• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:54
CET 01:54
KST 09:54
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.173Evil Geniuses - shutting down19ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League91
StarCraft 2
General
Evil Geniuses - shutting down Weekly Cups (October 19-25): Clem triples first in 5.0.17 REPORT: StarCraft 2: Remastered In Development No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
2026 KungFu Cup Announcement RSL goes to London! 2026 Offline Finals Nov 21-22 ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Starcraft player cRuZa Passed away. SCHNAIL now supports Remastered BW General Discussion [BW] Looking for Clan Thread! [ASL22] Finals Preview: Sweet Victory!
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues KCM Race Survival 2026 Season 4 [BSL23] RO24 Group D - Sunday 21:00 CET
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine The Chess Thread European Politico-economics QA Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9464 users

[D] Simple T build got me to #1 in Diamond - Page 6

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 4 5 6 7 8 19 Next All
Shaithis
Profile Joined March 2010
United States383 Posts
July 19 2010 18:01 GMT
#101
On July 20 2010 02:36 bakin1 wrote:
I just lost to this build last night. I play Terran. I did scout it and built hellions(w/igniter) via reactor + mauraders. I was over confident and the marine numbers were just too much especially since when I play vs terran, I don't wall off bc of seige tanks. I realize this was more late game and my oppoent didn't push early but still. If I played correctly, I should have won. More hellions + seige tech should own this. Obviously the most important thing is to scout it though.


Er, igniter hellions are most definitely NOT a way to counter a marine rush. Hellions themselves are just barely a soft counter to marines in numbers, and igniter upgrade requires a tech lab (which results in you having half the hellions you would have had with a reactor for the push). No wonder you lost, and no, you should not have won. Next time, build your own marines and get fast siege.
Dance.jhu
Profile Blog Joined May 2010
United States292 Posts
July 19 2010 18:04 GMT
#102
Not hard getting to diamond, it's hard to get past 500 points
It is what it is...
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-07-19 18:16:02
July 19 2010 18:12 GMT
#103
On July 19 2010 07:39 Markwerf wrote:
Just wanted to point at that it's nonsense it's faster to save up money for your raxes and then put down 5 at one time. Making them as you go is better simply because you get more rax time you could get the same number of marines while using a rax less then for example. Getting downtime on scv's would just be poor macro.


I completely agree with your logic, but apparently many have done tests and such isn't the case. I have yet to understand why, but I remember the higher ups talking about why it's better to wait and drop them all at once.

You do that in many builds in BW as well, including the deep six, etc.

On July 20 2010 03:01 Shaithis wrote:
Show nested quote +
On July 20 2010 02:36 bakin1 wrote:
I just lost to this build last night. I play Terran. I did scout it and built hellions(w/igniter) via reactor + mauraders. I was over confident and the marine numbers were just too much especially since when I play vs terran, I don't wall off bc of seige tanks. I realize this was more late game and my oppoent didn't push early but still. If I played correctly, I should have won. More hellions + seige tech should own this. Obviously the most important thing is to scout it though.


Er, igniter hellions are most definitely NOT a way to counter a marine rush. Hellions themselves are just barely a soft counter to marines in numbers, and igniter upgrade requires a tech lab (which results in you having half the hellions you would have had with a reactor for the push). No wonder you lost, and no, you should not have won. Next time, build your own marines and get fast siege.



Wtf are you talking about, you didn't even see the rep, you have no idea if he "should have won" or not being dependent on the factor of him underestimating the marine count. Maybe he nearly held it off but failed because he built the Marauders? Jeez. No need to post like a complete ass.
bakin1
Profile Joined May 2010
United States32 Posts
July 19 2010 18:16 GMT
#104
On July 20 2010 03:01 Shaithis wrote:
Show nested quote +
On July 20 2010 02:36 bakin1 wrote:
I just lost to this build last night. I play Terran. I did scout it and built hellions(w/igniter) via reactor + mauraders. I was over confident and the marine numbers were just too much especially since when I play vs terran, I don't wall off bc of seige tanks. I realize this was more late game and my oppoent didn't push early but still. If I played correctly, I should have won. More hellions + seige tech should own this. Obviously the most important thing is to scout it though.


