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On September 27 2010 23:04 MegaTerran wrote:Show nested quote +On September 27 2010 22:59 mikell wrote: anyone who sees marines is generally going to get a baneling nest, unless they're stubborn. yes, thats why u need stimpack, cas with stim marines move faster then banelings. and faster then stalkers.
if you see stimmed marines running away from your banelings, you pull back, unless you're an idiot
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I saw this build (or an extremely similar build) a few days ago. I feel it's fragile against Z -- if they have a baneling nest and see you move out, you might be screwed. You can stim and run, but banelings will pull back. Add in a good flank and it's shut down pretty hard.
What happened in my game was not one-sided but I fended off the push and eventually won. I saw his wall and my scout didn't see gas, so I threw up a baneling nest as I usually do when I'm unsure of the tech path T is taking. Once I saw his marines moving out I didn't have enough lings, so I moved the drones from my expo, pumped lings, and sacced my expo. By the time he moved to my main I had more than enough to take it out. I double expanded, pumped more banelings, and eventually won the game with ultras and banelings. I could have ended it sooner if I had just pumped more and more banelings but I generally don't like the idea of having to suicide my entire army on an offensive.
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Calgary25962 Posts
Interesting... I'll try this some day, but as is, I never feel the need to all-in with Terran.
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my topic was closed, lets disccuss my BO here. i ll copy it
http://www.teamliquid.net/forum/viewmessage.php?topic_id=153272
9 rax (wall) 2 workers 11 gas the gas will be completed at the same time as rax. so after rax rdy: 11 orbital comand, transit two workers to gas (3 workers at gas totally) 11 supply (u build it with same worker which finishe rax), 11 tech lab now build two more workers and reaper, u ll have 13 workers and reaper = 14 supply. (14 doble rax) now build two more rax build marine and make stimpack after that, build marines and scv's non stop with priority to marines when 2 rax rdy = make reactors to both and produce mass marines after u queved two reactors = remove one scv from gas after u ll get 100 gas = remove all scv's from gas
when stimpack rdy, queve combat shields and move in attack and kill your opponent, if he is still alive (1 chance from 100 ) then build epx. after 2nd CC started=> start mining gas from two gases with 6 scv's and build factory. then go battlecruisers or any other tech u like.
about 9 rax - it was calculated that 9 rax economically is not worse then standard, cas u get mule faster. i checked it and confirm.
btw i reccomend to build CC on HG and make OC and launch mule. and only after that fly to natrual expo.
btw, it would be interesting to check quantity of marines at 6 mins replay time. i have about 13 rines and stimpack (and 1 reaper). When 5 rax build have 13 rines at about 5:40 but no stimpack. 6 rax build i didnt check. but i think its even worse. u can do testings and say.
User was temp banned for this post.
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Lol that all in marine thread is back.
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I haven't faced this yet, but wouldn't a toss holding you at the ramp with force fields pretty much destroy this build? With just 2 sentries he could keep you there indefinetely and rush to collosus tech. Then would become a marine BBQ.
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On September 28 2010 01:03 Shadrak wrote: I haven't faced this yet, but wouldn't a toss holding you at the ramp with force fields pretty much destroy this build? With just 2 sentries he could keep you there indefinetely and rush to collosus tech. Then would become a marine BBQ.
1st we need to check is toss able to make infinite force field at about 6:15 ? but if yes, then he ll need at least 6 sentry - thats big money. so we make expo and toss just has nothing to make his own.
the only race which cas easily defend agains rines is terran. he can use bunker with 4 rines. good defence and cheap.
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Calgary25962 Posts
On September 28 2010 01:06 MegaTerran wrote:Show nested quote +On September 28 2010 01:03 Shadrak wrote: I haven't faced this yet, but wouldn't a toss holding you at the ramp with force fields pretty much destroy this build? With just 2 sentries he could keep you there indefinetely and rush to collosus tech. Then would become a marine BBQ. 1st we need to check is toss able to make infinite force field at about 6:15 ? but if yes, then he ll need at least 6 sentry - thats big money. so we make expo and toss just has nothing to make his own. the only race which cas easily defend agains rines is terran. he can use bunker with 4 rines. good defence and cheap. Unless I'm mistaken, you can infinite forcefield with 4 sentries. It's not hard to get 4 sentries that early in the game.
