• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:42
CEST 13:42
KST 20:42
  • 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
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy12ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple5Aligulac acquired by REPLAYMAN.com/Stego Research3Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational Weekly Cups (March 23-29): herO takes triple Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
[ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Ro24 Group E [Megathread] Daily Proleagues [ASL21] Ro24 Group D [ASL21] Ro24 Group C
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2779 users

[D] Simple T build got me to #1 in Diamond - Page 8

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 6 7 8 9 10 19 Next All
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-07-20 21:37:27
July 20 2010 21:36 GMT
#141
On July 21 2010 06:34 Kiburn wrote:
Show nested quote +
On July 21 2010 06:21 iEchoic wrote:
On July 21 2010 06:17 Kiburn wrote:
...ALL using the delayed 6 rax build. That is pretty clear evidence that this build is completely viable.


The build isn't viable, just because a build does well in low-diamond ladder matches doesn't mean it's 'viable'. It only works on ladder because anyone who plays him more than once can just counter it. It's a cheese. Making a million marines is never going to be a build that can be used in a tournament situation repeatedly.

There are tons of cheeses where you can get to diamond and win games. How does that make them viable?

In a best of 3 series a Z player can just make banelings and a p player can just forcefield his ramp indefinitely until he gets colossus or templar. A T player can have 2 siege tanks by time this attack hits. 2 siege tanks + walled choke would handle this.


If, and IF, I look at you're replay, and you do everything right, and the opponent still defeats you BY TOO MUCH OF A MARGIN to call this build viable, then at that time, I will step up and admit that I was wrong and I will scrap this build as no good. But until then, I'll continue supporting this as a viable opening.


Your only evidence is ladder games (and only having a mediocre record in low-diamond as well) - nobody is blindly dismissing the strategy, they're just pointing out that tons of cheeses can get you into diamond but they're not reliable strategies. You can proxy gate in someone's base every game to diamond.

The game is down right now so if you can't discuss a strategy without the game being up to test it right now on, you might as well not post because you're just going to get frustrated.
vileEchoic -- clanvile.com
Sabresandiego
Profile Joined July 2010
United States227 Posts
Last Edited: 2010-07-20 21:45:20
July 20 2010 21:42 GMT
#142
Anyone who says this build is not viable is a complete tool. No build is perfect, but this build is very strong. I am considering using a variation of this build as my standard opening from now on, I am a rank 8 Diamond player. Even if the marine rush fails, you now have 5-6 rax which is an awesome benefit. You can early expand, or get gas and tech. You can switch to mass marauders, or do a mix. You can do many things with this build considering you do not sacrifice economy, except early gas.

Also, what besides this strategy counters a 4 gate all in toss on blistering sands where he can break your back door? I was matched up against TLO who was playing Protoss, and I was still a newb in diamond. I did a standard terran build, and he just came through the back door with a 4 gate push and crushed me. Had I done this build I may have survived. What else stops a 4 gate push on blistering sands?
Terran
Sabresandiego
Profile Joined July 2010
United States227 Posts
Last Edited: 2010-07-20 21:49:43
July 20 2010 21:48 GMT
#143
Also, I am trying to modify this build to work against all races in all situations. Much easier said then done, considering that a large part of the strength of this build relies on no gas and 1 marine wall off, into mass rax.

My idea is to possible cut 1 or 2 rax in favor of gas for tech lab upgrades, or engineering bay upgrades, but that may destroy the build- And against banelings upgrades are worthless, the only answer is simply more marines.
Terran
Guilloteen
Profile Joined May 2010
United States128 Posts
July 20 2010 21:51 GMT
#144

Your only evidence is ladder games (and only having a mediocre record in low-diamond as well) - nobody is blindly dismissing the strategy, they're just pointing out that tons of cheeses can get you into diamond but they're not reliable strategies. You can proxy gate in someone's base every game to diamond.

The game is down right now so if you can't discuss a strategy without the game being up to test it right now on, you might as well not post because you're just going to get frustrated.


I only played 50 ladder games, so its not wise to judge my skill on the few games I played. The record I posted earlier was gimpygimpy's not mine. Also, you're right about the last part, there's no point arguing about the build at this point, which is why I said wait til release.

