
[G] 6 Barracks: all-in vs. all races - Page 6
Forum Index > StarCraft 2 Strategy |
Saechiis
Netherlands4989 Posts
![]() | ||
Hadriel
Canada31 Posts
On October 02 2010 04:32 Saechiis wrote: This is a stupid build, if you don't win on the spot you've lost as the only thing you can do is make some more marines. It can be used to get some easy wins but you won't be getting better at the game at all, just relying on luck and weirdness to reap a win. I wouldn't recommend doing this unless you're really in need of a win ![]() Cheese is still a strategy nonetheless.. the purpose of thread wasn't to convince players that they would become better at the game. Fact remains that some cheese is highly viable, even in high level of play. And regardless, through discussion of the build, weaknesses and counters could be revealed which WILL make players better at the game. | ||
Jayrod
1820 Posts
| ||
gm.tOSS
Germany898 Posts
On September 27 2010 16:16 gimpy wrote: Works well on scrap by breaking rocks. This guy tried for carriers... http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=153445 Day9 FundayMonday is everywhere ^^ | ||
Roaming
United States239 Posts
On October 02 2010 04:13 Mrbustanut wrote: Not even close to the same. 1.Requires zero gas 2.Harder to scout when enemy sees generic depot/rax/depot wall 3.More pure DPS then mass reaper 4.Rush comes out much faster really the only similarity is your building a unit out of rax. I haven't tested it, but just based on the build order i read: 1. Which is scouted. 2. Wrong, because i see you aren't getting gas, what else could you do 3. True but barely applicable. Aside from mara(which you cant build) and roach, reapers do more damage to all 1.5 units and buildings. 4. Not true. Reapers hit you first. Even with the upgrade. Again, based on the build order im reading. Maybe overlooking something. | ||
Severedevil
United States4830 Posts
| ||
Mrbustanut
121 Posts
On October 02 2010 05:10 Roaming wrote: I haven't tested it, but just based on the build order i read: 1. Which is scouted. 2. Wrong, because i see you aren't getting gas, what else could you do 3. True but barely applicable. Aside from mara(which you cant build) and roach, reapers do more damage to all 1.5 units and buildings. 4. Not true. Reapers hit you first. Even with the upgrade. Again, based on the build order im reading. Maybe overlooking something. 1. No gas early and only 1 rax scouted this looks like a 1 rax FE build which can make it worse for the opponent. 2.See #1 4.Marines require no lab or gas, how do reapers hit you first? | ||
Hadriel
Canada31 Posts
On October 02 2010 05:29 Mrbustanut wrote: 1. No gas early and only 1 rax scouted this looks like a 1 rax FE build which can make it worse for the opponent. 2.See #1 4.Marines require no lab or gas, how do reapers hit you first? Expanding upon this: You have more marines than you would reapers when you hit due to less downtime from not having to wait for tech lab build and far less build time. Marines also have slightly better range. Having a larger army also allows you to divide your forces more easily. Point is that it is most definitely different from reapers. | ||
Roaming
United States239 Posts
On October 02 2010 06:00 Hadriel wrote: Expanding upon this: You have more marines than you would reapers when you hit due to less downtime from not having to wait for tech lab build and far less build time. Marines also have slightly better range. Having a larger army also allows you to divide your forces more easily. Point is that it is most definitely different from reapers. I agree it is different. You have more reapers because its 2 rak (into 4 [into 6]) vs 1 (into 6) and it hits first because you pretty much start sending reapers right away, where as this 6 rak build waits for my scouting scv to die, saves up 750 minerals (sometimes you say you scout after getting 750, but before throwing down gateways) I know the point isnt these two builds 1v1ing, but wouldn't any early pressure (2gate, 2 rak reaper, 5 roach rush) roll this, because you sit on 1 rak for too long then spam out a bunch of rak. If the pressure shows up while you're building, arent you kinda screewed? | ||
Kryptix
United States138 Posts
| ||
Xishem
United States15 Posts
| ||
PartyBiscuit
