Kinda goofy but I play T and this build has been working against all 3 races. Pretty much just standard depot, rax, depot, rine to deny scouting, orbital command and save 750 min to build 5 rax similtanously where scouting is difficult. SCVs the whole time. Push at about 6 min to avoid tanks and pop.
Making rax as you go slows this down cause of scvs not mining. When all rax build, you can support constant pump and depot and scv production.
Banelings a prob, but good micro still wins it for me
Just wanted to share this all-in cause I haven't seen this build from anyone else yet, and I can't seem to lose!
I've experimented a lot with mass marines back in my gold days (from way way long ago).
It really punishes people who don't know exactly what they're doing because of the ease at which you can macro all of those marines up.
That said, eventually you'll hit this ceiling where mass marines just won't cut it anymore. Usually that ceiling happens at about the mid diamond level (I'm assuming you're in a relatively mediocre diamond league, but if you're not then I'm sorry).
Sorry, I'm going to have to call that you're in a new diamond league, the most horrible league in the game, or you're BSing. I'd love to be proved wrong, but getting to #1 with a strat like that seems impossible.
On July 18 2010 15:56 PhiliBiRD wrote: how do sentries not GG you? any toss should easily be able to handle mass rine.
If they dont see it coming or attempt any sort of fast tech(voidrays etc) they wont have the gas for sentries and megaraxing will usually kill them, but if you scout it it should be quite easy to stop
I'm gimpygimpy currently 1# in Diamond league Grizzly Rho 260. No add-ons or engineering bay unless push don't work. The key is how easy it is to deny scout early. Rine off 1st rax is all he sees. Making the 5 extra rax all at once after scout is dead is quick and easy to hide. OLs are running away at this point, scan location is predictable, toss got no way to scout that early. Before other scouting methods rdy for opponent, I'm knocking with huge dps that reinforces fast. They probably think I'm FE off 1 rax most of the time cause they see no gas or extra raxes early. The delay is confusing.
Just a comment, but this build with my all-in Zergling build works pretty well in 2s.
There are a couple methods to block this build, sure, but it's just a possible idea for those looking for terran build ideas. Gotta give him balls for posting in a forum usually dominated by, "UNLESS IT'S MY BUILD IT'S NOT UBER OR EFFECTIVE BECAUSE YOUR DIVISION IS NOOB!" type of players.
No build is the uber and a lot of Terran builds will get frustrated by a FF'ed choke. This is just a new idea on the theme of All-in-Marine.
Hmm I can see this as good, but not completely unbeatable. A bunker or two will really help to even the odds. And you really can't say that it can't be scouted. Sure I may miss the rax itself, but lets put forward a scenario. I your base in the normal spot to scan. I see nothing (Or just your initial rax). It's not a huge leap to assume you are cheesing and so I throw down a pair of bunkers and rush my tanks out faster. Plus bunkers are free so if I was wrong and you were just a bad player no harm done. Good? Yes. Brilliant? Not really.
Did he say it was "Brilliant"? Did he say it "can't be scouted"?
People on here just don't like ideas that aren't their own to the point of having to try and prove every hole in someone's strategy. Everyone seems to want to show the superiority of their own builds.
On February 24 2010 00:47 zatic wrote: SC2 Beta Strategy Forum Guidelines
Rule No 1
Everything you say must be supported by evidence
This game is new to all of us. No one outside of Blizzard, and I’d argue no one on the inside either, has a definite answer for every strategy related question for SC2. This game has not been tested out in every detail to the death like BW has. Thus it is extremely important that you back up everything with sound reasoning, a replay, a VOD, anything that supports the point you are making. Your word is not enough - you know just as little about the game as everybody else.
He just said he had 260 points, meaning he just got promoted to a new league and saw he was #1. i couldnt ever see myself looseing to this build, and i would scout it instantly. just by looking at ur first RAX without a addon i would go Mass Stalker/robo. and once my observer is out id go for collo. ending in ur marines getting 1shotted. obviously if u have no marines early. i would just push up the ramp with 4-5 stalkers aswell.
It's just a variation of a Marine all-in, which should win you more games than you lose as long as:
1.) You execute properly 2.) Your opponent fails to scout your build 3.) You are not playing the same people
Thankfully for you the ladder population is large enough that the odds of you playing the same person twice in a single sitting is pretty small. However a build like this will not make you a better player. If your goal was to get Rank 1 diamond then obviously you were successful, but once you start playing higher calibur players regularly this strat will start to lose its luster.
Disclaimer: Don't take this post as a bash on all-ins or rushing. They are part of the game and doing the unexpected is a great way to catch your opponent off guard and snag an easy win. However this shouldn't be the ONLY build you use if you want to improve as player.
Edit:
Did he say it was "Brilliant"? Did he say it "can't be scouted"?
People on here just don't like ideas that aren't their own to the point of having to try and prove every hole in someone's strategy. Everyone seems to want to show the superiority of their own builds.
The problem is that it's an all-in rush build, and thus by definition it's going to be fairly simplistic (there isn't enough going on that early in the game for a BO to be complex). It doesn't take a SC2 genius to figure out if you go mass T1 and it goes unscouted you have a pretty good shot at winning the game.
The reason people are taking a negative view of the strat is because it's not much different than 6-pooling or cannon rushing someone. They are out there and viable strats, but I don't think they deserve a thread. Especially when the orginal poster acts like he came up with a new/original idea.
I actually have a quite easy time dealing with marines =O Guardian shields completely just almost cuts their damage in half, and colossus will burn that away if you don't have marauders and tech labs in the mix. 2 Gate > Expo > Robo Would be nice
this build gets destroyed by a all-in 1 base roach build lol and if the player correctly scouts you and sees that you almost havent got any shit in ur base he has to know something's up.
I've seen these kinds of marine cheese builds. Usually 1 rax fe then 5 rax. You get so many marines off 2 mules it's insane. It's like terran can mass marines faster than zerg can mass zerglings. Marine rush keke :\
On July 18 2010 17:40 TriniMasta[wD] wrote: I actually have a quite easy time dealing with marines =O 2 Gate > Expo > Robo Would be nice
Going 2 gate into FE vs a 5 rax push is exactly what the terran player would want you to do. There's no way you will be able to hold the expansion if they are competent.
i've been only using a 6 rax marine build against protoss and it's been working really well. most toss don't expect it and by the time they get an observer in your base you're already on your way pushing their base. if they go any fast expand/stargate/immortal build you instawin. they usually have 1 or 2 forcefields ready but you just wait it out. i'm usually able to focus down the robo facility before the colossus gets out. if they have a nice wall setup and a colossus out already then just camp outside their nat, get gas, expand, and transition to mmm.
I use this sometimes and it does work. Ofc it isn't fullproof but a lot of strats aren't. This will bring you a lot of wins. It's not that fun to play tho IMO.
One of my friends tried Terran this patch for the first time and he said he easily got into platinum just building marines and when he shifted to marines+ a couple quick tanks he got into diamond which is higher then he ever got as protoss.
I'm sure this fails at the higher levels of play but it is certainly viable at lower levels. Marines are probably the strongest unit in the game by cost unless you have splash damage so they can be a pain to deal with if you don't scout them. Tanks are probably the strongest unit in the game period and adding them after the initial attack is easy enough.
It is pretty easy to get to diamond with Terran no matter your strat to be honest, I think they still need some balancing.
Sorry but this build is awful, i'd like to see some replays. One sentry plus a few zealots GGs this at the P ramp. There is no real timing window to get the critical mass of marines without him having sentries and stalkers. 8-9 marines isn't enough to bust up a protoss ramp with 3 zealots and a sentry on it.
i've been playing with fast rines myself and find this build kinda interesting... so if you play vs terran they don't have a siege tank by the time the rines get to his base? do you push out right after the first group of rines build from all raxes and keep reinforcing? perhaps bring an SCV along for a bunker if you do end up breaching his base? just wondering because i want to play with some new builds to add to my collection of builds... usually i just got 2 rax tech lab grab quick stim and combat shield and then push about the time their complete but this may be much more effective... i'll have to check it out
I played a guy who used this build today. I didn't see it coming because he only put the rax up after killing my scout, but it wasn't too hard to deal with.
I raped his first push with tanks and then pushed back, but I didn't realise how many rax he had and ended up losing because he sent Marauders out his backdoor and I screwed up defending my main while sieging his main entrance (!&#% you Blistering Sands).
I think people don't like this idea because the last thing most people on Bnet need right now is another retarded all-in build order. On the other hand, some kind of all-in is usually preferable to playing a legitimate 50 min TvT, so to each his own...
I just tried this 1 base all in rines, and added a few SCVs for bunker pushes, and I won 8 out of 9 games, the time i got beat was because the protoss player last long enough to get blink out and blink abused my base and I couldnt hold him. He microed my rines really well also. With the bunkers (for players who dont clog their choke) I was able to smash 8 games in a row, if it ever go past the early game, it was so easy to expand, and then I would just get a few tanks out and it was over.
Gotta be some reeeeeaaallly bad players ur against then in ur diamond league man.. i'm sorry. But waiting till 700+ minerals, so build raxes, and while that, you don't have any units, a drone could kill u
LOL I was rank 27 plat, when i saw this thread and i used this mass marine thing and it got me to rank 19 in no time, then got me promoted to diamond ahahah
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.
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.
He makes them kind of "late" to not be scouted. If a zerg sees 2 rax, the bio rush is obvious.
not that i don't appreciate that people want to share their strategies and everything but being #1 diamond literally means nothing due to the way divisions work. you're going to need to provide a few replays of this in order for it to be considered "legitimate".
Someone did this to me back in beta phase 1. It was a TvT, I went fast reaper and saw he had no gas. Since we were playing Kulas, I figured that he'd just put up a ninja expo somewhere so I began to tech to a harassment force and was dead wrong when a bunch of marines showed up at my base a minute or two later.
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.
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.
ive gotten owned by this build a few times, but without the ups it seems much weaker
On July 19 2010 08:12 ilbh wrote: there is no way someone could reach n.1 diamond with this strat.
against zergs: banelings or roaches will destroy him against terran: few marines +1 medivac will kill him
it may only work against protoss if not scouted...
It's so so easy to do a build like this and prevent it from being scouted. How often does protoss fast stalker to 4 gate without it being scouted? Pretty much every 4 gate that's ever been done. It's the exact same concept, and even easier since terran can wall off and use 1 marine to get rid of workers and overlords.
I got hit by something like this build once and it is pretty scary for sure. I should have had a sentry to wall off and I probably would've stayed alive for a while, but mass marine can be hard to kill without higher tech, and the whole point of this build is to deny you the time to tech. Stop being so hard on the OP, you really don't need a replay to see that this can work. And you don't have to point out that it can be beaten. Everything can be beaten.
This simply doesn't work against a good player. Sure sometimes people can get suprised by it but any good player who catches it in time can stop it easily. Terran can just bunker up, Zerg can get roaches or just use queens + crawlers + zerglings and Toss can block the ramp. It's a known fact that cheeses work very well against subtop players because they often lack the scouting, adaptation and micro of the good players but practicing such a strat is basically useless.
omg why does everyone do this? Sooooo annoying seeing these threads. I've seen dozens of them.
OK, a new division was created, you were the first one to win a couple of games and it put you in the #1 spot. It has happened to literally thousands of people. Your rank inside of a division means nothing, your point score, while skewed by the low number of games played and the bonus points, will give some kind of indication of where you're actually ranked, for some reason you didn't include that though. hmmmm.
This is an obvious brag thread which you made for absolutely no reason other than to write "I GOT #1 IN DIAMOND LOL!" in a thread title to feel good about yourself.
On July 19 2010 08:45 Markwerf wrote: This simply doesn't work against a good player. Sure sometimes people can get suprised by it but any good player who catches it in time can stop it easily. Terran can just bunker up, Zerg can get roaches or just use queens + crawlers + zerglings and Toss can block the ramp. It's a known fact that cheeses work very well against subtop players because they often lack the scouting, adaptation and micro of the good players but practicing such a strat is basically useless.
knowing / practicing any viable build is not useless... sure it might not be great when your playing against someone good who can stop it..
but it also helps to know the build if someone tries it on you.
also, you're not going to beat any good player by building 1 marine and then saving up a thousand dollars and pushing out 6 minutes later. That's ridiculous. This can only possibly work if your opponent just decides to sit in his base and do absolutely no early pressure or harassment at all. 1 zealot and 1 stalker (which are the 2 units a protoss will almost always open with against Terran) would easily take down your wall and you'd be left trying to defend with 1 rax pumping 1 marine at a time.
Can you get into diamond? Yeah almost definitely. Not because it's an effective strategy, but because the game is in beta, everyone is so terrible at it that if you have even the most basic understanding of tech trees and game-mechanics you can get to diamond running pretty much any strategy. It's like the thing Day[9] was talking about doing on the ladder trying to get to diamond only building stalkers. You could do it in 1 day easily. That doesn't mean it's a good strategy, everyone is just that awful at the game. Any decent player scouts you and builds some immortals/speedlings/tanks and your stalkers will be demolished easily, but 90% of the player base can't even scout well enough to counter a build.
i just played this in a diamond TvT, and it lost eventually to mauraders. i did it just like you said, depot rax depot OC, wait till 750, then pop 5 raxes. i think getting a tech lab quickly on one of your raxes and getting either combat shield or stim would make this better. i'm gonna keep playing with it, something new to try till beta ends
okay, tried it again, lost to zerg 1 base roaches... any one interest in these replays?
won to another 1 base zerg, he just didn't have all that much. i think the key is getting stim and combat shield early. i'm gonna drop a gas at the normal time and see how that works, maybe drop a barracks
On July 19 2010 08:12 ilbh wrote: there is no way someone could reach n.1 diamond with this strat.
against zergs: banelings or roaches will destroy him against terran: few marines +1 medivac will kill him
it may only work against protoss if not scouted...
It's so so easy to do a build like this and prevent it from being scouted. How often does protoss fast stalker to 4 gate without it being scouted? Pretty much every 4 gate that's ever been done. It's the exact same concept, and even easier since terran can wall off and use 1 marine to get rid of workers and overlords.
I got hit by something like this build once and it is pretty scary for sure. I should have had a sentry to wall off and I probably would've stayed alive for a while, but mass marine can be hard to kill without higher tech, and the whole point of this build is to deny you the time to tech. Stop being so hard on the OP, you really don't need a replay to see that this can work. And you don't have to point out that it can be beaten. Everything can be beaten.
I'm not being too harsh to the OP, its just that its impossible for this to work against T or Z. it may work against P, but against Z or T I don't see it happening... really.
okay here are the replays of the games i've played so far. this is in diamond league, and i'm not a terran player (though i played random for a while). so far, getting combat shield and stim early makes a HUGE difference. i might even try to get an ebay and wait for +1 as well. surprisingly this has been working vs zerg, thankfully they haven't been able to scout it or i'm sure i'd lose quickly to banelings.
the key is definitely the marine upgrades, but not getting scouted is even more important. if someone knew this was coming, i dont think it would be that hard to respond.
Hey, welcome to beginning build construction. To me, the most fun part about Starcraft is finding something that works, having it get broken, and then gradually turning it into a build that's actually viable. From watching your games and reading your posts, it seems like you're realizing the importance of upgrades in addition to your army size. Maybe you'll be able to create a marine push with upgrades that works off a more reasonable number of barracks than 6 and keeps your minerals low. It could possibly even avoid being all in.
I wouldn't count on your zerg opponents not making banelings, though. That's quite a lucky break for you that they never come.
And also, just a thought about the TvT... he was planning a 3 rax marauder attack, and it beat your 6 rax marine attack. Maybe you should consider doing the 3 rax marauder thing, since it is clearly stronger than your 6 rax marine attempt. Keep at it.
Ok so this is what I think is the problem with this strat vs zerg. You build just 1 rax and 1 marine to hold off scouts and overlords till you have 750 minerals or whatever. This means you wall off with depot rax depot.
That means you are asking for a baneling bust. And banelings are going to destroy your marines. And don't forget most competent zerg will sac an overlord to see what you are up to, if they only see 1 marine in front and a standard wall in.
I don't see this working vs zerg, especially not "#1 in Diamond" zergs, if you catch my meaning.
Hey guys, I'm back. Some of you are pretty harsh :D You'd be suprised how fast 750 min rolls around. Push begins with a hoard before tech (tanks, lossis) arrive. I've been baneling rushed and had enough at the top of ramp to deny. Give it a try haters, it's funny fast!
Sure the build could be different with gas and labs for all the goodies, but it REALLY slows this down. Tanks get up and you're done. I'll look into posting replays.
I posted the "#1 in Diamond" for a hook. It's true, and I did earn it, but I ain't no leet yet XD
i win alot with early rine pushes, its most effective TvT.
this is basically the build i run, minus the wierd nothiing till 5 raxes at once and no addons.
what is wrong with getting a reactor other than it takes forever to build? i usually pump off 2 raxes while i techlab one, then reactor 1 or both of the others depending what im scouting, while droppping a 4th rax. TvT go mass rines and beat the tanks, if u scout 1/1/1 go in early, vP youll have to adjust, stalkers get rauders, immos get rines, zs and sentries get both 2:1 - 3:1 rine:rauder vZ youll probly just want to go mass rauder and nail him before mutas, definately make sure you scout for the mutas, as soon as you see them pump rines off your 1 reactor rax, lifft ano and drop in for a reactor, pump rines off the techlab ones, hopefully u have turrets already. generally youll frontdoor him just after he FEs.
obv all this transitions well into medis/vikes, tanks tvt is a bit of a problem since ur way behind if u dont crush him before he gets a sieged tank up. alot of the time vP who doesnt suck your gona need to hit him a 2nd time with 4-6 medis and a 2:1 composition of whatever you need to counter his pump.
this is all speaking from a high platinum perspective, not sure what goes on in diamond league, havent been there yet.
edit: oh and i try to get as many grades as i can on my bio before i go in, thats what the techlab is for even on a rine only build. and obv you will need engy bay, i start with armor even tho apparently everyone else thinks they need attack. usually go on +1 armor, combat shields/concussive (build dependent) and stim if i have time. the shields are clutch.
This happened to me once and cost me a placement match. I was toss, the guy massed literally nothing but marines. I saw the second rax so I assumed MM bio, and threw down for early charge. Unfortunally he caught me out of position right before charge finished and managed to kill most of my zealots (but I did put a huge dent in his army). He just kept macroing up though.... I had to warp in sentries like mad and keep the FF at the bottom of my base. I had literally nothing with my chargalot build since I normally expo and transition into templar - without collossi or templar or really good positioning you can't beat this. I kept him at bay for a minute until a rax arrived overhead and allowed his marines to bust my door down.
This build just macros like crazy. As long as the terran player isn't stupid and doesn't just lose his army instantly, and can keep marine production going the entire time (including in the fight) it's really hard to deal with if you don't have the tech. If this build catches you without the appropriate counter, it's GG. You need to assume mass marines if you don't see a refinery go up - I suggest stealing a gas if possible to see how long it takes him to throw the refinery down.
It's a huge shock when this build hits you, but I think it's counterable if you understand it.
This is probably one of those builds that deserves Idra-rage, completely denying any decent mid- or late game. As a protoss player I've been very much annoyed with PvT, as indeed by the time I am able to get an observer out it is usually too late. I now pretty much always 4-gate against terran, massing stalkers when i see marines and then tech to chargelots...
Still its "strategies" like these that kinda make the game a lot less fun to play (yes, I enjoy macro games), but as all early strategies; people will find ways to fend it off easily, and if not Blizz will make changes.
I just had this build used on me, and basically when i went to do a standard push with 3-4 zeals, 5-6 stalkers and a few sentries, i just got annihlated. There's just no way to catch up.
As protoss, basically by the time the T is ready to push with this you will only have just gotten up your 2nd gas and you won't have the gas to go mass sentries (really, when would you ever?). If you tech quickly to rays or something, youre still going to be screwed (same for mutas etc) because guess what, rines rape air heh.
Basically you just rally your rines to their base once you have a good sized force, about 20 or so to start, then jsut rally em in and go go go. I was beaten in a TvT doing this but it was only because the other T did a blind fast cloaked banshee cheese, and even then, by the time he took out my marines i had taken out his economy and all non cloaked units etc.
I'm not really sure how you would go about beating this early game as toss, since basically stalkers die extremely quickly to mass rines, and zealots although they would be able to take this in large numbers and with sentry shield + charge, early game the kind of numbers of zeals yo ucan put out just wont cut it. Plus the threat of reaper harass is always present and so we are always expecting to have to make a stalker or 2, usually multiple since marauders are so powerful early game.
But yeah, I did this vs a zerg who basically just went "wtf?" after i took out 2 sunkens, all his lings, queen etc at his FE and then proceeded to even rape his roaches (and roaches are supposed to be very good vs marines right? high armor more dmg etc). Although his roaches were effective, by the time he had roaches coming out it was far too late, and my marines just overwhelmed them. The Lings couldn't even get to my marines to attack.. they just can in and died.
I'll agree that there are counters to this, but this is a very nasty all in build that is sure to catch 99% of players offguard.
Something else taht should be mentioned, you can pretty easily transition into other builds with this, like throwing up an expo, get gas, then throw tech lab/reactors on your rax, throw down fact/port and go MMM if your initial push doesn't work. I can't imagine what this wouldn't work against though.
I'm not really sure how you would go about beating this early game as toss, since basically stalkers die extremely quickly to mass rines
This is really only true for upgraded rines, whereas in these strategy, there is no combat shield or stim packs, meaning stalkers have longer range (6 over 5) and move faster. I'd say the "best" way to handle this is position your stalkers at the opponents ramp and start harrassing/kiting all the way back to your own base from there. This does take some micro, but once you get the hang of it, it's not that hard. As soon as marauders (especially with concussive shells) get mixed in however, this kind of tactic won't work any more. However, I can imagine it will do fine against this high marine build
Also adding at least some sentries for guardian shield (decreases rine damage by 2!! each shot!!) is awesome.
On July 19 2010 15:53 Tar-Moridin wrote: This is probably one of those builds that deserves Idra-rage, completely denying any decent mid- or late game. As a protoss player I've been very much annoyed with PvT, as indeed by the time I am able to get an observer out it is usually too late. I now pretty much always 4-gate against terran, massing stalkers when i see marines and then tech to chargelots...
Still its "strategies" like these that kinda make the game a lot less fun to play (yes, I enjoy macro games), but as all early strategies; people will find ways to fend it off easily, and if not Blizz will make changes.
And you think it's "fun" to play against the easiest and hardest to beat Toss strategy? (the 4 gate)
I agree that it sucks to play against them, but you have to come up with SOMETHING to beat the other race's cheese tactics. Gimpy was pulling his hair out trying to figure out how to beat 4 gate Tosses... (which is like almost all of them)
The Terran 1-1-1 and 6-Rax-All-Marine-In are the children of having to deal with that. Play different strategies and maybe the other races don't have to come up with so many All-In builds to counter.
I'm working on an All-In ling build, but frankly, it's going to suck against wall-ins.
and to others, frankly lings do better against marines than do roaches, depending on the composition.
On July 19 2010 15:51 extempest wrote: i dont understand... teching up to tier 1.5 unit should own againts any mass marine roach>marines stalker>marines marauder>marines
im not sure about roaches though , can rines kite roaches? due to roach's slow movement speed
You can tech up, but you won't have the numbers. Marines in vast numbers pwn just about anything aside from large area effect damage units. (Banelings and Colossus for example)
Also, while stalkers > marines, you won't have enough stalkers to actually deal with the outnumbering you'll be facing. Same with marauders.
Maybe microing stalkers like that would work, certainly something i can try and get better at.. god knows my stalker micro is kinda bad. Seems like alot of work to fend off a strat that any noob could do.. i mean really.. 10 supply, 12 rax, 15 OC, save 750 min, make 5x rax, bind all 6 rax to a key, hit q repeatedly, set rally point, win? (or hit a if you use standard keybinds, me i like the grid)
What can Z do against this though? I mean banelings are obvious, but once marines reach a critical mass, its going to be damn hard to get a baneling close enough to the pile to do any damage.
And you think it's "fun" to play against the easiest and hardest to beat Toss strategy? (the 4 gate)
I agree that it sucks to play against them, but you have to come up with SOMETHING to beat the other race's cheese tactics. Gimpy was pulling his hair out trying to figure out how to beat 4 gate Tosses... (which is like almost all of them)
Nope, however considering the alternatives:
- 3 gate robo --> immortals are useless and I won't have time to pump colossi. - 3 gate stargate --> obviously bad idea - 3 gate blink/charge --> could work with chronoboost (I've been doing this a lot too lately)
Then there's the forge and tech builds that leave you very vulnerable to either tech switches or early pushes.
Seems to me the 4-gate is the most logical way to respond to mass rines as it allows you to get the units you need to kill all those rines...
On July 19 2010 16:23 Opti wrote: Maybe microing stalkers like that would work, certainly something i can try and get better at.. god knows my stalker micro is kinda bad. Seems like alot of work to fend off a strat that any noob could do.. i mean really.. 10 supply, 12 rax, 15 OC, save 750 min, make 5x rax, bind all 6 rax to a key, hit q repeatedly, set rally point, win? (or hit a if you use standard keybinds, me i like the grid)
What can Z do against this though? I mean banelings are obvious, but once marines reach a critical mass, its going to be damn hard to get a baneling close enough to the pile to do any damage.
If you want banelings to work, you need them escorted by zerglings to soak the fire. Zerglings with some banelings have serious potential to counter mass marine. (Unit tester backs this up. )
Experimenting with the unit tester also showed that it's not bad to attack-move the banelings in with the zerglings if you don't want them on separate control groups.
Gimpy posted a vid where the zerg player DID do that to him yet Gimpy still won. Now, the zerg player also made mistakes on how he moved the banelings and such but Gimpy also made mistakes so they kinda came out to be a wash.