Er, igniter hellions are most definitely NOT a way to counter a marine rush. Hellions themselves are just barely a soft counter to marines in numbers, and igniter upgrade requires a tech lab (which results in you having half the hellions you would have had with a reactor for the push). No wonder you lost, and no, you should not have won. Next time, build your own marines and get fast siege.



You're probably right, but I did both. I went 1 rax/1 fac+reactor. Pumped hellions + built another fac + lab then went igniter tech to seige tech.
I sometimes wish I had no life, thus more SC2 time.
love.less
Profile Joined May 2010
United Kingdom293 Posts
July 19 2010 18:18 GMT
#105
a lot of people pulling this today maybe coz beta is going down, but every time a couple of marauders with reapers behind them pretty much straight up beats a huge ammount of marines
kungfu
Profile Joined May 2010
United States30 Posts
Last Edited: 2010-07-19 18:48:21
July 19 2010 18:18 GMT
#106
On July 19 2010 08:19 ayababa wrote:
I think some people are underestimating how many marines u can have under the 6 minute mark.

although i dont use this build.. when i used to do marine all in's you can easily have 30-35 marines out by the 6 minute mark... this is ALOT of marines..

Im currently doing a +1 attack and shield push.. once both upgrades are done i move out with around 20 marines... its pretty hard to stop. Even if you do have enough roaches / stalkers.... reinforcments come in groups of 5. i transition into mech + expand.


I played against something exactly like this on a Desert Oasis match. (Haven't watched the replay to see if he got +1 att). The first marine push was pretty easy to hold off even with me doing a 1 gate -> stargate -> 2 voids -> 2nd gate + warpgates. It turned into a contain with me going chargelots + sentry. Busted the contain pretty easily due to guardian shield.

What killed me that game though was his transition into mass rine + 3-4 maraduers + 2-3 tank armies. My chargelots would all die at just about the time they were done cutting through the bio ball and I'd have to pull my sentries back from the tank fire. Even with me killing off his gold expo twice (he didn't take his natural), I wasn't able to win the game. Looking back on it, I probably would have done just fine if I had gotten even 1 phoenix.

I'm about a 300 diamond.
Opti
Profile Joined April 2010
United States155 Posts
July 19 2010 18:19 GMT
#107
So yeah it seems like overnight every T has decided this is their staple TvP build, and i just mass stalkers, and laugh at them. Thank so much to whoever pointed out stalker kiting/micro vs marines, really made this build a joke to own.

On a side note, when i mention 6 rax to a T player, I can immediately tell that they are going it, and if they don't, they will go for banshee cloak cheese since they know i will counter marines. Either way, by the time their banshees have cloak, i have killed most of their workers etc, and have cannons in my main.. then i just wait for robo to come up, get a few obs, and gg.

I find it a bit disturbing that, with how unbalanced TvP was anyway (leaning heavily in T favor after all the buffs) all of these plat/diamond level T are feeling the need to use these all in cheese builds. What ever happened to owning us poor P the normal way?
Guilloteen
Profile Joined May 2010
United States128 Posts
July 19 2010 18:25 GMT
#108
On July 20 2010 01:34 Zyke wrote:
Ok, Kiburn, but that:
1. Sacrifices upgrades
2. Still puts 10 marines against a walled in 5 marines and a tank.
3. If Tanks and Vikings make it to Mid-game in tact, the harass on expansions is a tangible threat and MM doesn't get past tanks.


1) No, it doesn't...you're gonna be on 2 bases to his 1...you can make more units than him, AND still upgrade. And also, this build finishes the game in 12 minutes maximum-that's the longest TvT game I've had with this build because about 12 marines get to his base around the 5 minute mark (which already makes your #2 argument null-siege tanks and siege mode cannot be complete by then), and reinforcements of 6 marines are sent twice. I'm in mid-high Diamond (top 25) so I play against decent opponents, and most of the time, the marines cannot win the game.

