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[G] 6 Barracks: all-in vs. all races - Page 10

Forum Index > StarCraft 2 Strategy
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Turenne
Profile Joined January 2011
331 Posts
April 16 2011 18:43 GMT
#181
Is this viable in TvT? I despise this mu and badly want some kind of decent one-base all in so I don't get bogged down in a two hour long tank/viking war. I tried it today but one good scan and it seems gg.
Happystreet
Profile Joined January 2011
550 Posts
Last Edited: 2011-04-16 18:56:39
April 16 2011 18:55 GMT
#182
This is viable in TvT, yes. I have won using this against 1. Blue flame + bunker 2. Siege mode tank 3. banshees. Only way people have held it off is double bunkers and siege mode tanks (In same game) because i missmicroed and he got in my base and scouted :/
MKP | Jinro | Thorzain | Flash | Bomber | Amaz
Turenne
Profile Joined January 2011
331 Posts
April 16 2011 20:53 GMT
#183
Ok - when should I be ready to attack if I do the build near perfect? 6 mins?
VapouR.
Profile Joined March 2011
United Kingdom14 Posts
April 16 2011 20:56 GMT
#184
For TvT you should take into account when the earliest siege tech could be up and push before that.
Turenne
Profile Joined January 2011
331 Posts
April 16 2011 20:59 GMT
#185
Thats probably beyond me, I'm only a platinum player. :D
XDJuicebox
Profile Blog Joined January 2011
United States593 Posts
April 17 2011 06:42 GMT
#186
This looks fun. I'm going to try it :D
And then you know what happened all of a sudden?
ReasoN-
Profile Joined April 2010
Germany145 Posts
Last Edited: 2011-04-17 06:52:46
April 17 2011 06:52 GMT
#187
It defenitly sucks against 1 base protosses. With a few forcefields you can defend this allin easily
brobear
Profile Joined January 2010
United States101 Posts
April 17 2011 06:52 GMT
#188
This isn't too viable against Terran... They WILL scout it, and will put down 2-3 bunkers.

Once their siege is up and running, it's game.

This build is strongest against zergs that play the standard 15 hatch.
Catch them offguard, and they're screwed, even with 2-3 sunkens up. (mix a few scv in with your 15 marines, while rallying to their base).

Works great in masters.
Happystreet
Profile Joined January 2011
550 Posts
April 17 2011 10:35 GMT
#189
On April 17 2011 15:52 brobear wrote:
This isn't too viable against Terran... They WILL scout it, and will put down 2-3 bunkers.

Once their siege is up and running, it's game.

This build is strongest against zergs that play the standard 15 hatch.
Catch them offguard, and they're screwed, even with 2-3 sunkens up. (mix a few scv in with your 15 marines, while rallying to their base).

Works great in masters.


Why will they scout? You can place the rax in a way that scans won't hit em.
MKP | Jinro | Thorzain | Flash | Bomber | Amaz
bLah.
Profile Joined July 2009
Croatia497 Posts
April 17 2011 10:44 GMT
#190
On April 17 2011 19:35 Happystreet wrote:
Show nested quote +
On April 17 2011 15:52 brobear wrote:
This isn't too viable against Terran... They WILL scout it, and will put down 2-3 bunkers.

Once their siege is up and running, it's game.

This build is strongest against zergs that play the standard 15 hatch.
Catch them offguard, and they're screwed, even with 2-3 sunkens up. (mix a few scv in with your 15 marines, while rallying to their base).

Works great in masters.


Why will they scout? You can place the rax in a way that scans won't hit em.


yup, but if scan doesn't hit anything it will be extra suspicious and your opponent will build bunker straight away. marines without stim are just really bad against wall off + bunker so it's just instant loss.
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
April 17 2011 10:51 GMT
#191
--- Nuked ---
bLah.
Profile Joined July 2009
Croatia497 Posts
April 17 2011 11:05 GMT
#192
On April 17 2011 19:51 3xiLe wrote:
Putting your marines at the naturals choke would be a great way to intercept an scv (as he'll most likely check to see if you're getting an expo up no gas) and implying that you're going for a fast gasless no expo.

He will do one of two things:

try punish: Punishing Timing Pushes will proably be intended to strike right after this all in hits, so no that should not work.

Expand: gg

if he does neither and techs obliviously and doesnt react, you should be in an even better position than against punishments, but slightly worse against expanding. common sense i guess >.>


Problem is that you can't really be sure that he's gonna think that you're going for fast expo. It may be a case on big maps but on those maps this push is late and isn't that viable. On small maps terran won't really be thinking that you're crazy enough to go fast expo.
Second thing is, scan is huge, it covers most of the main base. If your opponent scans and sees no cc building in your main I seriously doubt he will think that you're building it in your nat instead of floating it there.

Terran players know what kind of cheeses other terrans can make and therefor they can stop this easily. Repairing bunker > marines. Even pulling some scvs while producing anything > marines.

This is viable TvZ counter 15 hatch build.
In TvT repairing bunker ownz this.
In TvP forcefields own this. Protoss will hold his ramp till the end of the world while having much stronger economy and tech.
Cramsy
Profile Blog Joined November 2010
Australia1100 Posts
April 17 2011 11:06 GMT
#193
this is super deadly in my little gold league. When I have about 20 marines I attack and rally. Bit of micro and it's usually gg.
"give me 20 minutes and I'll make them quiet" - MVP
brobear
Profile Joined January 2010
United States101 Posts
April 18 2011 00:27 GMT
#194
On April 17 2011 19:35 Happystreet wrote:
Show nested quote +
On April 17 2011 15:52 brobear wrote:
This isn't too viable against Terran... They WILL scout it, and will put down 2-3 bunkers.