Not the best representation of Baneling usage, but you see an example.
i just tried this against all terran match up, im not sure whether i pulled this correctly or not but, i found this very effective againts protoss since zealots are pretty useless againts mass marines with no charges (due to time of the push), plus the number of stalker is to few to pump againts this unless the toss gets a scout (which is completely impossible) zerg's banelings with lings soaking up the fire obliterate the rines (just like mecra said) as for terran my enemy he turtles up using reaper in bunkers + scv repairing (he scouted using reapers... the moment he saw multiple barrack coming down he pulls back). ideally i found this strat to be effective in steppes of war then blistering sand, not so much on 2v2 maps.
but yeah, im still not sure whether i pull this one correctly, since i didnt watch the replay b4hand. gonna watch it now
I think the main thing that this build does, and does very very well, is punish standard and FE builds. Standard Z 13 pool, 16 queen FE etc gets owned by this. Just about the time they are getting roaches and/or hydras or mutas and have both bases mining decently, youre knocking down the door with 30-40 marines. Burying baneligns would certainly end this fast, difficult to scout this though, since it is unlikely that the Z would have overlord speed at this point.
Maybe youd have to resort to mind games, "lure" the rines into a minefield of banelings by attacking with zergligns and then backing off. A good terran would scan though, so idk.
I was successful fending off a friend who went this build with stalker micro, but my god it was a pain in the ass. Basically it was a long slow uphill battle, but in the end, i was on a much more solid economy and 4 gate build that allowed me to expand and tech up while holding him off with stalker kiting, so i won. But damn, it was rough. Still, nice to know that this build isn't invincible (at least to toss)
I held off mass marines like this before, all you have to do is hold the watchtower and when you see that many marines you immediately start Chronoboosting some Stalkers as Protoss.
Marines have a range of 5 while Stalkers have a range of 6, good micro and the fact that they have shields make it an easy job for Stalkers.
Somebody did something similar to me. Massed marine like crazy... I went for mass stalker and speed to templar... I had just a few templar out.. when he was killing the probes... Too late...
Btw: Stalker get own by marine... Marine shoot faster and cost less so in small number Stalker win but in large number... even with the range marine win... and the attack animation of the stalker make almost imposible to outmicro the marine.
Only speed build to the counter work. 1 other thing that could work is the 2 speed stalker build by 4-5 min. He only have 2-3 marine... if you keep pumping stalker you will win. Only thing I see plausible
EDIT:
And serioustly... Protoss player... WTF... You all say go speed collosus go speed templar... go mass sentry... FF the ramp for eternity... He was in his base at like... 6-7 min with 25 marines... You cant have ANY of all that by that time... and you have to know its coming to have at least 2 sentry at start of the game to max out on energy to FF the ramp for a while...
+ he has constant reinforcements... He had a big line of marine always coming from his base... to the other... without knowing that build is coming.. .you can prevent it... but with all that reinforcements... i think you might not be able to hold it.
Thanks to gimpy for posting this strat. I’ve been running it and variants for a couple of hours and have found a few issues while being surprised at its general success. First, the plus side—like most all-mineral strats, there’s very little infrastructure cost (namely the OC, rax and depots) compared to most builds, and virtually every mineral is dedicated to the task of cranking out our versatile high-DPS hero the marine. There are no expenditures or delays dedicated to refineries or tech labs or anything else to distract from the mass marine mayhem. Now the downside.
One, it hasn’t worked very well at all in TvT at all based on the half-dozen games I’ve played. Conventional TvT is Tank/Viking, and siege mode is commonly up before the 7-minute mark, sometimes as early as 6:15. If you watch Gimpy’s replays, you’ll see that his army is just barely getting started by the six-minute mark, and if you move out any later than that you’re almost certain to run head-first into a couple of sieged-up tanks. The timing of this build’s push is such that it is absolutely useless when you’re facing the typical marine/tank/Viking Terran, as any Terrans with tanks will be dug in tight by the eight-minute mark, which is almost precisely when this build arrives at its opponent’s base. The little success I had against Terran was people screwing around with banshees or marauders. Against T/V, this build was 0-for-3 in a big, big way.
Against zerg, speedling/baneling is a major concern, and since banelings can be on the board by 4:30, you’re again dealing with an easy and commonplace counter. Zerg scouting capabilities aren’t as good as Terran’s against a walled-off opponent, but baneling bust and speedling/baneling into muta are common enough in ZvT that you’re pretty much playing rock/paper/scissors when you run this build against Zerg. I had a better than 50% win rate, but when I ran into competent speedling/baneling it was an automatic loss.
Protoss can guardian shield and forcefield the ramp, the latter being the backbreaker against this build. If their micro is off, you can sometimes focus down the sentries before engaging the rest of the army, but even then it’s not easy if you’re facing a 3- or 4-gate build. This was my best match-up in the games I played, though none of my opponents teched up to colossus. If I were going to use this build in any matchup, it would be TvP.
I had a 60%+ overall success rate against Plat/Diamond players, but I found the build to be inflexible and gimmicky. Like most cheese, when you run into a counter, you get countered hard and completely; I don’t doubt that gimpy is having success with it, but in my experience it's easily countered by some of the most common T and Z builds. It’s also a tedious build to play, as it’s a delayed all-in with the disadvantage of drawing the game out to twice the length of most strats that mass tier one units prior to attacking.
Wow...I just encountered this cheese for the very first time last night. It's definitely a very well timed attack since by the six minute mark I won't even have my baneling nest up yet. He had a rax and 2 supply depots as you said walling off but I saw 3-4 marines as I ran up his ramp with my lings so I was going to go sling bling mutas. The most difficult thing to deal with is simply scouting this build. Maybe I should start saccing my ovies once I reach a specific food count rather than once I start building my lair.
Maybe I should start saccing my ovies once I reach a specific food count rather than once I start building my lair.
You should be scouting at least once with an overlord before going lair, generally a couple minutes after they get up their first unit building and preferably while you apply a little pressure or at least threaten his front so he can't totally focus on the overlord.
I quickly browsed through this thread and sorry if i missed someone saying this, but i checked his stats and if im correct about his nick, hes got like 350 points, with best in his division having 390. So he hasn't played actually good players with his strat, and we see again that ranking doesn't matter at all.
Your strat seems like an all-in that works if it's scouted and at least in TvT it's too easy to see something fishy is going on if you're not taking your gas at 13 or earlier.And walling-in in a TvT is very stupid so that really isn't a solution, because it even gives your opponent good reason to go for heavy tanks.
i played vs this strat yesterday and i had no problem. banelings demolish those marines. i have to admit that my opponent was by far not playing "well" and didnt apply much presure. im a ~350 plat player and there is ofc much to improve on my side aswell.
from my point of view i dont think this will work against any Z who scouts well. if you dont scout it (overlord sac after wallin) it should be an easy win for terran as you NEED to cut drones to get mass speedlings and banelings. if the terran does denie any scouting i think Z will die because normaly you react with extra queens when you only see lots of marines (at least thats what i do because i fear banshees comming) even if the Z goes for hydras its in favor of the T player as there will me to many marines before Z can reach a critical hydra mass.
i gonna add the replay in about an hour when im at home.
The problem is, that most of the leagues aren't really established yet. If you play an all-in cheese, for example proxy 2 gateways at 10/18 and chrono boost zealots, you can get #1 Diamond in no time. Most of the games aren't any longer than 5 minutes, you have a high chance to win about 50-60 % and all that's left to do is play a lot of games. So I guess his build has a good chance to win, but it won't make him a better player in the end
What do you do about 3 early Tanks? I'm surprised nobody has mentioned the most prolific TvT strategy right now, Vikes and Tanks. Lets say you DO have 30 Marines out of 6 barracks. I'll be nice and say ony 25 need to be made with the 5 newly built barracks.
This is all relative of course to the build that only includes 6 Rax and supply depos. My time analysis starts after the first Rax. If he decides to research I get even more of a time and money advantage.
Tell me, which would you prefer, 3 sieged tanks and 5 or so marines on walled on high ground or 30 marines? I would go with the tanks.
I am also being really generous, here. I didn't count the time it takes for them to save that much and I didn't count the time it takes for them to get to my base.
Is my build common? Common enough: see 1 Rax Fact. I am scared of Marauders and marines early game, so I prepare for it. My conclusion is the same as several other posters, this is not an all around solid strategy for you. It's very risky.
Ok, so this is my second post on this thread. First one I mentioned that I tried this out and it works pretty well from high plat, where I was, to mid Diamond, where I ended up since I first used this strat (I didn't use this strat every game, obviously). Here's what I've found:
Against a fe-ing zerg, obviously this strat works really well...they just don't have enough units to defend, even if they build roaches, the sheer number of marines rolls over the zerg player. Saccing an ovie is very important here. I always built the 5 barracks in an unusual place where it is least likely to be scouted so look for that.
Surprisingly, this is a very good opening against terran as well. I usually attack when the first production cycle of marines from the newly built 5 raxes are completed. At that time, a siege tank will just pop, but siege mode will not be ready. you will be able to kill the siege tank and hopefully win the game if he doesn't have marines of his own. Usually, I will produce 2 more cycles of marines before I stop. Meanwhile, I have been putting up my gas and expanding with the excess minerals. At this point, the opponent will most likely continue producing tanks, and the marines become useless. However, you simply need to build tech labs on all the barracks, and start producing marauders. The number of marauders will be too much for the little number of siege tanks/marines he has.
This has won me the game 100% of the time. If the opponent is decent, he holds it off and starts getting banshees, but by that time you should already have an ebay and produce turrets at your mineral lines. This happened to me twice. Both times, I just built turrets in my base for protection and busted in with my stimmed marauders because:
1) Banshees mean that he's seriously cutting tanks, especially since he won't have an expo (that's another thing...marauders are great for map control) 2) The few Banshees he has can't attack your base cus of the turrets, and he has to defend against you.
Even with banshees defending, however, 5 raxes (should be more since you're on two bases for a while..I usually have 7 or 8) constantly producing marauders allows quick destruction of buildings and tanks...there's just not much they can do.
Oh yea, and thors? Also no good against marauders. So, I like this as an opening, not so much as a cheese allin type thing against T.
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'.
Little bit of clarification, I wait longer to attack z and p generally. If I'm attacking terran, I only lay down 4 extra rax (for 5 total) and attack earlier before siege mode finishes. Terrans tech straight to tanks and vikings pretty regularly, so gotta get there quick. Don't mean to draw flame, but I'm still cranking out diamond wins at high win rate, and I'm no pro for sure.
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.
I'll echo your statement about Banelings giving this build trouble.
I actually had someone do this against me. He was taunting me and told me what he was doing (just said bio push). I confirmed it with scout and still FE'd as Zerg. Moped the the floor with just a couple banelings, spinecrawlers and a handful of zerglings. This was on Steppes of War.
The all-in seems pretty strong if you catch someone off guard, but if they are expecting it I think you might be in trouble anyway. The advantage seems that you have a ton of Marines but it's not all that hard to get a couple defenses up.
Have you thought about nixing one of the barracks and getting a techlab for stim instead? Might delay it slightly but woulnd't that just make your push so much stronger or is the delay too long?
Terran is so broken T_T I have faced this on ladder, as protoss, this is pretty hard to stop, especially if they have EMP and take out your sentries before you can forcefield half their army..
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.
Sigh, I really want to see people play against a good terran that executes this build. People think that they can block this so easily because they either haven't played against this build, or because they played against a player that couldn't execute this build very well.
Lets face it, most people that go for all-in rushes are people who cannot win as many games playing standard. And i too agree that playing only all-in builds aren't going to get you any skill. but the fact that someone uses an all-in build doesn't always mean that he cannot win playing standard. White-ra is known well for proxy gating and cheesing, does that make him a noob?
People tend to discredit people who cheeses, but if no-one cheeses, why would anyone block their entrances, get a defensive 10 gate instead of a 13gate probe chronoboost, or a defensive 12pool gas instead of a 14hatch 15 pool? It's that people who can actually play well without relying on cheese, can execute cheese builds ALOT better than full-time-cheesers, and when you play against it, you don't realize that you would have lost to that guy even if you played standard.
"if you scout it, it'll so easily countered" -> when your entrance is blocked and you're saving up 750 min before you build your raxes, the scout will surely be dead, and sacing the overlord is too much of a game that early in the game
"why wouldn't I just put down two bunkers when i see no gas and completely own this build?" -> why would you ever build two bunkers before you even see what's coming. what if your opponent sees your bunkers and just expo and go gas? you're not gonna be so much ahead in tech, and you'll be very behind in economy.
"I'd go fast collossi and beat it" -> even if you rush into colossi, you can be beaten if your opponent sees you don't have enough units in the front and goes for an earlier timing rush. and if his scv survives long enough to see the robo goes up(note that to rush colossi, you should go robotics before your stalker comes out, and if you build it after you kill the scv with the stalker, it's not such a fast colossi anymore. and if the scv sees the really fast robo, he can simply add 2 gas and build 2rax instead of 5, and go for a 1 rax, 2 techlab rax MnM push, which your 1 gate army won't have any chance against. and of course, getting an observer would just mean that your robo won't do anything.
"if he puts 4 reapers in a bunker your're screwed" ->if you weren't going for reaper rush in the first place, it wouldn't be a good idea to go for reapers just because you didn't see a gas. he'll still get some marines even if he's fast expanding.
"a drone can kill you waiting for 750 min" -> you get rines from your first rax...
I'm a diamond league protoss player (#30-40), and I do not play terran, nor have I played against this build. but I know for a fact that when I scout my opponent and he doesn't have a gas up, I automatically think between 1.proxy rax? 2.fast expo with bunker? or 3.expo on island? I send 1 more probe as soon as I see there is no gas to see if there's any proxy, and my probe will get killed when the second rine comes out. by this time i'll see there is no proxy. then I should think between 1 base all in rines, or hidden or bunkering natural expo? or did he put 2 gas when my probe died and 3gate MM push? and I'll have to choose between 2gate robo or 3 gateway. I would risk too much going for 1gate 1robo in case he takes a faster timing rush with less rax. I would hope that he's not expoing because he'll be economically so much ahead if he bunker up and expand, and I fail to kill it). now considering how fast the rax and marine builds, my robo won't do much at all. i'll be able to get an immortal in time, which won't be that great against rines, and my collosus won't be up in time. and if he's actually a good terran player that's executing this build, he would move out with 2 rines and 1 scv heading towards his nat, and maybe stard building a depo there to look like he's expanding. my probe won't see the mass of rines behind those 2 rines, and I'll be like " well I only see 2 rines, and he's pushing my probe out to deny scouting" and when he uses 1 rine to follow my probe to the middle of the map-ish (with the mass of rines following), by the time I actually see the mass of rines, his army will be halfway to my base, and I'll have to chronoboost my sentries to deal with them. and of course, again, if he's a good terran, he'll micro the damaged rines back so i can't kill them easily, while trying not to get caught off guard with my force fields. do note that if i use guardian shield, i probably won't have enough mana at that timing push to use a force field. I'll have to use my probes and have great micro to survive that battle, and given that the terran can kite my probes and zealots well, I'll have a difficult time dealing with this early all-in rush. if i barely hold this off with some probe losses, he'll be in a great shape with all the raxes and scv's intact. leaving my midgate that much harder to deal with.
if "beating an all in build" is easy, why do professional gamers lose to jae-dong's 6 pool or fantasy's hidden 3 rax build? it's because people assume that their micro and gamesense is better than people who cheeses, and that he would easily beat his opponent if they both played standard.
when is the last time you typed "gg, well played" to a player that all-in baneling himself to victory?
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.
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 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.
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.
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
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.
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?
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.
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.
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.
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.
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 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 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.
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.
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.
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.
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.
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.
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.
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.
You're right....but that's why the wonderful guys at blizzard put this thing in the game called chargelots
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.
You're right....but that's why the wonderful guys at blizzard put this thing in the game called chargelots
Ah yes, the magical world where Protoss has Charge, but the Terran doesn't have Stims and/or Shield.
You have a lot of experience playing as Protoss in Diamond. I can tell.
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.
You're right....but that's why the wonderful guys at blizzard put this thing in the game called chargelots
Ah yes, the magical world where Protoss has Charge, but the Terran doesn't have Stims and/or Shield.
You have a lot of experience playing as Protoss in Diamond. I can tell.
^ This pretty much. If you had read the entire post, you would have noticed that i went over chargelots. Yes it would be effective, but do you have charge + enough zealots to counter 30-40 marines at the 5 minute mark? I didn't think so. But again, as i have already mentioned, this build is not a problem for P, we simply go mass stalkers and kite the marines. They die very easily. Eventually youll put a big enough dent in his marines that he will be forced to retreat. Keep pressure on, expand etc (b/c by this time your base will be fully saturated and youll have enough resources to expand and tech) while the terran is basically SOL. If you just keep pushing at this point with stalkers youll win. Just make sure you get detection, i see alot of terrans go from all in marine cheese to all in cloakshees cheese.
I think really the most interesting aspect of this all is just how incredibly deadly a ball of marines is. They really are one of the highest dps units in the game, and when upgraded stim, combat shield etc, become a truly powerful t1 unit. I think in a straight up fight they would take down any other upgraded t1 unit in mass. Very interesting point for all the terrans who boohoo about how underpowered marines are. Strength in numbers.
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.
Having 18 marauders is assuming you have significantly more money than the other player. This is a dangerous assumption. You claim: 12 marines, 18 marauders, 4 tech labs, and an expand can be made and brought to bear on an enemy within 7 mins. I claim: 600+1800+400(supplies+400+900 (Barracks)+150 (refinery) + 500 (10 scvs) + 100 (upgrade stims)=4850 The saturation of base gathering is 880 mins/sec. This will not happen until beyond the 5 minute mark. This does not even count pulling off workers for gas or protection with turrets.
The math says that this is not possible, you come up short by over 800 minerals.
On July 18 2010 16:17 gimpy wrote: I'm gimpygimpy currently 1# in Diamond league Grizzly Rho 260. No add-ons or engineering bay unless push don't work. The key is how easy it is to deny scout early. Rine off 1st rax is all he sees. Making the 5 extra rax all at once after scout is dead is quick and easy to hide. OLs are running away at this point, scan location is predictable, toss got no way to scout that early. Before other scouting methods rdy for opponent, I'm knocking with huge dps that reinforces fast. They probably think I'm FE off 1 rax most of the time cause they see no gas or extra raxes early. The delay is confusing.
the truth of the matter is that this is a cheese play. It may work well because people still dont know much about the game, but this build allong with may others will very soon be pushed to the side by standard opens that can defend it very well. I think it is more worthwhile looking at macro based strats that will lst longer
Thank so much to whoever pointed out stalker kiting/micro vs marines, really made this build a joke to own.
Haha you're welcome, and I'm glad you're having succes with it. Basically going mass stalkers allows you to slowly go down your preferred tech path as well, whereas a terran using this build is probably going to be delayed incredibly (which is why it is an allin)
Stalker micro does require a lot of attention and control however, anyway cheers to your succes
this entire thread makes me kind of ashamed to be a part of this community.
on the one hand, a cheese build and a player bragging about massing marines. on the other, a bunch of people determined to prove how much smarter their build is than all this cheese.
then there's the investigations into player records and comparing numbers, bragging, theorycrafting, etc.
People need to stop writing off every build because of its flaws. EVERY BUILD has flaws. This is actually an extremely powerful build, props to the original poster. I am also a diamond player that tries random off the wall strats.
I have played against this build and can say that it is incredibly powerful versus protoss. It basically makes all 1gate tech builds obsolete because the protoss will never have enough troops to hold off the first push without dying or being behind. The problem is scouting. If you don't get your probe into the base and scout the extra rax's going up then you think the terran is fast expanding. But it is too easy for terran to deny the scout. Seriously his build is solid and Blizzard will probably do something to fix this. I suggest making hallucination take less time to research so a protoss can scout terran faster.
Click the name, you see a Diamond icon there? How about his stats: 1v1 74 Games 43 Wins
Man people are really trying to disprove the viability of such a strat to the level of even getting stupid in their attempts.
Wasn't trying to disprove the strat, just question his credibility. Ironically the link did not work for me.
Anyways, if the build works for you, go for it. If it works for others, go for it. Doesn't matter to me. Hell, I may even try it.
PS. Since the link doesn't seem to work for me, I don't understand how scrankings.com's data can be innaccurate...it directly pulls the data from the profile page and updates every 30 mins or so (not that the data is changing right now anyways). Maybe you can enlighten me on this.
PS. Since the link doesn't seem to work for me, I don't understand how scrankings.com's data can be innaccurate...it directly pulls the data from the profile page and updates every 30 mins or so (not that the data is changing right now anyways). Maybe you can enlighten me on this.
what are you talking about. the picture posted says 'updated 20 hours ago'
People these days make illogical arguments despite the obvious evidence sitting before them.
gimpygimpy: 43 wins 31 losses total Most recent games 11 wins vs 2 losses ...ALL using the delayed 6 rax build. That is pretty clear evidence that this build is completely viable. NOT to mention, from what I'm reading of these comments, I can infer that none of the people calling this build crap have actually TRIED it. Why? Cus I see comments like: "I'll have 3 tanks by the time you come with the first wave of marines."
That's not even close to true. You'll have one unsiegable tank AT BEST.
Also, to this post:
Having 18 marauders is assuming you have significantly more money than the other player. This is a dangerous assumption. You claim: 12 marines, 18 marauders, 4 tech labs, and an expand can be made and brought to bear on an enemy within 7 mins. I claim: 600+1800+400(supplies+400+900 (Barracks)+150 (refinery) + 500 (10 scvs) + 100 (upgrade stims)=4850 The saturation of base gathering is 880 mins/sec. This will not happen until beyond the 5 minute mark. This does not even count pulling off workers for gas or protection with turrets.
The math says that this is not possible, you come up short by over 800 minerals.
If you read my post carefully, you would have seen that this is exactly why I would cut one rax from the original build, because then it would work. And the way I do this build against terran, I'm getting a pretty late gas, so I stock up a lot of minerals earlier on, which lets me expand AND constantly produce from 5 NOT 6 barracks. With the original 6 barracks, if I start producing marauders, one rax is always not queued. that one less rax can actually make up for the 800 minerals (not all of it, but most), and since I don't need to scan with this build, I don't waste energy on anything other than mules also.
I never once claimed that this build was perfect. Nor did I EVER say that its the best. What I AM saying, and for some reason, people just seem to want to bash me for suggesting such a thing, is that this is just a VIABLE OPENING.
That's all I claim. It's a decent, viable opening. Just because TLO hasn't used it, or MAKA never mentioned it, doesn't mean its not viable. I'd bet my right hand that if Day[9] were to say one day that this build is amazing, 3000 people on the forums would suddenly start posting threads about the invincibility of this build. That's what makes me sad. That people can no longer think and brainstorm for themselves, but instead cry that something is OP or that something is not viable.
Think, and make this game your own, people. Don't just blindly do standard builds without opening your mind to new ones that have just as much potential.
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 (you say 1 unsieged tank but that is not true at all. Rushing siege tanks can get you very fast tanks, especially if you go gas first or go 9rax). 2 siege tanks + walled choke would handle this. You could even make a baneling-proof choke (two layers or only production buildings) and set your 2 tanks out of attack range.
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.
Can people read my previous posts at least, if they're gonna keep saying the same thing other people say? I said it once, I'll say it again...this build, with just a little adjustment, can be a viable OPENING. Meaning what? THAT THERE ARE WAYS TO TRANSITION OUT AND SET YOURSELF UP FOR A DECENT MIDGAME.
This strategy requires a bit of micro. Is that everyone's problem? That it isn't BW and that you have to ACTUALLY micro stuff with this strategy?
Idk what it is that's making people blindly reject this build. Just stop.
Wait til release, try it out, and if it still doesn't work for you, then send me the replay, and I'll TELL you what you're doing wrong with it. There's no use theorycrafting now, with no way to test it.
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.
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.
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?
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.
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?
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 (you say 1 unsieged tank but that is not true at all. Rushing siege tanks can get you very fast tanks, especially if you go gas first or go 9rax). 2 siege tanks + walled choke would handle this. You could even make a baneling-proof choke (two layers or only production buildings) and set your 2 tanks out of attack range.
Forcefielding does not work, the marines will just wait and then kill you. Anyways the best way I have found is to get stalkers and guardian shield and kite him in the middle of the map. This is definitely a legit build against protoss because a 1gate observer boost will not scout it in time to make adjustments for a 1gate tech build.
On July 21 2010 08:26 ShineShineBear wrote: This is definitely a legit build against protoss because a 1gate observer boost will not scout it in time to make adjustments for a 1gate tech build.
So? In a Bo3 tourney you can't use it twice. I don't really call that legit.
Another thing that's a bitch for mass marines is the P player massing stalkers and being aggressive with stalkers from the get-go. If you micro the stalkers you can just keep picking off marines non-stop. The 2-gate-2-stalker opening is perfect for this.
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.
Replays, I just found out, CAN be viewed...with SC2-All-in-one, downloadable here:
Here are the three games I used this build and remembered to save. These are the FIRST 3 games I played with this build. I was rank 27 Diamond, and all my opponents were Diamond also. The only game where my initial marines were held back, I was playing with the macbook trackpad. I still won that game. Take a look for yourselves.
TO HAGGLERS: I AM NOT CLAIMING THAT THESE REPLAYS DISPLAY THE BEST OR RIGHT WAYS TO PERFORM THIS BUILD SO DON'T COME YELLING THAT THE OPPONENTS DIDN'T DEAL WITH IT PROPERLY YADAYADAYADA~
Here they are:
TvT-with macbook touchpad (only time marines get held back)
TvT-marines
TvP-hardest race to do this against -don't recommend.
EDIT: for those people saying how much money deficit i'll have, look at the replays and note how much money I have left over EVEN while constantly producing from all barracks....this is cus of late gas and constant mules.
On July 21 2010 08:26 ShineShineBear wrote: This is definitely a legit build against protoss because a 1gate observer boost will not scout it in time to make adjustments for a 1gate tech build.
So? In a Bo3 tourney you can't use it twice. I don't really call that legit.
Another thing that's a bitch for mass marines is the P player massing stalkers and being aggressive with stalkers from the get-go. If you micro the stalkers you can just keep picking off marines non-stop. The 2-gate-2-stalker opening is perfect for this.
Actually it has to be at least a 3gate stalker opening due to the number of marines being pumped. I don't think you realize how fast you get a marine army if you don't get tech labs or gas or use three scvs to mine gas. My practice partner has been trying to help me counter this build so I actually have some experience playing against it. I'm having a lot of trouble pressuring with stalkers against that many marines. Most of the time when I fend it off, I usually end up behind. However the stalker pressure might work on Kulas Ravine since there is no ramp. I'm sure there are other ways to defend this but I have yet to try them all. Another problem is that the build can easily be mistaken as a fast expand. The bottomline is that it is definitely possible to beat with really good stalker micro, but you have to know it's coming and it is not too hard for a terran to come out ahead even when you survive,
This is quite possibly the most powerful unique and odd build I have encountered on this site. Yes it is counterable, but the cool thing about this build is that it beats almost every standard build if you do not know it is coming.