The only thing I wanted to say about your last post is that you keep throwing in the word 'cheese.' What is your definition of cheese? Here is what Team Liquid says about cheese, and I agree with this definition:

Cheese is a negative expression which refers to a strategy that is highly unconventional and designed to take one's opponent by surprise. In general, cheese is nearly impossible to defeat if it is not scouted but easy to defeat if it is scouted.

This build (or rather, I should mention, MY adjusted version of this build, but basically the same basic concept of it) is neither. It is not impossible to defeat. As you stated-it's beatable. Nor is it EASY to defeat even when scouted. Why? because although marines are weak, we can all agree on that, the sheer number of them busting in with the first attack, is enough that, although beatable, does considerable damage before being beaten.

That's all I have to say. I'm not saying you're completely wrong. For all we both know, I could be terribly terribly wrong, as I only tried this build about 7 times in the Diamond league ladder games. All I'm asking at this point, is you admit this as a build that has POSSIBLE potential (note i'm not asking you to claim this as a great build atm), until release day. We can all do more testing then, TOGETHER, and figure out why it works or doesn't work.

The point for this thread, and my posts, are in hopes that we, as one community can put our ideas together for a build like this and understand TOGETHER why it works or doesn't work. atm, I just happen to stand on the side that believes it works, while you're standing on the side that doesn't. That's fair, but its also fair that we keep our minds open, no?
Sabresandiego
Profile Joined July 2010
United States227 Posts
July 20 2010 21:53 GMT
#145
On July 21 2010 06:51 Kiburn wrote:
Show nested quote +

Your only evidence is ladder games (and only having a mediocre record in low-diamond as well) - nobody is blindly dismissing the strategy, they're just pointing out that tons of cheeses can get you into diamond but they're not reliable strategies. You can proxy gate in someone's base every game to diamond.

The game is down right now so if you can't discuss a strategy without the game being up to test it right now on, you might as well not post because you're just going to get frustrated.


I only played 50 ladder games, so its not wise to judge my skill on the few games I played. The record I posted earlier was gimpygimpy's not mine. Also, you're right about the last part, there's no point arguing about the build at this point, which is why I said wait til release.

The only thing I wanted to say about your last post is that you keep throwing in the word 'cheese.' What is your definition of cheese? Here is what Team Liquid says about cheese, and I agree with this definition:

Cheese is a negative expression which refers to a strategy that is highly unconventional and designed to take one's opponent by surprise. In general, cheese is nearly impossible to defeat if it is not scouted but easy to defeat if it is scouted.

This build (or rather, I should mention, MY adjusted version of this build, but basically the same basic concept of it) is neither. It is not impossible to defeat. As you stated-it's beatable. Nor is it EASY to defeat even when scouted. Why? because although marines are weak, we can all agree on that, the sheer number of them busting in with the first attack, is enough that, although beatable, does considerable damage before being beaten.

That's all I have to say. I'm not saying you're completely wrong. For all we both know, I could be terribly terribly wrong, as I only tried this build about 7 times in the Diamond league ladder games. All I'm asking at this point, is you admit this as a build that has POSSIBLE potential (note i'm not asking you to claim this as a great build atm), until release day. We can all do more testing then, TOGETHER, and figure out why it works or doesn't work.

The point for this thread, and my posts, are in hopes that we, as one community can put our ideas together for a build like this and understand TOGETHER why it works or doesn't work. atm, I just happen to stand on the side that believes it works, while you're standing on the side that doesn't. That's fair, but its also fair that we keep our minds open, no?


Im still curious how terran stops a 4 gate push, or 3 gate robo timing pushes (which hit at around 7 min mark) on maps where you cant walloff due to a breakable back door (blistering sands)
Terran
RandomBS
Profile Joined July 2010
United States130 Posts
Last Edited: 2010-07-20 21:57:29
July 20 2010 21:55 GMT
#146
I think dropping one gas with the next 75 minerals after your 5 barracks will work well. You don't really sacrifice anything because the you will have more than enough for marines once the barracks actually finish. You should be able to get a tech lab on your first rax (the one you build at 12) around the time the barracks complete and you start pumping marines. Throwing a few marauders into the rally can't hurt, plus the lab allows for stim or combat shield. Not to mention it makes the build less all-in as you can drop a factory right after.

