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[G] 6 Barracks: all-in vs. all races - Page 9

Forum Index > StarCraft 2 Strategy
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PJFrylar
Profile Blog Joined October 2010
United States350 Posts
April 13 2011 20:05 GMT
#161
This build really shines in team games moreso than 1v1. It is especially useful to teach to your friends who are new at the game. This build can be picked up rather quickly, and your friend instantly turns into a pretty strong contributor in team games. Once they get the hang of that I like to have them cut down to 5 barracks and get gas (for stim and combat shields) instead.

You can keep introducing baby steps like this and they will slowly get better, while being a solid contributor from the start.
Philip2110
Profile Joined April 2010
Scotland798 Posts
April 13 2011 20:10 GMT
#162
On April 13 2011 15:09 Teivospy wrote:
as protoss why wouldnt you just forcefield your ramp off and not let them up


not all maps have ramps where you can forcefield easily, i had a terran do something like this to me. On scrap station came with ~30 marines 20 scvs at 6:30-7mins
Master Sc2 - Diamond LoL - Eu W
genius_man16
Profile Joined February 2011
United States749 Posts
Last Edited: 2011-04-13 23:04:45
April 13 2011 23:03 GMT
#163
On April 14 2011 03:24 Wolf wrote:
Show nested quote +
On April 13 2011 13:15 genius_man16 wrote:
On April 13 2011 12:16 Savagex wrote:
On April 13 2011 12:06 SidianTheBard wrote:
On April 13 2011 12:02 Wolf wrote:
Not a good build to do against Protoss anymore, I don't think. People figured out how to pressure, and you'll die to well-executed pressure. Not DIE, but you'll be scouted. Then you'll die.


How will the protoss scout this? His scouting probe should die by the marines or at least hold them out of your base and this comes waaaay before any chance of hallucination or observer.


Zealot stalker poke will demolish this.


Not if you wall off.


If you wall, my zealot will be hitting at that, while my second stalker arrives. Two stalkers vs three (at most) marines isn't gonna hold up for long.

Not to mention that I should be able to scout no gas. If I scout no gas, there's NO way that I'm not going to pressure. It's all too easy. You need a bunker.


Yes but while you're wailing away at my wall I have the time to get a bunker up to defend, and then im fine. All i need is 2 SCV's repairing and 1 building a bunker. You won't get through the wall in time to kill the bunker.

I agree that it's bad to do against protoss, but saying that the player would die to the zealot-stalker pressure is silly.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
April 14 2011 00:35 GMT
#164
On April 14 2011 08:03 genius_man16 wrote:
Show nested quote +
On April 14 2011 03:24 Wolf wrote:
On April 13 2011 13:15 genius_man16 wrote:
On April 13 2011 12:16 Savagex wrote:
On April 13 2011 12:06 SidianTheBard wrote:
On April 13 2011 12:02 Wolf wrote:
Not a good build to do against Protoss anymore, I don't think. People figured out how to pressure, and you'll die to well-executed pressure. Not DIE, but you'll be scouted. Then you'll die.


How will the protoss scout this? His scouting probe should die by the marines or at least hold them out of your base and this comes waaaay before any chance of hallucination or observer.


Zealot stalker poke will demolish this.


Not if you wall off.


If you wall, my zealot will be hitting at that, while my second stalker arrives. Two stalkers vs three (at most) marines isn't gonna hold up for long.

Not to mention that I should be able to scout no gas. If I scout no gas, there's NO way that I'm not going to pressure. It's all too easy. You need a bunker.


Yes but while you're wailing away at my wall I have the time to get a bunker up to defend, and then im fine. All i need is 2 SCV's repairing and 1 building a bunker. You won't get through the wall in time to kill the bunker.

I agree that it's bad to do against protoss, but saying that the player would die to the zealot-stalker pressure is silly.