If the enemy does know this build is coming, you can actually convert this into a decent opening by getting gas and playing normally. I am really impressed with this build. Here are some counters to this build and how the build can adapt to them.
Counters to this build:
TvT:
Bunkers and either fast tanks, fast banshee, or thor drop Doing an alternate variation of the same build with marauders (marauders beat marines with kiting)
TvZ:
1 Base Roach/Lings 1 Base Ling/Baneling 1 Base Mass Speed Zerlings
TvP
Mass zealot Stalker Kiting (difficult) Mass Cannons (unlikely)
To adapt to any of the counters the terran has to get gas and an engineering bay for detection, switch to marauders against tanks/roach/stalkers, and get hellions against mass zealots or ling/baneling. All of these build adaptations are low gas and easy to switch in to using this build.
On July 19 2010 18:17 Yokoblue wrote: Somebody did something similar to me. Massed marine like crazy... I went for mass stalker and speed to templar... I had just a few templar out.. when he was killing the probes... Too late...
Btw: Stalker get own by marine... Marine shoot faster and cost less so in small number Stalker win but in large number... even with the range marine win... and the attack animation of the stalker make almost imposible to outmicro the marine.
Only speed build to the counter work. 1 other thing that could work is the 2 speed stalker build by 4-5 min. He only have 2-3 marine... if you keep pumping stalker you will win. Only thing I see plausible
EDIT:
And serioustly... Protoss player... WTF... You all say go speed collosus go speed templar... go mass sentry... FF the ramp for eternity... He was in his base at like... 6-7 min with 25 marines... You cant have ANY of all that by that time... and you have to know its coming to have at least 2 sentry at start of the game to max out on energy to FF the ramp for a while...
+ he has constant reinforcements... He had a big line of marine always coming from his base... to the other... without knowing that build is coming.. .you can prevent it... but with all that reinforcements... i think you might not be able to hold it.
someone tried this to me on lost temple last week well laddering ( diamond ) i scouted it a suicide overlord when the wall went up, extended my creep and made 2 spine crawlers on the high ground into my choke and followed it up with speedlings out in the middle of the map... once he pushed and the spines attacked I surronded with the speedlings and sent in 3 banelings and he left the game...
this is SOOOO very easy to counter of you scout I can see how it would catch people off guard though since it really isn't the norm...
then again there's also this: Masq versus White-Ra on Scrap Station. Masq goes 5 barracks marine push Sure White-Ra doesn't play amazingly but he gets destroyed by Masq, while using a pretty standard toss opening build. oG in the aforementioned map played amazingly but I'm not sure if he was suspecting Masq for going mass rines since his match was after this one. In a quick match PvT if the toss isn't suspecting it, I think it'd work well. How many people open with 4 sentries and 1 stalker? And in the match versus Masq that Masq loses, imo he sticks with rines a bit too long - if he had teched gas when he saw how badly the first push was going, match might have been different.
On July 19 2010 08:46 bleh wrote: omg why does everyone do this? Sooooo annoying seeing these threads. I've seen dozens of them.
OK, a new division was created, you were the first one to win a couple of games and it put you in the #1 spot. It has happened to literally thousands of people. Your rank inside of a division means nothing, your point score, while skewed by the low number of games played and the bonus points, will give some kind of indication of where you're actually ranked, for some reason you didn't include that though. hmmmm.
This is an obvious brag thread which you made for absolutely no reason other than to write "I GOT #1 IN DIAMOND LOL!" in a thread title to feel good about yourself.
Insecure you have become, bleh. Angry. Annoyed. A fast path to the darkside such flaming posts are. But stronger, darkside is not. Easier, yes. Not more powerful. Do you judge marines by size? As well as you shouldn't. For their ally is dps. And a strong ally that is.
On July 21 2010 20:11 teamamerica wrote: then again there's also this: Masq versus White-Ra on Scrap Station. Masq goes 5 barracks marine push Sure White-Ra doesn't play amazingly but he gets destroyed by Masq, while using a pretty standard toss opening build. oG in the aforementioned map played amazingly but I'm not sure if he was suspecting Masq for going mass rines since his match was after this one. In a quick match PvT if the toss isn't suspecting it, I think it'd work well. How many people open with 4 sentries and 1 stalker? And in the match versus Masq that Masq loses, imo he sticks with rines a bit too long - if he had teched gas when he saw how badly the first push was going, match might have been different.
When you're FEing then sentries are good since they cost only 50 minerals and can deny many Terran all ins.
probably already discussed but yeah saving 750 minerals to make 5 rax is a bit excess in the 'amount' of time you are letting yourself get outproduced in units before you actually make use of it. besides if he expanded and defended your 5-6 rax push, what are you going to do then?
I tried this build at the end of the beta. If i remember it correctly i won 8/10 games.
I did alter the build though. Instead of just producing 1 marine from the first barracks i kept producing marines the entire time.
After the first few games i changed the build again to adding a gas after the barracks, getting a techlab that was finished about when the second wave of marines came out of the mass barracks.
This will ofcourse delay the push but +150% damage from stim is worth it IMO.
The closest match was versus a 4 gate toss with a lot of sentries (guardian shield reduces the damage a lot).
This build is neither new or unbeatable. I've seen this a lot already, popularized by I believe DeMuslim. The difference with the way Masq does it (also the way proposed in this thread) vs the way DeMuslim does it is that Masq is more aggressive, some would say more cheesy. DeMuslim uses the marines to secure a FE, put some pressure while teching. Masq uses it to try to end the game.
I personally am not a fan of all-in kinds of aggressions so I do favor DeMuslim style a little bit more.
There is a huge window where the Terran is putting down the delayed raxes or they've just been constructed. I've seen DeMuslim lose to a toss who just 1 immortal push. During that time, he only had 2 bunkers and a handful of marines.
I think it's good to know builds like these, if you play them yourself, you realize its weakness and are able to counter it accordingly. Though it is kinda lame to play an all-in rush all the time, starcraft 2 has a huge variety on builds and I'm sure it annoys your opponents too to counter the same rush over and over again. You can probably even get #1 with voidray rush, but you'll get to a point where you play against opponents who know what they are doing and you'll find yourself in a horrible position^^
watch it and wow at Tester fending that off without losing a single unit in the first 40 seconds of that attack.
Tester is just an amazing player. When the game is released I wanna practice mass sentry zealot versus this opening. However the build that Masq did was similar but not the build the OP is referring to. Masq made a fast CC which delays the marines. Also the game was played on Scrap Station. Imagine if he skipped the CC and they were playing on Steppes of War. Now try to defend it. I'm not saying it's not beatable because I have beaten this plenty of times against my practice partner (on LT), but it's really hard to come out ahead and it's so easy for the T to expand and throw down a bunker instead of streaming in reinforcements.
EDIT* Kiburn, against P you should just delay for another round of marines. Basically if you see the fast obs floating around in your base then you know it's a fast robo and just go kill him. If he has sentries then just let him burn out his energy.
Masq v Tester game, Masq does not use the build described in the OP.
He expands after the rax, so really it's just a variation of the 1 rax FE -> 4 rax build that was popular earlier in the beta. The variation of course is that he delays his gas in order to make 5 barracks instead of 4.
OP's build is a 5 rax off of 1 base, it's an all-in build.
On July 22 2010 03:41 BlasiuS wrote: Masq v Tester game, Masq does not use the build described in the OP.
He expands after the rax, so really it's just a variation of the 1 rax FE -> 4 rax build that was popular earlier in the beta. The variation of course is that he delays his gas in order to make 5 barracks instead of 4.
OP's build is a 5 rax off of 1 base, it's an all-in build.
I first saw Masq use this, and more recently LZGamer. The build in the OP is simply an inferior version.
The standard P opener is 13-gate and rush for stalker to defend against reaper openings. The probe scouts for an early tech lab, and if no tech lab is started, the P knows he can safely send his first stalker to poke into T's base. I believe T will just have finished his first batch of marines when the stalker poke arrives. At this point, P can easily micro his stalker to pick of marines as the marines advance across the map, throw down gateways if he's rushed tech (need at least 3 warpgates to fend this attack off), and build a couple sentries to delay and split marines as they pass through the ramp.
All in all, it's just not going to work against a P who knows about the cheese and knows how to respond. I can't see this being a common build in TvP 6 months from now.
On July 22 2010 03:41 BlasiuS wrote: Masq v Tester game, Masq does not use the build described in the OP.
He expands after the rax, so really it's just a variation of the 1 rax FE -> 4 rax build that was popular earlier in the beta. The variation of course is that he delays his gas in order to make 5 barracks instead of 4.
OP's build is a 5 rax off of 1 base, it's an all-in build.
I first saw Masq use this, and more recently LZGamer. The build in the OP is simply an inferior version.
On July 22 2010 03:41 BlasiuS wrote: Masq v Tester game, Masq does not use the build described in the OP.
He expands after the rax, so really it's just a variation of the 1 rax FE -> 4 rax build that was popular earlier in the beta. The variation of course is that he delays his gas in order to make 5 barracks instead of 4.
OP's build is a 5 rax off of 1 base, it's an all-in build.
I first saw Masq use this, and more recently LZGamer. The build in the OP is simply an inferior version.
The build in the OP isn't an 'inferior version' of Masq's build, it has nothing to do with Masq's build. OP's build is a 1 base all-in.
Tee-hee.....people see the 2 builds both feature lots of barracks and marines and think they're the same thing. Of course, the timings and focuses of the builds are completely different.
im a gold 500 toss player not as good as u guys here, but i find this mass marine build really hard to counter, esp when they have stim packs.. its really hard to kite the marines with a bunch of stalkers when 30 of them just stim and steam roll pass ur army and base.. ive encountered this strat before.. when mixed with a few marauders, stalkers and sentries become pretty useless.. 3-4 marauders in the mix render the chargelots useless.. void immortals and cannons wont work.. and by the time a colossus comes out its pretty much too late.. its not impossible to stop, but having 2 players with the same skill levels with one using this marine strat and another protoss, the T player really has the upper hand while the P has to work his ass off..
On July 22 2010 05:59 Kahmunrah_ wrote: im a gold 500 toss player not as good as u guys here, but i find this mass marine build really hard to counter, esp when they have stim packs.. its really hard to kite the marines with a bunch of stalkers when 30 of them just stim and steam roll pass ur army and base.. ive encountered this strat before.. when mixed with a few marauders, stalkers and sentries become pretty useless.. 3-4 marauders in the mix render the chargelots useless.. void immortals and cannons wont work.. and by the time a colossus comes out its pretty much too late.. its not impossible to stop, but having 2 players with the same skill levels with one using this marine strat and another protoss, the T player really has the upper hand while the P has to work his ass off..
As soon as gas or expo comes into play, you're talking about a totally different play. What you're talking about here is 1-base bio which is pretty strong, but it's not the marine all-in discussed in this thread.
To beat 1-base bio, you just have to control well (use sentries to forcefield chokes and split his attack, use waves of zealots to tank hits and retreat your stalkers as the zealots die) until you get the right tech (charge, dts, hts, collosi) to mount your own attack. If you're having a lot of trouble, you can start a [H] thread.
On July 21 2010 20:55 Nihilnovi wrote: I'm sorry but I stopped reading this topic when OP stated he was #1 at 260 rating.
260 rating in my diamond wasn't even top 50, I was barely top 3 with 530.
On a sidenote, this is incredibly easy to counter with early stalker pressure as P.
This...
No offense but 260 diamond is basically D level
Funny how nerds get off on putting people down, when they have been put down their whole life. This thread is not about the OP's ranking. He is ranked #1 diamond, and I don't care if that is D level to you it is better than 99% of people who play this game.
Even if he was a shitty player who used one build to get to #1, why do you have to insult him for it? He has not cheated, he found a creative way to get #1. Insulting someone for having a #1 in diamond, and sharing his strategy shows how poor the quality of your character is.
On July 22 2010 05:59 Kahmunrah_ wrote: im a gold 500 toss player not as good as u guys here, but i find this mass marine build really hard to counter, esp when they have stim packs.. its really hard to kite the marines with a bunch of stalkers when 30 of them just stim and steam roll pass ur army and base.. ive encountered this strat before.. when mixed with a few marauders, stalkers and sentries become pretty useless.. 3-4 marauders in the mix render the chargelots useless.. void immortals and cannons wont work.. and by the time a colossus comes out its pretty much too late.. its not impossible to stop, but having 2 players with the same skill levels with one using this marine strat and another protoss, the T player really has the upper hand while the P has to work his ass off..
As soon as gas or expo comes into play, you're talking about a totally different play. What you're talking about here is 1-base bio which is pretty strong, but it's not the marine all-in discussed in this thread.
To beat 1-base bio, you just have to control well (use sentries to forcefield chokes and split his attack, use waves of zealots to tank hits and retreat your stalkers as the zealots die) until you get the right tech (charge, dts, hts, collosi) to mount your own attack. If you're having a lot of trouble, you can start a [H] thread.
I don't see why this build cannot be easily converted into 1 base bio? Do people assume you have to constantly suicide in marines until you lose? This build transitions into other builds extremely well.
On July 22 2010 06:49 Sabresandiego wrote: This build transitions into other builds extremely well.
lol? Do you know what 'all-in' means?
I can tell you what it doesn't mean: a build that transitions into other builds extremely well.
This is not an all in build. You do not cut scv's at all, and you can transition. Who says this build has to be all in? You can even transition into an early expo, 4 gas bio mech if you want. Having 5-6 rax is something you would have anyways by midgame, you just get it early in this build and use it for pressure. This build is not an all in unless you play it that way, and you can if you want to.
On July 22 2010 03:23 kcdc wrote: Here's my replay of Avilo using this strat against my P that I'd described above. Was on the run and couldn't upload yesterday.
Good replay. Dark Templars are an excellent transition against this build and it scared Avilo into retreating. Had he kept charging forward instead of retreating to defend his base, he could have possibly won the game at that point since your expansion left you with an inferior army. Him retreating made your expansion win the game. Dark templars are probably the best transition against this build since it lacks the tech buildings for detection.
On July 21 2010 20:55 Nihilnovi wrote: I'm sorry but I stopped reading this topic when OP stated he was #1 at 260 rating.
260 rating in my diamond wasn't even top 50, I was barely top 3 with 530.
On a sidenote, this is incredibly easy to counter with early stalker pressure as P.
This...
No offense but 260 diamond is basically D level
Funny how nerds get off on putting people down, when they have been put down their whole life. This thread is not about the OP's ranking. He is ranked #1 diamond, and I don't care if that is D level to you it is better than 99% of people who play this game.
Even if he was a shitty player who used one build to get to #1, why do you have to insult him for it? He has not cheated, he found a creative way to get #1. Insulting someone for having a #1 in diamond, and sharing his strategy shows how poor the quality of your character is.
What?
I'm not trying to put anyone down, just pointing out that getting to "#1 diamond" using this build is not relevant. That's a relative term. It doesn't make it a good build.
You're right though I've been put down my whole life, that's why I said this.
On July 21 2010 20:55 Nihilnovi wrote: I'm sorry but I stopped reading this topic when OP stated he was #1 at 260 rating.
260 rating in my diamond wasn't even top 50, I was barely top 3 with 530.
On a sidenote, this is incredibly easy to counter with early stalker pressure as P.
This...
No offense but 260 diamond is basically D level
Funny how nerds get off on putting people down, when they have been put down their whole life. This thread is not about the OP's ranking. He is ranked #1 diamond, and I don't care if that is D level to you it is better than 99% of people who play this game.
Even if he was a shitty player who used one build to get to #1, why do you have to insult him for it? He has not cheated, he found a creative way to get #1. Insulting someone for having a #1 in diamond, and sharing his strategy shows how poor the quality of your character is.
What?
I'm not trying to put anyone down, just pointing out that getting to "#1 diamond" using this build is not relevant. That's a relative term. It doesn't make it a good build.
You're right though I've been put down my whole life, that's why I said this.
How is being #1 diamond not relevant. How many build orders can take you straight to #1 diamond? It is totally relevant. Highest I got in phase 2 was rank 8 diamond with about 400 points, and you don't see me insulting anyone.
Fact of the matter is that this build is solid. Masq uses a variation of this build against protoss where he cuts 3 rax and gets an early CC instead. The concept of no gas and mineral hoarding into a bio heavy army is the same, and it works. Just because it can be beaten doesn't mean shit. Fast banshees can be countered, does that make them worthless? No.
On July 21 2010 20:55 Nihilnovi wrote: I'm sorry but I stopped reading this topic when OP stated he was #1 at 260 rating.
260 rating in my diamond wasn't even top 50, I was barely top 3 with 530.
On a sidenote, this is incredibly easy to counter with early stalker pressure as P.
This...
No offense but 260 diamond is basically D level
Funny how nerds get off on putting people down, when they have been put down their whole life. This thread is not about the OP's ranking. He is ranked #1 diamond, and I don't care if that is D level to you it is better than 99% of people who play this game.
Even if he was a shitty player who used one build to get to #1, why do you have to insult him for it? He has not cheated, he found a creative way to get #1. Insulting someone for having a #1 in diamond, and sharing his strategy shows how poor the quality of your character is.
What?
I'm not trying to put anyone down, just pointing out that getting to "#1 diamond" using this build is not relevant. That's a relative term. It doesn't make it a good build.
You're right though I've been put down my whole life, that's why I said this.
How is being #1 diamond not relevant. How many build orders can take you straight to #1 diamond? It is totally relevant. Highest I got in phase 2 was rank 8 diamond with about 400 points, and you don't see me insulting anyone.
Fact of the matter is that this build is solid. Masq uses a variation of this build against protoss where he cuts 3 rax and gets an early CC instead. The concept of no gas and mineral hoarding into a bio heavy army is the same, and it works. Just because it can be beaten doesn't mean shit. Fast banshees can be countered, does that make them worthless? No.
Ugh...
I'm not going to argue with you. Ok, #1 diamond at 260 points is the same as #1 at 700+ points. You win.
Masq's build involves skipping gas to get a fast command center. That is not a variation of this build. It's completely different.
This sounds more like bad version of warpprism 5gw push or 3rax marine/scv rush. You don't want to waste 450minerals for extra buildings that could've made 9marines/scv's...
A good point is that if you aren't making marauders or refinery, opponent can scout you don't have early ref. At that point it's obvious you are either FEing or cheesing allin rush. He should be suspicious of proxies or try to get inside your base if he isn't seeing the CC being built.
Calling oneself "#1 dia" is just sign of cluelessness. Anyone with sense of how diamond worked should know 260p means you barely got upgraded there. Plain stats tell a lot more than low amount of points.
On July 21 2010 20:55 Nihilnovi wrote: I'm sorry but I stopped reading this topic when OP stated he was #1 at 260 rating.
260 rating in my diamond wasn't even top 50, I was barely top 3 with 530.
On a sidenote, this is incredibly easy to counter with early stalker pressure as P.
This...
No offense but 260 diamond is basically D level
Funny how nerds get off on putting people down, when they have been put down their whole life. This thread is not about the OP's ranking. He is ranked #1 diamond, and I don't care if that is D level to you it is better than 99% of people who play this game.
Even if he was a shitty player who used one build to get to #1, why do you have to insult him for it? He has not cheated, he found a creative way to get #1. Insulting someone for having a #1 in diamond, and sharing his strategy shows how poor the quality of your character is.
What?
I'm not trying to put anyone down, just pointing out that getting to "#1 diamond" using this build is not relevant. That's a relative term. It doesn't make it a good build.
You're right though I've been put down my whole life, that's why I said this.
How is being #1 diamond not relevant. How many build orders can take you straight to #1 diamond? It is totally relevant. Highest I got in phase 2 was rank 8 diamond with about 400 points, and you don't see me insulting anyone.
Fact of the matter is that this build is solid. Masq uses a variation of this build against protoss where he cuts 3 rax and gets an early CC instead. The concept of no gas and mineral hoarding into a bio heavy army is the same, and it works. Just because it can be beaten doesn't mean shit. Fast banshees can be countered, does that make them worthless? No.
Ugh...
I'm not going to argue with you. Ok, #1 diamond at 260 points is the same as #1 at 700+ points. You win.
Masq's build involves skipping gas to get a fast command center. That is not a variation of this build. It's completely different.
You don't even understand what I am saying. He could be rank 100 diamond at 260 points, the point is that 260 points is still better than 95%+ of the people playing this game, so why insult him for it?
Secondly if you can't see the similarity between masq's build and this one you need to get some help. The ONLY difference is a fast expand with slightly delayed rax. Both builds go all out minerals, both builds go mass rax, both builds go bio.
On July 22 2010 03:23 kcdc wrote: Here's my replay of Avilo using this strat against my P that I'd described above. Was on the run and couldn't upload yesterday.
Good replay. Dark Templars are an excellent transition against this build and it scared Avilo into retreating. Had he kept charging forward instead of retreating to defend his base, he could have possibly won the game at that point since your expansion left you with an inferior army. Him retreating made your expansion win the game. Dark templars are probably the best transition against this build since it lacks the tech buildings for detection.
Blink and charge are probably my two favorite abilities in this game, so I'll often find myself in situations where T is just massing more MM than I can defend against if I want to expand. Throwing down a dark shrine for free map control to expand against much larger forces has won me a lot of games. If you just stagger your DTs so that you only lose 1 per scan, it's almost impossible for T to push till he gets ravens, and that delay lets your econ take over.
On July 21 2010 20:55 Nihilnovi wrote: I'm sorry but I stopped reading this topic when OP stated he was #1 at 260 rating.
260 rating in my diamond wasn't even top 50, I was barely top 3 with 530.
On a sidenote, this is incredibly easy to counter with early stalker pressure as P.
This...
No offense but 260 diamond is basically D level
Funny how nerds get off on putting people down, when they have been put down their whole life. This thread is not about the OP's ranking. He is ranked #1 diamond, and I don't care if that is D level to you it is better than 99% of people who play this game.
Even if he was a shitty player who used one build to get to #1, why do you have to insult him for it? He has not cheated, he found a creative way to get #1. Insulting someone for having a #1 in diamond, and sharing his strategy shows how poor the quality of your character is.
What?
I'm not trying to put anyone down, just pointing out that getting to "#1 diamond" using this build is not relevant. That's a relative term. It doesn't make it a good build.
You're right though I've been put down my whole life, that's why I said this.
How is being #1 diamond not relevant. How many build orders can take you straight to #1 diamond? It is totally relevant. Highest I got in phase 2 was rank 8 diamond with about 400 points, and you don't see me insulting anyone.
Fact of the matter is that this build is solid. Masq uses a variation of this build against protoss where he cuts 3 rax and gets an early CC instead. The concept of no gas and mineral hoarding into a bio heavy army is the same, and it works. Just because it can be beaten doesn't mean shit. Fast banshees can be countered, does that make them worthless? No.
Ugh...
I'm not going to argue with you. Ok, #1 diamond at 260 points is the same as #1 at 700+ points. You win.
Masq's build involves skipping gas to get a fast command center. That is not a variation of this build. It's completely different.
You don't even understand what I am saying. He could be rank 100 diamond at 260 points, the point is that 260 points is still better than 95%+ of the people playing this game, so why insult him for it?
Secondly if you can't see the similarity between masq's build and this one you need to get some help. The ONLY difference is a fast expand with slightly delayed rax. Both builds go all out minerals, both builds go mass rax, both builds go bio.
Dude, the two builds are really not similar. They have certain things in common as you've noted--they don't use gas, they get a lot of barracks and mass marines--but they're ultimately completely different.
The fast CC build is an economy-focused build where you build up a lot of marines to secure your economic lead. You use the marines offensively to delay P's tech to collosi, HTs or DTs. So even when you're attacking, it's a roundabout defense.
The 6 barracks mass marine play is an all-in play that will put you far behind if you don't do significant damage with the attack. The timing is designed to surprise and overwhelm the opponent before they're able to fully set up their military production. There's about a 60 second window where this attack can catch the opponent off guard and really do a lot of damage. Delaying the attack by throwing in a CC before your barracks completely surrenders this window of attack and instead forces you into defense and bunkers.
So although there are similarities, one build is an all-in attack with a narrow window of opportunity designed to win you the game in the first 5 minutes. The other is a defensively focused economy play designed to win you the game over the long haul.
You don't even understand what I am saying. He could be rank 100 diamond at 260 points, the point is that 260 points is still better than 95%+ of the people playing this game, so why insult him for it?
If you name the topic "Simple T build got me to #1 in Diamond >" then yes, you will be rightfully be told you were advertising the topic and build unfairly as better than it is.
Same as if I said I'm euro#1 material. Later it's found out I'm actually "only" #50 in ranking and you were to defend "omg he's still better than 95% of you!!". Topic still gave false impression to people about he surviving better than was later proven.
The same could be said about any all-in mass T1 unit strat; I was able to get #1 Diamond by doing mass speedling busts on my secondary account, this is nothing new. But once you start playing decent players, you need to learn to play solid really fast. People in Diamond scout.
lots of people in diamond suck... and if you cheese your way to victory 50% of the time, you will get a lot of points fast, since you get more points for winning than you lose for losing.
also, if I scout a terran and he doesn't have his gas I'm building 2 bunkers on my ramp, and scouting for cheese.
On July 22 2010 08:18 aznhockeyboy16 wrote: lots of people in diamond suck... and if you cheese your way to victory 50% of the time, you will get a lot of points fast, since you get more points for winning than you lose for losing.
also, if I scout a terran and he doesn't have his gas I'm building 2 bunkers on my ramp, and scouting for cheese.
That isnt smart, because no gas could also mean a fast expand. That means you wasted half an expansions cost in minerals for useless bunkers. Yes you can get the minerals back, but its all about the timing of those minerals.
On July 22 2010 06:49 Sabresandiego wrote: This build transitions into other builds extremely well.
lol? Do you know what 'all-in' means?
I can tell you what it doesn't mean: a build that transitions into other builds extremely well.
