build order, although it probably would have a tough time vs more than 4+ marines on a ramp, but even then it doesn't really matter since it doesn't put you behind much if any.

Nice guide.
Giraffe
Profile Joined February 2008
10 Posts
March 06 2008 02:38 GMT
#3
Seems to be pretty solid to me, but I think more games would be needed to actually see if it is a valid build vs one fact. I think this would be a physiological problem for the T more than anything.

For counters, I don't know what the T would do, maybe bunker the ramp which would delay a tank for a little bit, and you could do an expo by then I believe, putting you ahead.

My micro brings all the Koreans to the yard.
CDRdude
Profile Blog Joined May 2007
United States5625 Posts
March 06 2008 02:45 GMT
#4
Wasn't there a blog a while back, that asked for innovative build orders so he could try them? The idea was that if you'd rather theorycraft, you could, and he'd do the playing.

Okay, I found it:
http://teamliquid.net/forum/viewmessage.php?topic_id=65946

It's NonY[rc] posting it, so if he's still up for that kind of thing, you'd certainly have an expert opinion.
Force staff is the best item in the game.
rpf
Profile Blog Joined January 2007
United States2705 Posts
Last Edited: 2008-03-06 03:19:22
March 06 2008 02:58 GMT
#5
I just saw this done earlier.

The second gate was built at 15, not 14--not a big difference, but maybe there's some logic to it. Personally, in a build where you're intentionally cutting probes, it's probably best to get that one probe earlier than later. Keep in mind that any time a probe is no mining is lost potential income.

I'd modify the build order to be:

8 pylon, 10 gate,11/12 assim, 13/14 core, 15 gate

The timing of the first goon and second pylon would have to be worked out, but I think it has good potential.

Edit: Okay, I just tried it against a computer.

The build:
- 8 pylon, scout
- 10 gate, scout
- 11 gas
- 13 core, 1 probe to gas
- 15 gate, pylon, goon, 1 probe to gas
- 17 goon, 1 probe to gas

So basically, you send your first probe to gather gas when you make your core; you send your second probe when you make your first goon; and you send your third probe when you make your second goon.

This way to don't gather much more gas than you really need.

Your first three goons come out at approximately 3:30, 3:45, and 4:00. The game I played had me across the map from the computer, and my goons arrived to his choke at approximately 4:30.

Some other thoughts:
- Cutting probes at 23 supply lets you get a fourth goon in very easily
- When your third pylon finishes, you can easily afford to upgrade range or make a robo

Edit: Replay link: http://www.battlereports.com/viewreplays.php?replaynum=32929
"A fear of weapons is a sign of retarded sexual and emotional maturity." - Sigmund Freud
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17727 Posts
March 06 2008 03:37 GMT
#6
Don't a lot of toss do a similiar build like this on longinus?
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
ash.cure
Profile Blog Joined March 2008
United States29 Posts
March 06 2008 03:55 GMT
#7
yes but they get range before any goon
KwarK
Profile Blog Joined July 2006
United States42868 Posts
March 06 2008 03:58 GMT
#8
I've been doing this a lot on ICC with some success. I use a slight variation (2 probes on gas, first goon at 14, then probe). At D to D+ it won reliably (fonger excluded). From there on I had players who would use walling to separate my goons (a good player starts a rebuild of the wall the moment it first breaks) while killing the ones I got in with nice scv micro. I no longer scored any rush kills. However T does tend to assume they get the upper hand so I quite like to follow it with a bulldog. Last night I beat Ly.Kaiser (a top 10 Korean on ICC) with it when he pushed out, expecting to find me powering to recover from the failed rush.

It's a neat little build and destroys terrans who don't immediately know how to react to it. However its success rate drops off sharply as the skill level rises and makes hyou rely on their unforced error.
ModeratorThe angels have the phone box
KwarK
Profile Blog Joined July 2006
United States42868 Posts
March 06 2008 04:02 GMT
#9
Also rpf, it really needs to be 14 gate and pylon imo. And to the OP, I'm managing to get range after the 3rd goon without stopping production. I scout on 13 and bring the scout probe back to mine as soon as I know where they are. I do something like
14/17 goon
17/25 goon
19/25 goon
range
21/25 goon
pylon
23/25 goon