However, it puts serious pressure on him and by the time he finishes the marines off, he will have a tank and a few marines, and by that time, my first wave of 6 marauders are already completed. I don't attack right away, but wait for the next wave of 6 twice (total of 18 marauders, and move in then. This wins the game most of the time. In the case that it doesn't, like I mentioned, just build turrets, which allows for upgrades at the ebay, and I've already had stim and conc shells for a while.

2) already addressed

3) In case you didn't know, marauders RAPE tanks, especially with stim. Marauders to somthing like 20 damage to tanks per shot which means 8 marauders one shot a tank, and I always have way more than 8 marauders. Stimmed marauders make quick work of tanks. Vikings? Vikings are a joke to marauders...even WORSE than tanks..plus...again, turrets in-base?


This is a really good opening...only thing I would change, is get one less rax in the beginning, cus I'm too low on minerals most of the time. but other than that, this build is really versatile.
Guilloteen
Profile Joined May 2010
United States128 Posts
July 19 2010 18:29 GMT
#109
On July 20 2010 03:19 Opti wrote:
So yeah it seems like overnight every T has decided this is their staple TvP build, and i just mass stalkers, and laugh at them. Thank so much to whoever pointed out stalker kiting/micro vs marines, really made this build a joke to own.

On a side note, when i mention 6 rax to a T player, I can immediately tell that they are going it, and if they don't, they will go for banshee cloak cheese since they know i will counter marines. Either way, by the time their banshees have cloak, i have killed most of their workers etc, and have cannons in my main.. then i just wait for robo to come up, get a few obs, and gg.

I find it a bit disturbing that, with how unbalanced TvP was anyway (leaning heavily in T favor after all the buffs) all of these plat/diamond level T are feeling the need to use these all in cheese builds. What ever happened to owning us poor P the normal way?


First of all, T is not heavily favored over P...don't know who hit your head this morning....and second of all....you play against some uber noobs if they decide to do this against a Protoss player...its retarded...you don't even need stalkers, just keep building zealots and it'll rape this....that's just plain retarded.....play some better players.

The only way to mass marines against a Protoss player would be to go 2 rax reactor/tech lab marine/ghost combo. You need to have combat shields and stim though for that. Its good if you do that, but thats the only way I can think of to use mass marines effectively atm against Protoss.
Bibdy
Profile Joined March 2010
United States3481 Posts
July 19 2010 18:32 GMT
#110
Not surprised to be honest. Marines are just fucking deadly after a certain point.

Dunno what it is, but they just seem a whole hell of a lot more powerful than their SC1 counterpart.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 19 2010 18:34 GMT
#111
On July 20 2010 03:18 kungfu wrote:
Show nested quote +
On July 19 2010 08:19 ayababa wrote:
I think some people are underestimating how many marines u can have under the 6 minute mark.

although i dont use this build.. when i used to do marine all in's you can easily have 30-35 marines out by the 6 minute mark... this is ALOT of marines..

Im currently doing a +1 attack and shield push.. once both upgrades are done i move out with around 20 marines... its pretty hard to stop. Even if you do have enough roaches / stalkers.... reinforcments come in groups of 5. i transition into mech + expand.


I played against something exactly like this on a Desert Oasis match. (Haven't watched the replay to see if he got +1 att). The first marine push was pretty easy to hold off even with me doing a 1 gate -> stargate -> 2 voids -> 2nd gate + warpgates. It turned into a contain with me going chargelots + sentry. Busted the contain pretty easily due to guardian shield.

What killed me that game though was his transition into mass rine + 3-4 maraduers + 2-3 tank armies. My chargelots would all die at just about the time they were done cutting through the bio ball and I'd have to pull my sentries back from the tank fire. Even with me killing off his gold expo twice (he didn't take his natural), I wasn't able to win the game. Looking back on it, I probably would have done just fine if I had gotten even 1 phoenix.

