I'd appreciate any additional youtube videos on cheesing. Seeing the micro and timings in action is very helpful.
3 rax rush:
Nuke Rush TvZ:
Forum Index > StarCraft 2 Strategy |
EvaristeGalois
United States58 Posts
I'd appreciate any additional youtube videos on cheesing. Seeing the micro and timings in action is very helpful. 3 rax rush: Nuke Rush TvZ: | ||
febreze
167 Posts
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micro7295
United States68 Posts
but no its not really a cheese. such teching would take 2 long | ||
blackodd
Sweden451 Posts
If someone could outline HuK's mothership rush that would be great | ||
Elanshin
Australia216 Posts
Requirements: Scrap Station / Desert Oasis (and some reaper micro) I have tested this a few times and seems very hard to stop if you land your cc in their base. You will have your CC at his base when he gets his 2nd/3rd stalker. Build Order: Immediately send 1 scv off toward his base, SCV to 8 Supply 8 Proxy Rax (Be creative with your placement, try not to let him scout it until his scout reaches ur base and goes uhoh) 8 Refinary (3 in gas immediately .... KEY POINT!) 9 scv 9 Tech Lab 9 Engo Bay (do this with your proxy scv at some corner) 10 Reaper 11 Marine Now at this point your engo bay should have finished and you should have about ~80 odd gas mayb a bit more, but more minerals. go build a bunker in his base while you harass with your reaper, if it goes up ... well it gets easier. if not kite the stalkers around once its out, dance around with him. at 150 gas load scvs and prepare for his doom. The reason why this is more useful than the standard PF rush is beacuse 1: he does not see it coming (no engo bay, he thinks its a reaper cheese) and 2 you actually have a good chance of landing the god damn CC. I have tried the normal PF and all you need to do is park units all over the place then sim city up and gg. | ||
DeltruS
Canada2214 Posts
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ltortoise
633 Posts
2 rax reapers + speedlings. Reapers bust down walls/pylons/kill-stuff, lings surround everything and tank for the reapers. Works hilariously well against toss because they can lose all their pylon power instantaneously. | ||
blackodd
Sweden451 Posts
On August 23 2010 01:53 Kraz.Del wrote: It is pretty bad that there is a better thread on cheesing than there is on actual builds. Well it's pretty easy to write cheese strats since you don't bother analyzing what the other player could be doing to counter it | ||
EvaristeGalois
United States58 Posts
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blackodd
Sweden451 Posts
On August 23 2010 03:48 EvaristeGalois wrote: You might want to add 5 rax reaper and marauder/hellion allin. Morrow used them against Idra in the IEM finals to great effect. Replays are available in one of the IEM threads. It's a pretty complex build order and I don't play T.. so if anyone could be kind | ||
BadManner
71 Posts
Used primarily for ZvZ, but can also be used on non or late walling protoss or terran. Slush's Baneling rush: 10- pool 10- extractor 10- overlord 10- 6 lings 13- Baneling Nest on 50 gas Move lings to opponents natural mineral line, once the baneling nest pops, morph them to 6 banelings and go directly for the opponents mineral line. This build works best for ZvZ because on creep banelings move slightly faster than drones, off creep they are slightly slower. | ||
Fanov
Canada42 Posts
I would like to share one of my favorite strat in ZvP. I called it the ''fake fast expand banneling bust''. Just go standard play, 14 pool 14 extract and when you get scout by his probe, immediatly send a drone to your natural. 90% of Diamond toss players will follow you and try to block your hatch. Now just play with his probe and try to let him think you are trying to put down a hatch. While doing this just mass zerglings in your base but do NOT go and kill his probe so he thinks you are on a crazy eco build. Build a banneling nest asap when you have the gas. Try to deny any scouting with your queen (she should be near the ramp) and max 6-7 zerglings. Most protoss will just build a couple of warpgates and try to finish you quickly. Then try to surprise him with a quick bust. If your opponent is 2-gating or techning, it's usually an auto-win ![]() | ||
Nawyria
Netherlands140 Posts
This build relies on getting a ridiculous amount of Marines early on and pushing at least 1 of your opponents to death right away. Denying scouting is vital, so it's important that you wall your ramp. Depending on the size of the ramp and whether you share it or not, you will both need to use the Individual Choke build order below; one of you can use the Individual and the other can use the Shared, or you can both use the Shared. The timing on this cheese is such that your marine ball of death should arrive before relevant counter techs have come out, such as Siege Tech or Colossi. My good friend Valhillian and I managed to get into 2v2 Diamond using this and only this not too long ago. We've found that early Siege Tanks can be quite problematic, but this build will demolish most P + X teams. If there is demand, I could try and cast a video of one of our replays. -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- Invidual Choke - (Keep Producing SCVs throughout) 10 Depot, send SCV to scout & attempt to gas steal from a Terran opponent 11 (late) Barracks (delay SCV) 13 Depot 14 Orbital (delay marine) 16 Double Barracks as Orbital finishes (cut first SCV after Orbital) 21 Double Barracks right before previous two finish 24 Depot (delay SCV) By the time all your Barracks are finished (roughly 5:20 in-game time), you should be at around 27 supply and have 10 marines out. Start producing more marines and push. Common Choke - (Keep Producing SCVs throughout) 10 Depot, send SCV to scout & attempt to gas steal from a Terran opponent 11 (late) Barracks (delay SCV) 15 Orbital Command 17 Double Barracks as Orbital finishes 17 Depot 21 Double Barracks right before previous two finish 24 Depot By the time all your Barracks are finished (roughly 5:30 in-game time), you should be at around 29 supply and have 13 marines out. Start producing more marines and push. -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- Pushing If your opponents' bases are close together, like on Twilight Citadel, go for a Terran player first. It is absolutely vital that they do not get Siege Tanks up, otherwise your Marine push is doomed to fail. Second, go for the Protoss; snipe the Pylons at his unit-producing structures, then wreck his probe line. Last target is Zerg, who can hold off quite easily with a large drone count, a Queen and the fact that they batch-produce units. If your opponent's bases are far apart, like on Arid Wastes, it is often easy to kill a Protoss player right away by sniping his critical pylons and mineral line. Secondly, go for a Zerg player, since they can reinforce their allies with speedlings or do a runby on your probe line. Thirdly, go for the Terran, who will most likely be rushing for Siege Tech. -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- Follow-ups After a few cycles of marines you'll have a few hundred minerals lying around. Expand and take double gas. If you have dealt enough damage, even without wiping out one opponent, the delay on the gas shouldn't matter too much. Have one player go for Marauders / Tanks while the other player goes 3/4-Starport Cloaked Banshees. You should be able to win the macro game at this point. | ||
Mindspider
91 Posts
7 Drone 7 Pool 8 Drone 9 OL 10 Drone You'll end up with 3 larvae and 150 minerals about 5 seconds after your Pool finishes, and it leaves you in a much better economic state. | ||
Xizorz
93 Posts
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blackodd
Sweden451 Posts
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blackodd
Sweden451 Posts
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