Didn't I say you're not going to die? It's going to be obvious what you're doing. You're either going to be fast expanding or all-inning. Pretty to easy to figure out which if I keep scouting.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
FinestHour
Profile Joined August 2010
United States18466 Posts
April 14 2011 00:39 GMT
#165
On April 14 2011 08:03 genius_man16 wrote:
Show nested quote +
On April 14 2011 03:24 Wolf wrote:
On April 13 2011 13:15 genius_man16 wrote:
On April 13 2011 12:16 Savagex wrote:
On April 13 2011 12:06 SidianTheBard wrote:
On April 13 2011 12:02 Wolf wrote:
Not a good build to do against Protoss anymore, I don't think. People figured out how to pressure, and you'll die to well-executed pressure. Not DIE, but you'll be scouted. Then you'll die.


How will the protoss scout this? His scouting probe should die by the marines or at least hold them out of your base and this comes waaaay before any chance of hallucination or observer.


Zealot stalker poke will demolish this.


Not if you wall off.


If you wall, my zealot will be hitting at that, while my second stalker arrives. Two stalkers vs three (at most) marines isn't gonna hold up for long.

Not to mention that I should be able to scout no gas. If I scout no gas, there's NO way that I'm not going to pressure. It's all too easy. You need a bunker.


Yes but while you're wailing away at my wall I have the time to get a bunker up to defend, and then im fine. All i need is 2 SCV's repairing and 1 building a bunker. You won't get through the wall in time to kill the bunker.

I agree that it's bad to do against protoss, but saying that the player would die to the zealot-stalker pressure is silly.


I dont know what kind of zealot stalker pressure you've encountered before, but it's certainly not something high level enough that you would think you could get away with this.
thug life.                                                       MVP/ex-
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
April 14 2011 00:39 GMT
#166
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).

that still means the build has to do damage to be successful and that is an all in, essentially you are flipping a coin and hoping to do damage. But i do agree that this build has a really high % of success to do damage.
~~~Liquid Fighting (SC2)~~~
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
April 14 2011 00:41 GMT
#167
On April 14 2011 09:39 FinestHour wrote:
Show nested quote +
On April 14 2011 08:03 genius_man16 wrote:
On April 14 2011 03:24 Wolf wrote:
On April 13 2011 13:15 genius_man16 wrote:
On April 13 2011 12:16 Savagex wrote:
On April 13 2011 12:06 SidianTheBard wrote:
On April 13 2011 12:02 Wolf wrote:
Not a good build to do against Protoss anymore, I don't think. People figured out how to pressure, and you'll die to well-executed pressure. Not DIE, but you'll be scouted. Then you'll die.


How will the protoss scout this? His scouting probe should die by the marines or at least hold them out of your base and this comes waaaay before any chance of hallucination or observer.


Zealot stalker poke will demolish this.


Not if you wall off.


If you wall, my zealot will be hitting at that, while my second stalker arrives. Two stalkers vs three (at most) marines isn't gonna hold up for long.

Not to mention that I should be able to scout no gas. If I scout no gas, there's NO way that I'm not going to pressure. It's all too easy. You need a bunker.


Yes but while you're wailing away at my wall I have the time to get a bunker up to defend, and then im fine. All i need is 2 SCV's repairing and 1 building a bunker. You won't get through the wall in time to kill the bunker.

I agree that it's bad to do against protoss, but saying that the player would die to the zealot-stalker pressure is silly.


I dont know what kind of zealot stalker pressure you've encountered before, but it's certainly not something high level enough that you would think you could get away with this.

1 zealot 1 stalker vs a build that cuts at 3 marines and saves up to 750 minerals could really criple the terran... if not end the game it would certainly tell you what he is doing.
~~~Liquid Fighting (SC2)~~~
Clicker
Profile Blog Joined September 2010
United States1012 Posts
April 14 2011 00:45 GMT
#168
This has been popular in team games for ages.
Randomaccount#128098
Profile Joined November 2010
United States411 Posts
April 14 2011 00:47 GMT
#169
--- Nuked ---
PJFrylar
Profile Blog Joined October 2010
United States350 Posts
April 14 2011 01:05 GMT
#170
On April 14 2011 09:45 Clicker wrote:
This has been popular in team games for ages.