without stopping goon production at all. Given the nature of this rush and the importance of range if you hope to kill any tanks once you break in I feel that the faster range is integral to the build. It's all very well to break in but if scvtank micro means your dragoons can't kill anything it's a waste.
ModeratorThe angels have the phone box
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
March 06 2008 05:54 GMT
#10
if terran scouts early gate/no range won't they build more marines?
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
rushz0rz
Profile Blog Joined February 2006
Canada5300 Posts
March 06 2008 06:18 GMT
#11
i think putting 3 probes on gas right away is a bit better, getting faster range is good for breaking the wall and pissing them off if he sieges out of the longer range. scouting earlier helps, putting a pylon where his addon would go delays them, it may delay your second or third goon but its worth it, plus you can cancel once they lift off.
IntoTheRainBOw fan~
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
March 06 2008 06:40 GMT
#12
It's a build to add to your repertoire for those no ramp maps. As people are mentioning, if the Terran scouts turbo 2nd gate of course they're going to be able to react, so I think the build is questionable unless it's used a map suited for early goon harass (harass that's strong even when scouted). Cutting probes is no small matter that early in PvT, so you better make the fast goons count.
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17727 Posts
March 06 2008 07:14 GMT
#13
This is why i go 11/11 on longinus -_-;;
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
March 06 2008 09:23 GMT
#14
Hmm this build seems kinda interesting. I normally do a similar build to this (or at least I think I do), but I don't cut probes in doing it. So maybe this build has faster goons than what I'm used to.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
axel
Profile Blog Joined March 2007
France385 Posts
March 06 2008 10:36 GMT
#15
i can have same number of goons WITH range on 1 gate only with that build :
8 pilon
9gate assim
12 core 3 in gas
and so (of course i need to cut probes)
But i dont find it very effective unless u want to break a wall without marines.
antrax
Profile Joined July 2005
Peru191 Posts
March 06 2008 12:05 GMT
#16
Nice to see comments, insights and suggestions. Now I'm at work, I'll comment more at night.

Thx for the interest
Deep tech
KwarK
Profile Blog Joined July 2006
United States42868 Posts
March 06 2008 13:07 GMT
#17
On March 06 2008 15:18 rushz0rz wrote:
i think putting 3 probes on gas right away is a bit better, getting faster range is good for breaking the wall and pissing them off if he sieges out of the longer range. scouting earlier helps, putting a pylon where his addon would go delays them, it may delay your second or third goon but its worth it, plus you can cancel once they lift off.

You're wrong about this. The earliest you can get range without making the rush worthless is after the 3rd goon. It's not gas that limits this, it's minerals. By going 3 probes on gas you actually get range slower. I don't think you quite understand this build tbh. It hits before siege mode is an issue. If he can siege up, the rush failed.
ModeratorThe angels have the phone box
KwarK
Profile Blog Joined July 2006
United States42868 Posts
March 06 2008 13:08 GMT
#18
On March 06 2008 14:54 LeoTheLion wrote:
if terran scouts early gate/no range won't they build more marines?

This doesn't matter. With decent micro 3 goons can take 5-6 marines on a ramp. The marines do nothing but buy time.
ModeratorThe angels have the phone box
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
March 06 2008 13:44 GMT
#19
Interesting. Seems viable on rampless maps.
Moderator
axel
Profile Blog Joined March 2007
France385 Posts
March 06 2008 14:10 GMT
#20
well after having tryed it 3 games i have to admit i ts really effective and good build. thanks
axel
Profile Blog Joined March 2007
France385 Posts
March 06 2008 14:11 GMT
#21
On March 06 2008 22:08 Kwark wrote:
Show nested quote +
On March 06 2008 14:54 LeoTheLion wrote:
if terran scouts early gate/no range won't they build more marines?

