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[G] StimmedProbe’s Million Man Marine TvP Style - Page 10

Forum Index > StarCraft 2 Strategy
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Unwardil
Profile Joined March 2011
Canada188 Posts
March 18 2011 17:59 GMT
#181
I tried this today and it was super effective. Don't think it counts though, because my first attack killed all the probes at his natural and after that, I could have literally won with anything.

In theory, I'm thinking 3 gate blink stalkers with armor upgrades would be the best way to stay alive against it and that would transition nicely into HTs.
koveras
Profile Joined January 2011
163 Posts
Last Edited: 2011-03-18 18:09:02
March 18 2011 18:07 GMT
#182
I watched all the replays and played 3 matches against 2 protoss and 1 master zerg. The first protoss whas caught offguard and got obliterated, the second protoss (who whas platinum!) had a collossus at the time my army of marines reached his base. To make a long story short he eventually won after a 24min. long game where I almost exclusively made marines (plus upgrades) and later added 2 reactored starports and spammed medivacs to help out and drop the crap out of protoss.

I really dont know if this strat is viable. Its easy to scout and protoss can respond by FE himself or do early pressure. This kind of feels like the 3RR (I know this strat is not a rush but its hard to switch to something else when it fails) which whas fun untill people realised how to beat it.

Surprisingly enough I won against the zerg player but he did a 1base baneling all-in which I managed to survive and handed his ass to him. Also mass marines is nothing new against zerg.
“That’s amazing everyone ‘Likes’ my status but you, you’re my wife. You should be the first one to ‘Like’ my status.
Benjef
Profile Blog Joined December 2010
United Kingdom6921 Posts
March 18 2011 18:20 GMT
#183
Looks like fun. Ill be sure to post my results when I give the build a go.
<3 | Dota 2 | DayZ | <3
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
March 18 2011 18:28 GMT
#184
Tylers double forge works wonders against this, especially with a relatively fast charge and a heavy zealot mix and low stalker count (like 60% zealot, 30% sentry, 10% stalker is usually what i go for). Sentries can prevent marines from running, zealots tear through everything, and stalkers can medivac snipe. you don't even really need colossi or templar but you can sprinkle them in when you have time ^.^
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
misaTO
Profile Joined September 2010
Argentina204 Posts
March 18 2011 18:47 GMT
#185
What's the difference between Reactors and Extra raxes. Perhaps with the money saved you can get a starport so you can MM.
OHSHITOHSHITOHSHITOHSHIT
falstag
Profile Joined November 2010
United States55 Posts
March 18 2011 18:54 GMT
#186
good build but an upgraded gate army can beat this. Really if sentries can immoblize this those marines are dead.
If he looks weird, its his placement match
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
March 18 2011 19:04 GMT
#187
It is a good strat, the trick is to constantly pressure your opponent with marines, it will be an even fight at first if they are constantly pumping gateway units, but if you are non-stop attacking then when they try to start teching you should be able to break the protoss, you don't want to let them get colossus or templars, and if you do then obviously you have to switch out of marines because they just arent viable vs zealot + 1 sentry for guardian shield + colossus. This build isn't meant for tvz, a good zerg will make only zergling baneling and then you are doomed.
www.root-gaming.com
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
Last Edited: 2011-03-18 19:06:11
March 18 2011 19:04 GMT
#188
So, how will this work post-1.3 when stim research time is increased by 30 seconds. Would this be less effective by then?

@above Hey Drewbie.
Survival is winning, everything else is bullshit.
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
March 18 2011 19:10 GMT
#189
On March 19 2011 03:47 misaTO wrote:
What's the difference between Reactors and Extra raxes. Perhaps with the money saved you can get a starport so you can MM.

Tempo. Reactors take a long time to build and you want to be putting on nonstop pressure
Official Entusman #21
Drunkasarous
Profile Joined February 2011
United States96 Posts
March 18 2011 19:24 GMT
#190
This would still lose to something like one base colossus as there would be a time gap because your on all rax w/o factory.
COLOSSU VOID RAY LAZOR BEAM PEWPEWPEW
misaTO
Profile Joined September 2010
Argentina204 Posts
Last Edited: 2011-03-18 19:31:23
March 18 2011 19:27 GMT
#191
On March 19 2011 04:04 drewbie.root wrote:
It is a good strat, the trick is to constantly pressure your opponent with marines, it will be an even fight at first if they are constantly pumping gateway units, but if you are non-stop attacking then when they try to start teching you should be able to break the protoss, you don't want to let them get colossus or templars, and if you do then obviously you have to switch out of marines because they just arent viable vs zealot + 1 sentry for guardian shield + colossus. This build isn't meant for tvz, a good zerg will make only zergling baneling and then you are doomed.



Not exactly. It's the same principle in MarineKing's scv/marine presure vs Z.
OHSHITOHSHITOHSHITOHSHIT
Unwardil
Profile Joined March 2011
Canada188 Posts
March 18 2011 19:51 GMT
#192
On March 19 2011 03:47 misaTO wrote:
What's the difference between Reactors and Extra raxes. Perhaps with the money saved you can get a starport so you can MM.


Partially answered by someone else in that you want to constantly be producing marines and a racks building a reactor can't also be training a marine, but additionally, it gives you the option to add on a techlab at a later time to make marauders. Makes it far less all in, whereas building reactors means you're stuck making just marines out of that barracks.