I'm about a 1300 diamond.


No, you clearly aren't.
kungfu
Profile Joined May 2010
United States30 Posts
July 19 2010 18:49 GMT
#112
On July 20 2010 03:34 FabledIntegral wrote:
Show nested quote +
On July 20 2010 03:18 kungfu wrote:
On July 19 2010 08:19 ayababa wrote:
I think some people are underestimating how many marines u can have under the 6 minute mark.

although i dont use this build.. when i used to do marine all in's you can easily have 30-35 marines out by the 6 minute mark... this is ALOT of marines..

Im currently doing a +1 attack and shield push.. once both upgrades are done i move out with around 20 marines... its pretty hard to stop. Even if you do have enough roaches / stalkers.... reinforcments come in groups of 5. i transition into mech + expand.


I played against something exactly like this on a Desert Oasis match. (Haven't watched the replay to see if he got +1 att). The first marine push was pretty easy to hold off even with me doing a 1 gate -> stargate -> 2 voids -> 2nd gate + warpgates. It turned into a contain with me going chargelots + sentry. Busted the contain pretty easily due to guardian shield.

What killed me that game though was his transition into mass rine + 3-4 maraduers + 2-3 tank armies. My chargelots would all die at just about the time they were done cutting through the bio ball and I'd have to pull my sentries back from the tank fire. Even with me killing off his gold expo twice (he didn't take his natural), I wasn't able to win the game. Looking back on it, I probably would have done just fine if I had gotten even 1 phoenix.

I'm about a 1300 diamond.


No, you clearly aren't.


Woopsies. Obviously I'm not 1300 , I play some chess so I think of these ranking systems in the 1000's. Fixed the my post.
SkyTheUnknown
Profile Blog Joined May 2007
Germany2065 Posts
Last Edited: 2010-07-19 18:52:02
July 19 2010 18:50 GMT
#113
On July 20 2010 03:04 Dance.jhu wrote:
Not hard getting to diamond, it's hard to get past 500 points

Not with Terran And not too hard with the other race's either.

Just watch some Day9Daily's to get some grip of the strategys around - with the time you will get the proper gamesense.

The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown - H.P. Lovecraft
Shaithis
Profile Joined March 2010
United States383 Posts
July 19 2010 19:11 GMT
#114
On July 20 2010 03:12 FabledIntegral wrote:
Show nested quote +
On July 19 2010 07:39 Markwerf wrote:
Just wanted to point at that it's nonsense it's faster to save up money for your raxes and then put down 5 at one time. Making them as you go is better simply because you get more rax time you could get the same number of marines while using a rax less then for example. Getting downtime on scv's would just be poor macro.


I completely agree with your logic, but apparently many have done tests and such isn't the case. I have yet to understand why, but I remember the higher ups talking about why it's better to wait and drop them all at once.

You do that in many builds in BW as well, including the deep six, etc.

Show nested quote +
On July 20 2010 03:01 Shaithis wrote:
On July 20 2010 02:36 bakin1 wrote:
I just lost to this build last night. I play Terran. I did scout it and built hellions(w/igniter) via reactor + mauraders. I was over confident and the marine numbers were just too much especially since when I play vs terran, I don't wall off bc of seige tanks. I realize this was more late game and my oppoent didn't push early but still. If I played correctly, I should have won. More hellions + seige tech should own this. Obviously the most important thing is to scout it though.


Er, igniter hellions are most definitely NOT a way to counter a marine rush. Hellions themselves are just barely a soft counter to marines in numbers, and igniter upgrade requires a tech lab (which results in you having half the hellions you would have had with a reactor for the push). No wonder you lost, and no, you should not have won. Next time, build your own marines and get fast siege.