Canada4525 Posts
| ||
Macks
25 Posts
Some things that have stopped me: Good micro with stalkers + 4 gate Mass spinecrawler Other people running the same BO ;p Some games with good early roach and good micro Fast tanks and/or 2 quick factories It's a pretty cheese build, I've had alot of rage quits ;p | ||
gREIFOCs
Argentina208 Posts
:D | ||
yups
Denmark116 Posts
| ||
In1t4themoney
Germany77 Posts
So lets talk about the matchups(kind of an expert guide i guess :D): TvT: - you can let this build unmodified, attack at 43 supply - make sure you surprise him, move up and attack the bunker all at once. dont give him time to pull repair drones - in a lot of cases you wont kill a good enemy, but you can take out a bunch of scv's putting you into gamelead. From that on play a normal game. -make sure to spread out your barracks to avoid being scanned with 6rax -proxyrax are always good -save a scan for multi purpose, since a lot guys will have cloak banshees then or you just need vision uphill -you absolutely DIE to proxyrax bunkerrushes and stuff like this so be aware TvP: - you cant win vs good players with this build except for modifying it in my expierience - while upgrading to orbital build an extractor - use your first OR your kinda fast built second barracks to produce 3-4 marauders with concussive shells, dont mine more gas than you need for this -build an additional scv after orbital finished -build only 5 barracks total -attack at about 43 and add about 5-10 scvs for building bunkers or blocking -concussive shells are key! if you got no marauders left u cant kill anything -micro is key! you know what I mean, outrange and runaway from zealots -saving a scan might come in handy, but i'm not quite sure you really need it TvZ: -to be honest, i do not really know how this build will work against zerg. It is really good if the zerg goes roach, which is stupid game design again but whatever... If the zerg goes mass ling with 2-3 banes your about being raped. -if you have really good precise tvz timings with this let me know, but there are surely alot of other cheap things to kill a zerg i'm sure (yeayea whine but so true) | ||
Orion SS
1 Post
1. It is great vs silver and gold league players. Not so against skilled players who micro well. 2. This build works very well vs zerg. Playing vs terran in maps with choke points is the worst match up. 3. This build does not have to be an all-in. I always build a refinery after the barracks are done and the initial round of 6 marines are made. This give you the option of tech-switch, or simply upgrading your marines for maximum efficiency, at the expense of very few marines. 4. Some may call this strategy cheesy, but how is it different than a zerg player making tons of lings and rush your base? Or a protoss player going 2-gate and make waves of zealots? It's just an opening build. Once again, thanks a lot OP for helping out players in the lower leagues. | ||
Poker
China30 Posts
At 1400+ diamond I held a 17 marine +11 SCV all-in with 4 Stalkers, 2 Zealots and Probes. If I had gotten a Sentry out (which I dont think I could have with proper marine timing push) and FF the ramp its pretty much gg right there. | ||
MegaTerran
214 Posts
try mine build, its the same, but better. bonuses of my build: 1. u have gas so scouting of u is harded and u can use that assimilator to transit into factory 2. u have stimpack which is essential in combat with stalkers or banelings 3. u have fast reaper which can make good harras and get xel-naga tower so again: it makes hard to scout u SO: my build is the same, but it isn't all-in and has stimpack and combat shield which makes your marines much more effective. 4. u can't be cheesed cas u have fast reaper and wall. 5. u don't have to wait 750 mineralz and wasting time beeing scare of scouting. PPS origanally there's no complete wall in my build. but i v added that in such brackets: [] 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 [add one more supply to complete wall] 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. GUYZ. why are u using OP's build, when theres much better build? try mine BO plz. | ||
Evark
United States44 Posts
Anyway... add me. I'd like to practice against this build if you don't mind. Evark@newgrounds.com | ||
| ||