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On August 04 2010 00:12 mrlie3 wrote:
I just have a question though; do you pull out scvs like I did or continue to put them in the gas?
If I am going to be going fast factory I leave them on. Basically anything tech wise you want to leave them on, even if your gas floats around a bit over 100, you'll use it very quickly for siege or ignitor.
If you aren't going mech, and going for a strong marauder and marine push to decimate the zerg nat, then take them off and use the minerals. If you want to be safer, leave them on gas and tech super fast to medivac - you will probably end up just leaving your base with a scary army and medivacs the same time you build a cc with that type of bo.
To be honest, I mech 99% of the time 1v1. Terran mech is just so strong. I used to 3 rax bio zerg, and it worked a lot of the time, but I lost all the time against really good zerg players. I guess with mech you have more options and answers, which is important because zerg can switch tech in a fucking second lol. And all this mech helps me practice moving tanks around for tvt. (shift + e is imba)
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Great Strat my friend! I am a mid-gold terran player in SEA and have much success with your strat. I find it generally easier to kite with very early concussive shell once you pump out the second marauder though.
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So i just tested this build in a TvT. I did exactly as said and he wasnt ready for it. his 2 marines couldnt hold off my marauder and i picked off a few scv's. i ended up building a 2nd barracks with the extra minerals after hitting the 19/19 and started pumping the marauders into his base. he finally built a bunker next to his cc but couldnt get his factory/starport up as marauders took it down to quick. researched stims and shells and tech'd up to siege tanks. set siege tanks up on his ramp and stimm'd the rest of my maruders into his base (he had finally got 1 banshee up) but the stimmed marauders took down his cc/ almost all scv's and his banshee cleared off my marauders after i blew up many buildings. built like 5 marines and 1 viking held my base off against that banshee and he gg'd it. If i knew how to put replay up i would xD but it worked well.
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On August 04 2010 23:49 Counterfeiter wrote: So i just tested this build in a TvT. I did exactly as said and he wasnt ready for it. his 2 marines couldnt hold off my marauder and i picked off a few scv's. i ended up building a 2nd barracks with the extra minerals after hitting the 19/19 and started pumping the marauders into his base. he finally built a bunker next to his cc but couldnt get his factory/starport up as marauders took it down to quick. researched stims and shells and tech'd up to siege tanks. set siege tanks up on his ramp and stimm'd the rest of my maruders into his base (he had finally got 1 banshee up) but the stimmed marauders took down his cc/ almost all scv's and his banshee cleared off my marauders after i blew up many buildings. built like 5 marines and 1 viking held my base off against that banshee and he gg'd it. If i knew how to put replay up i would xD but it worked well.
u pick the file from your .../documents/starcraft/ folder and upload it on one of these replay pages like sc2rep.com or whatever.
b2t: thx for the great guide, i think this strat should work very well in plat, what do u guys think?
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On August 04 2010 23:49 Counterfeiter wrote: So i just tested this build in a TvT. I did exactly as said and he wasnt ready for it. his 2 marines couldnt hold off my marauder and i picked off a few scv's. i ended up building a 2nd barracks with the extra minerals after hitting the 19/19 and started pumping the marauders into his base. he finally built a bunker next to his cc but couldnt get his factory/starport up as marauders took it down to quick. researched stims and shells and tech'd up to siege tanks. set siege tanks up on his ramp and stimm'd the rest of my maruders into his base (he had finally got 1 banshee up) but the stimmed marauders took down his cc/ almost all scv's and his banshee cleared off my marauders after i blew up many buildings. built like 5 marines and 1 viking held my base off against that banshee and he gg'd it. If i knew how to put replay up i would xD but it worked well.
yeah i tried this today too ... i think it works on maps where you don't have to scout where he is. i waited for 2 marauders first, he was going 1:1:1 and GG'd immediately. good BO for quick wins, but i won't use it all the time.
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Been testing this alot lately with mixed results but i do think i had more wins then losses. My main problem was when meeting Protoss and they managed to hold the push off with sentrys/10gateway zealots. I would then eventually fall behind and loose. How do you usually go from a failed push if it happens versus a Protoss?
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On August 05 2010 23:28 Eob wrote: Been testing this alot lately with mixed results but i do think i had more wins then losses. My main problem was when meeting Protoss and they managed to hold the push off with sentrys/10gateway zealots. I would then eventually fall behind and loose. How do you usually go from a failed push if it happens versus a Protoss?
Because I generally have alot of minerals left after the rush, so I tend to build 2 more rax and transition to MMM build. I also build a bunker and expand as well. When you do this opening, Protoss will usually have to chronoboost their gateway units to fend off your attack, so the worker counts should be about even.
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what an excellent guide.
this is such a bitch to deal with as protoss, especially if the terran does some intoTheRainbow shit and send hellions / float factory into your base...
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seems to work pretty good.. i really like microing the marauders in the beginning, eventhough i crap up my macro most of the time :D
but it seems people feel "cheesed" by that build and end up flaming me
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Hey! I'm almost positive that's me building my bunker in the wrong position in the 3rd screenshot
Am I famous now?
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