Wtf are you talking about, you didn't even see the rep, you have no idea if he "should have won" or not being dependent on the factor of him underestimating the marine count. Maybe he nearly held it off but failed because he built the Marauders? Jeez. No need to post like a complete ass.


Are you partaking of the Down's? There is no such thing as "underestimating the marine count," it's more like "produce enough units to be able to hold off the marine masser's 10 marine-per-minute production rate." There is nothing about tech-labbing hellion production that accomplishes this, and marauders were another bad idea.


On July 20 2010 03:16 bakin1 wrote:
Show nested quote +
On July 20 2010 03:01 Shaithis wrote:
On July 20 2010 02:36 bakin1 wrote:
I just lost to this build last night. I play Terran. I did scout it and built hellions(w/igniter) via reactor + mauraders. I was over confident and the marine numbers were just too much especially since when I play vs terran, I don't wall off bc of seige tanks. I realize this was more late game and my oppoent didn't push early but still. If I played correctly, I should have won. More hellions + seige tech should own this. Obviously the most important thing is to scout it though.


Er, igniter hellions are most definitely NOT a way to counter a marine rush. Hellions themselves are just barely a soft counter to marines in numbers, and igniter upgrade requires a tech lab (which results in you having half the hellions you would have had with a reactor for the push). No wonder you lost, and no, you should not have won. Next time, build your own marines and get fast siege.



You're probably right, but I did both. I went 1 rax/1 fac+reactor. Pumped hellions + built another fac + lab then went igniter tech to seige tech.


If you scout a massive bio push or suspect it, it's always a good idea to throw down additional rax of your own, and to use all of your gas for factory > tech > tanks + instant siege mode upgrade. Hellions really aren't the best choice.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 19 2010 19:16 GMT
#115
On July 20 2010 04:11 Shaithis wrote:
Show nested quote +
On July 20 2010 03:12 FabledIntegral wrote:
On July 19 2010 07:39 Markwerf wrote:
Just wanted to point at that it's nonsense it's faster to save up money for your raxes and then put down 5 at one time. Making them as you go is better simply because you get more rax time you could get the same number of marines while using a rax less then for example. Getting downtime on scv's would just be poor macro.


I completely agree with your logic, but apparently many have done tests and such isn't the case. I have yet to understand why, but I remember the higher ups talking about why it's better to wait and drop them all at once.

You do that in many builds in BW as well, including the deep six, etc.

On July 20 2010 03:01 Shaithis wrote:
On July 20 2010 02:36 bakin1 wrote:
I just lost to this build last night. I play Terran. I did scout it and built hellions(w/igniter) via reactor + mauraders. I was over confident and the marine numbers were just too much especially since when I play vs terran, I don't wall off bc of seige tanks. I realize this was more late game and my oppoent didn't push early but still. If I played correctly, I should have won. More hellions + seige tech should own this. Obviously the most important thing is to scout it though.


Er, igniter hellions are most definitely NOT a way to counter a marine rush. Hellions themselves are just barely a soft counter to marines in numbers, and igniter upgrade requires a tech lab (which results in you having half the hellions you would have had with a reactor for the push). No wonder you lost, and no, you should not have won. Next time, build your own marines and get fast siege.



Wtf are you talking about, you didn't even see the rep, you have no idea if he "should have won" or not being dependent on the factor of him underestimating the marine count. Maybe he nearly held it off but failed because he built the Marauders? Jeez. No need to post like a complete ass.


Are you partaking of the Down's? There is no such thing as "underestimating the marine count," it's more like "produce enough units to be able to hold off the marine masser's 10 marine-per-minute production rate." There is nothing about tech-labbing hellion production that accomplishes this, and marauders were another bad idea.


Show nested quote +
On July 20 2010 03:16 bakin1 wrote:
On July 20 2010 03:01 Shaithis wrote:
On July 20 2010 02:36 bakin1 wrote:
I just lost to this build last night. I play Terran. I did scout it and built hellions(w/igniter) via reactor + mauraders. I was over confident and the marine numbers were just too much especially since when I play vs terran, I don't wall off bc of seige tanks. I realize this was more late game and my oppoent didn't push early but still. If I played correctly, I should have won. More hellions + seige tech should own this. Obviously the most important thing is to scout it though.