Also you should send a SCV a bit behind the opening push to build a bunker, the opponent will be focused on the 25 marines coming up the ramp while the bunker finishes, and your stream of marines will rally right into it. If the push fails the bunker contain will give you enough time to expand.

"an intelligent zerg will go 2 hatch, my build was designed to take advantage of that and so lost because he went 3 hatch. going 3 hatch is utterly retarded for the reasons i just explained so yes i did lose because he did something dumb." -idra
Sabresandiego
Profile Joined July 2010
United States227 Posts
July 20 2010 22:01 GMT
#147
On July 21 2010 06:55 RandomBS wrote:
I think dropping one gas with the next 75 minerals after your 5 barracks will work well. You don't really sacrifice anything because the you will have more than enough for marines once the barracks actually finish. You should be able to get a tech lab on your first rax (the one you build at 12) around the time the barracks complete and you start pumping marines. Throwing a few marauders into the rally can't hurt, plus the lab allows for stim or combat shield. Not to mention it makes the build less all-in as you can drop a factory right after.

Also you should send a SCV a bit behind the opening push to build a bunker, the opponent will be focused on the 25 marines coming up the ramp while the bunker finishes, and your stream of marines will rally right into it. If the push fails the bunker contain will give you enough time to expand.



That is a good idea, even dropping 2 gasses would work, considering the large influx of minerals you have from not mining gas for so long. You could still support the 6 rax constant marine prodction even with 2 gas because of mules.
Terran
dekuschrub
Profile Joined May 2008
United States2069 Posts
July 20 2010 22:06 GMT
#148
this just shows how bad diamond really is...

as a terran player I can say that i would never lose to this unless you very cleverly hide your build. a bunker can kill so many marines its retarded, and then when the first tank comes youre toast.

could be a good cheese though no doubt there.
Shaithis
Profile Joined March 2010
United States383 Posts
July 20 2010 22:09 GMT
#149
On July 20 2010 01:27 Shaithis wrote:
Mass marines have been effective forever, as they are probably the most powerful unit in the game in terms of cost / benefit, and are available at the start of the match. That said, this strat is definitely a form of cheddar as it relies on standard play from your opponent. The appropriate counter is to mass your own T1 and make some static D while doing a slow tech to a counter, as any time spent teching will result in you having a significantly smaller army than the marine masser when he comes knockin'.


Gonna bump my own post, since so many of you copper nubs still don't understand this basic concept. Quality of TL discussions has gone downhill so much in the past month that I think it's time to implement a rating requirement.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
July 20 2010 22:10 GMT
#150
Will upload replay of Avilo trying this no-gas 6 rax cheese against my P shortly. FWIW, we both finished beta fairly high up on the US server.

I played a standard 13-gate timing, and was planning to 4-gate because the Blistering Sands begs for early aggression. His attack fizzled pretty easily with a little stalker micro, and I was later able to pick of a group of marines with forcefields. I used DT's to buy time to expo and then eventually rolled over his marine-ghost composition with collosi.

All in all, the 6-rax cheese gives you a pretty scary 60 second timing window, but it's nothing that can't be handled with a little micro, and while it doesn't gimp your economy, it sets you WAY behind on tech, so DT's and collosi are big threats if the game goes into the middle stages.

Also, his APM is way higher than mine, but we had almost identical winning percentages.

Sabresandiego
Profile Joined July 2010
United States227 Posts
July 20 2010 22:11 GMT
#151
On July 21 2010 07:06 dekuschrub wrote:
this just shows how bad diamond really is...

as a terran player I can say that i would never lose to this unless you very cleverly hide your build. a bunker can kill so many marines its retarded, and then when the first tank comes youre toast.

could be a good cheese though no doubt there.


If you have a bunker, a smart player doing this strategy would back off until he had the critical amount of marines to beat 1 bunker (like 12?). If you had a bunker with repairs, then a good player would just backoff, stop producing marines, and switch to mass marauders and either expand or tech.