This is not an all in build. You do not cut scv's at all, and you can transition. Who says this build has to be all in? You can even transition into an early expo, 4 gas bio mech if you want. Having 5-6 rax is something you would have anyways by midgame, you just get it early in this build and use it for pressure. This build is not an all in unless you play it that way, and you can if you want to.
try reading the damn OP before you start spewing garbage:
On July 18 2010 14:26 gimpy wrote: Just wanted to share this all-in cause I haven't seen this build from anyone else yet, and I can't seem to lose!
On July 22 2010 06:49 Sabresandiego wrote: This build transitions into other builds extremely well.
lol? Do you know what 'all-in' means?
I can tell you what it doesn't mean: a build that transitions into other builds extremely well.
This is not an all in build. You do not cut scv's at all, and you can transition. Who says this build has to be all in? You can even transition into an early expo, 4 gas bio mech if you want. Having 5-6 rax is something you would have anyways by midgame, you just get it early in this build and use it for pressure. This build is not an all in unless you play it that way, and you can if you want to.
try reading the damn OP before you start spewing garbage:
On July 18 2010 14:26 gimpy wrote: Just wanted to share this all-in cause I haven't seen this build from anyone else yet, and I can't seem to lose!
Its not all in if you stop producing marines once the build isnt working, or alter the build to be more adaptable. This build does not sacrifice your scv production whatsoever.
On July 22 2010 06:49 Sabresandiego wrote: This build transitions into other builds extremely well.
lol? Do you know what 'all-in' means?
I can tell you what it doesn't mean: a build that transitions into other builds extremely well.
This is not an all in build. You do not cut scv's at all, and you can transition. Who says this build has to be all in? You can even transition into an early expo, 4 gas bio mech if you want. Having 5-6 rax is something you would have anyways by midgame, you just get it early in this build and use it for pressure. This build is not an all in unless you play it that way, and you can if you want to.
try reading the damn OP before you start spewing garbage:
On July 18 2010 14:26 gimpy wrote: Just wanted to share this all-in cause I haven't seen this build from anyone else yet, and I can't seem to lose!
Its not all in if you stop producing marines once the build isnt working, or alter the build to be more adaptable. This build does not sacrifice your scv production whatsoever.
It is absolutely an all-in. You don't have to cut SCVs too much, but if you don't do significant damage with the attack, you are left with 6 barracks that you can't support as soon as you decide to transition, no gas, and no tech. Against T, your opponent will have tanks by the time you get gas. Against P, your opponent will have DTs or ranged collosi before you can respond with a starport. Against Z, you're going to be out-based and up against larger numbers of muta-baneling than you can handle.
If you do a lot of damage, you'll stay even or pull ahead. If you're easily forced to retreat, you're way behind. This is the definition of an all-in.
On July 18 2010 14:26 gimpy wrote: Kinda goofy but I play T and this build has been working against all 3 races. Pretty much just standard depot, rax, depot, rine to deny scouting, orbital command and save 750 min to build 5 rax similtanously where scouting is difficult. SCVs the whole time. Push at about 6 min to avoid tanks and pop.
Wh-
What? *rubs eyes*
On July 18 2010 14:26 gimpy wrote: save 750 min to build 5 rax similtanously where scouting is difficult.
O.O
On July 18 2010 14:26 gimpy wrote: save 750 min to build 5 rax similtanously
Surely we must have a reason for something so strange to ever cross your mind!
On July 18 2010 14:26 gimpy wrote: Making rax as you go slows this down cause of scvs not mining.
Ah. Let's not joke around here, sir: The real reason you need to build all those raxes at once isn't because it's economically efficient. Rather, it's because otherwise your push is far, far too late as your opponent will probably have something at least decent to fight back with. This is just a way of condensing the build time of one barracks in to five, giving you an early attack which is virtually impossible to win with if your opponent scouts it.
A more exotic version of everything else on the dairy aisle, imo.
Do I have to be B+ to post a build-order that got me to Diamond? Can I claim to be #1 in Diamond if I'm #1 in Diamond and only 260? Does a build have to be fool-proof to be good? Is a 85% win-rate vs diamond players who are good at scouting not quite high enough?
I'll talk to Flash and get his approval to post my builds.
You don't have to use this build, but stop raging when you lose to it. Us newbs don't like to be reminded about our newbishness on the cusp of victory.
Personally, I don't rage when I lose against people who I feel I shouldn't have lost to for whatever reason; if I lost, it's due to something I did wrong.
I think of this as mostly all-in, but I didn't tweak it enough for it to be really all in. This delayed 6 rax (or delayed 5 rax) could be much quicker if I knew when I could cut scvs and still support the raxes and depots 100%. Waiting for release to figure that out.
I don't scout early. I want the scv on minerals. I will attack before DTs, Collosi, Banshies or Tanks, so I don't need to know if they are teching. I just want to know where they are before I push. I'm going to push no matter what they have anyway. Can't let them get to tech. I might scout a z earlier cause banelings are trouble, and require serious rine micro.
I won't chase stalkers around the map like the posted replay. DPS units need to be where they can DPS, not get kited. If there is brilliant kiting all the way back to the toss base, I don't know what could be done.
On July 18 2010 14:26 gimpy wrote: Making rax as you go slows this down cause of scvs not mining. When all rax build, you can support constant pump and depot and scv production.
I agree. I had plans to investigate more such cases when it is better to pile up resources instead of spending them immediately when you have enough for the building you need ---> the main reason as you state is that it means workers still mine all the time. The more you delay the building process, the faster you reach it, with better economy. Thus, any combination of buildings you would like to have, which does not include co-dependency in itself (one of them requires another of them to be ready first), is better to build at once, instead of one by one. Or more precisely, it's a trade-off, and a choice to consider - if you get them one by one, you may open quicker reaction options, but if you hold them, your desired building configuration is reached earlier.
This applies even more to zerg, because the drones don't even return to mining; and the least for protoss, because their building process is... just the pathing to location and back. But I daresay it still applies even to protoss, and so one can't easily conclude that a bunch of gateways, thrown at once, is inefficient play (as some commentators tend to imply). It allows you to avoid mulitple probe pulling off of mining, and do it with just one such pull. Another way to see this fact is through Evolution Forge, because usually the recommended moment to start building isn't when you have exactly enough resources; no, you usually have some excess, which fits with the quick build of the next structure, so that both finish simultaneously, and you can proceed asap with the next tech step etc.
First, as PvT my general strat is fast stalker -> harass the wall/marines behind it, abusing range and shield regen (even with high ground, you can still attack without taking any real damage). That seems like it would force you to either switch strategies (build tech lab and marauders) or just watch your wall-in get crushed and mass protoss gateway units stream into your base.
Secondly, as I said before, I'm a P player not T, why on a mass marine build do you build 6 separate rax's without addons as opposed to just 3 with reactors? (This is a general question for any terran player; it seems like it would be more cost effective)
Whether you expand or not before doing a timing attack makes a HUGE difference. It's the difference between two hatch muta and three hatch muta, or the difference between one base sair-reaver and two base sair-reaver. They look similar and use all the same units, but they play out completely differently.
This build seems more like a regular timing push (six fac) and can be recovered from than something that's truly all-in (two hatch lurker drop), simply because marines are so cheap.
First, as PvT my general strat is fast stalker -> harass the wall/marines behind it, abusing range and shield regen (even with high ground, you can still attack without taking any real damage). That seems like it would force you to either switch strategies (build tech lab and marauders) or just watch your wall-in get crushed and mass protoss gateway units stream into your base.
Secondly, as I said before, I'm a P player not T, why on a mass marine build do you build 6 separate rax's without addons as opposed to just 3 with reactors? (This is a general question for any terran player; it seems like it would be more cost effective)
Reactors take a shitload of time and can leave you open to quick attacks because you have to wait for a few minutes before the benefit of the added production of a reactor kicks in.
I did similar build in phase one.. only difference i would get barracks i had money and just build straight marines and pressure really early vs protoss b4 they get WG... i won many many many games in a row quite easily with it at high diamond levels... however 2 gate stalker opening would beat the living crap out of this build.
On July 22 2010 03:23 kcdc wrote: Here's my replay of Avilo using this strat against my P that I'd described above. Was on the run and couldn't upload yesterday.
Good replay. Dark Templars are an excellent transition against this build and it scared Avilo into retreating. Had he kept charging forward instead of retreating to defend his base, he could have possibly won the game at that point since your expansion left you with an inferior army. Him retreating made your expansion win the game. Dark templars are probably the best transition against this build since it lacks the tech buildings for detection.
Blink and charge are probably my two favorite abilities in this game, so I'll often find myself in situations where T is just massing more MM than I can defend against if I want to expand. Throwing down a dark shrine for free map control to expand against much larger forces has won me a lot of games. If you just stagger your DTs so that you only lose 1 per scan, it's almost impossible for T to push till he gets ravens, and that delay lets your econ take over.
not a fan of dt.. but it sounds good for this strat..
On July 22 2010 16:56 waffling1 wrote: why would u be saving up 750 minerals? u can lay them down one by one and get ahead in unit production.
having them synced is nice and convenient, but inefficient.
In the case of this build, it's because there's only a very narrow window where this will work: If you were to build the raxes one at a time, it'd take you five times longer. The premise here is to fake out your opponent, kill their scout, and then blitz out five more raxes before they notice. It's critical to save up to 750 with this sort of plan, because the timings simply don't work out if you fail to.
...And then there are the people in this thread who seem to believe that the economic advantage of not taking your SCVs off to build things outweighs the benefits of having units.
There's nothing wrong with OP's build if your goal is to win quickly; in fact, I imagine that sometimes, against even moderately skilled protoss players, it works brilliantly. But a lot of very popular builds will beat it, such as anything involving banelings, fast colossi, fast storms, banshees, marauders, force field, fast mutas, roaches, and I think one clever fellow mentioned early stalker pressure.
OP might consider trying a SC2 variation of a deep six: essentially what he's already doing, but with the additional raxes proxied to somewhere they likely won't be scouted.
On July 22 2010 16:56 waffling1 wrote: why would u be saving up 750 minerals? u can lay them down one by one and get ahead in unit production.
having them synced is nice and convenient, but inefficient.
In the case of this build, it's because there's only a very narrow window where this will work: If you were to build the raxes one at a time, it'd take you five times longer. The premise here is to fake out your opponent, kill their scout, and then blitz out five more raxes before they notice. It's critical to save up to 750 with this sort of plan, because the timings simply don't work out if you fail to.
That doesn't make sense. Waffling is right.
Imagine that the scout enters your base. You get a marine out and kill it. At this point you have 0 minerals and 1 marine. Let's say that by time you are ready to attack, after placing the 5 raxes, you've acquired 1500 resources from the point at which you killed the scout. This allows you to get 15 more marines.
Now, if you didn't start with 5 rax, and instead spent all the money on marines and only built rax when you accumulated 150 as waffling is suggesting, you would still acquire 1500 minerals (actually more - because you're wasting less SCV work time - but we'll ignore that). So you'd still be spending 1500 minerals. Those minerals either go into marines or rax. There is no way those minerals go into anything else, and as a result, you have the same or more marines by time you are ready to attack.
Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4. You maximize efficiency by building all 4 at the same time. You will have 4 completed rax much faster if you build all 4 at once, then if you build them one at a time.
The thing you give up when doing this sort of construction is the use of the building for that time period. From an economic standpoint it is stronger to build all at once.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I'm talking about how to get the most marines possible the fastest.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
And there's no economic advantage to doing what you're saying, you'd just make up the minerals afterwards when the scv gets back to work faster than it normally would. You'd have exactly the same minerals after all raxes are complete either way.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I think you're talking about only making raxes 1 by 1 with no marines until you have all 5 raxes.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task. Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax.
The benefit to building one at a time like your describe is that you have your second rax sooner, but your 3rd, 4th, and 5th come later, your economy is weaker, and you had to do 3-4 times the macromanagement.
The only time it is stronger to build the rax one at a time, is if you are hit with some sort of push that happens in the window where you delay rax. Considering that is highly unlikely, due to walling off and your single rax producing marines, building all rax at once is the stronger option.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I think you're talking about only making raxes 1 by 1 with no marines until you have all 5 raxes.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task.
Really? That's the only thing you're doing. You could execute it flawlessly with like 20 apm.
Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax
No, this isn't right. It's like the old question often asked in physics: two racers are racing down a two-part track. In the first part, they go 40mph. In the second part, they go 60mph. Racer A takes a 10-minute pit-stop in the first part, Racer B takes a 10-minute pit-stop in the second part. Who wins the race?
The answer is that they finish at the same time. You would answer that Racer B wins. It doesn't matter when you construct the buildings, your SCV has to spend 60 minerals in scv time no matter when you construct it. The racer has to take a 10-minute pit stop no matter where he takes it. Your logic is a classical fallacy.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I think you're talking about only making raxes 1 by 1 with no marines until you have all 5 raxes.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task.
Really? That's the only thing you're doing. You could execute it flawlessly with like 20 apm.
Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax
No, this isn't right. It's like the old question often asked in physics: two racers are racing down a two-part track. In the first part, they go 40mph. In the second part, they go 60mph. Racer A takes a 10-minute pit-stop in the first part, Racer B takes a 10-minute pit-stop in the second part. Who wins the race?
The answer is that they finish at the same time. You would answer that Racer B wins. It doesn't matter when you construct the buildings, your SCV has to spend 60 minerals no matter when you construct it. The racer has to take a 10-minute pit stop no matter where he takes it. Your logic is a classical fallacy.
It is not the same as that question you provide at all. The reason is that when you build all four at once, the 60 mineral opportunity cost does not effect the completion time of the rax. When you build them one at a time, the opportunity cost does effect the completion time.
And about the APM comment, it does not matter what your APM is, creating more complex macro for yourself is never a good thing. The more APM you have free due to efficient micro and macro, the more APM you have to use to do other little things that you wouldnt have done had you been busy doing some complex macro management (not that this is a good example).
Anyways, you can build one at a time if you want. That is completely viable, just not optimal.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I think you're talking about only making raxes 1 by 1 with no marines until you have all 5 raxes.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task.
Really? That's the only thing you're doing. You could execute it flawlessly with like 20 apm.
Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax
No, this isn't right. It's like the old question often asked in physics: two racers are racing down a two-part track. In the first part, they go 40mph. In the second part, they go 60mph. Racer A takes a 10-minute pit-stop in the first part, Racer B takes a 10-minute pit-stop in the second part. Who wins the race?
The answer is that they finish at the same time. You would answer that Racer B wins. It doesn't matter when you construct the buildings, your SCV has to spend 60 minerals no matter when you construct it. The racer has to take a 10-minute pit stop no matter where he takes it. Your logic is a classical fallacy.
It is not the same as that question you provide at all. The reason is that when you build all four at once, the 60 mineral opportunity cost does not effect the completion time of the rax. When you build them one at a time, the opportunity cost does effect the completion time.
The completion time of the rax doesn't matter. I'm not sure why you keep bringing that up. I'm talking about producing marines, not raxes.
I'm 100% sure I'm correct on this one. Hopefully a fellow math nerd SC gamer can come in here and explain better than I because I'm getting tired and we're just going in circles at this point.
iEchoic and I are talking about maximizing marines in the shortest amount of time. that makes a lot more sense as a goal b/c the OP's strategy is a timing push all in asap.
It doesmakes sense to save up to 750 if ur goal is to get down 5 rax as early as possible. but that does not translate to having the most marines as early as possible, which is the real goal.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
the strategy is an all in timing push. why would u sacrifice early firepower for econ advantage?
btw, there is no economic advantage in having scv's build later. u make up for it afterwards (while the barracks are training) like iEchoic said.
On July 22 2010 17:53 Sabresandiego wrote: This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task. Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax.
since when did apm and macro ever come in higher priority than efficiency? u SPEND apm and attention and mouse clicks in order to get more efficient output, in this case UNITS as early as possible.
and it doesnt take much more apm at all. u hotkey all your rax in one number and press A A A A.
u tell one scv to build a rax, and shift click minerals. not hard at all.
if u have money, and you're not doing anything with it, you're wasting time.
plopping down 5 rax at once is very different from saving up 900 900 for 9 mutas, or saving up 500 500 for a wave of warp ins b/c nothing is stopping u from making rax immediately.
in the latter two cases, you can't do anything about it. you're waiting for warpin cooldown or ur waiting for your spire to finish.
in the terran barracks case, there's nothing holding you back from buliding rax, and getting started on pumping marines asap. you instead choose not to get started when you're waiting for 750 minerals. 5 rax all at once is inefficient ESPEEEECIALLY for a timing push.
On July 22 2010 17:53 Sabresandiego wrote: This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task. Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax.
since when did apm and macro ever come in higher priority than efficiency? u SPEND apm and attention and mouse clicks in order to get more efficient output, in this case UNITS as early as possible.
and it doesnt take much more apm at all. u hotkey all your rax in one number and press A A A A.
u tell one scv to build a rax, and shift click minerals. not hard at all.
if u have money, and you're not doing anything with it, you're wasting time.
plopping down 5 rax at once is very different from saving up 900 900 for 9 mutas, or saving up 500 500 for a wave of warp ins b/c nothing is stopping u from making rax immediately.
in the latter two cases, you can't do anything about it. you're waiting for warpin cooldown or ur waiting for your spire to finish.
in the terran barracks case, there's nothing holding you back from buliding rax, and getting started on pumping marines asap. you instead choose not to get started when you're waiting for 750 minerals. 5 rax all at once is inefficient ESPEEEECIALLY for a timing push.
All rax at once is best and Im not going to keep explaining why. If you don't understand the concept, you are probably one of those who also thinks bunkers are free. Timing is everything in this game.
On July 22 2010 17:53 Sabresandiego wrote: This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task. Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax.
since when did apm and macro ever come in higher priority than efficiency? u SPEND apm and attention and mouse clicks in order to get more efficient output, in this case UNITS as early as possible.
and it doesnt take much more apm at all. u hotkey all your rax in one number and press A A A A.
u tell one scv to build a rax, and shift click minerals. not hard at all.
if u have money, and you're not doing anything with it, you're wasting time.
plopping down 5 rax at once is very different from saving up 900 900 for 9 mutas, or saving up 500 500 for a wave of warp ins b/c nothing is stopping u from making rax immediately.
in the latter two cases, you can't do anything about it. you're waiting for warpin cooldown or ur waiting for your spire to finish.
in the terran barracks case, there's nothing holding you back from buliding rax, and getting started on pumping marines asap. you instead choose not to get started when you're waiting for 750 minerals. 5 rax all at once is inefficient ESPEEEECIALLY for a timing push.
All rax at once is best and Im not going to keep explaining why. If you don't understand the concept, you are probably one of those who also thinks bunkers are free. Timing is everything in this game.
but it isn't.. asap rax does not mean asap marines.
i said "if u have money, and you're not doing anything with it, you're wasting time." i agree time is everything. not spending minerals to produce when u could have is wasting it.
it's nice that you know opportunity cost. idk why u can't see that not spending money is opportunity cost as well.
the pitstop example is best.
anyways, im done here, im' not trying to argue with u. no way in hell im gonna save up 750 when theres nothing stopping me from spending it.
At first I was confused as to what Sabresandiego said, but now I understand what he theoretically suggested, but that doesn't change the fact that he is completely WRONG.
Practically speaking you have a much larger window of opportunity of attack if you place down barracks consecutively early asap and get more marines.
If you attempt the float 750 minerals style you will have less marines and timing attack goes out the window because all it takes is just a sentry to force field their ramp or your ramp and its all over while protoss tech so insanely fast to colossi. Also in the mean time protoss could easily get out a second nexus and more gas and mass cannon > marine.
scvs mine what less than say 50 minerals per minute because of diminishing returns. It's better to have less scvs on mineral line and use that scv to make rax because of diminishing returns. There are already dimishing returns as soon as your have more than 8 scvs on mineral line. So its better to make rax earlier and then return to mining.
I just played both builds (start building Raxes asap, wait for 750 minerals) and results are: insta-rax are about 30 seconds faster in getting 24 marines. Marine production starts way sooner and you are a lot less susceptible to weird early rushes. (waiting for 750 minerals took 6:50 to get 24 marines, insta Raxes took 6:15-6:20.
On July 22 2010 19:21 whatthemate wrote: At first I was confused as to what Sabresandiego said, but now I understand what he theoretically suggested, but that doesn't change the fact that he is completely WRONG.
Practically speaking you have a much larger window of opportunity of attack if you place down barracks consecutively early asap and get more marines.
If you attempt the float 750 minerals style you will have less marines and timing attack goes out the window because all it takes is just a sentry to force field their ramp or your ramp and its all over while protoss tech so insanely fast to colossi. Also in the mean time protoss could easily get out a second nexus and more gas and mass cannon > marine.
scvs mine what less than say 50 minerals per minute because of diminishing returns. It's better to have less scvs on mineral line and use that scv to make rax because of diminishing returns. There are already dimishing returns as soon as your have more than 8 scvs on mineral line. So its better to make rax earlier and then return to mining.
if there are 16 scvs on minerals that have had time to adjust to each others mining cycles i cannot imagine that there are diminishing returns since they never interfere with other scv's mining.
Other than that i fully agree, the waiting for 750 minerals is like the (double) extractor trick, feels kinda cool and effective, but is economically worse off.
This needs testing But i can't really see a huge difference between wait for 750 and make constant raxxes, i think there is no difference at all, except that it gives you a smaller gap where you are scout-able
So given that you don't make marines when you finish your first raxxes (making it harder to save up for all 5) i think the timing will be roughly exactly the same
But if you plop down raxes as you save, and make marines while you save, you arent going to get 5 raxxes any time soon
But should that be the ultimate goal? or should it be to get the most amount of marines fastest
On July 22 2010 19:48 Snowfield wrote: This needs testing But i can't really see a huge difference between wait for 750 and make constant raxxes, i think there is no difference at all, except that it gives you a smaller gap where you are scout-able
So given that you don't make marines when you finish your first raxxes (making it harder to save up for all 5) i think the timing will be roughly exactly the same
But if you plop down raxes as you save, and make marines while you save, you arent going to get 5 raxxes any time soon
But should that be the ultimate goal? or should it be to get the most amount of marines fastest
I think you don't understand, you're at 24 Marines faster AND you have 5 Raxes up and running. The advantage over saving stays the same. Also saving makes no logical sense whatsoever (except scouting but you have to delay to around 300 minerals AT MOST to deny the scouting probe, 750 is way over the top.
If you think only seeing 1 rax and no gas isn't going to send alarmbells ringing...
Most people will assume you're fast expanding, but they're still gonna send another scout in. All a T needs to do to deny this is build ONE bunker at their ramp, I can't speak for the other races, but this doesn't seem like it works vs any T at least that has even an inkling of a game sense. Since I didn't seem to find any evidence in your post I'll call you out and say you're chatting shit!
"1986 us Platinum Terran gimpygimpy 265 33 29 53.23% 3 days ago"
The only Terran player on usa with a name resembling yours, 50% w/l, platinum....
On July 22 2010 20:31 eNbee wrote: If you think only seeing 1 rax and no gas isn't going to send alarmbells ringing...
Most people will assume you're fast expanding, but they're still gonna send another scout in. All a T needs to do to deny this is build ONE bunker at their ramp, I can't speak for the other races, but this doesn't seem like it works vs any T at least that has even an inkling of a game sense. Since I didn't seem to find any evidence in your post I'll call you out and say you're chatting shit!
"1986 us Platinum Terran gimpygimpy 265 33 29 53.23% 3 days ago"
The only Terran player on usa with a name resembling yours, 50% w/l, platinum....
Read the thread, you look like an ignorant ass, most of that was already discussed.
On July 22 2010 20:31 eNbee wrote: If you think only seeing 1 rax and no gas isn't going to send alarmbells ringing...
Most people will assume you're fast expanding, but they're still gonna send another scout in. All a T needs to do to deny this is build ONE bunker at their ramp, I can't speak for the other races, but this doesn't seem like it works vs any T at least that has even an inkling of a game sense. Since I didn't seem to find any evidence in your post I'll call you out and say you're chatting shit!
"1986 us Platinum Terran gimpygimpy 265 33 29 53.23% 3 days ago"
The only Terran player on usa with a name resembling yours, 50% w/l, platinum....
Read the thread, you look like an ignorant ass, most of that was already discussed.
I wasn't being an ass at all, and allready discussed or not, this thread still seems to be up here somehow, so I express my opinion of it's uselesness!
Regarding the 'waiting-to-build' argument, the number of scvs and total mining time once the barracks are completed is going to be the same whether you wait for 750 minerals or build continuously, so the total minerals you'll have is going to be the same. As long as you keep your minerals low, you'll have spent the same number of resources and will therefore have the same number of marines either way you do it. The difference is that building the barracks as soon as you have the minerals for them and constantly building marines from all completed barracks will give you more marines early and will slow the completion of your last barracks.
Theory aside, the 'build-as-you-go' style isn't really an option because you'll only be able to chase off the scouting worker once your marine is finished, and even then, it will take a while to chase the worker down. You're not going to push out with less than 8 or so marines, so the only way you can get to that number faster with by 'building-as-you-go' is if you can complete your second barracks to start the increased marine production before you start your sixth barracks. By the time you've chased the worker down with your marine, you'll be less than 60 seconds away from having the 750 minerals you need for the 5 barracks. IMO, it's just better to wait because it minimizes your opponent's scouting window, clumps your marine production in waves so they don't rally across the map alone, and assures you of the fastest possible wave of marines to start your push.
On July 22 2010 15:02 gimpy wrote: I won't chase stalkers around the map like the posted replay. DPS units need to be where they can DPS, not get kited. If there is brilliant kiting all the way back to the toss base, I don't know what could be done.
I actually think the key to my replay is that the 6 barracks marine attack auto-loses to a decently controlled 4-gate. I believe it would lose to a well-controlled 3-gate too, but it would be a bit scarier. It would definitely be quite strong against gateway-cyber-stargate or gateway-cyber-robo builds, especially if warpgate research is delayed to rush the stargate. You'll win some games with this build, but if it becomes common enough that people know to watch out for it, it will lose all effectiveness. Against P, it's scoutable with a standard stalker poke, and the time to walk across the map will give P enough time to respond if he knows the proper response (chronoboost sentry and add gateways).