To be fair the OP is actually from September. The thread just got bumped, because TLO did something similar in NASL.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
April 14 2011 01:24 GMT
#171
On April 13 2011 12:53 Dromar wrote:
I do this build quite a bit in team games. A lot of people don't actually believe that you can macro 6 raxes off one base, but you can, and it's crazy good IMO. I'm glad I don't run into it in 1v1s, but now that TLO did it, my luck may run out.


you can macro 7 raxes, in fact.

and 6rax isn't all in, because if you don't put addons, as you saturate, you will eventually have enough to expand.

7rax is closer to all-in, but even then, you can simply stop making marines while you attack, then expand and add some reactors/tech labs.


1rax with an addon is about equal to 2 naked rax in terms of production capacity (if you make marauders or marine + upgrades), but sticking to that general rule will help.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | μ—”μ—μŠ€ν”Ό New Star Players
DarkPlasmaBall
Profile Blog Joined March 2010
United States45409 Posts
April 14 2011 01:29 GMT
#172
I do like the fact that the OP includes what it loses to, as opposed to many other builds that claim to be invincible.

It's pretty strong overall, in my opinion, and certainly easy to carry out!
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
jabberwocky
Profile Joined August 2010
Singapore59 Posts
April 14 2011 02:14 GMT
#173
I'm not sure if this has been mentioned earlier in this thread but have you tried StimmedProbe's Million Man Marine style? I've tried it before and the way you put on pressure is insane.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=200525
The Largest Throbbing Member On Earth
Lud
Profile Joined March 2011
United States1 Post
April 14 2011 05:01 GMT
#174
I enjoyed using this build a few months back in both 1s and team games. It worked very well in gold and platnum when I was new and had very little Terran experience. So, I agree that this is a good start for new friends, but I disagree with the thought that you cannot learn the game doing an all-in like this. Can you learn to be a pro doing 6-rax? No. But can you learn a lot of skills for how to move units, attack, macro while attacking, etc.? Yes. And can you use 6-rax as a pro on occassion? Apparently so!
12/25/1914
Cramsy
Profile Blog Joined November 2010
Australia1100 Posts
April 14 2011 09:40 GMT
#175
good fun I call myself TLO whenever I do this (no, that's not a diss, I just like doing the build)
"give me 20 minutes and I'll make them quiet" - MVP
rmAmnesiac
Profile Joined January 2011
United Kingdom185 Posts
April 14 2011 11:06 GMT
#176
how about 1 base colossus?
Pwnographics
Profile Joined January 2011
New Zealand1097 Posts
April 14 2011 11:23 GMT
#177
On April 14 2011 20:06 rmAmnesiac wrote:
how about 1 base colossus?


They should be dead before they get past gateway tech.
Talho
Profile Joined August 2010
Belgium592 Posts
Last Edited: 2011-04-14 11:39:36
April 14 2011 11:36 GMT
#178
versus protoss I find the 3rax no orbital stronger, you'll have 12-15 marines (+scvs if you want) vs 2 stalkers (and a 3th right when your at their ramp).
I can only stop it by stopping probe production at 20, drop a total of 3gates, and move to the middle of the map with my 2stalkers to start kiting the marines already, I actually think its the same anti 4gate 3stalker build.
If you dont kite them that soon I mostly just lose, cause they'll take out pylons/building so fast
Hypz
Profile Joined January 2011
Sweden25 Posts
April 14 2011 11:36 GMT
#179
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).


This delays the push drasticly, there's obviously a reason for why you don't get reactors for this push, i've tried this push a bit, and i like to just fake a gas, it's worth it so you can catch your opponent off guard. Really helps.
hmm
iPBioOrMech
Profile Joined May 2010
Turkey297 Posts
April 16 2011 17:41 GMT
#180
Can we put down the rax when we get the money or do we HAVE to save to 750? sounds kinda nooby
i created scan BM, MvP created mule drop.
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