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[G] 6 Barracks: all-in vs. all races - Page 4

Forum Index > StarCraft 2 Strategy
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SupremeJD
Profile Joined August 2010
United States42 Posts
September 27 2010 19:39 GMT
#61
this is a godlike build. thanks mate.
morimacil
Profile Joined March 2010
France921 Posts
September 27 2010 19:51 GMT
#62
I like the 12rax 13rax more.
you make the 2 early raxes(no addons, no gas), and push out the moment you have 7 marines.
It punishes pretty much the same builds that 6rax would punish. Its also pretty heavy on the micro side. But you dont have to cut SCVs, you can tech, or expand, and you have the option of pulling back if needed.
The difference would be that it doesnt punish the opponent quite as hard. If he is low on early defenses, then you get 10 worker kills, and a safe expo, instead of outright winning.
the advantage is that if your opponent is prepared, you arent behind.
gimpy
Profile Joined June 2010
United States72 Posts
September 27 2010 20:02 GMT
#63
On September 27 2010 21:33 Viruuus wrote:
hey gimpy.
Wanted to drop by and say thank you, since me and a couple of my friends have been using this build a TON in 2on2 3on3 4on4s and weve never lost with it at least in 3on3 and 4on4
Its also easy for my noob friends to pull off (i usually micro the first pack of ~30 marines) and they get the 2nd 3rd pack etc... Its also easily possible to get a refinery after the first 15-20 marines and make 1 techlab for combat shield and some marauders.

We always call this the 6-rax build ( one time a new guy built his rax on 6 lol ) and we all love it alot
So again, thanks to you.



This made my day, thanks Viruuus! I have several bronze/silver/gold friends who do the same thing with 2v2, 3v3, and 4v4. They aren't serious SC2 players, they just wanna win, and we can! I try to talk them out of doing the same thing every time for variety sake, but they just wanna win
Actually, winning has given them a good taste for SC and now they play 1v1s and are getting better.
gimpy
Profile Joined June 2010
United States72 Posts
September 27 2010 20:05 GMT
#64
I've added to the guide to address these good observations from your posts. They concern:
Multiplayer, ling scouts, ramp scouting, refinery fakes and marine hiding.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
September 27 2010 20:08 GMT
#65
this is the old 5 rax push adjusted for the latest patch no?
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
September 27 2010 20:13 GMT
#66
On September 28 2010 01:22 Chill wrote:
Show nested quote +
On September 28 2010 01:06 MegaTerran wrote:
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.


Its not really a matter of haveing 4 when the push arrives anyways. Its a matter of if they have warpgate.

If the have 1 ff ready, then see ur force come up. they will ff. In that time they can almost continually warp in 1 sentry+ a few units, all will taking a few marines at a time. Its the same logic with trying to blingbust a p, if he see it coming and he has warpgates, it basically wont work.
Coaching for 1v1 and Team games at Gosucoaching.com
CellTech
Profile Joined June 2010
Canada396 Posts
September 27 2010 21:12 GMT
#67
I just tried this against a P on scrap station, quick colossus + sentry guardian shield +some zealots killed me (the reinforcing was my biggest problem since its so far)
^ Probably a Troll Post
MeistR
Profile Joined July 2010
22 Posts
September 27 2010 21:40 GMT
#68
On September 28 2010 06:12 CellTech wrote:
I just tried this against a P on scrap station, quick colossus + sentry guardian shield +some zealots killed me (the reinforcing was my biggest problem since its so far)


Yeah, I don't recommend using this build on maps with long rush distances. But why didn't you destroy the rocks and minimize the reinforcement time?
rarin
Profile Joined August 2010
Australia23 Posts
September 29 2010 04:29 GMT
#69
I've been messing with Terran on NA server, and i've tried this BO around 3-4 times and it's worked well. A lot of things can be tweaked to hide this all in, i.e. building a fake refinery > killing scout > continuing with 6 rax, and once it's started it's pretty hard to stop.

Also, it's fun microing with marines
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2010-09-29 05:19:17
September 29 2010 05:16 GMT
#70
Why wouldn't you start marine production earlier instead of building an extra barracks or two? Since you're going for an all-in anyways, an extra 3-6 marines would be huge.

Not to mention if an OL comes in and sees an empty base, they'll know something is up. At least use the marines to prevent that scout.
ModeratorNow I'm distant, dark in this anthrobeat
charlie420247
Profile Joined November 2009
United States692 Posts
Last Edited: 2010-09-29 06:26:12
September 29 2010 06:23 GMT
#71
On September 27 2010 16:45 zomgtossrush wrote:
Show nested quote +
On September 27 2010 16:37 Genome852 wrote:
On September 27 2010 16:35 DreamSailor wrote:
See the thing is I wouldn't even consider this an all in.