On July 22 2010 22:34 kcdc wrote: Regarding the 'waiting-to-build' argument, the number of scvs and total mining time once the barracks are completed is going to be the same whether you wait for 750 minerals or build continuously, so the total minerals you'll have is going to be the same. As long as you keep your minerals low, you'll have spent the same number of resources and will therefore have the same number of marines either way you do it. The difference is that building the barracks as soon as you have the minerals for them and constantly building marines from all completed barracks will give you more marines early and will slow the completion of your last barracks.
Theory aside, the 'build-as-you-go' style isn't really an option because you'll only be able to chase off the scouting worker once your marine is finished, and even then, it will take a while to chase the worker down. You're not going to push out with less than 8 or so marines, so the only way you can get to that number faster with by 'building-as-you-go' is if you can complete your second barracks to start the increased marine production before you start your sixth barracks. By the time you've chased the worker down with your marine, you'll be less than 60 seconds away from having the 750 minerals you need for the 5 barracks. IMO, it's just better to wait because it minimizes your opponent's scouting window, clumps your marine production in waves so they don't rally across the map alone, and assures you of the fastest possible wave of marines to start your push.
Test it in YABOT or something, you have the units 30 seconds earlier, that is HUGE for an early game all in push. I don't get why people theorycraft instead of just trying both things. Having minerals in the bank makes NO sense whatsoever. If you had to produce 200 marines it might be more convenient, but for an all in every second matters and I'd much rather (and it was proven by my tests) start marine production from as many raxes as my money flow allows, as possible.
On July 22 2010 20:31 eNbee wrote: If you think only seeing 1 rax and no gas isn't going to send alarmbells ringing...
Most people will assume you're fast expanding, but they're still gonna send another scout in. All a T needs to do to deny this is build ONE bunker at their ramp, I can't speak for the other races, but this doesn't seem like it works vs any T at least that has even an inkling of a game sense. Since I didn't seem to find any evidence in your post I'll call you out and say you're chatting shit!
"1986 us Platinum Terran gimpygimpy 265 33 29 53.23% 3 days ago"
The only Terran player on usa with a name resembling yours, 50% w/l, platinum....
Another failure at web navigation? Read the whole thread before you comment, thanks.
It was already proven that he was Diamond and those Plat entries were incorrect.
On July 18 2010 16:48 mecra wrote: Did he say it was "Brilliant"? Did he say it "can't be scouted"?
People on here just don't like ideas that aren't their own to the point of having to try and prove every hole in someone's strategy. Everyone seems to want to show the superiority of their own builds.
This is not a strategy. Is a cheese tactic. I'm really not saying is bad, but people mix the two concepts.
A strategy is the long therm span, is the battles that gain something (map control, resources, ect) for a ulterior motive.
This depends on no scouting, so is cheese (not that there's something wrong with it). And, is not a part inside a strategic layout. It's self suficcient, it's mass marines, and that's it.
So, reallly. This isn't a strategy.
It could be a opener of a strategy if it has a realistic follow up, it could be a strong early pressure, ect.
But just "build 6 rax and pump rines untill he dies" is by no means, a strategy.
ps. I subscribe to Clausewitz definition of Tactic and Strategy.
On July 22 2010 20:31 eNbee wrote: If you think only seeing 1 rax and no gas isn't going to send alarmbells ringing...
Most people will assume you're fast expanding, but they're still gonna send another scout in. All a T needs to do to deny this is build ONE bunker at their ramp, I can't speak for the other races, but this doesn't seem like it works vs any T at least that has even an inkling of a game sense. Since I didn't seem to find any evidence in your post I'll call you out and say you're chatting shit!
"1986 us Platinum Terran gimpygimpy 265 33 29 53.23% 3 days ago"
The only Terran player on usa with a name resembling yours, 50% w/l, platinum....
Another failure at web navigation? Read the whole thread before you comment, thanks.
It was already proven that he was Diamond and those Plat entries were incorrect.
You are correct sir!
I should've read the entire thread before posting, though it doesn't change much, I still stand by the badness of this build.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I think you're talking about only making raxes 1 by 1 with no marines until you have all 5 raxes.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task.
Really? That's the only thing you're doing. You could execute it flawlessly with like 20 apm.
Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax
No, this isn't right. It's like the old question often asked in physics: two racers are racing down a two-part track. In the first part, they go 40mph. In the second part, they go 60mph. Racer A takes a 10-minute pit-stop in the first part, Racer B takes a 10-minute pit-stop in the second part. Who wins the race?
The answer is that they finish at the same time. You would answer that Racer B wins. It doesn't matter when you construct the buildings, your SCV has to spend 60 minerals no matter when you construct it. The racer has to take a 10-minute pit stop no matter where he takes it. Your logic is a classical fallacy.
It is not the same as that question you provide at all. The reason is that when you build all four at once, the 60 mineral opportunity cost does not effect the completion time of the rax. When you build them one at a time, the opportunity cost does effect the completion time.
The completion time of the rax doesn't matter. I'm not sure why you keep bringing that up. I'm talking about producing marines, not raxes.
I'm 100% sure I'm correct on this one. Hopefully a fellow math nerd SC gamer can come in here and explain better than I because I'm getting tired and we're just going in circles at this point.
Sabresandiego is correct. You can build 5 barracks faster if you build them all at once. Here's a more fitting question. A snail travels up a well that is 10 feet deep, he goes up 2 feet each day and slides down 1 foot at night. How many days does it take for the snail to make it up the wall? It takes 9 days. Let's say that we can instead put five full days back to back and finish it with 5 nights back to back. You would be able to make it to the top in far less time. Therefore saving up makes sense for making a a bunch of barracks faster.
The crux of the issue is what about marine count? Assuming you have the money, You can build the same amount of marines from both builds once they are done. We only need to know how much more time it takes to complete 5 staggered barracks. Let's say the rate is 700 min/minute I think that you could build 1 up to 40-50 seconds before the other ones. it takes 60 seconds to build, and you will probably have up to 4 scv's working on it at a time this pulls 240 minerals from your pool over a minute. This puts you back around 20-30 seconds, being generous. That means the staggered build takes 30 more seconds for the last 1 or 2 to complete.
Therefore, you get an average of two marines more from the all at-once build after it is completed. The staggered build gets you 3-2-1 marines from the completed barracks (5-6 total, maybe a little less.) BEFORE the other build is complete.
The basics of my argument work, but if my numbers are wrong I could just be theory crafting. My suggestion is that you try both when the game comes out and draw a conclusion.
TLDR version: Yes building 5 rax at once is faster rax. Against staggered build it comes up 3 or 4 marines short. Both make sense.
edit: Just realized I have to add 10-20 seconds to recoup minerals lost in early marines. Still pretty close to my answer. 2 or 3 marines short.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I think you're talking about only making raxes 1 by 1 with no marines until you have all 5 raxes.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task.
Really? That's the only thing you're doing. You could execute it flawlessly with like 20 apm.
Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax
No, this isn't right. It's like the old question often asked in physics: two racers are racing down a two-part track. In the first part, they go 40mph. In the second part, they go 60mph. Racer A takes a 10-minute pit-stop in the first part, Racer B takes a 10-minute pit-stop in the second part. Who wins the race?
The answer is that they finish at the same time. You would answer that Racer B wins. It doesn't matter when you construct the buildings, your SCV has to spend 60 minerals no matter when you construct it. The racer has to take a 10-minute pit stop no matter where he takes it. Your logic is a classical fallacy.
It is not the same as that question you provide at all. The reason is that when you build all four at once, the 60 mineral opportunity cost does not effect the completion time of the rax. When you build them one at a time, the opportunity cost does effect the completion time.
The completion time of the rax doesn't matter. I'm not sure why you keep bringing that up. I'm talking about producing marines, not raxes.
I'm 100% sure I'm correct on this one. Hopefully a fellow math nerd SC gamer can come in here and explain better than I because I'm getting tired and we're just going in circles at this point.
Sabresandiego is correct. You can build 5 barracks faster if you build them all at once. Here's a more fitting question. A snail travels up a well that is 10 feet deep, he goes up 2 feet each day and slides down 1 foot at night. How many days does it take for the snail to make it up the wall? It takes 9 days. Let's say that we can instead put five full days back to back and finish it with 5 nights back to back. You would be able to make it to the top in far less time. Therefore saving up makes sense for making a a bunch of barracks faster.
The crux of the issue is what about marine count? Assuming you have the money, You can build the same amount of marines from both builds once they are done. We only need to know how much more time it takes to complete 5 staggered barracks. Let's say the rate is 700 min/minute I think that you could build 1 up to 40-50 seconds before the other ones. it takes 60 seconds to build, and you will probably have up to 4 scv's working on it at a time this pulls 240 minerals from your pool over a minute. This puts you back around 20-30 seconds, being generous. That means the staggered build takes 30 more seconds for the last 1 or 2 to complete.
Therefore, you get an average of two marines more from the all at-once build after it is completed. The staggered build gets you 3-2-1 marines from the completed barracks (5-6 total, maybe a little less.) BEFORE the other build is complete.
The basics of my argument work, but if my numbers are wrong I could just be theory crafting. My suggestion is that you try both when the game comes out and draw a conclusion.
TLDR version: Yes building 5 rax at once is faster rax. Against staggered build it comes up 3 or 4 marines short. Both make sense.
edit: Just realized I have to add 10-20 seconds to recoup minerals lost in early marines. Still pretty close to my answer. 2 or 3 marines short.
As a P I've taken to getting my second gas around 15-16 instead of 18 and then spamming sentries while teching. Protoss is just so vulnerable early game to Terran, zealots are pretty much useless in the MU until you get charge which takes forever, and marauders are incredibly cost efficient versus stalkers, you really just need to keep yourself safe with forcefields as you tech to have any chance of surviving into the midgame.
On July 22 2010 17:36 Sabresandiego wrote: Saving up minerals is better, the reason being that you are maximizing the mining time of the workers who are building the rax. When you build them all at once what you are doing is trading a window of having only 1 rax for a stronger economy.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I think you're talking about only making raxes 1 by 1 with no marines until you have all 5 raxes.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task.
Really? That's the only thing you're doing. You could execute it flawlessly with like 20 apm.
Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax
No, this isn't right. It's like the old question often asked in physics: two racers are racing down a two-part track. In the first part, they go 40mph. In the second part, they go 60mph. Racer A takes a 10-minute pit-stop in the first part, Racer B takes a 10-minute pit-stop in the second part. Who wins the race?
The answer is that they finish at the same time. You would answer that Racer B wins. It doesn't matter when you construct the buildings, your SCV has to spend 60 minerals no matter when you construct it. The racer has to take a 10-minute pit stop no matter where he takes it. Your logic is a classical fallacy.
It is not the same as that question you provide at all. The reason is that when you build all four at once, the 60 mineral opportunity cost does not effect the completion time of the rax. When you build them one at a time, the opportunity cost does effect the completion time.
The completion time of the rax doesn't matter. I'm not sure why you keep bringing that up. I'm talking about producing marines, not raxes.
I'm 100% sure I'm correct on this one. Hopefully a fellow math nerd SC gamer can come in here and explain better than I because I'm getting tired and we're just going in circles at this point.
Sabresandiego is correct. You can build 5 barracks faster if you build them all at once. Here's a more fitting question. A snail travels up a well that is 10 feet deep, he goes up 2 feet each day and slides down 1 foot at night. How many days does it take for the snail to make it up the wall? It takes 9 days. Let's say that we can instead put five full days back to back and finish it with 5 nights back to back. You would be able to make it to the top in far less time. Therefore saving up makes sense for making a a bunch of barracks faster.
The crux of the issue is what about marine count? Assuming you have the money, You can build the same amount of marines from both builds once they are done. We only need to know how much more time it takes to complete 5 staggered barracks. Let's say the rate is 700 min/minute I think that you could build 1 up to 40-50 seconds before the other ones. it takes 60 seconds to build, and you will probably have up to 4 scv's working on it at a time this pulls 240 minerals from your pool over a minute. This puts you back around 20-30 seconds, being generous. That means the staggered build takes 30 more seconds for the last 1 or 2 to complete.
Therefore, you get an average of two marines more from the all at-once build after it is completed. The staggered build gets you 3-2-1 marines from the completed barracks (5-6 total, maybe a little less.) BEFORE the other build is complete.
The basics of my argument work, but if my numbers are wrong I could just be theory crafting. My suggestion is that you try both when the game comes out and draw a conclusion.
TLDR version: Yes building 5 rax at once is faster rax. Against staggered build it comes up 3 or 4 marines short. Both make sense.
edit: Just realized I have to add 10-20 seconds to recoup minerals lost in early marines. Still pretty close to my answer. 2 or 3 marines short.
Its more like 4-5 but this is still a good post.
Post replays. And remember, you can't start your second barracks until you've had your first marine out for 10 seconds since it takes at least that long to chase down a scouting probe. I would be shocked if you can get 8 marines and 6 barracks 30 seconds faster by building as you go than if you build the barracks all at once. If you make only 3 or 4 barracks, you can easily get your first 8 marines more quickly, but your push won't be as strong because you won't have the production capacity to sustain it.
What we want is fastest time possible to 8 marines + 6 barracks where you can't start additional barracks until 10 seconds after first marine. I'm guessing the build-as-you-go will be almost identical to the build-all-at-once.
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I think you're talking about only making raxes 1 by 1 with no marines until you have all 5 raxes.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task.
Really? That's the only thing you're doing. You could execute it flawlessly with like 20 apm.
Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax
No, this isn't right. It's like the old question often asked in physics: two racers are racing down a two-part track. In the first part, they go 40mph. In the second part, they go 60mph. Racer A takes a 10-minute pit-stop in the first part, Racer B takes a 10-minute pit-stop in the second part. Who wins the race?
The answer is that they finish at the same time. You would answer that Racer B wins. It doesn't matter when you construct the buildings, your SCV has to spend 60 minerals no matter when you construct it. The racer has to take a 10-minute pit stop no matter where he takes it. Your logic is a classical fallacy.
It is not the same as that question you provide at all. The reason is that when you build all four at once, the 60 mineral opportunity cost does not effect the completion time of the rax. When you build them one at a time, the opportunity cost does effect the completion time.
The completion time of the rax doesn't matter. I'm not sure why you keep bringing that up. I'm talking about producing marines, not raxes.
I'm 100% sure I'm correct on this one. Hopefully a fellow math nerd SC gamer can come in here and explain better than I because I'm getting tired and we're just going in circles at this point.
Sabresandiego is correct. You can build 5 barracks faster if you build them all at once. Here's a more fitting question. A snail travels up a well that is 10 feet deep, he goes up 2 feet each day and slides down 1 foot at night. How many days does it take for the snail to make it up the wall? It takes 9 days. Let's say that we can instead put five full days back to back and finish it with 5 nights back to back. You would be able to make it to the top in far less time. Therefore saving up makes sense for making a a bunch of barracks faster.
The crux of the issue is what about marine count? Assuming you have the money, You can build the same amount of marines from both builds once they are done. We only need to know how much more time it takes to complete 5 staggered barracks. Let's say the rate is 700 min/minute I think that you could build 1 up to 40-50 seconds before the other ones. it takes 60 seconds to build, and you will probably have up to 4 scv's working on it at a time this pulls 240 minerals from your pool over a minute. This puts you back around 20-30 seconds, being generous. That means the staggered build takes 30 more seconds for the last 1 or 2 to complete.
Therefore, you get an average of two marines more from the all at-once build after it is completed. The staggered build gets you 3-2-1 marines from the completed barracks (5-6 total, maybe a little less.) BEFORE the other build is complete.
The basics of my argument work, but if my numbers are wrong I could just be theory crafting. My suggestion is that you try both when the game comes out and draw a conclusion.
TLDR version: Yes building 5 rax at once is faster rax. Against staggered build it comes up 3 or 4 marines short. Both make sense.
edit: Just realized I have to add 10-20 seconds to recoup minerals lost in early marines. Still pretty close to my answer. 2 or 3 marines short.
Its more like 4-5 but this is still a good post.
Post replays. And remember, you can't start your second barracks until you've had your first marine out for 10 seconds since it takes at least that long to chase down a scouting probe. I would be shocked if you can get 8 marines and 6 barracks 30 seconds faster by building as you go than if you build the barracks all at once. If you make only 3 or 4 barracks, you can easily get your first 8 marines more quickly, but your push won't be as strong because you won't have the production capacity to sustain it.
What we want is fastest time possible to 8 marines + 6 barracks where you can't start additional barracks until 10 seconds after first marine. I'm guessing the build-as-you-go will be almost identical to the build-all-at-once.
On July 18 2010 16:48 mecra wrote: Did he say it was "Brilliant"? Did he say it "can't be scouted"?
People on here just don't like ideas that aren't their own to the point of having to try and prove every hole in someone's strategy. Everyone seems to want to show the superiority of their own builds.
This is not a strategy. Is a cheese tactic. I'm really not saying is bad, but people mix the two concepts.
A strategy is the long therm span, is the battles that gain something (map control, resources, ect) for a ulterior motive.
This depends on no scouting, so is cheese (not that there's something wrong with it). And, is not a part inside a strategic layout. It's self suficcient, it's mass marines, and that's it.
So, reallly. This isn't a strategy.
It could be a opener of a strategy if it has a realistic follow up, it could be a strong early pressure, ect.
But just "build 6 rax and pump rines untill he dies" is by no means, a strategy.
ps. I subscribe to Clausewitz definition of Tactic and Strategy.
and this doesn't change my view on the matter. Now you're just being anal about definition. So now we have meaning nazis and strat/tactic haters in the thread! Great.
I could rip apart all your inclusions into what you deem a tactic and a strategy definition until we're just arguing on the use of commas. There's no value in nit picking grammer or definition just to try and get across the fact that you don't like the technique or tool or method or plan or any other freaking word I want to use for it. Contribute to the content of the proposed "strategem" if you need to go to that level.
Should we now call these Cheese Methods? Cheesy Maneuvers? Chedder-like Contrivances?
What? That makes even less sense. Each worker has to sit at a barracks for x seconds no matter what way you build them. Explain please?
I dont know how better to explain this. Lets pretend that a rax takes 60 seconds to build and in that time 1 SCV mines 60 minerals. Therefore each rax takes 150 minerals + 60 minerals where the scv could be mining.
Lets say I am building 4 rax. If I build all 4 at once, then I can use all my SCV's to maximum efficiency until the very second I plop down all 4 rax.
If I build them one at a time one after another I am spending an additional 60 minerals in SCV time thus delaying the completion of all 4.
I get what you're saying about now, but we're talking about different things. You're talking about the fastest way to get 5 raxes down. You're right, getting 5 raxes down would be faster if you waited to plop all 5 down. I think you're talking about only making raxes 1 by 1 with no marines until you have all 5 raxes.
However, you can keep introducing new raxes as you get 150 and keep producing marines, and you will end up with either greater or equal the number marines at every point in production, even if you have less raxes.
This is not as good of a strategy for several reasons. First, all your rax are out of sync and you have to do roughly 5 times the amount of macro management to accomplish roughly the same task.
Really? That's the only thing you're doing. You could execute it flawlessly with like 20 apm.
Second, this is economically weaker due to the opportunity cost of SCV mining time when they are building rax
No, this isn't right. It's like the old question often asked in physics: two racers are racing down a two-part track. In the first part, they go 40mph. In the second part, they go 60mph. Racer A takes a 10-minute pit-stop in the first part, Racer B takes a 10-minute pit-stop in the second part. Who wins the race?
The answer is that they finish at the same time. You would answer that Racer B wins. It doesn't matter when you construct the buildings, your SCV has to spend 60 minerals no matter when you construct it. The racer has to take a 10-minute pit stop no matter where he takes it. Your logic is a classical fallacy.
It is not the same as that question you provide at all. The reason is that when you build all four at once, the 60 mineral opportunity cost does not effect the completion time of the rax. When you build them one at a time, the opportunity cost does effect the completion time.
The completion time of the rax doesn't matter. I'm not sure why you keep bringing that up. I'm talking about producing marines, not raxes.
I'm 100% sure I'm correct on this one. Hopefully a fellow math nerd SC gamer can come in here and explain better than I because I'm getting tired and we're just going in circles at this point.
Sabresandiego is correct. You can build 5 barracks faster if you build them all at once. Here's a more fitting question. A snail travels up a well that is 10 feet deep, he goes up 2 feet each day and slides down 1 foot at night. How many days does it take for the snail to make it up the wall? It takes 9 days. Let's say that we can instead put five full days back to back and finish it with 5 nights back to back. You would be able to make it to the top in far less time. Therefore saving up makes sense for making a a bunch of barracks faster.
The crux of the issue is what about marine count? Assuming you have the money, You can build the same amount of marines from both builds once they are done. We only need to know how much more time it takes to complete 5 staggered barracks. Let's say the rate is 700 min/minute I think that you could build 1 up to 40-50 seconds before the other ones. it takes 60 seconds to build, and you will probably have up to 4 scv's working on it at a time this pulls 240 minerals from your pool over a minute. This puts you back around 20-30 seconds, being generous. That means the staggered build takes 30 more seconds for the last 1 or 2 to complete.
Therefore, you get an average of two marines more from the all at-once build after it is completed. The staggered build gets you 3-2-1 marines from the completed barracks (5-6 total, maybe a little less.) BEFORE the other build is complete.
The basics of my argument work, but if my numbers are wrong I could just be theory crafting. My suggestion is that you try both when the game comes out and draw a conclusion.
TLDR version: Yes building 5 rax at once is faster rax. Against staggered build it comes up 3 or 4 marines short. Both make sense.
edit: Just realized I have to add 10-20 seconds to recoup minerals lost in early marines. Still pretty close to my answer. 2 or 3 marines short.
Its more like 4-5 but this is still a good post.
Post replays. And remember, you can't start your second barracks until you've had your first marine out for 10 seconds since it takes at least that long to chase down a scouting probe. I would be shocked if you can get 8 marines and 6 barracks 30 seconds faster by building as you go than if you build the barracks all at once. If you make only 3 or 4 barracks, you can easily get your first 8 marines more quickly, but your push won't be as strong because you won't have the production capacity to sustain it.
What we want is fastest time possible to 8 marines + 6 barracks where you can't start additional barracks until 10 seconds after first marine. I'm guessing the build-as-you-go will be almost identical to the build-all-at-once.
What the heck are you gonna do with 8 marines? And replays don't work since I use the SC2Allin1 Launcher wird a cracked copy of sc2 and maps i also downloaded spefically for that to work.
Just fire up your own SC2 and test it, i was a save it up follower too until i tested it, i dont understand all the theorycrafting in here honestly.
Build as you go method is worse for several reasons.
1. The earlier you build each rax, the earlier you lose mining time from the builder scv, thus delaying future rax and marines.
2. After each rax is completed, in order to make use of the completion you have to build nonstop from every built rax, thus further delaying each additional rax.
3. You will have more marines earlier when you build as you go, after which there is a break even point, and then the 5 rax at once build surpasses due to production capability. I have not analyzed the point at which 5 rax at once surpasses build as you go for early marine count, but it is most likely after your 20th marine. If this is too late for you, you can change to 4 rax at once or 3 rax at once (my personal variation of this build is 3 rax at once, for a total of 4 rax and converts to mass marauders after about 12 marines).
4. Building many buildings at once has a hidden advantage. It is an easy well organized task and puts your entire economy in sync. People underestimate the value of simplfying things. In order to build 5 rax at once I only have to remember to grab 5 scv's when I have 750 minerals and hold shift and place down 5 rax. Simple
On the other hand, if I build as you go, I have to remember to build rax 5 times, constantly paying attention to my mineral levels and production values. My attention is also focused on my build order instead of on other things.
People underestimate the value of simplifying things. It doesn't matter what your APM is if the same task is easier to accomplish then you can spend your attention, memory, and APM on other things. Id much rather only have to remember to build barracks once, use shift and queue them up, and do other things, then monitor my economy and production and build each rax 1 by 1.
PS: If you disagree with the advantage of simplfying tasks because you are an elite player with 300 APM why dont you go ahead and stop using hotkeys all together, never use shift, and make the game as complex to control as possible. Dont use control groups either. Simply put, efficient control allows you to spend your memory, thoughts, and attention on other parts of the game besides building structures.
On July 18 2010 16:48 mecra wrote: Did he say it was "Brilliant"? Did he say it "can't be scouted"?
People on here just don't like ideas that aren't their own to the point of having to try and prove every hole in someone's strategy. Everyone seems to want to show the superiority of their own builds.
This is not a strategy. Is a cheese tactic. I'm really not saying is bad, but people mix the two concepts.
A strategy is the long therm span, is the battles that gain something (map control, resources, ect) for a ulterior motive.
This depends on no scouting, so is cheese (not that there's something wrong with it). And, is not a part inside a strategic layout. It's self suficcient, it's mass marines, and that's it.
So, reallly. This isn't a strategy.
It could be a opener of a strategy if it has a realistic follow up, it could be a strong early pressure, ect.
But just "build 6 rax and pump rines untill he dies" is by no means, a strategy.
ps. I subscribe to Clausewitz definition of Tactic and Strategy.
and this doesn't change my view on the matter. Now you're just being anal about definition. So now we have meaning nazis and strat/tactic haters in the thread! Great.
I could rip apart all your inclusions into what you deem a tactic and a strategy definition until we're just arguing on the use of commas. There's no value in nit picking grammer or definition just to try and get across the fact that you don't like the technique or tool or method or plan or any other freaking word I want to use for it. Contribute to the content of the proposed "strategem" if you need to go to that level.
Should we now call these Cheese Methods? Cheesy Maneuvers? Chedder-like Contrivances?
I never said that I didn't like the strategy. In the right context of meta-game it could be very devastating. I want to make clear that I don't think in ladder games, but bo3/b05 series.
And I disagree, definitions show what you think about the concepts that rule the game. If you can't distinguish between an opening and a long therm strategy, you will eventually mix-up because when you are playing a real game, you need a strategy. Because you must account to the possibility of the push failing. It's as simple as that.
The strategy is the umbrella that covers the tactic. If you use the tactic as a umbrella, there are lots, and lots of situations where you are just going to loose. Not because you were worst at the game, but because of a misunderstanding of the way you need to think about the game.
The lack of context of this tactic inside a strategy is what concerns me. Not the tactic itself.
Also I want to add, this are not my concepts, I didn't develop them. I stole them from Clausewitz.