This doesn't matter. With decent micro 3 goons can take 5-6 marines on a ramp. The marines do nothing but buy time.


and yes kwark is true about marines (sorry for double post)
Wala.Revolution
Profile Blog Joined November 2006
7582 Posts
March 06 2008 15:29 GMT
#22
During one of the Bnet Attack programs, a Terran (FBH I think) fell to this build on longinus. Although I think FBH made mistake(s) during the game, it can be really surprising. The Bnet player almost killed the 1st tank, broke depot, and followed with contious goon harass then later to DTs. I'll post the link to youtube when I get access to it.
Stuck.
BlackJack
Profile Blog Joined June 2003
United States10568 Posts
March 06 2008 16:40 GMT
#23
i'll look at this when I get home. great post, antrax
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 06 2008 16:41 GMT
#24
Is this meaningfully different from:

8 pylon
10 gate
12 gas
13 core (scout)
Cut probes at 15
15 gate
15 goon
17 range
17 pylon
17 2goons
21 pylon
21 2goons

etc. (it could be 15 goon 17 range 17 gate, i don't quite recall the order of goon/range/gate after you stop probes, but it's fairly obvious in game)
What fun is it being cool if you can’t wear a sombrero?
KwarK
Profile Blog Joined July 2006
United States42868 Posts
March 06 2008 16:49 GMT
#25
On March 07 2008 01:41 GrandInquisitor wrote:
Is this meaningfully different from:

8 pylon
10 gate
12 gas
13 core (scout)
Cut probes at 15
15 gate
15 goon
17 range
17 pylon
17 2goons
21 pylon
21 2goons

etc. (it could be 15 goon 17 range 17 gate, i don't quite recall the order of goon/range/gate after you stop probes, but it's fairly obvious in game)

That build will not effectively isolate marines from the tank and will therefore not be able to successfully rush on a ramp map. You can harass the marines a little with 1-2 dragoons but to force a ramp against 5 or so marines you need 3. Your build has faster range and a much slower 3rd dragoon. This is hugely significant. Your build is perhaps better for longinus when you want to be hitting that depot and then bursting in with range and ganking the tank. On a ramp map your build will find itself with 3 goon against 5 marines and a tank with a ramp.
So yeah, it's hugely different. One is mass -> range, the other range -> mass.
ModeratorThe angels have the phone box
rpf
Profile Blog Joined January 2007
United States2705 Posts
March 06 2008 18:44 GMT
#26
On March 07 2008 01:41 GrandInquisitor wrote:
Is this meaningfully different from:

8 pylon
10 gate
12 gas
13 core (scout)
Cut probes at 15
15 gate
15 goon
17 range
17 pylon
17 2goons
21 pylon
21 2goons

etc. (it could be 15 goon 17 range 17 gate, i don't quite recall the order of goon/range/gate after you stop probes, but it's fairly obvious in game)

Small correction: 15 gate range goon pylon

(This is obvious in game, but it's still nice to know going into the game.)
"A fear of weapons is a sign of retarded sexual and emotional maturity." - Sigmund Freud
Jaskwith
Profile Blog Joined March 2008
United States197 Posts
March 06 2008 19:07 GMT
#27
On March 06 2008 22:07 Kwark wrote:
It hits before siege mode is an issue. If he can siege up, the rush failed.


If you don't have range they can just micro there tanks behind their wall can they not? Goons are kind of dumb on this issue..so would you say then that this rush only works against non wall terrans?
sMi.jaSK
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
March 06 2008 22:28 GMT
#28
Well once you are up the ramp you work on killing the depot. At the very least if T does outmicro you you will be able to score SCV kills, massively slowing their first move (be it expo or attack) and that gives you the advantage and really thats all you want out of your opener (winning is a bonus but no opener is a garunteed win as everyone knows ==)
Nak Allstar.
antrax
Profile Joined July 2005
Peru191 Posts
Last Edited: 2008-03-07 00:49:14
March 07 2008 00:48 GMT
#29
Nice to see positive comments for the idea, specially rpf and Kwark for contributions. their posts explain pretty much the intention and circumstances of the move.

Interesting thing that you see this BO or a very close one executed for other players, I don't know if I invented this opening or not the truth is that I prepared this build on my own for Nazgul when he was representing TL in that Blizzard Event named Sandlot and he was about to face a korean on Neo Forte. I pm'd FrozenArbiter offering my contribution but Nazgul had his builds already prepared, so nothing happened. Then I tested it extensively in PGTour with good results overall. I planned to post it here at TL, but little after I stopped to play for more than 1 year so I never posted anything. Now I have more free time so I restart with my old passion, I supposed is in my genes to play and now here I am, rusty but having some fun .