If the build fails, there really isn't anything you can do to recover, so it is an all-in.

You don't have any gas, so the only thing you can produce is marines. With the amount of SCVs you have, you won't be able to support 5 rax while teching or expoing either unless you cut marine production which would probably work against you.



not really true. If you get a ton of damage done, the game stablizes. In the recent Jaedong Vs Flash, the zerg 4 pooled and got a whole bunch of scvs, equaling out the really aggressive build.

I am not trying to compare anything here, just proving a point that any "all in" build can be recovered from if you do a ton of damage and know exactly when to stop and start making up for the things you cut (scvs/econ/tech).



a build that depends on doing a ton of damage to stabalize the game is called an allin. the debate is not about whether or not you can maintain even footing with it. its that if it fails you are totally fucked. your a freakin idiot stop posting.
there are 10 types of people in this world, those who understand binary and those who dont.
Psionith
Profile Joined August 2010
United States35 Posts
Last Edited: 2010-10-02 02:27:58
September 29 2010 13:34 GMT
#72
LOL! One of my 6 rax replays got casted.



Now the world can see how terribad I am... XD

*EDIT* Wha...? he removed it... D:
Starcraft - The world's greats spectator sport!
xaviUT
Profile Joined September 2010
United States29 Posts
September 29 2010 17:05 GMT
#73
If an overlord scouts right as you're throwing down the 5 rax, would it even be worth it to continue? It seems unlikely, but possible
Peekaboo
Profile Joined May 2010
Canada219 Posts
September 29 2010 18:31 GMT
#74
The longer you wait, the less optimal it is, and the more you've stunted you economy for nothing.

Even at 21 marines timing you are only 2-3 marines better than a build that was constantly creating workers and gathering gas, according to my (not perfect) tests. And then after that you slowly decline.

So personally, I think it would be wiser to optimize the build for a 10-15 marine push.
You loved me as a loser but now you're worried that I just might win. -L. Cohen
MockHamill
Profile Joined March 2010
Sweden1798 Posts
September 29 2010 19:24 GMT
#75
I have tried this strategy in 10+ games now and I must say it is very weak. It works on small maps if
1) Your opponent does not scout in time AND
2) He is not smart enough to go banelings, multiple bunkers or forcefield his ramp until he gets Colossus.

This is typical cheese. It works if you catch your opponent off guard and against bad players. But against equal players that do not screw up early game it is close to auto-lose.

Shadrak
Profile Joined August 2010
United States490 Posts
Last Edited: 2010-09-29 19:27:40
September 29 2010 19:24 GMT
#76
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.


Sorry I should have said starting with 2 sentries. Toss should be able to make a couple more while the initial ones take turns FFing (the first should have at least enough power for 2 FFs by this time).

Again this is just my guess, would have to play against it to see but it seems like it would put a stop to the initial rush pretty quickly. The following rine BBQ would seal T's fate.

However, this might work on Scrap station. Those marines should destroy the rocks quite quickly and there aren't enough sentries in the world to hold the SS ramp indefinetely.
Troy47
Profile Joined August 2010
United States60 Posts
September 30 2010 00:12 GMT
#77
Good players will defeat this easily.
sNatch
Profile Joined September 2010
United States93 Posts
September 30 2010 04:38 GMT
#78
I've tried this probably 6-7 times in custom games and honestly, it only worked vs lower league players (I beat a couple silvers and a gold). Anyone plat or diamond should see this coming and adjust properly.
http://us.battle.net/sc2/en/profile/366499/1/GiR/
wuddersup
Profile Joined July 2010
United States228 Posts
September 30 2010 04:51 GMT
#79
I've used this build, and it works up to mid-high diamond, when people are actually good.

Vs Zerg: banelings destroy you

Vs Terran: defensive bunker destroys you

Vs Protoss: hold ramp with FF destroys you
mikell
Profile Joined August 2010
Australia352 Posts
September 30 2010 05:03 GMT
#80
On September 30 2010 13:51 wuddersup wrote:
I've used this build, and it works up to mid-high diamond, when people are actually good.

Vs Zerg: banelings destroy you

Vs Terran: defensive bunker destroys you

Vs Protoss: hold ramp with FF destroys you


ie, people that should be in bronze is the only people that will lose?
drone hard
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