On July 22 2010 19:41 ChickenLips wrote: I just played both builds (start building Raxes asap, wait for 750 minerals) and results are: insta-rax are about 30 seconds faster in getting 24 marines. Marine production starts way sooner and you are a lot less susceptible to weird early rushes. (waiting for 750 minerals took 6:50 to get 24 marines, insta Raxes took 6:15-6:20.
On July 22 2010 19:21 whatthemate wrote: At first I was confused as to what Sabresandiego said, but now I understand what he theoretically suggested, but that doesn't change the fact that he is completely WRONG.
Practically speaking you have a much larger window of opportunity of attack if you place down barracks consecutively early asap and get more marines.
If you attempt the float 750 minerals style you will have less marines and timing attack goes out the window because all it takes is just a sentry to force field their ramp or your ramp and its all over while protoss tech so insanely fast to colossi. Also in the mean time protoss could easily get out a second nexus and more gas and mass cannon > marine.
scvs mine what less than say 50 minerals per minute because of diminishing returns. It's better to have less scvs on mineral line and use that scv to make rax because of diminishing returns. There are already dimishing returns as soon as your have more than 8 scvs on mineral line. So its better to make rax earlier and then return to mining.
if there are 16 scvs on minerals that have had time to adjust to each others mining cycles i cannot imagine that there are diminishing returns since they never interfere with other scv's mining.
Other than that i fully agree, the waiting for 750 minerals is like the (double) extractor trick, feels kinda cool and effective, but is economically worse off.
Good test chicken lips. What this shows is that waiting for 750 minerals to plop down rax is not optimal for the 24 marine rush at 7:00. The all rax at once build will surpass the 1 rax at a time build at a specific marine count.
If you are shooting for 24 marines as your "timing point" then you are better off saving up only 450 minerals and plopping down 3 rax at once. The 5 rax at once build is stronger after about 30-40 marines.
On July 22 2010 19:41 ChickenLips wrote: I just played both builds (start building Raxes asap, wait for 750 minerals) and results are: insta-rax are about 30 seconds faster in getting 24 marines. Marine production starts way sooner and you are a lot less susceptible to weird early rushes. (waiting for 750 minerals took 6:50 to get 24 marines, insta Raxes took 6:15-6:20.
On July 22 2010 19:21 whatthemate wrote: At first I was confused as to what Sabresandiego said, but now I understand what he theoretically suggested, but that doesn't change the fact that he is completely WRONG.
Practically speaking you have a much larger window of opportunity of attack if you place down barracks consecutively early asap and get more marines.
If you attempt the float 750 minerals style you will have less marines and timing attack goes out the window because all it takes is just a sentry to force field their ramp or your ramp and its all over while protoss tech so insanely fast to colossi. Also in the mean time protoss could easily get out a second nexus and more gas and mass cannon > marine.
scvs mine what less than say 50 minerals per minute because of diminishing returns. It's better to have less scvs on mineral line and use that scv to make rax because of diminishing returns. There are already dimishing returns as soon as your have more than 8 scvs on mineral line. So its better to make rax earlier and then return to mining.
if there are 16 scvs on minerals that have had time to adjust to each others mining cycles i cannot imagine that there are diminishing returns since they never interfere with other scv's mining.
Other than that i fully agree, the waiting for 750 minerals is like the (double) extractor trick, feels kinda cool and effective, but is economically worse off.
Good test chicken lips. What this shows is that waiting for 750 minerals to plop down rax is not optimal for the 24 marine rush at 7:00. The all rax at once build will surpass the 1 rax at a time build at a specific marine count.
If you are shooting for 24 marines as your "timing point" then you are better off saving up only 450 minerals and plopping down 3 rax at once. The 5 rax at once build is stronger after about 30-40 marines.
Please explain further the bolded part of your quote. And by explain I mean show me with numbers you've tested. If Chickenlips found he got more marines out faster by building the rax one at a time, why, once all the rax are finished and you've got the same scv saturation, would having built them all at once suddenly make marines come out sooner?
If you're talking about 6:00 minutes or so to get your attack underway, you are wrong about tech not being ready yet... At 5:30 I can have a CC mostly done along with 3 sieged tanks and 8 or so marines. It will be shut down easily, especially with a bunker.
yeah yeah. because so many terran players go straight to 3 sieged tanks so early. C'mon....
You guys are assuming some vast abilities of seeing the future. Any terran walls off in 1v1. What, now that you see a wall off you can assume mass rax? What about mass air? He doesn't need a tech lab on the barrack for that!
Now you lose because you went tanks and he went banshees. What if he went mass hellions? Ghosts and now you're nuked because you spent everything into tanks? What if he fast expanded NOT to his natural, but to the gold or to something else closer? Proxy build?
You guys can theorycraft all you want but when you put your hand on the mouse, you won't truly know what's exactly coming at you. So you can't claim superior cock-blocking techniques just because you assume all terrans will go max rax.
Any build when scouted will "fail hard". Watch the pros and the way they see how things go.
On July 22 2010 19:41 ChickenLips wrote: I just played both builds (start building Raxes asap, wait for 750 minerals) and results are: insta-rax are about 30 seconds faster in getting 24 marines. Marine production starts way sooner and you are a lot less susceptible to weird early rushes. (waiting for 750 minerals took 6:50 to get 24 marines, insta Raxes took 6:15-6:20.
How many barracks did you have at 24 marines tho? Look, you have the same amount of minerals to spend either way you build your barracks, so at any time following the completion of the 6 barracks, you're going to have the same number of marines, but I don't want to argue about this anymore.
You definitely want to push out long before you have 24 marines. I can only speak for TvP, but you want just enough marines to kill 2 stalkers when you push out which is about 8. If you wait till 24, P will have warpgates and sentries and you will lose easily.
Waiting till 750 and plopping down 5 more barracks is probably not the optimal way to do an all-in marine cheese anyway. I'm guessing that cutting scv production when you can just barely support your marine production and using only 4 or 5 barracks would get the attack going sooner and make it stronger.
Either way, it's kind of silly to argue about whether building the barracks all at once or one at a time is better. This is a cheese build that's never going to be a common stable opening. If you want to use it, go with whatever works for you.
No no, don't argue with lu_cid! He's thought of everything with his scan! He's psykic and knows exactly where all the buildings are giong to be placed and there's never a chance that his opponent would also know about his scanning tactic.(Terrans would never think to get scanned by another terran right?)
He's also made one tank because he knows his opponent will never go air. Oh wait, he's also assuming that going air, the terran will build everything close by so that a scan will see it and he can transition out of tanks and go AA.
Damnit lu_cid, you've owned my logic with your ability to completely understand your opponent even before playing them!
On July 23 2010 06:43 lu_cid wrote: Dude you are looking into this way too much.
If I see you have no buildings in your main and no gas, I'm already suspicious and I'm going to send an scv...
If you seriously think this build is the greatest thing ever, go ahead and use it, don't let me discourage you.
and I care about your scouting SCV why? is it checking the whole map? Maybe I'm proxy building on you!
Yeah, it's hard to deny that SCV a scouting. REALLY hard.
Actually, that's good if you're wasting scans on trying to see my stuff. Mules aren't good at all in this game right? and so if I'm using my scans for mules because I'm not caring about your build, I'm already ahead in economy. Thus faster marines.
But since you're terran, isn't everything cheese because it could fail if you use a scan? Thus someone sitting in their base making a particular unit is cheese because if you scanned it. You could counter it and thus it failed because you discovered it.
Mecra I don't know why you're so agressive about defending this build. Lu_cid may have been a bit of a dick how he said it but he's right, the first thing I thought when I read this was:
I don't care what OP thinks about his timing, I always have a tank out//siege mode before the timing of this push even if I'm going banshees and all it takes is some scouting/a scan ---> a bunker to shut this down. Mass marine is crap vers terran unless they forget to scout.
And like the above poster said -- if it loses if scouted, that's cheese.
On July 23 2010 06:54 DanielD wrote: Mecra I don't know why you're so agressive about defending this build. Lu_cid may have been a bit of a dick how he said it but he's right, the first thing I thought when I read this was:
I don't care what OP thinks about his timing, I always have a tank out//siege mode before the timing of this push even if I'm going banshees and all it takes is some scouting/a scan ---> a bunker to shut this down. Mass marine is crap vers terran unless they forget to scout.
And like the above poster said -- if it loses if scouted, that's cheese.
And like I said, any build can be defeated if scouted. Why do you suppose the Pros scout all the time? That means that the Pro's only use cheese, and just keep switching between cheeses.
I just don't like people theorycrafting instant counters based on their thoughts that they can immediately know what their opponent is doing.
Don't do, "OMG, ONE BUNKER KILLS THIS!" type of crap. Do you build a bunker against any opponent you can't scout because of a wall off? Do you put a bunker if they are fast expanding?
I don't like claims of instant counter based on immediate understanding. That doesn't exist unless you're cheating or your a Pro. (Which people in this thread are not)
Cheese is being thrown around too lightly without understanding what a cheese tactic really is. I would argue that if something can be shut down easily, it isn't cheese. Cheese is something that can't be easily countered, which people claim this strat is. Thus, IMO, it's not cheese.
No, not all builds can be defeated if scouted. 3 hatch muta ZvT in BW is expected a lot of the time, and it comes down to micro, unit placement, and what build the T does. 4warpgate push is still hard to beat if you scout it. 3rax ghost push is still hard to beat if you scout it. 15 hatch 16 pool is counterable but not insta-lose if scouted.
6 rax marines TvT? You beat it if you scout it. It's not theory-craft, it's a fact that bunker+ a tank in mineral line destroys marine all-in.
edit: trying to be nicer
And your definition of cheese is weird... is a cannon rush NOT cheese than? Because it's easily counterable.
Cheese is something that is hard to stop if you don't see it coming.
On July 23 2010 06:54 DanielD wrote: Mecra I don't know why you're so agressive about defending this build. Lu_cid may have been a bit of a dick how he said it but he's right, the first thing I thought when I read this was:
I don't care what OP thinks about his timing, I always have a tank out//siege mode before the timing of this push even if I'm going banshees and all it takes is some scouting/a scan ---> a bunker to shut this down. Mass marine is crap vers terran unless they forget to scout.
And like the above poster said -- if it loses if scouted, that's cheese.
And like I said, any build can be defeated if scouted. Why do you suppose the Pros scout all the time? That means that the Pro's only use cheese, and just keep switching between cheeses.
I just don't like people theorycrafting instant counters based on their thoughts that they can immediately know what their opponent is doing.
Don't do, "OMG, ONE BUNKER KILLS THIS!" type of crap. Do you build a bunker against any opponent you can't scout because of a wall off? Do you put a bunker if they are fast expanding?
I don't like claims of instant counter based on immediate understanding. That doesn't exist unless you're cheating or your a Pro. (Which people in this thread are not)
Cheese is being thrown around too lightly without understanding what a cheese tactic really is. I would argue that if something can be shut down easily, it isn't cheese. Cheese is something that can't be easily countered, which people claim this strat is. Thus, IMO, it's not cheese.
Mecra, standard builds are standard because they are robust and flexible. It is the best practice to create builds based on the assumption that your opponent will be aware of what you are doing, which they most likely will be (should be anyway).
This particular build is not good in my opinion, because as has been repeated time and time again, it is a 1-base all in play. If your attack doesn't do tons of damage, you will be significantly behind in tech or economy or both.
Specifically, it will be awkward to transition to teching since you haven't mined any gas, and awkward to transition to econ since you will have like 3 raxes sitting there doing nothing (wasted money)
Cheese has been defined as any plan that requires secrecy to function (which was made clear with the delayed rax building and scout deny with wall off). An all-in is anything that lacks a good transition, which this does as you have no gas and have invested heavily in Marine production.
Your timing windows isn't great, given many players will have decent tech down by the 6 minute mark, such as Tanks.
As a Protoss player, I will be highly suspect if I scout no gas and a double depot wall off, and will produce additional gateway units and assume a bio push, thus getting Charge and HT relatively quick. All it takes is a couple of sentries to stall with a few Stalkers to fire down the ramp while Charge comes out. Once that comes out you auto lose basically because you'll have only Bio units and Chargelots eat those.
Honestly, this is a build that is so typical of players that just want to win games ASAP with no actual creativity or thought.
What is your definition of a good build? Using this build every time is a bad idea if you are playing the same person repeatedly. If you are constantly playing new opponents who don't expect it, like in ladder, this build can take you to diamond. If this build becomes common however, people will quickly learn how to counter it and it will once again be a mediocre build (not bad).
On July 23 2010 07:29 Sabresandiego wrote: What is your definition of a good build? Using this build every time is a bad idea if you are playing the same person repeatedly. If you are constantly playing new opponents who don't expect it, like in ladder, this build can take you to diamond. If this build becomes common however, people will quickly learn how to counter it and it will once again be a mediocre build (not bad).
But is the point to win with a mindless strategy, grinding the ladder? Maybe if you want to play good people ASAP... but... It's a good build to use once in a bo3 or a bo5 or something of that nature, but to do it over and over on the ladder gains you nothing, as it takes little skill to execute and gives you no experience managing mid or late-game at all.
On July 23 2010 07:09 DanielD wrote: No, not all builds can be defeated if scouted. 3 hatch muta ZvT in BW is expected a lot of the time, and it comes down to micro, unit placement, and what build the T does. 4warpgate push is still hard to beat if you scout it. 3rax ghost push is still hard to beat if you scout it. 15 hatch 16 pool is counterable but not insta-lose if scouted.
6 rax marines TvT? You beat it if you scout it. It's not theory-craft, it's a fact that bunker+ a tank in mineral line destroys marine all-in.
And your definition of cheese is weird... is a cannon rush NOT cheese than? Because it's easily counterable.
Cheese is something that is hard to stop if you don't see it coming.
Cheese, IMO, is any build that is a exceedingly hard build to counter even if you know it's coming and try to stop it. Thus, it becomes abused and becomes a call sign for those without skill because it can't be stopped. Any build that can be countered easily, is not Cheese because it takes no effort to counter and thus shouldn't be feared. I would just call those builds, weak.
I would actually use more descriptive words than Cheese when describing builds. A 6-Rax build is an All-In Limited Rush build. That means a lot more than just saying Cheese because that term is so abstract.
6 pool? Another All-In Limited Rush.
All-In insinuates a loss if the initial doesn't work. Rush indicates limited tech because it's as early as it can be done. Limited means 1-2 types of units. See how that means so much more to people who really want to analyze a strategy? Obviously it can be abused if you use too many terms, but note how much more descriptive my explaination is instead of just saying one term that conjures up lots of animosity instead of critical thinking.
The problem with saying that Cheese only applies to builds taht are easily counter when scouted is that it covers too many builds. All in Banshee, if not scouted, is deadly. Is it Cheese though? The term Cheese is being abused by TL people to the point of it now having little meaning in that it has too much meaning. Don't describe a build simply with one term because I'll find tons of builds or tons of strats that either break that definition or fit it and shouldn't.
Use more than one word descriptions because you can isolate the problem more readily than just saying a generic term that a lot of people forgot the origins of and have dispositions against. Say Cheese and people just start making up units that can counter it.
It's like Proxy Buildings. I hate that term. Back in the day, we just said, "Forward built". Man those were good days when we didn't create confusing terms that can't even effective explain their effect.
A good build in my mind requires the ability to adjust to mid and late game, even if its a bit rough in the transition.
I'll use PvP, since 90% of my games over the closing weekend were that match up, as an example. 4 Gate was very popular, but didn't have a solid transition. If a player scouted it and got a couple of Immortals out with a few sentries (not hard to do), the 4 gate push could be held off and then a strong Immortal Stalker push would usually end the game against the 4 gate player. Even if the Immortal push failed, you could easily transition into Colossi and do Warp Prism harass. Not saying it wasn't a strong build, the 4 Gate, but lacked a solid mid to late game transition.
The Megarax build, which this effectively is, is a bit tricky to hold off if not entirely prepared, but is by no means unstoppable. And if it is held off, the defending player is generally at a huge advantage.
As someone said earlier, there is a reason for "standard builds," as they have some flexibility and can adjust depending on what they scout. Where as a build like this is just "well, I hope he doesn't get fast Tank/Banelings/Colossi or HT/Archons, or knows how to defend his ramp well."
Its a strong build at lower levels, but relying on it while just lead to a weaker player over all I feel.
On July 23 2010 07:09 DanielD wrote: No, not all builds can be defeated if scouted. 3 hatch muta ZvT in BW is expected a lot of the time, and it comes down to micro, unit placement, and what build the T does. 4warpgate push is still hard to beat if you scout it. 3rax ghost push is still hard to beat if you scout it. 15 hatch 16 pool is counterable but not insta-lose if scouted.
6 rax marines TvT? You beat it if you scout it. It's not theory-craft, it's a fact that bunker+ a tank in mineral line destroys marine all-in.
And your definition of cheese is weird... is a cannon rush NOT cheese than? Because it's easily counterable.
Cheese is something that is hard to stop if you don't see it coming.
Cheese, IMO, is any build that is a exceedingly hard build to counter even if you know it's coming and try to stop it. Thus, it becomes abused and becomes a call sign for those without skill because it can't be stopped. Any build that can be countered easily, is not Cheese because it takes no effort to counter and thus shouldn't be feared. I would just call those builds, weak.
I would actually use more descriptive words than Cheese when describing builds. A 6-Rax build is an All-In Limited Rush build. That means a lot more than just saying Cheese because it's so abstract.
6 pool? Another All-In Limited Rush.
All-In insinuates a loss if the initial doesn't work. Rush indicates limited tech because it's as early as it can be done. Limited means 1-2 types of units. See how that means so much more to people who really want to analyze a strategy? Obviously it can be abused if you use too many terms, but note how much more descriptive my explaination is instead of just saying one term that conjures up lots of animosity instead of critical thinking.
The problem with saying that Cheese only applies to builds taht are easily counter when scouted is that it covers too many builds. All in Banshee, if not scouted, is deadly. Is it Cheese though? The term Cheese is being abused by TL people to the point of it now having little meaning in that it has too much meaning. Don't describe a build simply with one term because I'll find tons of builds or tons of strats that either break that definition or fit it and shouldn't.
Use more than one word descriptions because you can isolate the problem more readily than just saying a generic term that a lot of people forgot the origins of and have dispositions against. Say Cheese and people just start making up units that can counter it.
It's like Proxy Buildings. I hate that term. Back in the day, we just said, "Forward built". Man those were good days when we didn't create confusing terms that can't even effective explain their effect.
I don't see why you're so resistant to defining a term, or calling this cheesy-as-provolone build what it is.
I'm not calling it cheese and then "making up units that can counter it", I stated the simple fact that my standard TvT build would beat this with the addition of a bunker, which I would place if/when I scouted this, making this build cheese because w/o the element of surprise it would fail.
But I see you've decided to argue semantics and ignore the discussion about this build, so never mind.
Sorry for me not going with generic vernacular. I like to actually discuss things rather than claim superiority over something just because its, "Cheese" and thus claim simple counter. Hell, I'm waiting for someone to claim their scouting SCV can counter this build!
I would call the 6 rax: All-In Limited Rush. So I am calling the build what it is, I'm just not using weak and abstract terminology to do so.
Mecra, it is cheese though, at least against T. One fast Tank and this build is done, and someone will get a fast tank if they scan and see 6 naked raxes, or even nothing and no gas at your main. The no gas alone is telling enough, more so if the scouting SCV (1st or 2nd) doesn't see a CC going down or anything at the Natural.
It's not "weak and abstract", it is a very specific definition: something that hurts you economically to pull off, that if scouted, will likely fail, but if un-scouted, will have to be properly (and most of the time, with difficulty) defended by the person being cheesed in order for them to not lose outright or be at a disadvantage.
I wasn't "not discussing it" either, I was just agreeing with Lu_cid that if he scanned this guy's main he would easily be able to prepare for this build, because it's a cheese build and scouting nothing in the main, or scanning the rax, would tip you off that you need a bunker and to prepare for an attack.
If you want to come up with your own term for it, go right ahead, but don't tell me I can't call my gaming PC a gaming PC because it's generic vernacular and that I should call it "graphics and memory oriented personal computer" .
Can a mod close this thread, please? I've been posting on this thread too, and the past 8 pages of this thread are just repeats of what people already said, and there's increasingly more trash-talking than actual discussion. In addition, the game is not even playable now, so this strat can't even be tested, and there's no point in people getting so worked up and throwing nasty words at each other over a strategy that can't even be tested atm.
It's not "weak and abstract", it is a very specific definition: something that hurts you economically to pull off, that if scouted, will likely fail, but if un-scouted, will have to be properly (and most of the time, with difficulty) defended by the person being cheesed in order for them to not lose outright or be at a disadvantage.
I wasn't "not discussing it" either, I was just agreeing with Lu_cid that if he scanned this guy's main he would easily be able to prepare for this build, because it's a cheese build and scouting nothing in the main, or scanning the rax, would tip you off that you need a bunker and to prepare for an attack.
If you want to come up with your own term for it, go right ahead, but don't tell me I can't call my gaming PC a gaming PC because it's generic vernacular and that I should call it "graphics and memory oriented personal computer" .
Last try.
If we were arguing about what a "gaming" PC was, then you would have to call it that. But we're not because it doesn't cause quite the nerd rage it does here on TL with "Cheese". However, fear not, there are plenty of arguments across the net and such over very similiar abstract terms. "Rice Burner" for example in the racing scene.
So, is all in Roach cheesy? All in Ling? All in Banshee? Are all All-Ins cheesy? All in Marauder? All in Zealots? All in Stalkers? All in Reapers? Because last time I checked, all All-Ins are win/lose usually based on the scout and hamper your economy. because all these have the same charactistics as All-In Marines. Thus, all these should be classified as Cheesy. What about rushing to Battlecruisers? Cheesy? Same issue because if you're rushing to them, you are forgoing other tech and probably economy to get it. You probably wouldn't call these builds Cheesy but they all have the same properties if you don't scout them.
Just because something has a definition doesn't mean that it's a good one or always applicable.
I would also agree to a lock. Gimpy made his point, and the nerd ragers came out to play. Some good stuff has come out of the discussions, but the contributive nature of the thread is done.
Relax on the arguing. You're both smarter than each other.
All-in means if your attack doesn't do significant damage, you'll be far behind. Cheese means if it doesn't get scouted, it's very hard to stop, but if it does get scouted, it's easier to stop. This 6 barracks marine play is both all-in and cheese.
For all the people confused as to why its better to drop all five baracks at once.
if you go gradually, it has some advantages. but the scv that would have been mining is instead used to build the barracks (obviously) but by waiting till you have the money to drop all five of the barracks at once, those scvs mine until then, getting you the opportunity to have your fifth and sixth barracks done almost fourty or so seconds earlier than otherwise. downside? you wait till forever to have the chance to create more unit production facilities. its personal preference.
On July 23 2010 06:54 mecra wrote: But since you're terran, isn't everything cheese because it could fail if you use a scan?
No, is not. Take any push timing that has a follow up as an example and you'll understand why scouting some builds doesn't really change the outcome of the game.
With your "solid logic" you are implying that 1/1/1 openings, 2/1, literally EVERY build is cheese. If every build is cheese then the therm holds no purpose (because it doesn't define anything, because it doesn't discern anything).
So, it's either that the whole SC competitive community has been using a empty concept over the years or that you don't really grasp what the word means.
If a cheese is scouted, is not the "push" "attack" or "tactic" the one that fails. It's pretty much the whole game. They are tactics that suffer from heavy neck bottles after a denied wave of attack.
1/1/1 openings, 2/1/expand, +1/timingpush, ect, do not fall inside this definition.
So, yeah. Unsurprisingly, not everything is cheese.
It's really an equation between the economical cost, the importance of secrecy, and the response time that demands in the oposing player. There are some gray areas (like 4gate) but this strat is:
- Pretty much depending on secrecy - Generates a huge economic set back and pretty much commits you to bio units in the mid-game - Sets back your economy - Delays teching - Depends on a single unit (there is no army mix subtleties)
So... This is pretty down the rabbit whole to place it in the "gray area". And since, pretty much everyone but yourself agrees, I think there is nothing more to discuss.
How in the world is this thread still running. O.o
Mass marine openings are brutally effective against any player whose mechanics are lacking. Because marines are so easy to pull off, such a strategy will easily punch holes through players who still have trouble spending all of their resources, etc.
In addition, the strategy is very quick and can be replayed many many times against people on the ladder who are mostly expecting something different.
Will all in type builds help you become a better player?
Depends on how you define "better player." You'll get real good at using this particular all-in, but will probably have trouble moving to more robust strategies.
Are marine all-in type builds effective on the ladder?
Yes. To a point.
Should you personally use this build to climb the ladder?
On July 23 2010 14:30 gREIFOCs wrote: No, is not. Take any push timing that has a follow up as an example and you'll understand why scouting some builds doesn't really change the outcome of the game.
With your "solid logic" you are implying that 1/1/1 openings, 2/1, literally EVERY build is cheese. If every build is cheese then the therm holds no purpose (because it doesn't define anything, because it doesn't discern anything).
So, it's either that the whole SC competitive community has been using a empty concept over the years or that you don't really grasp what the word means.
If a cheese is scouted, is not the "push" "attack" or "tactic" the one that fails. It's pretty much the whole game. They are tactics that suffer from heavy neck bottles after a denied wave of attack.
1/1/1 openings, 2/1/expand, +1/timingpush, ect, do not fall inside this definition.
So, yeah. Unsurprisingly, not everything is cheese.
It's really an equation between the economical cost, the importance of secrecy, and the response time that demands in the oposing player. There are some gray areas (like 4gate) but this strat is:
- Pretty much depending on secrecy - Generates a huge economic set back and pretty much commits you to bio units in the mid-game - Sets back your economy - Delays teching - Depends on a single unit (there is no army mix subtleties)
So... This is pretty down the rabbit whole to place it in the "gray area". And since, pretty much everyone but yourself agrees, I think there is nothing more to discuss.
It's fun when you think I'm serious. Also a note, I enjoy watching you guys nerd rage and blow your nuts over people who don't see eye to eye to your elite understanding of a computer game and its associated communities.
I honestly don't believe that scans make Terran uncheesable but it's fun to throw out there because so many of you claim that scans counter all cheese because you know so well how to counter all possible situations given the limited capability of a scan against a real opponent. When making such all-encompassing claims, it's simply evidence to their real lack of skill and understanding because they have to exaggerate the response. "SCOUTING KILLS THIS! TANKS KILL THAT!" yeah yeah yeah.