Addition:
Use the scouting probe to build a battery shield in terran's nat to apply extra pressure. (Testing in process)

It's all for now, remember P players try it and come back with more feedback.
Deep tech
DaZe
Profile Joined November 2003
Sweden2111 Posts
Last Edited: 2008-03-07 01:08:20
March 07 2008 01:05 GMT
#30
wont work at all vs a decent player. you need to stay focused on what comes next.
I mean, goons without range is such a poor investment that you can ignore even making them.

Even though you will have 3 goons at a very early stage of the game, even before the first tank is done, it wont make much difference. And it doesnt matter if the map is rampless or not.

With a few marines and perhaps 3-4 scvs he will make enough dmg until the first tank is out that you will get your ass handed to you. And after that, even though the terran might be a little behind, he's not nearly as behind as yourself.

The only time this would work vs a decent player is if your first scout is really early and you're a master of harassment.

(Keep in mind that more and more often you play without the latency now adays, and then range becomes even more effective to use.)
Hypnosis
Profile Blog Joined October 2007
United States2061 Posts
March 07 2008 01:15 GMT
#31
It could actually be effective with these new age terrans who cut corners like a motherfucker. I know for a fact when i TvP I make sure to make as little defense before my CC as i can. I will do 1 fact FD but only make like 1 marine and get my CC before my first tank (Oo). So if you can abuse these corners being cut it is a very strong build. I am always scared that they will just walk up my ramp with some goons when i do this, but it pays off for me in the end. The build would be great to force the T to be safe lol.
Science without religion is lame, Religion without science is blind
naventus
Profile Blog Joined February 2004
United States1337 Posts
March 07 2008 01:42 GMT
#32
Why not a zeal, and then fast ranged goons?

A wall is going to be disastrous for either build - but that zeal is going to be pretty dangerous regardless at lower levels.
hmm.
antrax
Profile Joined July 2005
Peru191 Posts
March 07 2008 02:03 GMT
#33
LOL, Daze that is the subtle TL touch I missed so much. If something is approved it has to be fucking good and maybe pro-made, anything else is bullshit, right?.

The goal is to deny rush or expo, I think that is accomplished. Who has more advantage when the expo is delayed for both T or P?
Deep tech
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17727 Posts
Last Edited: 2008-03-07 02:57:22
March 07 2008 02:55 GMT
#34
On March 07 2008 00:29 Wala.Revolution wrote:
During one of the Bnet Attack programs, a Terran (FBH I think) fell to this build on longinus. Although I think FBH made mistake(s) during the game, it can be really surprising. The Bnet player almost killed the 1st tank, broke depot, and followed with contious goon harass then later to DTs. I'll post the link to youtube when I get access to it.


<3

The main reason the goons did so much was because he manner pyloned fbh's factory so he had to lift to make a shop which delayed his tech a lot.
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
KwarK
Profile Blog Joined July 2006
United States42868 Posts
March 07 2008 05:53 GMT
#35
On March 07 2008 10:42 naventus wrote:
Why not a zeal, and then fast ranged goons?

A wall is going to be disastrous for either build - but that zeal is going to be pretty dangerous regardless at lower levels.

You get 3 goons up that ramp smashing the wall long before the tank arrives. He has to repair it at the cost of mining time and scvs.
ModeratorThe angels have the phone box
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
March 07 2008 06:23 GMT
#36
If your goons are at the top of the ramp, couldn't terran pull SCVs / lift rax and trap the dragoons on the ramp?
But why?
fonger
Profile Blog Joined March 2006
United Kingdom1218 Posts
March 07 2008 07:14 GMT
#37
If the Terran could come up with some way to force the Protoss to look away from his monitor for 10 seconds, yeah.
rpf
Profile Blog Joined January 2007
United States2705 Posts
March 07 2008 15:49 GMT
#38
On March 07 2008 09:48 antrax wrote:
Addition:
Use the scouting probe to build a battery shield in terran's nat to apply extra pressure. (Testing in process)

This one time on Longinus, against Prodigy[x], I did the build where you cut probes at 15 to get range and a second gate down, and my second pylon I built behind the T's nat minerals while scouting (so my probe disappeared and reappeared for a few moments, but not enough to be suspicious. When it finished, I built a battery, and even with tanks pounding on my goons I was able to win. He just can't do enough damage, as the battery heals injured units back up enough to take another tank hit.