What makes you think a good player is going to suicide in all his marines if you have countered the build? He will adapt. The build is viable, you are foolish for thinking that you are forced to suicide all your marines with this build.
Terran
Guilloteen
Profile Joined May 2010
United States128 Posts
July 20 2010 22:14 GMT
#152
On July 21 2010 07:10 kcdc wrote:
Will upload replay of Avilo trying this no-gas 6 rax cheese against my P shortly. FWIW, we both finished beta fairly high up on the US server.

I played a standard 13-gate timing, and was planning to 4-gate because the Blistering Sands begs for early aggression. His attack fizzled pretty easily with a little stalker micro, and I was later able to pick of a group of marines with forcefields. I used DT's to buy time to expo and then eventually rolled over his marine-ghost composition with collosi.

All in all, the 6-rax cheese gives you a pretty scary 60 second timing window, but it's nothing that can't be handled with a little micro, and while it doesn't gimp your economy, it sets you WAY behind on tech, so DT's and collosi are big threats if the game goes into the middle stages.

Also, his APM is way higher than mine, but we had almost identical winning percentages.



I haven't used this build at all against protoss, just because of this. a few stalkers, and its no good. If they don't micro, its great, but thats something I won't risk. I only posted this as a viable strat against Z and T.
Sabresandiego
Profile Joined July 2010
United States227 Posts
Last Edited: 2010-07-20 22:18:08
July 20 2010 22:17 GMT
#153
On July 21 2010 07:14 Kiburn wrote:
Show nested quote +
On July 21 2010 07:10 kcdc wrote:
Will upload replay of Avilo trying this no-gas 6 rax cheese against my P shortly. FWIW, we both finished beta fairly high up on the US server.

I played a standard 13-gate timing, and was planning to 4-gate because the Blistering Sands begs for early aggression. His attack fizzled pretty easily with a little stalker micro, and I was later able to pick of a group of marines with forcefields. I used DT's to buy time to expo and then eventually rolled over his marine-ghost composition with collosi.

All in all, the 6-rax cheese gives you a pretty scary 60 second timing window, but it's nothing that can't be handled with a little micro, and while it doesn't gimp your economy, it sets you WAY behind on tech, so DT's and collosi are big threats if the game goes into the middle stages.

Also, his APM is way higher than mine, but we had almost identical winning percentages.



I haven't used this build at all against protoss, just because of this. a few stalkers, and its no good. If they don't micro, its great, but thats something I won't risk. I only posted this as a viable strat against Z and T.


thats not true, if you charge at the enemy base, sure you will lose a few marines to stalker micro, but they are expendable. Once you get to his base, he can no longer run away while you demolish his probes. All that stalker micro can screw up his macro too.

Having even 1 marauder with concussive shells would also be useful, and you can do it if you immediately get gas after plopping down your 4-6rax.
Terran
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2010-07-20 22:22:11
July 20 2010 22:21 GMT
#154
On July 21 2010 07:11 Sabresandiego wrote:
Show nested quote +
On July 21 2010 07:06 dekuschrub wrote:
this just shows how bad diamond really is...

as a terran player I can say that i would never lose to this unless you very cleverly hide your build. a bunker can kill so many marines its retarded, and then when the first tank comes youre toast.

could be a good cheese though no doubt there.


If you have a bunker, a smart player doing this strategy would back off until he had the critical amount of marines to beat 1 bunker (like 12?). If you had a bunker with repairs, then a good player would just backoff, stop producing marines, and switch to mass marauders and either expand or tech.