So, carry on little lemmings, don't let me try to disuade you from ever seeing something from a different angle than the rest of the community. Don't let me actually challenge your vocabularly or brow-beating mentality that you bring to people who don't act like the rest of you. You don't have to agree with me, but being so firmly entrenched in your notions speaks volumes about how versatile you guys are.
Quite simply, a ton of you would still die to this "Cheese" because frankly I sincerely doubt you all possess the l33t skills to counter something you may not know is coming. Plus, if you were to guess this tactic and be proven wrong and thus owned by a different "Cheese" method, that would also be as satisfying.
Some day maybe we'll have a game where every tactic or strategy is viable and can't be used as a meter of how good somone is because of how "Cheesy" the community deems the implementation. Nah, you guys need your definitions to feel good about your "pure" styles of play and how superior they are to the weaker players who must rely on cheap tactics to win.
Frankly, I thought we were playing a game to try new things. I didn't know we were competing at life or something else so important.
On July 23 2010 14:30 gREIFOCs wrote: No, is not. Take any push timing that has a follow up as an example and you'll understand why scouting some builds doesn't really change the outcome of the game.
With your "solid logic" you are implying that 1/1/1 openings, 2/1, literally EVERY build is cheese. If every build is cheese then the therm holds no purpose (because it doesn't define anything, because it doesn't discern anything).
So, it's either that the whole SC competitive community has been using a empty concept over the years or that you don't really grasp what the word means.
If a cheese is scouted, is not the "push" "attack" or "tactic" the one that fails. It's pretty much the whole game. They are tactics that suffer from heavy neck bottles after a denied wave of attack.
1/1/1 openings, 2/1/expand, +1/timingpush, ect, do not fall inside this definition.
So, yeah. Unsurprisingly, not everything is cheese.
It's really an equation between the economical cost, the importance of secrecy, and the response time that demands in the oposing player. There are some gray areas (like 4gate) but this strat is:
- Pretty much depending on secrecy - Generates a huge economic set back and pretty much commits you to bio units in the mid-game - Sets back your economy - Delays teching - Depends on a single unit (there is no army mix subtleties)
So... This is pretty down the rabbit whole to place it in the "gray area". And since, pretty much everyone but yourself agrees, I think there is nothing more to discuss.
It's fun when you think I'm serious. Also a note, I enjoy watching you guys nerd rage and blow your nuts over people who don't see eye to eye to your elite understanding of a computer game and its associated communities.
Narcissistic much? No one here is nerd raging, perhaps at best just shaking our heads at why you'd disagree with everyone else on the definition of a word defined by the community. You're arrogance only feeds your ignorance, and it is rather depressing to watch you twist what everyone has said to fit your distorted view of the community.
In the meantime, have fun "trying" new things by following well known all-in build orders.
I have a BS in physics and it is correct that building raxes one by one or all at once produce 6 raxes at exactly the same time. Assuming you spend all your min and pump scv constantly all builds that make a certian number of marines and end up with the same number of raxes will be very close.
The only factor would be the rate you produce scvs. If that doesn't change, then nothing else matters. I find that there is no window of attack against me if I wait for all 5 extra rax to build at once, and I find that my timing pushes match up nicely with the 2nd or 3rd group of 6 marines that come from these raxes. It's so easy this way, that I don't bother trying to build as I go. Also, it is harder to scout.
Siege mode with a couple of tanks can finish at about 6min if the rax makes the tech lab. This is quick enough to stop the rines, but any other T build is too slow to develop a counter to rines without a couple of bunkers (which are rare).
One may be able to get a higher count of rines with less raxes building sooner, but it would sacrifice the rate of reinforcement, which is really what ends the game.
My favorite build is the 1,1,1. I like to hellion rush into mech expo against z and I like to 1,1,1 against toss with an early raven into expo. Against T, I usually rush to tank/vikings with 1 early maurader in case of reapers, then contain. I like lots of builds, but I really needed an easy all-in rush for a change of pace
There's a difference between an aggressive build order and a cheesy build order. If the economic damage you need to incur to compensate for your sacrifice puts him in a spot where the game's basically over, that's called cheese. If you can't or don't need to shut him down right there, then you obviously need to transition out of it.
This build qualifies as cheese because you're gasless and techless. Your opponent is either crushed or building his Coloxen by the time your Fac goes down. Don't get any simpler.
On July 23 2010 14:30 gREIFOCs wrote: No, is not. Take any push timing that has a follow up as an example and you'll understand why scouting some builds doesn't really change the outcome of the game.
With your "solid logic" you are implying that 1/1/1 openings, 2/1, literally EVERY build is cheese. If every build is cheese then the therm holds no purpose (because it doesn't define anything, because it doesn't discern anything).
So, it's either that the whole SC competitive community has been using a empty concept over the years or that you don't really grasp what the word means.
If a cheese is scouted, is not the "push" "attack" or "tactic" the one that fails. It's pretty much the whole game. They are tactics that suffer from heavy neck bottles after a denied wave of attack.
1/1/1 openings, 2/1/expand, +1/timingpush, ect, do not fall inside this definition.
So, yeah. Unsurprisingly, not everything is cheese.
It's really an equation between the economical cost, the importance of secrecy, and the response time that demands in the oposing player. There are some gray areas (like 4gate) but this strat is:
- Pretty much depending on secrecy - Generates a huge economic set back and pretty much commits you to bio units in the mid-game - Sets back your economy - Delays teching - Depends on a single unit (there is no army mix subtleties)
So... This is pretty down the rabbit whole to place it in the "gray area". And since, pretty much everyone but yourself agrees, I think there is nothing more to discuss.
It's fun when you think I'm serious. Also a note, I enjoy watching you guys nerd rage and blow your nuts over people who don't see eye to eye to your elite understanding of a computer game and its associated communities.
So, you are not serious? The whole thread is a joke? Can you quote your jokes?
And I'm not nerdraging, note that i'm not insulting nor attacking you, I'm mearly commentating on the strategy posted here.
On July 23 2010 15:24 mecra wrote:I honestly don't believe that scans make Terran uncheesable but it's fun to throw out there because so many of you claim that scans counter all cheese because you know so well how to counter all possible situations given the limited capability of a scan against a real opponent. When making such all-encompassing claims, it's simply evidence to their real lack of skill and understanding because they have to exaggerate the response. "SCOUTING KILLS THIS! TANKS KILL THAT!" yeah yeah yeah.
I don't know if someone here said that Terran is uncheesable. But I (the guy you just quoted) never said something barely similar to that.
On July 23 2010 15:24 mecra wrote:So, carry on little lemmings, don't let me try to disuade you from ever seeing something from a different angle than the rest of the community. Don't let me actually challenge your vocabularly or brow-beating mentality that you bring to people who don't act like the rest of you. You don't have to agree with me, but being so firmly entrenched in your notions speaks volumes about how versatile you guys are.
Do you understand the function of language? We use words as symbols to sintetize concepts. The whole community defines cheese to save time the way that several players already told you.
Discussing the therm has no purpose here, because even if we end up agreeing that cheese is when "Ultralisk get stucked behind low tier units" it doesn't change that your build still has all the disadvantages (and advantages off course) of a cheese build.
Even if the therm itself didn't existed, the tactic would still require secrecy, it would still leave you techless and gasless, ect.
On July 23 2010 15:24 mecra wrote:Quite simply, a ton of you would still die to this "Cheese" because frankly I sincerely doubt you all possess the l33t skills to counter something you may not know is coming. Plus, if you were to guess this tactic and be proven wrong and thus owned by a different "Cheese" method, that would also be as satisfying.
Cheese isn't an insult. It's just a word, that describes a type of tactic. I use cheese in some of my matches and it's ok. It's the same with many top players (see white-ra and hidden proxy starports f.e). Yes, some players, whine about cheese, ragequit, and dismiss things because they are "cheese", so what? You aren't talking to those kind of players here. And no one said "this is cheese therefore it sucks".
We are just explaining to you that, it IS cheese (something you are arguing for your OWN predjuice towards the word), that is not really something new, and it's not the best tactic of the world, or unbeatable. It's a tool. And having this as a tool if you are terran is good. Because it could be the tool you need to resolve a situation.
But if this is your only tool. Well, then you are really narrowing your play.
On July 23 2010 15:24 mecra wrote:Some day maybe we'll have a game where every tactic or strategy is viable and can't be used as a meter of how good somone is because of how "Cheesy" the community deems the implementation. Nah, you guys need your definitions to feel good about your "pure" styles of play and how superior they are to the weaker players who must rely on cheap tactics to win.
A strategy game where "every tactic or strategy is viable" is viable, isn't a strategy game. It's a good thing that everything isn't viable. It allows to standard gameplay, variations of that and innovative gameplay.
And no, we don't need definitions to feel good. We need words and their definitions to comunicate ideas. Nothing more, nothing less. But I'm feeling you are aiming to go beyond the troll barrier with this one.
On July 23 2010 15:24 mecra wrote:Frankly, I thought we were playing a game to try new things. I didn't know we were competing at life or something else so important.
Ok so this is the part where you are joking. Mass marines isn't a new thing. It's actually a BW build. And if you use the same build over and over again to get to 1# in Diamond, you are the one that isn't trying new things.
If you don't change methods, and you clearly aren't really open to comments, you are the one that is confining his play.
On July 23 2010 14:30 gREIFOCs wrote: No, is not. Take any push timing that has a follow up as an example and you'll understand why scouting some builds doesn't really change the outcome of the game.
With your "solid logic" you are implying that 1/1/1 openings, 2/1, literally EVERY build is cheese. If every build is cheese then the therm holds no purpose (because it doesn't define anything, because it doesn't discern anything).
So, it's either that the whole SC competitive community has been using a empty concept over the years or that you don't really grasp what the word means.
If a cheese is scouted, is not the "push" "attack" or "tactic" the one that fails. It's pretty much the whole game. They are tactics that suffer from heavy neck bottles after a denied wave of attack.
1/1/1 openings, 2/1/expand, +1/timingpush, ect, do not fall inside this definition.
So, yeah. Unsurprisingly, not everything is cheese.
It's really an equation between the economical cost, the importance of secrecy, and the response time that demands in the oposing player. There are some gray areas (like 4gate) but this strat is:
- Pretty much depending on secrecy - Generates a huge economic set back and pretty much commits you to bio units in the mid-game - Sets back your economy - Delays teching - Depends on a single unit (there is no army mix subtleties)
So... This is pretty down the rabbit whole to place it in the "gray area". And since, pretty much everyone but yourself agrees, I think there is nothing more to discuss.
It's fun when you think I'm serious. Also a note, I enjoy watching you guys nerd rage and blow your nuts over people who don't see eye to eye to your elite understanding of a computer game and its associated communities.
So, you are not serious? The whole thread is a joke? Can you quote your jokes?
And I'm not nerdraging, note that i'm not insulting nor attacking you, I'm mearly commentating on the strategy posted here.
On July 23 2010 15:24 mecra wrote:I honestly don't believe that scans make Terran uncheesable but it's fun to throw out there because so many of you claim that scans counter all cheese because you know so well how to counter all possible situations given the limited capability of a scan against a real opponent. When making such all-encompassing claims, it's simply evidence to their real lack of skill and understanding because they have to exaggerate the response. "SCOUTING KILLS THIS! TANKS KILL THAT!" yeah yeah yeah.
I don't know if someone here said that Terran is uncheesable. But I (the guy you just quoted) never said something barely similar to that.
On July 23 2010 15:24 mecra wrote:So, carry on little lemmings, don't let me try to disuade you from ever seeing something from a different angle than the rest of the community. Don't let me actually challenge your vocabularly or brow-beating mentality that you bring to people who don't act like the rest of you. You don't have to agree with me, but being so firmly entrenched in your notions speaks volumes about how versatile you guys are.
Do you understand the function of language? We use words as symbols to sintetize concepts. The whole community defines cheese to save time the way that several players already told you.
Discussing the therm has no purpose here, because even if we end up agreeing that cheese is when "Ultralisk get stucked behind low tier units" it doesn't change that your build still has all the disadvantages (and advantages off course) of a cheese build.
Even if the therm itself didn't existed, the tactic would still require secrecy, it would still leave you techless and gasless, ect.
On July 23 2010 15:24 mecra wrote:Quite simply, a ton of you would still die to this "Cheese" because frankly I sincerely doubt you all possess the l33t skills to counter something you may not know is coming. Plus, if you were to guess this tactic and be proven wrong and thus owned by a different "Cheese" method, that would also be as satisfying.
Cheese isn't an insult. It's just a word, that describes a type of tactic. I use cheese in some of my matches and it's ok. It's the same with many top players (see white-ra and hidden proxy starports f.e). Yes, some players, whine about cheese, ragequit, and dismiss things because they are "cheese", so what? You aren't talking to those kind of players here. And no one said "this is cheese therefore it sucks".
We are just explaining to you that, it IS cheese (something you are arguing for your OWN predjuice towards the word), that is not really something new, and it's not the best tactic of the world, or unbeatable. It's a tool. And having this as a tool if you are terran is good. Because it could be the tool you need to resolve a situation.
But if this is your only tool. Well, then you are really narrowing your play.
On July 23 2010 15:24 mecra wrote:Some day maybe we'll have a game where every tactic or strategy is viable and can't be used as a meter of how good somone is because of how "Cheesy" the community deems the implementation. Nah, you guys need your definitions to feel good about your "pure" styles of play and how superior they are to the weaker players who must rely on cheap tactics to win.
A strategy game where "every tactic or strategy is viable" is viable, isn't a strategy game. It's a good thing that everything isn't viable. It allows to standard gameplay, variations of that and innovative gameplay.
And no, we don't need definitions to feel good. We need words and their definitions to comunicate ideas. Nothing more, nothing less. But I'm feeling you are aiming to go beyond the troll barrier with this one.
On July 23 2010 15:24 mecra wrote:Frankly, I thought we were playing a game to try new things. I didn't know we were competing at life or something else so important.
Ok so this is the part where you are joking. Mass marines isn't a new thing. It's actually a BW build. And if you use the same build over and over again to get to 1# in Diamond, you are the one that isn't trying new things.
If you don't change methods, and you clearly aren't really open to comments, you are the one that is confining his play.
This is a good post and I agree.
I think this conversation has run it's course. I second closing this thread.
Oh wow, I have to say the best part of reading this was the "All-In Limited Rush." Please excuse my "flattering ridicule" while I break down in a fit of "composed hysteria,"
On July 24 2010 03:44 hofodomo wrote: Oh wow, I have to say the best part of reading this was the "All-In Limited Rush." Please excuse my "flattering ridicule" while I break down in a fit of "composed hysteria,"
This build when slightly modified is still one of my favorite builds. I have found 5 rax to be a stronger build than 6 rax, and am also considering 4 rax with gas so that its marine/marauder instead of just straight up marines.
One thing i still can't get my head round is why must we wait for 750 minerals before throwing down the Raxs. Is it actually faster than just building the Rax 1 at a time? Can't actually figure out why its better not to built 1 rax at a time.
On July 28 2010 13:24 Raysalis wrote: One thing i still can't get my head round is why must we wait for 750 minerals before throwing down the Raxs. Is it actually faster than just building the Rax 1 at a time? Can't actually figure out why its better not to built 1 rax at a time.
It would be more efficient to build them one by one, but you can only start once the enemy scout loses vision of your base. Sometimes you might have enough to build 2 or 3 at once. The OP is saying that when the enemy scouts no gas or extra barracks, he will think that you're FE'ing.
Simply, you throw down as many as you can once the enemy scout is gone.
Edit: Actually, it could be a timing thing he uses. Once he has 750 minerals accumulated, building SCVs during this period, and he pulls 4 off mining to make the barracks, the completed barracks will be supported by sufficient income to train marines non-stop.
On July 28 2010 13:53 A3iL3r0n wrote:Edit: Actually, it could be a timing thing he uses. Once he has 750 minerals accumulated, building SCVs during this period, and he pulls 4 off mining to make the barracks, the completed barracks will be supported by sufficient income to train marines non-stop.
i think that's what it is.
to be honest i think the reason this push is so effective is because currently pretty much every popular build atm is an eco one.
EDIT:imo cheese is like a gambit in chess. you sacrifice material or macro in order to gain a quick early game advantage.
I actually tried this build out against a protoss player (diamond league) tonight because I ended up playing some guy like 3 times and just got bored. As I kind of expected would happen, the guy massed stalkers and just microed them, picking off marines all the way to his base. By time I got there I had about 1/2-1/3 the marines I started with and got rolled.
This happened to me yesterday in the platinum ladder on the EU servers. I bet my opponent read the OP or played vs. a terran who had tried out the style, because he waited for 800 minerals then built all the barracks simultaneously.
I held off the first wave of ~18 marines with some banelings a spinecrawler and a few roaches. He almost had me at the second wave, with 77! marines but 8-9 banelings crawled into his force while 18 roaches occupied their attention and soon he had 0 marines. We were both surprised.
With better micro I see how this could be a devestating strategy. That said, I'm not the best player and I can also see how a zerg who has much better macro & micro than myself could tech up to infestors, burrow the banelings in a key spot, bait - fungal growth - boom! there goes the army....
On maps with short rush distance I bet this build kicks ass 99% of the time.
I guarantee you every decent player will totally destroy this Build, especially in TvT, where 1 Bunker +1siegetank will totally rip your Marines apart.
I can see though that it might get you decent results laddering against some chobos, if you massgame. I'm currently top-10 in some diamond-league with about 80 games or so, although I drop out of like 25% of my games, so it's really not difficult to place high in diamond atm... -.-°
Huh. I've used this build about 20 times as I'm laddering (mid diamond so far) and I've lost twice. Once to a T who bunkered in when he saw my rines pushing (it was on that sand map where we are furthest apart). 2nd was to a toss, don't remember how. It's been auto-win against z and p. I usually don't try it against t. That said, I prefer to do other builds cause I think rines will get a build-time nerf, but occasionally I just wanna win
This is new: I don't build the 2nd depot untill after all raxes building. Also, I cut scvs at about 18 untill the raxes finish. This speeds it up some. I attack when I have between 15 and 21 rines. I'll upload some current replays it anyone asks.
On July 28 2010 13:53 A3iL3r0n wrote:Edit: Actually, it could be a timing thing he uses. Once he has 750 minerals accumulated, building SCVs during this period, and he pulls 4 off mining to make the barracks, the completed barracks will be supported by sufficient income to train marines non-stop.
i think that's what it is.
to be honest i think the reason this push is so effective is because currently pretty much every popular build atm is an eco one.
EDIT:imo cheese is like a gambit in chess. you sacrifice material or macro in order to gain a quick early game advantage.
....no, the reason why this is so effective is because:
1. Builds like this punish people with deficient macro (everybody in low diamond and below)
and
2. People don't actually care enough to counter things like this on the ladder - they just want to practice their own build and if they lose, they queue up again.
On July 30 2010 02:23 gimpy wrote: Huh. I've used this build about 20 times as I'm laddering (mid diamond so far) and I've lost twice. Once to a T who bunkered in when he saw my rines pushing (it was on that sand map where we are furthest apart). 2nd was to a toss, don't remember how. It's been auto-win against z and p. I usually don't try it against t. That said, I prefer to do other builds cause I think rines will get a build-time nerf, but occasionally I just wanna win
This is new: I don't build the 2nd depot untill after all raxes building. Also, I cut scvs at about 18 untill the raxes finish. This speeds it up some. I attack when I have between 15 and 21 rines. I'll upload some current replays it anyone asks.
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.
On July 28 2010 13:53 A3iL3r0n wrote:Edit: Actually, it could be a timing thing he uses. Once he has 750 minerals accumulated, building SCVs during this period, and he pulls 4 off mining to make the barracks, the completed barracks will be supported by sufficient income to train marines non-stop.
i think that's what it is.
to be honest i think the reason this push is so effective is because currently pretty much every popular build atm is an eco one.
EDIT:imo cheese is like a gambit in chess. you sacrifice material or macro in order to gain a quick early game advantage.
....no, the reason why this is so effective is because:
1. Builds like this punish people with deficient macro (everybody in low diamond and below)
and
2. People don't actually care enough to counter things like this on the ladder - they just want to practice their own build and if they lose, they queue up again.
It should also be noted, if you attempt to cut corners/delay units for tech this will most likely kill you also
ive died to it like twice trying to tech hardcore like i would vs a normal build
Whats the best way to counter this if your toss and after scouting get suspicious this is gonna go down? ive lost to this like 3times now, plat player, like drop a forge wall off ramp wiht cannons ok? maybe force feild bottom of ramp if you need to buy time, like i donno wats the best way to beat this :S running a few stalkers to micro with em is still pretty hard if hes got a shit tonn of marines vs your like 2 or 3 stalkers :S
i like this post. i don't know what those "awesome" players are smoking, but as we all know rock paper scissors is a big part of starcraft. this is obviously a "do it once in a blue moon" kind of things, so yes it is "possible" to defend easily, it is "possible" to defend it, and it's also "possible" to be completely obliterated by it. not every game should go 10supply 11rax 13gas 15orbital. no matter how sc2 is different from sc1, it's still pretty similar and seeing as how sc1 had about 20 different build orders for each race, i'd say posting builds like this is good.
and rather than arguing "this is shitty and horrible" it's better to argue "which build is it good against, which build is it bad against"
This dies pretty well if you go 3 or 4 gate (rather 4) with a sentry/zealot heavy composition. I generally tend to go early sentrie when I see no addon and some marines poping out since guardian shield is your key to success. Also you need Zealots no matter if there are marauader or marines and good FF micro.
But I have to admit in a normal bread n butter ladder game I tend to get a robo up too - which makes it almost impossible to defend. Also this all-in wrecks havoc on maps like blistering sands with the backdoor or kulas with no high ground advantage.
Tough its really all-in and will not have a progress for long because it hardly has a follow up.
lol, this build makes me laugh... there are so many things that can stop this, but most zergs are in the mindset that they can't scout because of a wall, despite having overlords, I mean, just getting your overlord killed shows you some if not all of their unit composition, and protoss... well, not sure what they should do, but I don't really like protoss so I don't care much...
but I'd probably lose to this build if I was off my game.
what if in the beginning you went 10supply11rax13gas, when you get 25gas have tech lab up, 100gas then get marine +10health upgrade and pull all scv from gas, then wait to build 5 rax? then all your guys would have 10 more hp.
Then well... it'll look much more like a standard build but not really at the same time so you have about 15ish scv count to kill the scout instead of having to kill it by about 13ish.
Guis u should look at this build or at least try it out before before posting any comments.
1. How are u supposed to scout this? Look at the time frame. U go depot rax depot. This is the 13th scv which blocks the choke. If u cut a scv u can do this even faster. Try scouting this on a 4p map if u don't get lucky with the scouting direction. On Kulas this is instant chock block (rax depot). Even ur overlord has to get lucky if he wants to scout this in time.
2. Hiding 5 rax is really not that hard since u are not planing to add any techlabs or reactors to them. First 2 Terran scan are always CC and Choke. The third scan is too late anyway. In TvP or TvZ u don't even need to hide it. Ovie can be denied and obs is too late.
3. U have 12 -15 rines by the time u arrive at the opponents base (5:46 mins - 6:20 mins). I think u can get ever more, but thats what i managed to get. And rines will keep on coming once the attack as begun.
As usual the timing is the important part of this cheese. If u think u can deal with this, fire up the the Yabot or BO tester and see what u can get or where u are at 6:20 mins into the game and 12 to 15 rines at ur choke. This is even hard to deal with if u see it coming.
As terran u can defend this if u scout reveals _EARLY_ENOUGH_ that there is no refinery. Throw down bunkers, keep pumping rines into bunkers, add repair scvs and tech to siege tanks.
As Zerg u really have hard time to scout or even hold this off if someone knows a working method, pls do share.
As toss i guess u could prolly FF the choke but how long can u keep terran down since u will run of energy and the rines will keep on coming. Also if terran sees that he can't go up the ramp he will start to tech and rines will eventually get shield making them even stronger. By the time the first colossi is out u will have a fearsome bioball at the bottom of ur choke. Even if u manage to zap terran into retreat, he still as map control and can therefore expand and tech up. Toss on the other hand cannot get out of his base, because his units do not stand a chance against the bioball in the open.
This strat is really imba right now so if someone finds counter measurements pls do share ...
For the record- this would never, ever, beat a diamond T player. I haven't lost a single game where i scout my opponent go no gas in TvT- it just means i can straight tech to banshees. I'll throw downa bunker at my choke, fill it with rines, and build a hellion out of my factory. at ~6min in ill have 6 marines, 1 hellion, and a banshee thats 2/3 finshed with cloak 1/3 finished. You better break that bunker down FAST or else its GG. I just dont see this working TvT-
You'll never finish cloak. If a terran walks into your base and see a starport with tech lab he will just kill your tech lab. 1 banshee isn't doing anything to a marine ball and 4+ barracks at the main base.
On August 06 2010 23:40 EnderCN wrote: You'll never finish cloak. If a terran walks into your base and see a starport with tech lab he will just kill your tech lab. 1 banshee isn't doing anything to a marine ball and 4+ barracks at the main base.
how do u get through the bunker + hellions with marines? you dont.
edit: im so down for testing this when i get off work today. Go no gas and Ill go fast banshee and we'll see who wins.
On August 06 2010 23:18 volkar wrote: As terran u can defend this if u scout reveals _EARLY_ENOUGH_ that there is no refinery. Throw down bunkers, keep pumping rines into bunkers, add repair scvs and tech to siege tanks.
A reaper opening will see you go for no gas, and it's not that an uncommon opening for TvT
On August 06 2010 23:18 volkar wrote: As terran u can defend this if u scout reveals _EARLY_ENOUGH_ that there is no refinery. Throw down bunkers, keep pumping rines into bunkers, add repair scvs and tech to siege tanks.
A reaper opening will see you go for no gas, and it's not that an uncommon opening for TvT
1 post for the loss bro... reapers require early gas.
O you mean early reapers will SEE the 5 rax opening... yes thats true. If you can get reapers in their base before raxs 2-5 go up you can probably win ez with reaper. They do great vs marines.
Zolton your making a fool of yourself. Fast tech to banshees is probably the worst counter to this strat I have heard on here. Banshees are not even good against marines and even if you did get cloak he could easily save a scan.
