He's MMX.Magician.
[Guide] The Stove - Page 7
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TheFoReveRwaR
United States10657 Posts
He's MMX.Magician. | ||
Marine50
Australia1764 Posts
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0cz3c
United States564 Posts
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Louder
United States2276 Posts
On June 14 2009 06:51 0cz3c wrote: The stove seems to be very effective against unsuspecting zergs. Often I can delay hydras just before my DTs reach the base. Mutas have arrived at my base as my archon finishes warping. All-in zergling would undoubtedly work; hasn't been tried against me yet. Thus far, I'm 11-1 on Iccup using the build. =O These sentences are nonsense. Also, D level players are horrible. I went through D/D+ going scouts every single game -_- | ||
Chef
10810 Posts
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Vision
United States113 Posts
Nevertheless, It's still pretty neat. bring back the old school ![]() | ||
knightpraetor
United States180 Posts
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Zoler
Sweden6339 Posts
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deathgod6
United States5064 Posts
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LuckyFool
United States9015 Posts
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Methos
United States206 Posts
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imperfect
Canada1652 Posts
On July 20 2009 09:02 Zoler wrote: lol "the stove guide" made by Chef hahahahha.. haha haha this is the first thing i noticed actually. anyway imo, it's a great strategy to mess around with. just dont expect to win. | ||
Duckvillelol
Australia1228 Posts
It pretty much works like this: If you fail to stop the scouting, terran grabs ebay, turrets, gg. If you do get the scout in (and this is the part I'm not really a fan of) - terran grabs a turret or 2 to protect the workers - then your DT transition is screwed unless you harass something else. If I saw a toss with a scout I'd probably grab some marines myself :S But whatever. Now don't get me wrong, I'm a big fan and I wish it would work more, and I know it's very much a "LOL HE WASN'T EXPECTING THAT AT ALL" type of build to win, but man, if only there was another way to do it. In fact, if the Scout techs were lower in the tech tree it would be a LOT more feasible. Royal stove however... man I love that. I did it to my friend, recalled seiged-tanks and he called it cheese... Hilarious. | ||
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TheMango
United States1967 Posts
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G3CKO
Canada1430 Posts
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IceCube
Croatia1403 Posts
On June 07 2009 16:12 Dazed_Spy wrote: I lost to the stove once...truly painful. Yup I lost to the stove too not so long ago, and it was after I read this guide ![]() | ||
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ryuu_
United States1266 Posts
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dasanivan
United States532 Posts
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EEEE1234
Canada55 Posts
PvP: Make sure your DT come right after the scout otherwise you die. Either way very risky PvT: DT first recommended. DT rush into scout rush into 2base arbiter. That sort of works. Scout first is also possible but tends to be uneffective except for harassing to keep some marines at home. PvZ: Stick to 2gate into sair-DT... the marauder falls victim to scourge too easily with its explosive damage. Believe it or not, I actually developed a complete game plan with numbers for 9-patch or 10-patch maps. Here it is: Opening: 8 pylon 10 gate 11 assim zealot and pylon, and immediately start mining gas (you WILL have enough gas but will have to skip obs until late-game if not for the whole game). Block the ramp. second zealot cybernetics core pylon dragoon and dragoon range when core finishes Teching up: 25 stargate 29-30 citadel pylon 34 templar archives 35 scout and pylon 40-41 DT 43 nexus 44 pylon Arbiter tribunal Research some stuff, maybe a robo facility and obs, put down a bunch of gateways and 2 pylons, and transition into late-game macro mode Suggestions for improvement are welcome | ||
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