What makes you think a good player is going to suicide in all his marines if you have countered the build? He will adapt. The build is viable, you are foolish for thinking that you are forced to suicide all your marines with this build.

i can't really judge this build too harshly because i haven't watched the replays (no longer works) but a single bunker has 400hp and only takes 5 dmg from marines. there's very little adapting to do because you cut scvs so early to get 750 asap to throw down 5 barracks only to end up having your 15-20 marines sit at the bottom of someones ramp while they hold height advantage, control the ramp, can get 100% cost back from bunkers, probably has siege on the way, and a cc starting soon.

not to say that it will fail 100% of the time but terrans usually scan each other in tvt around the time their tech paths may diverge or earlier if they are unable to get a scout in your base. judging by the enormous lack of replays in this thread presented before beta went down i'm going to go ahead and say this build isn't quite as effective as most people in this thread want you to believe.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Sabresandiego
Profile Joined July 2010
United States227 Posts
July 20 2010 22:23 GMT
#155
On July 21 2010 07:21 mahnini wrote:
Show nested quote +
On July 21 2010 07:11 Sabresandiego wrote:
On July 21 2010 07:06 dekuschrub wrote:
this just shows how bad diamond really is...

as a terran player I can say that i would never lose to this unless you very cleverly hide your build. a bunker can kill so many marines its retarded, and then when the first tank comes youre toast.

could be a good cheese though no doubt there.


If you have a bunker, a smart player doing this strategy would back off until he had the critical amount of marines to beat 1 bunker (like 12?). If you had a bunker with repairs, then a good player would just backoff, stop producing marines, and switch to mass marauders and either expand or tech.

What makes you think a good player is going to suicide in all his marines if you have countered the build? He will adapt. The build is viable, you are foolish for thinking that you are forced to suicide all your marines with this build.

i can't really judge this build too harshly because i haven't watched the replays (no longer works) but a single bunker has 400hp and only takes 5 dmg from marines. there's very little adapting to do because you cut scvs so early to get 750 asap to throw down 5 barracks only to end up having your 15-20 marines sit at the bottom of someones ramp while they hold height advantage, control the ramp, can get 100% cost back from bunkers, probably has siege on the way, and a cc starting soon.

not to say that it will fail 100% of the time but terrans usually scan each other in tvt around the time their tech paths may diverge or earlier if they are unable to get a scout in your base. judging by the enormous lack of replays in this thread presented before beta went down i'm going to go ahead and say this build isn't quite as effective as most people in this thread want you to believe.


Many of your points are correct, however I do not cut any scv's in this build ever. The only thing Im cutting is gas.
Terran
mahnini
Profile Blog Joined October 2005
United States6862 Posts
July 20 2010 22:35 GMT
#156
On July 21 2010 07:23 Sabresandiego wrote:
Show nested quote +
On July 21 2010 07:21 mahnini wrote:
On July 21 2010 07:11 Sabresandiego wrote:
On July 21 2010 07:06 dekuschrub wrote:
this just shows how bad diamond really is...

as a terran player I can say that i would never lose to this unless you very cleverly hide your build. a bunker can kill so many marines its retarded, and then when the first tank comes youre toast.

could be a good cheese though no doubt there.


If you have a bunker, a smart player doing this strategy would back off until he had the critical amount of marines to beat 1 bunker (like 12?). If you had a bunker with repairs, then a good player would just backoff, stop producing marines, and switch to mass marauders and either expand or tech.

What makes you think a good player is going to suicide in all his marines if you have countered the build? He will adapt. The build is viable, you are foolish for thinking that you are forced to suicide all your marines with this build.

i can't really judge this build too harshly because i haven't watched the replays (no longer works) but a single bunker has 400hp and only takes 5 dmg from marines. there's very little adapting to do because you cut scvs so early to get 750 asap to throw down 5 barracks only to end up having your 15-20 marines sit at the bottom of someones ramp while they hold height advantage, control the ramp, can get 100% cost back from bunkers, probably has siege on the way, and a cc starting soon.

not to say that it will fail 100% of the time but terrans usually scan each other in tvt around the time their tech paths may diverge or earlier if they are unable to get a scout in your base. judging by the enormous lack of replays in this thread presented before beta went down i'm going to go ahead and say this build isn't quite as effective as most people in this thread want you to believe.