Furthermore your 1 hellion and bunker will never hold against this and your one banshee will die instantaneously. Hellions are not good against marines early game and your bunker will go down instantaneously unless you keep 2 idle scvs just chilling beside it. If you did manage to hold, it would only be because you knew it was coming, when most of the time people will have only 1minute and probably less to react to this.
As well the guy you tried to flame was talking about his reaper seeing the no gas....nothing looks stupider then flaming someone when you didnt understand their post.
maybe if p is going 4 gate he can ff his ramp long enough to get enough zeals and sentries to stop this. most good 4 gates hit around the 6:30ish mark anyways.
On August 07 2010 00:21 statikg wrote: Zolton your making a fool of yourself. Fast tech to banshees is probably the worst counter to this strat I have heard on here. Banshees are not even good against marines and even if you did get cloak he could easily save a scan.
Furthermore your 1 hellion and bunker will never hold against this and your one banshee will die instantaneously. Hellions are not good against marines early game and your bunker will go down instantaneously unless you keep 2 idle scvs just chilling beside it. If you did manage to hold, it would only be because you knew it was coming, when most of the time people will have only 1minute and probably less to react to this.
As well the guy you tried to flame was talking about his reaper seeing the no gas....nothing looks stupider then flaming someone when you didnt understand their post.
Ok dude- wheres your play expierence? I might not be a pro- but im top diamond and have been since the beginning of beta. Hellions ROAST marines, the whole game, and bunkers hold just fine vs marines with SCVs on them. The other poster, was his first post, and he said
A reaper opening will see you go for no gas, and it's not that an uncommon opening for TvT
.
If he was trying to say, "Reaper openings are quite common and good against marines, which is a no gas opening," He didn't. If you want to play this build against me i'm all for it, Ill go fast banshee you go 5 rax marine and we see who wins.
I just said that someone going for a reaper opening (which is not that rare) would see whether someone was going for the 6 rax no gas build, no need to rage so much -.-
On August 07 2010 00:39 Zoltan wrote: If you want to play this build against me i'm all for it, Ill go fast banshee you go 5 rax marine and we see who wins.
I would like to see that. Although, it wouldn't be fair because marine side would just turret up and life would be over as you know it. But normally t doesn't know that, so maybe fast banshee works. I think some people are thinking you'll use your banshee against his marines. But obviously you would keep him in his base until you built 4+. With cloak, 4+ banshees are pretty scary even against their counter, marines - scan, run, come back 5 seconds later. Besides, even if you are scanning and successfully shutting down banshee harass, as long as I don't die them, my economy is going to be so far ahead.
Actually, in a typical scenario, a fast banshee keeping the marines busy in base should give you way more than enough time to have at least one tank and AT LEAST siege mode started - done if you didn't get cloak.
But let's look at the marines side. He has overwhelming odds against fast banshee. He could turret, kill them with great micro, started out with a sim city - you're fucked if that happens. Even if there is 6 rax on the side, the main thing is obviously economy at this point in the game and just one well placed turret can hold a sim city down very well. Not only that, this build is very easy to play out, so you generally will have a better time defending/gaining an army without losing much. So banshees are finally out of your base, you have a very fast, large amount of marines with 6 coming every round. Looking like you are in the best shape of your life, until you find yourself a siege mode tank. After that, it's a loss because mega rax doesn't work in TVT as well as tech does. I do agree with the marine side in saying hellions early is a waste. You need at least 3-4 against a large number of marines.
Lol at the beginning of this thread. Everyone's first reaction is "wtf someone thinks he's good b/c he's number 1 diamond, must convince him he sucks".
Since this thread is active and for some reason I still can't post new threads, going to put this here, as it relates.
I'm currently top five in my gold league (I know, scrub, in my defense only been playing the game 4 days), but can't seem to progress into platinum league. I'm hotkeying well, maintaining production, and I usually dent my opposing player's productive via a banshee strike to his mineral line at around 5-6 minutes in, but I seem to have a few of the following problems as the competition has improved:
(1) Expanding bases. After I have 2 barracks, 2 starports, and a factory, I'm usually ready to expand. I build the cc in my main base, upgrade it to orbital cc and then pick her up and move her down to my natural expansion. However, this expo usually gets whiped. I tend to have 6-10 marines, 2-4 marauders, and 2 siege tanks by that point to expand, and I try to time the expansion to my banshee harass. Inevitably however (especially against toss players), that expansion gets whiped by a stalker attakc or by a marine/tank/marauder ball around 7-9 minutes in.
What can I do to better protect/ensure my expansion goes? Instead of using those units to defend, should I send them to attack and by myself extra time? Should I abandon my early banshee build altogether?
(2) Protoss. I have been having a damned hard time against protoss lately. I beat most zerg, and win more than I lose against terrans, but I probably lose 2/3 to protoss players at my current level.
I seem to just have no answer for mass stalkers, either alone or supported by a few collossi. I have stopped going ultra viking as I've found they just can't put a dent in a mass stalker attack at all. I've tried heavy siege builds, focusing on marauders with slow-tech improvement, nothing seems to work.
I'd appreciate some veteran toss/terran player advice on how to counter stalkers. I've tried ghost's emp (a little bit beyond my micro skill currently as I never seem to catch the attack early enough for the emp to matter), heavy banshee (1 observer ruins that), heavy siege (doesn't seem to do it for some reason), not finding any reliable solutions.
Here's my build order:
9 sup dep at choke point 11 racks at choke points 14 gas 16 sup at choke point to finish wall from there I go factory, tech at factory, pick it up and land the factory elsewhere, building my starport in the mean time which I then drop onto the factory's tech to get banshees going. I'll then research cloak, get a squad of 4 banshees, have a siege tank to defend against rushes with siege mode, and my above mentioned marine/marauder ball for defense. With my 4 banshees ready and clock almost finished, i'll start builing my second CC, send the banshees out and do the expo right when the banshees start hitting the guys mineral line (which fails if the guy has properly protected against banshee cloaks).
Let me know your thoughts guys. I'm trying to get up to platinum. Thanks.
On August 07 2010 00:39 Zoltan wrote: If you want to play this build against me i'm all for it, Ill go fast banshee you go 5 rax marine and we see who wins.
I would like to see that. Although, it wouldn't be fair because marine side would just turret up and life would be over as you know it. But normally t doesn't know that, so maybe fast banshee works. I think some people are thinking you'll use your banshee against his marines. But obviously you would keep him in his base until you built 4+. With cloak, 4+ banshees are pretty scary even against their counter, marines - scan, run, come back 5 seconds later. Besides, even if you are scanning and successfully shutting down banshee harass, as long as I don't die them, my economy is going to be so far ahead.
Actually, in a typical scenario, a fast banshee keeping the marines busy in base should give you way more than enough time to have at least one tank and AT LEAST siege mode started - done if you didn't get cloak.
But let's look at the marines side. He has overwhelming odds against fast banshee. He could turret, kill them with great micro, started out with a sim city - you're fucked if that happens. Even if there is 6 rax on the side, the main thing is obviously economy at this point in the game and just one well placed turret can hold a sim city down very well. Not only that, this build is very easy to play out, so you generally will have a better time defending/gaining an army without losing much. So banshees are finally out of your base, you have a very fast, large amount of marines with 6 coming every round. Looking like you are in the best shape of your life, until you find yourself a siege mode tank. After that, it's a loss because mega rax doesn't work in TVT as well as tech does. I do agree with the marine side in saying hellions early is a waste. You need at least 3-4 against a large number of marines.
no the first banshee is enough... plus with proper micro the banshee will really cut the marines up, even without cloak. Its fast, flies, outranges the marines by 1, and 2 shots them. The hellions i get in that build because i have extra minerals, and if i scouted the megarax (which either his push or my first banshee would), i just get a tech lab on my fac, and build a siege tank. I don't think you all realize how fragile marines are (especially without stim or shield), and while im not saying this build dosen't have its place; it does; its just not in TvT. This build is GREAT in 2v2s, and also can probably be decent as a cheese against toss / zerg once in awhile.
Then again a few sentries with forcefield could hold this off for plenty of time for the toss to get templar / colossi tech...
On August 07 2010 01:25 Bair wrote: Zoltan, you may think you have been top diamond since the begining of the beta...but there hasn't been a diamond since the start of beta.
Stop being petty, you know what he meant to say. Zoltan has been contributing to Terran strategy for a long time, and you would be a fool to brush off his advice.
@jungle: see how many units u have with 4 gate and than see if these units can defend against 12 -15 marines with 6 marines arriving every 25 to 30 seconds. U can try this in the Yabot. i wasn't able to defend this but i suck at toss ... if u manage to defend this pls post a replay.
@Zoltan: Reaper openings are quiet common yes, but defending them is also quiet common. Look at the timeframe ... 3 reapers max before terran is at ur choke. Reaper harass just changes the situation (delay) but doesn't make the make this cheese any less efficient since u will have nothing in ur base due to the eco/army sacrifice for the reapers. As for the banshees ... i can't see how this is supposed to work but maybe u can elaborate. Its already almost impossible to get a sieged tank out in time, i can't see how u manage to get a banshee or even cloak by the time the rines walk up ur ramp. This is not about what you can do to counter ... this is about what u have at 6 mins into the game. The cheesing terran will hit ur hightech structures fist so maybe u'll get a uncloaked banshee during the attack but i really can't see how this will do anything to fend off the rines. But since ur diamond maybe u can post a BO that would be on time? And this is assuming u know whats comming ... btw its not like 12 - 15 rines and thats it ... 6 rines streaming in every 25 seconds. With helions and banshee u really need gosu micro, because your choke block will fall instantly and the rines will hit tech and building structes.
On August 07 2010 01:50 Troy47 wrote: Since this thread is active and for some reason I still can't post new threads, going to put this here, as it relates.
I'm currently top five in my gold league (I know, scrub, in my defense only been playing the game 4 days), but can't seem to progress into platinum league. I'm hotkeying well, maintaining production, and I usually dent my opposing player's productive via a banshee strike to his mineral line at around 5-6 minutes in, but I seem to have a few of the following problems as the competition has improved:
(1) Expanding bases. After I have 2 barracks, 2 starports, and a factory, I'm usually ready to expand. I build the cc in my main base, upgrade it to orbital cc and then pick her up and move her down to my natural expansion. However, this expo usually gets whiped. I tend to have 6-10 marines, 2-4 marauders, and 2 siege tanks by that point to expand, and I try to time the expansion to my banshee harass. Inevitably however (especially against toss players), that expansion gets whiped by a stalker attakc or by a marine/tank/marauder ball around 7-9 minutes in.
What can I do to better protect/ensure my expansion goes? Instead of using those units to defend, should I send them to attack and by myself extra time? Should I abandon my early banshee build altogether?
(2) Protoss. I have been having a damned hard time against protoss lately. I beat most zerg, and win more than I lose against terrans, but I probably lose 2/3 to protoss players at my current level.
I seem to just have no answer for mass stalkers, either alone or supported by a few collossi. I have stopped going ultra viking as I've found they just can't put a dent in a mass stalker attack at all. I've tried heavy siege builds, focusing on marauders with slow-tech improvement, nothing seems to work.
I'd appreciate some veteran toss/terran player advice on how to counter stalkers. I've tried ghost's emp (a little bit beyond my micro skill currently as I never seem to catch the attack early enough for the emp to matter), heavy banshee (1 observer ruins that), heavy siege (doesn't seem to do it for some reason), not finding any reliable solutions.
Here's my build order:
9 sup dep at choke point 11 racks at choke points 14 gas 16 sup at choke point to finish wall from there I go factory, tech at factory, pick it up and land the factory elsewhere, building my starport in the mean time which I then drop onto the factory's tech to get banshees going. I'll then research cloak, get a squad of 4 banshees, have a siege tank to defend against rushes with siege mode, and my above mentioned marine/marauder ball for defense. With my 4 banshees ready and clock almost finished, i'll start builing my second CC, send the banshees out and do the expo right when the banshees start hitting the guys mineral line (which fails if the guy has properly protected against banshee cloaks).
Let me know your thoughts guys. I'm trying to get up to platinum. Thanks.
1) You probably aren't doing as much damage as you think you are with your banshees. You are sacrificing alot of units to tech up and if you try to expand soon after you aren't going to have the units to defend. And are you saying you are losing your banshees? I didn't see them mentioned in what units you had to defend. If you are losing your banshees also... it just makes it tougher.
On August 07 2010 02:21 volkar wrote: @Zoltan: Reaper openings are quiet common yes, but defending them is also quiet common. Look at the timeframe ... 3 reapers max before terran is at ur choke. Reaper harass just changes the situation (delay) but doesn't make the make this cheese any less efficient since u will have nothing in ur base due to the eco/army sacrifice for the reapers. As for the banshees ... i can't see how this is supposed to work but maybe u can elaborate. Its already almost impossible to get a sieged tank out in time, i can't see how u manage to get a banshee or even cloak by the time the rines walk up ur ramp. This is not about what you can do to counter ... this is about what u have at 6 mins into the game. The cheesing terran will hit ur hightech structures fist so maybe u'll get a uncloaked banshee during the attack but i really can't see how this will do anything to fend off the rines. But since ur diamond maybe u can post a BO that would be on time? And this is assuming u know whats comming ... btw its not like 12 - 15 rines and thats it ... 6 rines streaming in every 25 seconds. With helions and banshee u really need gosu micro, because your choke block will fall instantly and the rines will hit tech and building structes.
Ok- the timing on the 5rax is just not as fast as it needs to be to beat my banshees by that much. I dont know if you are walling in TvT But I definatly do not. Since hellions are so fast i use them to scout after i build them, and they will certainly see the marines coming to my base: even if i bork my micro and it dies, i will still have a bunker up with 4 marines in it. I'll have all the time i need to send SCVs to repair my bunker, and laugh while his marines die one after the next coming up to it. In the meantime, I will still be producing marines, hellions, and soon banshees.
Bo is something like: 10 depot 12 rax (pump marines on completion) 12/13 gas 15 oc 17 fac (hellion upon completion- tech lab once that finishes) 17 depot 18 2nd gas ~19 bunker ~ 19 starport (once finished techswap with factory) banshee + cloak.
edit to elaborate onthe timings: his 1st rax and my 1st rax finish at the same time. He didnt get his geyser so his mineral count is going to be higher than mine (by around 150 - 200 for the time window it matters).
he dosent start his 2-5th raxs until 750 mins, by that point, i will have had my factoy start and finish, and my starport should start about the same time as his rax- the barracks may be a few seconds faster. My banshee will come out the same time as his 2nd round of marines from these new rax. This means our comparative armies will be: HIM: 15-17 marines, ME- 5-6 Marines, 1-2 hellions, 1 banshee. With my marines in a bunker and SCVs repairing, THE WORST he could do to me is kill my repairing SCV to get a slight econ advantage- then he better have turrets up or he just straight loses the game. Scans dont cut it against banshees being microd.
In addition- if i scout him massing marines with a scan (i usually use my 2nd energy on cc for a scan), I would build a siege tank. Usually when i see no gas i assume FE, so i go banshee, which is almost a garunteed win against FE. If i missed the megarax build and assumed he was FEing, I still think i could hold with my banshee, hellion, and bunker. You would have to beat me with this strat to make me change my mind, as on paper it just looks bleak for the marines. 5 marines every 20 seconds just isnt that scary.
I dont if some of you criticizing Zoltan are actually skill Terran players because he is doing what is standard for a lot of terrans now the 1-1-1 build. Banshees are strong cloack or not and they two shot marines. If he puts down a scan all he has to do is fly away and come back in like 5 seconds. Hellions do great damage against marines. I have seen my diamond level friend defend 5 marines on his ramp with a hellion and about 2 marines. They do massive damage. So for those of saying that Zoltan is not good and doesnt know what hes talking about just stop talking. 1-1-1 can transition to just about anything and a few bunkers will give you time to do so
On August 07 2010 01:25 Bair wrote: Zoltan, you may think you have been top diamond since the begining of the beta...but there hasn't been a diamond since the start of beta.
Stop being petty, you know what he meant to say. Zoltan has been contributing to Terran strategy for a long time, and you would be a fool to brush off his advice.
I wasn't being petty, I was being a smart ass. And seeing as how I play zerg, he cannot offer me as much as you seem to think. He may be the best terran players and one of the greatist contributors to terran strategy, I just personally do not like players who feel the need to justify themselves with their rank, especially in a thread talking about a simple T build getting #1 in diamond.
I dont if some of you criticizing Zoltan are actually skill Terran players because he is doing what is standard for a lot of terrans now the 1-1-1 build. Banshees are strong cloack or not and they two shot marines. If he puts down a scan all he has to do is fly away and come back in like 5 seconds. Hellions do great damage against marines. I have seen my diamond level friend defend 5 marines on his ramp with a hellion and about 2 marines. They do massive damage. So for those of saying that Zoltan is not good and doesnt know what hes talking about just stop talking. 1-1-1 can transition to just about anything and a few bunkers will give you time to do so
Weapons or Armor - Which upgrade is better all purpose? when is one upgrade versus another preferred?
I usually tend to focus on weapon upgrades for ships as I use them as a harass unit with micro. Whereas I tend to do armor stuff for my marines and vehicles.
Ranged units in large clusters fare better with +Damage because you can bring more guns to bear than what the enemy can attack. (Especially against zerg)
Slow attackers usually fare better with armor and fast with damage IMO.
I've been messing around with this build some in custom games and team games and tried it out today in a 1v1 ladder game. First game I got a top 10 rated platinum player (I'm mid gold because I just don't play much 1v1, 7-1 so far with the loss to someone who is diamond now). He actually did go with fast banshee and I was able to kill his smaller group of marines, the tank that popped out and then a cloaked banshee came out, I scanned him and dropped it pretty fast and killed his tech lab and then the 2nd popped and I was able to wreck his econ before the banshee killed off too many of my marines. Once another scan went online I only had about 7 marines but I was able to drop the other banshee and it was gg. Even if I hadn't been able to he had no econ at all and a single banshee wasn't going to do much.
I really think the fast banshee idea is going to struggle against this as long as the terran has a scan. In the future I'll probably bring a couple SCV with me so I can drop a tower just in case or a bunker if the fight doesn't go smoothly.
Having said all that, I generally lose against Protoss players with this, I don't know if the build just doesn't work vs them or if I'm doing something wrong. Works fine vs Zerg that doesnt' go insta roach and works against more or less any Terran build but Protoss just defeats it. Thing is Protoss is usually my easiest matchup so I think I'm going to just swap back to my normal build vs them.
On July 18 2010 14:26 gimpy wrote: Kinda goofy but I play T and this build has been working against all 3 races. Pretty much just standard depot, rax, depot, rine to deny scouting, orbital command and save 750 min to build 5 rax similtanously where scouting is difficult. SCVs the whole time. Push at about 6 min to avoid tanks and pop.
Making rax as you go slows this down cause of scvs not mining. When all rax build, you can support constant pump and depot and scv production.
Banelings a prob, but good micro still wins it for me
Just wanted to share this all-in cause I haven't seen this build from anyone else yet, and I can't seem to lose!
Try this out in 3v3 or 4v4. Works great when all your builds mature around 6:30 mark. Its a steam-roll. I'm playing with some new teammates (no bw experience, little beta experience) and we've gotten to diamond with a nice 3/1 win ratio.
Kiting stalkers across the map and really good FF play can counter this build. Z still have few options, but they have to play brillianly. Build v T on Steps of War is an auto-win. I'm playing standard lately to improve my skill, and boy...this game is hard! I'll 6 rax just to get a win so I can feel better about myself!
Did you see the variation of this? Making a bunker expo and THEN 5-6 raxing. Protoss opponent might see the expo and put one on his side therefore falling into the trap of upcoming tide of marines.
On August 11 2010 07:32 Nah wrote: Did you see the variation of this? Making a bunker expo and THEN 5-6 raxing. Protoss opponent might see the expo and put one on his side therefore falling into the trap of upcoming tide of marines.
I tried to find any useful discussion on how to defend this as a P but OMFG this thread is full of garbage posts it was such a pain to read through 18 pages of mostly nerdrage.
Let me get these 2 things straight:
- This is a viable build, and it's very strong against Protoss. Please do NOT try to argue against it if you haven't encountered it first hand yet.
- The OP suggested to wait for 750mins before building the rax - that's a VALID tactic since Starcraft 1. Iirc since 2003 Boxer began to always build 2 rax at 300mins when he double raxed, and later Oov made building 4 simultaneous facts (after FE) a standard practice on Luna. One benefit of this trick was so that SCVs don't obstruct each other when they were constructing buildings next to each other - this has been fixed in SC2 and no longer true. But the second benefit - which is much more important - still remains: by doing so, you (a) gain some extra mining time, (b) you later train units in cycles since your units need to reach a number to be useful anyway, (c) hold it til the last moment to have more time to clear the scout, and/or in case you need to switch to plan B if your scout discover something.
Btw if someone has any idea on how to stop this as a Protoss, please share. I've just lost 2 games in a row to this (I'm 400 diamond)
To add some real discussion to this thread, here are my unorganized thoughts so far to counter this build as Protoss:
- It's really hard to micro stalkers against this especially if you don't have a superior APM. because it requires much less control effort for the T than P if this becomes a rine vs stalker micro fight.
- On Blistering Sands this build is even deadlier as there are 2 ramps for the toss to hold. I had to remove it from my map pool for now would love to be able to beat it on BSands someday.
- Unless Terran's control is really bad, P just can't have enough time to tech to colossus or chargelot or DT - if you can, please prove me wrong with a rep.
- I tried fast cannons into FE once, which could barely hold off the first and 2nd wave, but still couldn't transition it into FE and lost eventually due to being to passive with static defence.
- The only counter idea that I could think of now is to mass sentry and add 1 or 2 zealots or stalkers to it - inspired by Tester vs Masq. Tester used sentries as the main attacking force, and he used FF to trap rines and break formation very well. It requires really really good micro to pull off though, I haven't had a chance to try it yet..
On August 14 2010 23:19 mrdx wrote: I tried to find any useful discussion on how to defend this as a P but OMFG this thread is full of garbage posts it was such a pain to read through 18 pages of mostly nerdrage.
Let me get these 2 things straight:
- This is a viable build, and it's very strong against Protoss. Please do NOT try to argue against it if you haven't encountered it first hand yet.
- The OP suggested to wait for 750mins before building the rax - that's a VALID tactic since Starcraft 1. Iirc since 2003 Boxer began to always build 2 rax at 300mins when he double raxed, and later Oov made building 4 simultaneous facts (after FE) a standard practice on Luna. One benefit of this trick was so that SCVs don't obstruct each other when they were constructing buildings next to each other - this has been fixed in SC2 and no longer true. But the second benefit - which is much more important - still remains: by doing so, you (a) gain some extra mining time, (b) you later train units in cycles since your units need to reach a number to be useful anyway, (c) hold it til the last moment to have more time to clear the scout, and/or in case you need to switch to plan B if your scout discover something.
Btw if someone has any idea on how to stop this as a Protoss, please share. I've just lost 2 games in a row to this (I'm 400 diamond)
a) that makes absolutely no sense. how do you gain mining time by building something later? b) i rather have units faster even if they come out in a stream than in packs (which is not an advantage imo) c)if the scout is still in my base i will delay it a bit, however i will never wait if it isnt.
Read these posts, I want this friggin argument to end
On July 22 2010 19:41 ChickenLips wrote: I just played both builds (start building Raxes asap, wait for 750 minerals) and results are: insta-rax are about 30 seconds faster in getting 24 marines. Marine production starts way sooner and you are a lot less susceptible to weird early rushes. (waiting for 750 minerals took 6:50 to get 24 marines, insta Raxes took 6:15-6:20.
On July 22 2010 19:21 whatthemate wrote: At first I was confused as to what Sabresandiego said, but now I understand what he theoretically suggested, but that doesn't change the fact that he is completely WRONG.
Practically speaking you have a much larger window of opportunity of attack if you place down barracks consecutively early asap and get more marines.
If you attempt the float 750 minerals style you will have less marines and timing attack goes out the window because all it takes is just a sentry to force field their ramp or your ramp and its all over while protoss tech so insanely fast to colossi. Also in the mean time protoss could easily get out a second nexus and more gas and mass cannon > marine.
scvs mine what less than say 50 minerals per minute because of diminishing returns. It's better to have less scvs on mineral line and use that scv to make rax because of diminishing returns. There are already dimishing returns as soon as your have more than 8 scvs on mineral line. So its better to make rax earlier and then return to mining.
if there are 16 scvs on minerals that have had time to adjust to each others mining cycles i cannot imagine that there are diminishing returns since they never interfere with other scv's mining.
Other than that i fully agree, the waiting for 750 minerals is like the (double) extractor trick, feels kinda cool and effective, but is economically worse off.
On July 22 2010 22:34 kcdc wrote: Regarding the 'waiting-to-build' argument, the number of scvs and total mining time once the barracks are completed is going to be the same whether you wait for 750 minerals or build continuously, so the total minerals you'll have is going to be the same. As long as you keep your minerals low, you'll have spent the same number of resources and will therefore have the same number of marines either way you do it. The difference is that building the barracks as soon as you have the minerals for them and constantly building marines from all completed barracks will give you more marines early and will slow the completion of your last barracks.
Theory aside, the 'build-as-you-go' style isn't really an option because you'll only be able to chase off the scouting worker once your marine is finished, and even then, it will take a while to chase the worker down. You're not going to push out with less than 8 or so marines, so the only way you can get to that number faster with by 'building-as-you-go' is if you can complete your second barracks to start the increased marine production before you start your sixth barracks. By the time you've chased the worker down with your marine, you'll be less than 60 seconds away from having the 750 minerals you need for the 5 barracks. IMO, it's just better to wait because it minimizes your opponent's scouting window, clumps your marine production in waves so they don't rally across the map alone, and assures you of the fastest possible wave of marines to start your push.
Test it in YABOT or something, you have the units 30 seconds earlier, that is HUGE for an early game all in push. I don't get why people theorycraft instead of just trying both things. Having minerals in the bank makes NO sense whatsoever. If you had to produce 200 marines it might be more convenient, but for an all in every second matters and I'd much rather (and it was proven by my tests) start marine production from as many raxes as my money flow allows, as possible.
edit: i also dont care what pros did in BW, if there are no reasonable arguments for sc2.