Once their siege is up and running, it's game.

This build is strongest against zergs that play the standard 15 hatch.
Catch them offguard, and they're screwed, even with 2-3 sunkens up. (mix a few scv in with your 15 marines, while rallying to their base).

Works great in masters.


Why will they scout? You can place the rax in a way that scans won't hit em.



I've found that in most maps, hiding 6 rax vs scan and scout scv is super hard...

And once he sees no gas he'll probably react with bunkers after scouting no CC building.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
April 18 2011 23:16 GMT
#195
I've just started to play terran (via random) in 1v1 and I'm 2-0 on ladder against P and Z doing something very poorly resembling this. If you wouldn't mind giving me a few pointers on execution?

vs redwingxviii vs Michael [image loading]

vs RomanToss vs Michael [image loading]

I feel like I'm floating mad minerals or that my barracks timings are just awful. Do you have any tips on how I might better manage my macro in these opening minutes?
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
YakiSOBA
Profile Joined December 2010
30 Posts
April 19 2011 14:07 GMT
#196
I tried to run this strat blind in 10 straight diamond games. Won 4 lost 6...

Losses were mainly due to:

Zerg seeing no gas and dropping a baneling nest.
Zerg just blindly dropping a baneling nest and me getting owned by it.
Terran with 1 (ONE) seige tank.
Toss with FF.

Question about zergs that go banelings... is it worth it to keep massing marines and keeping the pressure up? I don't know zerg mechanics, are banelings expensive, or can I out-mass him with marines eventually? Because after the first initial wave hits, I only have a stream of ~6 marines after each production wave... so I thought of adding more barracks, scvs, and depots but wasn't sure if I would ever eventually overwhelm the zerg.

waffleburger
Profile Joined March 2011
United States15 Posts
April 19 2011 16:46 GMT
#197
On April 19 2011 23:07 YakiSOBA wrote:
I tried to run this strat blind in 10 straight diamond games. Won 4 lost 6...

Losses were mainly due to:

Zerg seeing no gas and dropping a baneling nest.
Zerg just blindly dropping a baneling nest and me getting owned by it.
Terran with 1 (ONE) seige tank.
Toss with FF.

Question about zergs that go banelings... is it worth it to keep massing marines and keeping the pressure up? I don't know zerg mechanics, are banelings expensive, or can I out-mass him with marines eventually? Because after the first initial wave hits, I only have a stream of ~6 marines after each production wave... so I thought of adding more barracks, scvs, and depots but wasn't sure if I would ever eventually overwhelm the zerg.


I dont understand what kind of zerg drops a baneling nest when he sees no gas.

Pretty much everyone does hatch first, and that first 100 gas IS going to ling speed, but 2rax hits way before that; thats the thing, when we scout no gas, we think "2rax", not this BS. I usually save larvae for one spine and 6 lings + more if necessary, and dont even PUT guys on gas until I have held off the 2rax.

I think you're just losing to 11/13pool banelings or something. which is an extremely all-in way to play, unless you are seriously messing up your timings on this.

The right man in the wrong place can make all the difference in the world.
bLah.
Profile Joined July 2009
Croatia497 Posts
April 19 2011 17:11 GMT
#198

I dont understand what kind of zerg drops a baneling nest when he sees no gas.

Pretty much everyone does hatch first, and that first 100 gas IS going to ling speed, but 2rax hits way before that; thats the thing, when we scout no gas, we think "2rax", not this BS. I usually save larvae for one spine and 6 lings + more if necessary, and dont even PUT guys on gas until I have held off the 2rax.

I think you're just losing to 11/13pool banelings or something. which is an extremely all-in way to play, unless you are seriously messing up your timings on this.



If you see no gas -> you think 2rax -> minute without attack -> you think it's this BS and drop bnest

Timing for this is about 6th minute mark, you can drop baneling nest, tons of lings, spine crawlers, whatever.
mikyaJ
Profile Joined April 2011
1834 Posts
April 19 2011 17:21 GMT
#199
On April 17 2011 03:43 Turenne wrote:
Is this viable in TvT? I despise this mu and badly want some kind of decent one-base all in so I don't get bogged down in a two hour long tank/viking war. I tried it today but one good scan and it seems gg.

spread out your Barracks then

You can also Proxy some of the Barracks too
MKP||TSL
eXeRicH
Profile Joined February 2011
Germany89 Posts
Last Edited: 2011-04-23 11:17:36
April 23 2011 11:02 GMT
#200
Dunno if someone posted it already but i think you can mess with your opponents minds, catching them totally offguard if you let them just scout a 1-2rax no gas FE.

You smell what I'm cooking!

Since you save up 750 Minerals anyways, you could just show him that expo.
Make sure not to kill the scout or force it to completely retreat before it sees the CC.
After he scouted FE you just chase it away, cancel the expo right away and get your rax started.

You might even pretend to build a delayed raffinery and also cancel it when the scout is forced to leave your main towards your natural.
Dunno if this will really work (but im sure it will, at least in Plat and maybe lower Dia) and how much it weakens the push but you lull them into a false sense of security so they wont expect any early agression at all.
if tetris has taught me anything, it's that errors pile up and accomplishments disappear... ¯\_(ツ)_/¯
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