Many of your points are correct, however I do not cut any scv's in this build ever. The only thing Im cutting is gas.

even if you're only cutting gas if your initial bust fails you are very far behind. marines will melt to siege tanks so you won't really be able to pressure when he gets 2-3 sieged at his nat, you cut scvs to pump marines out of 6 rax, you haven't even started your fact yet so you will be way behind in tank count as well as viking count, you have no expansion, and all you have are tons of extra barracks which are practially useless.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Sabresandiego
Profile Joined July 2010
United States227 Posts
July 20 2010 22:40 GMT
#157
On July 21 2010 07:35 mahnini wrote:
Show nested quote +
On July 21 2010 07:23 Sabresandiego wrote:
On July 21 2010 07:21 mahnini wrote:
On July 21 2010 07:11 Sabresandiego wrote:
On July 21 2010 07:06 dekuschrub wrote:
this just shows how bad diamond really is...

as a terran player I can say that i would never lose to this unless you very cleverly hide your build. a bunker can kill so many marines its retarded, and then when the first tank comes youre toast.

could be a good cheese though no doubt there.


If you have a bunker, a smart player doing this strategy would back off until he had the critical amount of marines to beat 1 bunker (like 12?). If you had a bunker with repairs, then a good player would just backoff, stop producing marines, and switch to mass marauders and either expand or tech.

What makes you think a good player is going to suicide in all his marines if you have countered the build? He will adapt. The build is viable, you are foolish for thinking that you are forced to suicide all your marines with this build.

i can't really judge this build too harshly because i haven't watched the replays (no longer works) but a single bunker has 400hp and only takes 5 dmg from marines. there's very little adapting to do because you cut scvs so early to get 750 asap to throw down 5 barracks only to end up having your 15-20 marines sit at the bottom of someones ramp while they hold height advantage, control the ramp, can get 100% cost back from bunkers, probably has siege on the way, and a cc starting soon.

not to say that it will fail 100% of the time but terrans usually scan each other in tvt around the time their tech paths may diverge or earlier if they are unable to get a scout in your base. judging by the enormous lack of replays in this thread presented before beta went down i'm going to go ahead and say this build isn't quite as effective as most people in this thread want you to believe.


Many of your points are correct, however I do not cut any scv's in this build ever. The only thing Im cutting is gas.

even if you're only cutting gas if your initial bust fails you are very far behind. marines will melt to siege tanks so you won't really be able to pressure when he gets 2-3 sieged at his nat, you cut scvs to pump marines out of 6 rax, you haven't even started your fact yet so you will be way behind in tank count as well as viking count, you have no expansion, and all you have are tons of extra barracks which are practially useless.


You don't cut scv to pump out of 6 rax. And if your early marines cant go through a bunker, you simply switch to mass marauders and expand. Marauders beat tanks in early game.
Terran
Guilloteen
Profile Joined May 2010
United States128 Posts
July 20 2010 22:55 GMT
#158
On July 21 2010 07:35 mahnini wrote:
Show nested quote +
On July 21 2010 07:23 Sabresandiego wrote:
On July 21 2010 07:21 mahnini wrote:
On July 21 2010 07:11 Sabresandiego wrote:
On July 21 2010 07:06 dekuschrub wrote:
this just shows how bad diamond really is...

as a terran player I can say that i would never lose to this unless you very cleverly hide your build. a bunker can kill so many marines its retarded, and then when the first tank comes youre toast.

could be a good cheese though no doubt there.


If you have a bunker, a smart player doing this strategy would back off until he had the critical amount of marines to beat 1 bunker (like 12?). If you had a bunker with repairs, then a good player would just backoff, stop producing marines, and switch to mass marauders and either expand or tech.

What makes you think a good player is going to suicide in all his marines if you have countered the build? He will adapt. The build is viable, you are foolish for thinking that you are forced to suicide all your marines with this build.

i can't really judge this build too harshly because i haven't watched the replays (no longer works) but a single bunker has 400hp and only takes 5 dmg from marines. there's very little adapting to do because you cut scvs so early to get 750 asap to throw down 5 barracks only to end up having your 15-20 marines sit at the bottom of someones ramp while they hold height advantage, control the ramp, can get 100% cost back from bunkers, probably has siege on the way, and a cc starting soon.

not to say that it will fail 100% of the time but terrans usually scan each other in tvt around the time their tech paths may diverge or earlier if they are unable to get a scout in your base. judging by the enormous lack of replays in this thread presented before beta went down i'm going to go ahead and say this build isn't quite as effective as most people in this thread want you to believe.