If you think you can break his wall, it'll work well if you don't screw up your micro.
"A fear of weapons is a sign of retarded sexual and emotional maturity." - Sigmund Freud
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 07 2008 17:21 GMT
#39
I tried this and it worked out beautifully against a FE from a terran (my record on US west is like 50-300 so he probably FE'd assuming I'd be horrible. Well, to be fair, I am horrible).

The thing I had trouble with though was the timing of the second pylon. You say to scout with the probe you built your second gate with at 14, and then you say to build a second pylon outside of your main at 14.

how the hell are you supposed to still be at 14, have a probe outside your main, and build a pylon, if that probe is just leaving your base after having just built a gateway, and you're already about to build another probe?

Sorry, I worded that poorly. It probably looks like I'm hostile. I'm not, this is a great build and I appreciate you putting the time into figuring it out. I'm just saying, how do you do this?
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
rushz0rz
Profile Blog Joined February 2006
Canada5300 Posts
Last Edited: 2008-03-07 17:59:06
March 07 2008 17:56 GMT
#40
On March 06 2008 22:07 Kwark wrote:
Show nested quote +
On March 06 2008 15:18 rushz0rz wrote:
i think putting 3 probes on gas right away is a bit better, getting faster range is good for breaking the wall and pissing them off if he sieges out of the longer range. scouting earlier helps, putting a pylon where his addon would go delays them, it may delay your second or third goon but its worth it, plus you can cancel once they lift off.

You're wrong about this. The earliest you can get range without making the rush worthless is after the 3rd goon. It's not gas that limits this, it's minerals. By going 3 probes on gas you actually get range slower. I don't think you quite understand this build tbh. It hits before siege mode is an issue. If he can siege up, the rush failed.


i think you're quite right actually. I always seem to fail this rush with going range after the first goon, I'm going to try your build. But do you stop probes at 14 to get the faster pylon? Or do you stop at 15?
IntoTheRainBOw fan~
Apa7HY
Profile Blog Joined January 2007
United States125 Posts
March 07 2008 18:07 GMT
#41
This thread has made me chuckle many times. The build isn't bad, just...people.

And yeah, this build is great for Ts who 1fact cc, and rampless maps.
섹스섹스보지털
antrax
Profile Joined July 2005
Peru191 Posts
March 07 2008 18:15 GMT
#42
To -orb- & rushz0rz:

At 14 you stop probes for a moment, take a probe to build the second gateway and use the same probe to scout when that probe leave your main you will have 100 minerals, so start the pylon, I do this to not move any other probe, then train another probe and then first goon.
Deep tech
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2008-03-07 19:13:54
March 07 2008 19:06 GMT
#43
On March 06 2008 16:14 Ilikestarcraft wrote:
This is why i go 11/11 on longinus -_-;;

Why? Just wall in

It's a good build, but it's by no means "new". It works very well at lower levels but a terran with very good micro, like daze said, will make this rush completely useless. It is a good way to win a game or gain a good advantage very quickly without much risk though. If the terran doesn't make a mistake in micro you will be behind, but not by much.
Being healthy, it has been said, really consists of having the same disease as everybody else.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 07 2008 19:33 GMT
#44
2 gate power goon with range is MUCH better but I guess this one has some uses.
You want 20 good men, but you need a bad pussy.
G5
Profile Blog Joined August 2005
United States2902 Posts
March 07 2008 21:16 GMT
#45
i use a form of thise build on maps like tau
Knickknack
Profile Joined February 2004
United States1187 Posts
March 07 2008 22:40 GMT
#46
Why not proxy it? Just kidding.

13gate instead of 14 would mean faster 2nd goon though. It's a decent variation of standard play. Not much risk and can take out poorer Ts at times, like foreverwar said. It obviously has trade offs...sacrifice a bit of economy and/or scouting for faster units. The main difference with this build is that range is significantly later though, done slightly after 5min. The units are significantly faster though. With this build one has 3 goons at the time a normal p build would only have 2.