Er, igniter hellions are most definitely NOT a way to counter a marine rush. Hellions themselves are just barely a soft counter to marines in numbers, and igniter upgrade requires a tech lab (which results in you having half the hellions you would have had with a reactor for the push). No wonder you lost, and no, you should not have won. Next time, build your own marines and get fast siege.



You're probably right, but I did both. I went 1 rax/1 fac+reactor. Pumped hellions + built another fac + lab then went igniter tech to seige tech.


If you scout a massive bio push or suspect it, it's always a good idea to throw down additional rax of your own, and to use all of your gas for factory > tech > tanks + instant siege mode upgrade. Hellions really aren't the best choice.


Of course there is, otherwise he wouldn't have said he was overconfident. Keep being a jerk though in your posting, we'll see how long it takes you to get banned from TL. You have no replay to go off, you don't know his situation, you're just being an arrogant prick.
Zyke
Profile Joined July 2010
United States16 Posts
July 19 2010 19:19 GMT
#116
On July 20 2010 03:25 Kiburn wrote:
Show nested quote +
On July 20 2010 01:34 Zyke wrote:
Ok, Kiburn, but that:
1. Sacrifices upgrades
2. Still puts 10 marines against a walled in 5 marines and a tank.
3. If Tanks and Vikings make it to Mid-game in tact, the harass on expansions is a tangible threat and MM doesn't get past tanks.


1) No, it doesn't...you're gonna be on 2 bases to his 1...you can make more units than him, AND still upgrade. And also, this build finishes the game in 12 minutes maximum-that's the longest TvT game I've had with this build because about 12 marines get to his base around the 5 minute mark (which already makes your #2 argument null-siege tanks and siege mode cannot be complete by then), and reinforcements of 6 marines are sent twice. I'm in mid-high Diamond (top 25) so I play against decent opponents, and most of the time, the marines cannot win the game.

However, it puts serious pressure on him and by the time he finishes the marines off, he will have a tank and a few marines, and by that time, my first wave of 6 marauders are already completed. I don't attack right away, but wait for the next wave of 6 twice (total of 18 marauders, and move in then. This wins the game most of the time. In the case that it doesn't, like I mentioned, just build turrets, which allows for upgrades at the ebay, and I've already had stim and conc shells for a while.

2) already addressed

3) In case you didn't know, marauders RAPE tanks, especially with stim. Marauders to somthing like 20 damage to tanks per shot which means 8 marauders one shot a tank, and I always have way more than 8 marauders. Stimmed marauders make quick work of tanks. Vikings? Vikings are a joke to marauders...even WORSE than tanks..plus...again, turrets in-base?


This is a really good opening...only thing I would change, is get one less rax in the beginning, cus I'm too low on minerals most of the time. but other than that, this build is really versatile.


Wait, you want to sacrifice troops for an expand? That's at least 4 marauders. You can't have an all in push with an expansion. The money you spend on economy will make the push weak.

Now with strategy: An un-sieged tank with 5 marines destroys 10 marines if it has position. You see, the ramp makes it so that I get to fire with all my units and you get to fire with half your units. You move men up the ramp to fire with all units, I get at least two free shots. Short work.

The marauders rely heavily on the first marine rush. By then I have 3 tanks, tech and some fluff marines or more if you don't do any damage with the ramp attack. This means the 8 marauders you send don't win. Especially if I'm not dumb when placing the tanks.
Flip enemy crab and attack it's weak point for massive damage!
Hynda
Profile Blog Joined June 2010
Sweden2226 Posts
July 19 2010 19:36 GMT
#117
pretty much all terrans in my league has adopted this, which makes TvT a joke for me since they just get so far behind losing all those marines.
Guilloteen
Profile Joined May 2010
United States128 Posts
July 19 2010 19:59 GMT
#118
On July 20 2010 04:19 Zyke wrote:
Show nested quote +
On July 20 2010 03:25 Kiburn wrote:
On July 20 2010 01:34 Zyke wrote:
Ok, Kiburn, but that:
1. Sacrifices upgrades
2. Still puts 10 marines against a walled in 5 marines and a tank.
3. If Tanks and Vikings make it to Mid-game in tact, the harass on expansions is a tangible threat and MM doesn't get past tanks.