Many of your points are correct, however I do not cut any scv's in this build ever. The only thing Im cutting is gas.

even if you're only cutting gas if your initial bust fails you are very far behind. marines will melt to siege tanks so you won't really be able to pressure when he gets 2-3 sieged at his nat, you cut scvs to pump marines out of 6 rax, you haven't even started your fact yet so you will be way behind in tank count as well as viking count, you have no expansion, and all you have are tons of extra barracks which are practially useless.


The great thing about this build is that you don't NEED to get tanks or vikings. You can pump so many marauders soooo quickly compared to the amount of tanks coming out, and marauders already rape tanks, ESPECIALLY with stim. Tanks die so quickly to marauders. This also allows you too completely bypass the viking battle....no air units? nothing for vikings to kill. Land the vikings? Bye bye vikings, here comes armored units' worst enemy: marauders. Banshees? Its ok, I have turrets at my base already (you should have them by then), and I can disregard banshees, because I can bust in with all my marauders, kill whatever units you have, and kill your starport before your one or two banshees can kill ALL my marauders.

The thing is, you make good points, but with this opening, despite people saying I won't have enough money for everything, I'm on 5 raxes total, pumping units from each one and still having enough money left over to throw down a CC, and some turrets. Like i said, its cus

1) no energy wasted on scans
2) late gas=earlier mineral saturation and stockpiled minerals

Now, it was mentioned before, but the late gas means I get a slightly later stim, but honestly, with the sheer number of units I can get, its worth it all.

One of the most important things? Tank/vikings is incredibly immobile (well, the tanks anyway), so I maintain COMPLETE map control from the beginning. I already said I only played about 7 games in mid-high diamond with this, so I'm gonna need to do some more testing, but all 7 games, I was able to EASILY contain him from getting more than one base, cus they just can't move fast enough to defend against stimmed marauders waltzing around the whole map.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-07-20 23:00:06
July 20 2010 22:59 GMT
#159
The thing about mass marauders is that adding ravens makes them near-useless. You don't control the air so you can't stop them.

Dropping a PDD at an enemy's base who is massing marauders really decreases the power of their army. This is why BratOK and the like do marauder + viking and not just all marauder.
vileEchoic -- clanvile.com
mahnini
Profile Blog Joined October 2005
United States6862 Posts
July 20 2010 23:17 GMT
#160
On July 21 2010 07:55 Kiburn wrote:
Show nested quote +
On July 21 2010 07:35 mahnini wrote:
On July 21 2010 07:23 Sabresandiego wrote:
On July 21 2010 07:21 mahnini wrote:
On July 21 2010 07:11 Sabresandiego wrote:
On July 21 2010 07:06 dekuschrub wrote:
this just shows how bad diamond really is...

as a terran player I can say that i would never lose to this unless you very cleverly hide your build. a bunker can kill so many marines its retarded, and then when the first tank comes youre toast.

could be a good cheese though no doubt there.


If you have a bunker, a smart player doing this strategy would back off until he had the critical amount of marines to beat 1 bunker (like 12?). If you had a bunker with repairs, then a good player would just backoff, stop producing marines, and switch to mass marauders and either expand or tech.

What makes you think a good player is going to suicide in all his marines if you have countered the build? He will adapt. The build is viable, you are foolish for thinking that you are forced to suicide all your marines with this build.

i can't really judge this build too harshly because i haven't watched the replays (no longer works) but a single bunker has 400hp and only takes 5 dmg from marines. there's very little adapting to do because you cut scvs so early to get 750 asap to throw down 5 barracks only to end up having your 15-20 marines sit at the bottom of someones ramp while they hold height advantage, control the ramp, can get 100% cost back from bunkers, probably has siege on the way, and a cc starting soon.

not to say that it will fail 100% of the time but terrans usually scan each other in tvt around the time their tech paths may diverge or earlier if they are unable to get a scout in your base. judging by the enormous lack of replays in this thread presented before beta went down i'm going to go ahead and say this build isn't quite as effective as most people in this thread want you to believe.