To see how the build fares better you could get a couple of gamers together, and run it vs. various tvp play to see how it goes. Could look at the rep and stats too see just how much economy is affected, etc. Easy enough.
| www.ArtofProtoss.vze.com |
Jaskwith
Profile Blog Joined March 2008
United States197 Posts
March 08 2008 01:58 GMT
#47
I just played game attempting this strat..and I didi it off one gate..only 2 goon rush. It worked pretty well becasue it neutralized the marines and eliminating early push, so then I just dual expo and I was ahead whole game and it was pretty easy win. Was D+ game at iccup so maybe thats it, but it worked suprisingly well, regardless.
sMi.jaSK
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17727 Posts
Last Edited: 2008-03-08 02:36:30
March 08 2008 02:33 GMT
#48
On March 08 2008 04:06 TheFoReveRwaR wrote:
Show nested quote +
On March 06 2008 16:14 Ilikestarcraft wrote:
This is why i go 11/11 on longinus -_-;;

Why? Just wall in

It's a good build, but it's by no means "new". It works very well at lower levels but a terran with very good micro, like daze said, will make this rush completely useless. It is a good way to win a game or gain a good advantage very quickly without much risk though. If the terran doesn't make a mistake in micro you will be behind, but not by much.

Because they always scout early with a probe before i get my wall up and manner pylon my factory so i cant make a shop and i have 3 goons harassing my wall T.T. But this is mostly because im so bad at sc haha
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
LastWish
Profile Blog Joined September 2004
2013 Posts
March 08 2008 14:37 GMT
#49
Rangeless goons are terrible for attack purposes.

If it's a choke map, marines will suffice for defending choke, since goon range = marine range a good position won't allow you to attack effectively.
Wise Terran will proceed with siege and expand freely.

If it isn't a choke map 15 gate, 15 pylon with probe cut, getting range and goon fast(commonly used by Faith years ago) is much more potent.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
KwarK
Profile Blog Joined July 2006
United States42868 Posts
March 09 2008 09:54 GMT
#50
On March 08 2008 23:37 LastWish wrote:
Rangeless goons are terrible for attack purposes.

If it's a choke map, marines will suffice for defending choke, since goon range = marine range a good position won't allow you to attack effectively.
Wise Terran will proceed with siege and expand freely.

If it isn't a choke map 15 gate, 15 pylon with probe cut, getting range and goon fast(commonly used by Faith years ago) is much more potent.

Move forwards, press h, wait .5 seconds. Rinse and repeat. Notice that while your 3 goon stays as 3 goon their 6 marine rapidly becomes 0. The reason for this is clear. They have a combined effective firepower of about 30 (goon armour) and a combined health of 240. Their firepower decreases by 5 every time 40 damage is taken. Dragoons have a damage output of 30 and a combined health of 540. They lose 10 damage every time 180 damage is taken.
You will notice that 3 dragoons can fuck up 6 marines with relative ease.
ModeratorThe angels have the phone box
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17727 Posts
March 09 2008 15:09 GMT
#51
I remember in bisu's bnet attack on python he broke the terrans ramp with just goons like that even when there was like 5-6 rines.
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
AnyOne
Profile Joined January 2008
Chile547 Posts
March 09 2008 16:17 GMT
#52
bisu had a bo like that
but then changed to DT... was pretty good
STX SOuL FightinG~ Inter.Calm FigthinG ~
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
March 11 2008 04:02 GMT
#53
Question about the actual execution of the attack in this build:

Is it better to just go ahead and attack with your first Goon, and rally the other 2 to the Terran base, or is it best to wait until all 3 Goons are present before you go marine killing?
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
KwarK
Profile Blog Joined July 2006
United States42868 Posts
March 11 2008 11:17 GMT
#54
On March 11 2008 13:02 Sentenal wrote:
Question about the actual execution of the attack in this build:

Is it better to just go ahead and attack with your first Goon, and rally the other 2 to the Terran base, or is it best to wait until all 3 Goons are present before you go marine killing?

Depends on his marine count, his micro and your micro.
ModeratorThe angels have the phone box
Response
Profile Blog Joined April 2004
United States1936 Posts
March 11 2008 13:31 GMT
#55
plz dont do this build on a map with a ramp its totaly worthless
the REAL ReSpOnSe
TheosEx
Profile Blog Joined July 2006
United States894 Posts
March 11 2008 14:27 GMT
#56
I have used this on maps with ramps like Luna, Lost Temple, and Python with relative ease (as Kwark says). Given, the majority of them have been pubbies, but it doesn't mean it's completely worthless against better players or non-ramp maps.