1) No, it doesn't...you're gonna be on 2 bases to his 1...you can make more units than him, AND still upgrade. And also, this build finishes the game in 12 minutes maximum-that's the longest TvT game I've had with this build because about 12 marines get to his base around the 5 minute mark (which already makes your #2 argument null-siege tanks and siege mode cannot be complete by then), and reinforcements of 6 marines are sent twice. I'm in mid-high Diamond (top 25) so I play against decent opponents, and most of the time, the marines cannot win the game.

However, it puts serious pressure on him and by the time he finishes the marines off, he will have a tank and a few marines, and by that time, my first wave of 6 marauders are already completed. I don't attack right away, but wait for the next wave of 6 twice (total of 18 marauders, and move in then. This wins the game most of the time. In the case that it doesn't, like I mentioned, just build turrets, which allows for upgrades at the ebay, and I've already had stim and conc shells for a while.

2) already addressed

3) In case you didn't know, marauders RAPE tanks, especially with stim. Marauders to somthing like 20 damage to tanks per shot which means 8 marauders one shot a tank, and I always have way more than 8 marauders. Stimmed marauders make quick work of tanks. Vikings? Vikings are a joke to marauders...even WORSE than tanks..plus...again, turrets in-base?


This is a really good opening...only thing I would change, is get one less rax in the beginning, cus I'm too low on minerals most of the time. but other than that, this build is really versatile.


Wait, you want to sacrifice troops for an expand? That's at least 4 marauders. You can't have an all in push with an expansion. The money you spend on economy will make the push weak.

Now with strategy: An un-sieged tank with 5 marines destroys 10 marines if it has position. You see, the ramp makes it so that I get to fire with all my units and you get to fire with half your units. You move men up the ramp to fire with all units, I get at least two free shots. Short work.

The marauders rely heavily on the first marine rush. By then I have 3 tanks, tech and some fluff marines or more if you don't do any damage with the ramp attack. This means the 8 marauders you send don't win. Especially if I'm not dumb when placing the tanks.


First of all, this is NOT an all-in...its an OPENING.

Second of all, you WON'T have 3 tanks and tech coming by the time I have marauders in your base, and even if you do, tanks get obliterated by marauders in such small numbers (like 3 tanks)...I can bust a supply depot(if you wall), stim, run in, AND kill all three tanks with the 18 marauders I'd have.
Opti
Profile Joined April 2010
United States155 Posts
July 19 2010 20:08 GMT
#119
On July 20 2010 03:29 Kiburn wrote:
Show nested quote +
On July 20 2010 03:19 Opti wrote:
So yeah it seems like overnight every T has decided this is their staple TvP build, and i just mass stalkers, and laugh at them. Thank so much to whoever pointed out stalker kiting/micro vs marines, really made this build a joke to own.

On a side note, when i mention 6 rax to a T player, I can immediately tell that they are going it, and if they don't, they will go for banshee cloak cheese since they know i will counter marines. Either way, by the time their banshees have cloak, i have killed most of their workers etc, and have cannons in my main.. then i just wait for robo to come up, get a few obs, and gg.

I find it a bit disturbing that, with how unbalanced TvP was anyway (leaning heavily in T favor after all the buffs) all of these plat/diamond level T are feeling the need to use these all in cheese builds. What ever happened to owning us poor P the normal way?