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I played this build pretty often. My experience is:
TvZ: its very good if there is no banelingnest. If there is a banelingnest, throw down an exp+bunkers three teclabs and go with 5-6 marauders+stim
TvT: it worked very bad in 1.0 because "wall in"s and tanks killed this so easy I dont know how it works in 1.1 since tanks are not that good against marines anymore. (were talking of 1 tank against a bunch of marines) But I think its not working against Terran (I had no time to play 1.1)
TvP: it works fine if you micro properly. Noone gets 3 sentrys for infinite forcefield and even if someone gets that you may expand and throw down some bunkers... But usually you win in TvP :D
For me it worked pretty well but I only played this build if I was angry and wanted a quick win. I used to be in the top 4000 in Europe with 20% of time playing this build...
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This is why I get super fast baneling nest vs terran. If you don't have a baneling nest, those fuckers will tear through your natural like its not there.
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You can do:
10 Rax 11 Rax 11 Rax 11 Depot Marine/Depot as needed
and get the 16~ marines much faster.
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saving 750 minerals is retarded. It's better to just make raxes outside your base somewhere, and you should easily be able to chase the worker out of your base with the first marine.
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On September 28 2010 02:56 SilverPotato wrote: You can do:
10 Rax 11 Rax 11 Rax 11 Depot Marine/Depot as needed
and get the 16~ marines much faster.
Ya but one of the major reasons for waiting to drop the rax is to avoid being scouted. If someone scouts at 10 and sees 3 rax with no gas they are going to know exactly what is coming.
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I had mass rines thrown at me last night in a TvT though it wasn't this build. That build was a forward 10 rax with a quick 2nd rax next to it (eventual addon to 4x rax). I scouted after supply and noticed no rax in his base as 4 rines ran up my ramp while I had 2. I was rushing to mech and managed to hold it off with 1 rax marine + hellions -> tanks, obviously after that failed start it was game. It's interesting that people are thinking about rines vs terran now after the siege tank nerf.
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TvZ 6rax against banelings: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=152793
This was my first time trying the build. Obviously I made a mistake in not walling off early enough. Nonetheless, I managed to hold off his ling push. The banelings killed me a little later on, but Zerg often makes the fatal mistake of morphing their banelings RIGHT IN FRONT OF YOUR CHOKE. Tsk tsk. If you're up against an instinctive baneling build (scouting doesn't influence Z's decision) while going 6rax, keep a marine somewhere near your choke and watch for blings morphing. Just take your rines out and snipe them. He teched to Mutas, but I was able to hold off the small numbers.
Not the greatest example of how the build works, so I'll post more later.
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Xel'naga Caverns vs. fast banelings: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=152799
I'd like to say this proves that the build is viable against banelings, scouted or not. However, I don't think my opponent micro'd his blings properly. Are you supposed to charge head-on against a pack of rines? Or would it have been better if he had advanced with the lings and followed with blings?
Either way, the sheer mass of marines allows you to snipe the blings before they do too much damage. You really don't need stim at all, as long as you're attentive with your rines. Notice that once again, my opponent morphs his bling in front of my choke, allowing me to snipe them easily. My first push into his main was abysmal, as I lost the whole pack of rines to his blings. Huge mistake. After that, I was more careful, and microing the rines away from danger wasn't too hard.
Imagine if he hadn't gone blings until he scouted the 6rax. He would have been in for some trouble.
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On September 27 2010 17:15 STS17 wrote:Show nested quote +On September 27 2010 17:03 AcrossFiveJulys wrote: Hmmm have you considered doing a 13 gas -> mining 100 gas and going back to minerals? This will make your opponent less suspicious of something fishy going on, and you can use the 100 gas to make 2 reactors instead of 2 barracks (saving you in total 125 minerals + barrack build time - gas building time - gas mining time). Reactor eats two marine production cycles meaning you need to be able to justify 2 production cycles of reactor'd marines to break even (with the number of marines you could have had if you did not get the reactor) and then an additional cycle just to get one additional measly marine. That's 125 game seconds for one extra marine (per rax) in a rush which must get there as quickly as possible. I doubt it would be worth it
He's right on the money. In an all-in scenario like this, the reactors wouldn't be worth it.
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Oh, and I was probably around 850 diamond before using this build. I am currently ~1000 diamond. I don't intend to use this build at higher level of play, as it simply doesn't work against good players. I know my opponents in the replays aren't very good, but I posted the replays just so you could get the gist of the build.
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never played terran, tried this and i beat high plat low diamond players with 20 apm A move :D this is good stuf! (or not ;p)
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