It's kind of amusing considering I've always thought it was a well-known, highly used build, only to find out now that it's not.
.kaz
Profile Blog Joined January 2007
1963 Posts
March 11 2008 14:50 GMT
#57
On March 08 2008 11:33 Ilikestarcraft wrote:
Show nested quote +
On March 08 2008 04:06 TheFoReveRwaR wrote:
On March 06 2008 16:14 Ilikestarcraft wrote:
This is why i go 11/11 on longinus -_-;;

Why? Just wall in

It's a good build, but it's by no means "new". It works very well at lower levels but a terran with very good micro, like daze said, will make this rush completely useless. It is a good way to win a game or gain a good advantage very quickly without much risk though. If the terran doesn't make a mistake in micro you will be behind, but not by much.

Because they always scout early with a probe before i get my wall up and manner pylon my factory so i cant make a shop and i have 3 goons harassing my wall T.T. But this is mostly because im so bad at sc haha


This happens to me too
Pressure - "rock is the defender of justice" 이병민 / 박영민 Hwaiting~
Bub
Profile Blog Joined June 2006
United States3518 Posts
March 11 2008 21:24 GMT
#58
I've failed to this build a lot ;( nova-the-feared pulled this shit on me perfectly
XK ßubonic
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
March 12 2008 18:25 GMT
#59
if it's just marines on ramp wouldn't 1 zealot do better damage?
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!
Athos
Profile Blog Joined February 2008
United States2484 Posts
March 12 2008 19:01 GMT
#60
I'm wondering what to do when the terran brings two SCVs to the ramp and moves his barracks over his SCVs. Since you cant target the SCVs the rush is useless. This has happened to me several times and is really quite frustrating.
SS[1]
Profile Joined January 2008
United States13 Posts
March 18 2008 06:20 GMT
#61
well i think it all depends on what map you are playing.. if longinus then a rush would be ez to pull off but any map with a ramp its harder. if i try to goon rush i wuld 2 gate using this bo:
8 pylon
10 gateway (scout)
12 gas
14 core
15 gateway
15 pylon
15 goon
17 goon range and continue to pump probes goons and pylons until i decide what i want to do from there
Triggas know my Nometry
Jaskwith
Profile Blog Joined March 2008
United States197 Posts
March 18 2008 07:10 GMT
#62
On March 18 2008 15:20 SS[1] wrote:
well i think it all depends on what map you are playing.. if longinus then a rush would be ez to pull off but any map with a ramp its harder. if i try to goon rush i wuld 2 gate using this bo:
8 pylon
10 gateway (scout)
12 gas
14 core
15 gateway
15 pylon
15 goon
17 goon range and continue to pump probes goons and pylons until i decide what i want to do from there


Yea I like this bo to..its like yo can't really go wrong. As long as you keep pumping probes/goons(usually from one gate)/pylons you can build up a solid base economy while you scout your opponent and then from there you can push solid towards whatever counter you need and you have the economy to do it, especially if you don't invest too much into a 2nd gate...and you still have a significant number of goons if you never stop pump from your one gate..and harass his timing push all the way back to your main..
sMi.jaSK
1t2t3t4t5taw
Profile Blog Joined April 2007
Andorra173 Posts
Last Edited: 2008-03-19 06:24:59
March 19 2008 06:17 GMT
#63
On March 06 2008 22:08 Kwark wrote:
Show nested quote +
On March 06 2008 14:54 LeoTheLion wrote:
if terran scouts early gate/no range won't they build more marines?

This doesn't matter. With decent micro 3 goons can take 5-6 marines on a ramp. The marines do nothing but buy time.


You must be getting super duper duper lucky on the 75% hit or the Terrans youre playing don't know how to micro

Also any good Terran is gonna see you're doing this with their scout scv and bring a couple scvs to help defend if he needs to...this build is for non ramp maps, as it's very hard to hold Longinus, Tau, etc against a power goon build

I think it's also dumb that you still argue it's "relatively easy" when Response and Daze have both said it's pretty impossible on a ramp map (And I have played against Tosses doing this MANY times on ramp maps and I usually lose my rines and some scvs repairing but whatever, I get siege mode and it doesn't matter because their goons are dead/eco was cut).
afadf
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