First of all, T is not heavily favored over P...don't know who hit your head this morning....and second of all....you play against some uber noobs if they decide to do this against a Protoss player...its retarded...you don't even need stalkers, just keep building zealots and it'll rape this....that's just plain retarded.....play some better players.

The only way to mass marines against a Protoss player would be to go 2 rax reactor/tech lab marine/ghost combo. You need to have combat shields and stim though for that. Its good if you do that, but thats the only way I can think of to use mass marines effectively atm against Protoss.


Actually, with how all in this build is, zealots really can't put a dent in the build as long as the T does a tiny bit of micro. Literally in the time it takes the zealot to get to the pile, it dies, at best it gets off 1 swing, maybe 2, even if you push an entire line of zealots. I know what you're thinking, because i thought it too. Zealots > marine, especially in an open field, but when marines hit a critical mass they are one of the highest dps units available, and even zeals don't stand a chance. Maybe with charge and surround with tons of zeals, but typically this push happens far too early in the game to have chargelots.

Secondly, yes T > P right now, mainly because 1 rax FE is extremely difficult to counter as P and puts the P at an eco disadvantage early. It's not a HUGE margin, don't get me wrong, and it's only that 1 rax FE that i think is so powerful. I beat T just as much as i lose to them, and I'm #7 on my diamond division (which admittedly isn't saying much since i only have just over 400 points) so i'm not just playing against total noobs.

So really, if you think that going mass zealots will rape marines at critical mass.. im sorry but i think you're wrong. It's the same idea as when a MM ball hits critical mass. Sure in the early stages, chargelots, even zealots with just some decent FF usage will kill a MM ball, but later on the zealots just die too friggin fast to do much damage, because all of the MM get off a couple shots before the zeals even get into range. Of course at this point hopefully the P would have colossi stalkers etc, and so the fight is even.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
July 19 2010 20:13 GMT
#120
On July 18 2010 20:49 Cola.bier wrote:
obvious, troll is obvious (I really hope so)

This is the shittiest build I have ever seen, cant imagine any good players losing to this.

#1 Diamond doesnt mean anything btw, just post your stats and points.

At Maximum, this works for a cheese from time to time, but not even against semi good players.

PS: I play on europe, although US seems weaker I highly doubt you guys are that hardroce fai0rs :/

I agree with you, but I don't think it's a troll. I actually believe that this guy climbed to #1 with it considering how bad everyone is on ladder and the fact that terran has so many tech options and is difficult to scout.
..and then I would, ya know, check em'. (Aka SpoR)
Prev 1 4 5 6 7 8 19 Next All
Please log in or register to reply.
Live Events Refresh
OSC
08:00
OSC Elite Rising Star #21
CranKy Ducklings73
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ViBE141
RuFF_SC2 41
StarCraft: Brood War
Rain 2413
GuemChi 1453
Artosis 651
ProTech184
Leta 84
Aegong 28
Dota 2
syndereN483
NeuroSwarm159
LuMiX0
League of Legends
Doublelift3436
JimRising 628
Counter-Strike
Fnx 1326
Super Smash Bros
hungrybox945
AZ_Axe134
Other Games
summit1g10396
PiGStarcraft420
C9.Mang0299
Organizations
Other Games
gamesdonequick978
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 92
• EnkiAlexander 42
• musti20045 22
• CranKy Ducklings SOOP11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1227
Upcoming Events
KCM Race Survival
9h 6m
IntoTheTV X SOOP
10h 6m
SHIN vs GuMiho
Clem vs Classic
OSC
21h 6m
WardiTV Invitational
1d 11h
GSL
1d 11h
Epic.LAN
1d 12h
Replay Cast
1d 22h
Sparkling Tuna Cup
2 days
Epic.LAN
2 days
AI Arena Tournament
2 days
[ Show More ]
Yamato Cup
3 days
Map Test Tournament
3 days
WardiTV Weekly
4 days
Replay Cast
4 days
Rogue vs Classic
Patches Events
5 days
PiGosaur Cup
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Proleague 2026-10-27
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.