Many of your points are correct, however I do not cut any scv's in this build ever. The only thing Im cutting is gas.

even if you're only cutting gas if your initial bust fails you are very far behind. marines will melt to siege tanks so you won't really be able to pressure when he gets 2-3 sieged at his nat, you cut scvs to pump marines out of 6 rax, you haven't even started your fact yet so you will be way behind in tank count as well as viking count, you have no expansion, and all you have are tons of extra barracks which are practially useless.


The great thing about this build is that you don't NEED to get tanks or vikings. You can pump so many marauders soooo quickly compared to the amount of tanks coming out, and marauders already rape tanks, ESPECIALLY with stim. Tanks die so quickly to marauders. This also allows you too completely bypass the viking battle....no air units? nothing for vikings to kill. Land the vikings? Bye bye vikings, here comes armored units' worst enemy: marauders. Banshees? Its ok, I have turrets at my base already (you should have them by then), and I can disregard banshees, because I can bust in with all my marauders, kill whatever units you have, and kill your starport before your one or two banshees can kill ALL my marauders.

The thing is, you make good points, but with this opening, despite people saying I won't have enough money for everything, I'm on 5 raxes total, pumping units from each one and still having enough money left over to throw down a CC, and some turrets. Like i said, its cus

1) no energy wasted on scans
2) late gas=earlier mineral saturation and stockpiled minerals

Now, it was mentioned before, but the late gas means I get a slightly later stim, but honestly, with the sheer number of units I can get, its worth it all.

One of the most important things? Tank/vikings is incredibly immobile (well, the tanks anyway), so I maintain COMPLETE map control from the beginning. I already said I only played about 7 games in mid-high diamond with this, so I'm gonna need to do some more testing, but all 7 games, I was able to EASILY contain him from getting more than one base, cus they just can't move fast enough to defend against stimmed marauders waltzing around the whole map.

that's a good point. i wish replays worked so we can get some concrete evidence.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Prev 1 6 7 8 9 10 19 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
11:00
Group B
WardiTV364
IndyStarCraft 101
TKL 90
Liquipedia
Afreeca Starleague
10:00
Ro24 Group E
Rush vs PianO
Flash vs Speed
Afreeca ASL 10937
StarCastTV_EN313
LiquipediaDiscussion
Sparkling Tuna Cup
10:00
Weekly #125
Classic vs CreatorLIVE!
TBD vs ByuN
CranKy Ducklings162
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 116
ProTech112
IndyStarCraft 101
TKL 90
Rex 71
StarCraft: Brood War
Calm 12256
Bisu 7416
EffOrt 1153
actioN 660
firebathero 513
Hyuk 470
Stork 417
Sharp 292
JYJ 284
JulyZerg 162
[ Show more ]
Barracks 146
Backho 143
Larva 136
ToSsGirL 126
sSak 117
Snow 107
Dewaltoss 92
Bale 59
HiyA 55
Nal_rA 19
Noble 18
[sc1f]eonzerg 17
GoRush 13
Terrorterran 11
SilentControl 10
Dota 2
XaKoH 564
BananaSlamJamma380
Counter-Strike
shoxiejesuss740
zeus515
byalli331
x6flipin325
allub244
markeloff92
edward69
Other Games
singsing1717
Liquid`RaSZi873
B2W.Neo868
Lowko190
Pyrionflax186
crisheroes125
Sick98
Mew2King55
QueenE29
Organizations
StarCraft: Brood War
UltimateBattle 328
Other Games
BasetradeTV52
StarCraft: Brood War
lovetv 12
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• musti20045 15
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV320
Upcoming Events
PiGosaur Cup
12h 19m
Replay Cast
21h 19m
Afreeca Starleague
22h 19m
BeSt vs Leta
Queen vs Jaedong
Replay Cast
1d 12h
The PondCast
1d 22h
OSC
2 days
RSL Revival
2 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
3 days
RSL Revival
3 days
Maru vs MaxPax
BSL
4 days
[ Show More ]
RSL Revival
4 days
uThermal 2v2 Circuit
5 days
BSL
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS6
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.