On November 13 2014 03:16 Kau wrote: So I checked the rep and I had 10 workers when you had 5. I think you might just straight up die to a 9 pool. In TvT you might have a small window where you can get a vulture early enough to do damage but only by sacrificing a ton of econ so that vulture better kill everything.
Hmm, 10 vs. 5 does sound like a big difference. But I think doing this in TvZ was kind of pointless, since gas is an issue for the Zerg, not the Terran. Obviously a 9 pool or any other early attack would kill this. It's a (gas-)greedy build that only stands a chance if it's unexpected.
Thanks, Liquid`Drone and Kau, for humoring me and letting me try out the build.
Three games were played, and I lost all of them. Kau and Drone remain unconvinced that this is viable. As for me, I feel that it was mostly because I suck, and that a good Terran player would be able to overcome the initial setback and get an advantage in the long run. But we'll never know, unless a good Terran tries it.
looking at replay from game 1, you start your 5th peon when I start my 8th. your first minerals were returned after 45 seconds. after 4 minutes, you do have a factory 75% complete while mine is just starting, but I have 2 cc, 23 vs 15 scvs, 2 gas vs 1 available to me.. I see that your build order wasn't perfect (but honestly, it was enabled by the map being weird and giving you 1 extra probe and drone - not having to build depot before rax is for you very beneficial) but neither was mine. I guess I could see flash beating me even if he did this but he would also be giving me one golden opportunity to beat him.
Mmm, you're quite right that the two extra supply greatly work in my favor. With 6 mineral patches, I only need about 12 workers to be saturated on gas and minerals, so I can go without a supply depot for a long time. I think my main problem was that I could not use the early tech advantage to secure the natural with two geysers.
Ideally, the build should go like this: -barracks, assimilator, factory, supply depot; -make Vultures from one fact and harass or at least contain below the opponent's ramp; -when the money piles up, send the probe to build a Nexus while making more SCVs for transfer; -pylon, forge, cannons to defend against air / cloaked units while you get siege tanks.
Now there's a build that seems worthy of a Gem League . Not sure how this would work out timing-wise, but the supply depot after factory would give you the first vulture VERY early, much faster than I had it in our games.
I would like to watch those mizu de chaud games :-)
If I could play this game I'd go for a wall-in into a fast natural, then transfer all SCV to natural (and perhaps some distance mining to optimize) while the main CC floats into the corner expansion. Could it work?
Oh yeah, my games vs Kau were the first I played. I had thought that you needed and Ovie to scout the minerals to get the pocket expansion on Mizu. All my other games, I took it straight away after I was told a worker can spot it just fine.