Senorcuidado
Profile Joined May 2010
United States700 Posts
March 18 2011 19:56 GMT
#193
On March 19 2011 03:47 misaTO wrote:
What's the difference between Reactors and Extra raxes. Perhaps with the money saved you can get a starport so you can MM.


it's a lot of down time where you aren't making marines. There are probably timings where it would be beneficial to add reactors I would think that's later in the game and you would want to stagger them. The extra money won't be going to medivacs if you are using the mineral heavy build laid out in the op, you don't have much gas and it all goes into upgrades. That's the edge you get with this build, lots of minerals which translates to lots of marines. I would love to add medivacs in, as I mentioned at first in this thread, but all that teching and the gas required seriously eats into the marine count. Early on that matters a ton, although maybe you can get away with it later in the game with 3+ bases. At that point you have more economy, they're more spread out, and you need to split up their ball and abuse how slow their aoe units are.

On March 17 2011 15:37 eastdragon wrote:
Show nested quote +
On March 17 2011 07:25 GrooveOverdose wrote:
Works extremely well against Z and T, especially Zs typically try to drone up after defending once and after the attack u can just attack 20-30 secs later again with a shytton of marines.


Works extremely well against Z? I would think this would fail miserably to speedlings &/or banelings though, no?

Although I haven't tried this in 1v1, I know it's definitely a decent build to use in team games, as I've done something similar with a fair amount of success. It's great for both rushing & defending against rushes, as well as defending against most types of cheese strategies.


People have been using mass marine against Zerg for months. Antisocialmunky had a thread about marine/raven that got a lot of people trying the marines, and MKP really popularized the style in the GSL with his insane micro. It's really difficult but since zerg's aoe unit kills itself you can make very cost effective trades with good splitting. Zergs have adapted and it's harder now than it used to be, more of them have learned the dangerous timings and learned to stay on low tech and get faster upgrades, and rely more on speedlings. I still think it's fine against Zerg though, upgraded marines with medivacs are very good all game. For me I just ended up skipping ravens so often and winning without them, although I'll admit it's much more fun with them. It's funny, in that thread people would ask if mass marines could be viable against P and T as well, and everybody would say "no, their aoe is too good". I was guilty of it too, being close-minded does not good innovation make. I even thought that marine tank was kind of bad when I first started seeing it - "banelings kill marines and mutas kill tanks" - now I find it's actually decent in every matchup. So I've stopped using theory to write off strategies, it just makes me worse at Starcraft.

I agree with Drewbie that having no tech is hard against a mass upgraded ling/bling Zerg. I feel like you need medivacs there, which means a lot more gas, plus really fast upgrades. It's definitely different from this build but I don't think mass marines against Zerg is a dead strategy.
chonkyfire
Profile Joined December 2010
United States451 Posts
March 18 2011 20:10 GMT
#194
this isn't a new strat and will lose to any non retarded protoss 100% of the time
Just when I thought that I saw I ghost, I realized that it was the endo smoke
chonkyfire
Profile Joined December 2010
United States451 Posts
March 18 2011 20:14 GMT
#195
remember zealots/stalkers take 3 damage from marines with guardian shield, and if toss goes for +1 armor like a lot have been doing lately that damage goes to 2
Just when I thought that I saw I ghost, I realized that it was the endo smoke
misaTO
Profile Joined September 2010
Argentina204 Posts
Last Edited: 2011-03-18 20:47:57
March 18 2011 20:45 GMT
#196

People have been using mass marine against Zerg for months. Antisocialmunky had a thread about marine/raven that got a lot of people trying the marines, and MKP really popularized the style in the GSL with his insane micro. It's really difficult but since zerg's aoe unit kills itself you can make very cost effective trades with good splitting. Zergs have adapted and it's harder now than it used to be, more of them have learned the dangerous timings and learned to stay on low tech and get faster upgrades, and rely more on speedlings. I still think it's fine against Zerg though, upgraded marines with medivacs are very good all game. For me I just ended up skipping ravens so often and winning without them, although I'll admit it's much more fun with them. It's funny, in that thread people would ask if mass marines could be viable against P and T as well, and everybody would say "no, their aoe is too good". I was guilty of it too, being close-minded does not good innovation make. I even thought that marine tank was kind of bad when I first started seeing it - "banelings kill marines and mutas kill tanks" - now I find it's actually decent in every matchup. So I've stopped using theory to write off strategies, it just makes me worse at Starcraft.

I agree with Drewbie that having no tech is hard against a mass upgraded ling/bling Zerg. I feel like you need medivacs there, which means a lot more gas, plus really fast upgrades. It's definitely different from this build but I don't think mass marines against Zerg is a dead strategy.



SCVs as meatshields ftw. Although this is an earlygame sugestion, this type of marine agression leaves room to a transition into whatever you feel like. I mean, you will always have a gas surplus because you commit to marines only so you can build a single factory or starport and start pumping additional units. Let's put it this way : A thor = 6 marines. If you stop pumping marines for only 35 seconds, you can build 1 thor too. This is what I would do as a "transition". Mass Marine Army into a Mass Marine Army plus 1 or 2 thors.

You basically switch a Techlabbed Rax with the Brand new Starport OR Factory (you only build ONE) and you start building a Thor, a Raven or a Medivac as a "lategame" option.

OHSHITOHSHITOHSHITOHSHIT
policymaker
Profile Joined September 2010
Greece152 Posts
March 19 2011 03:07 GMT
#197
tried this for the first time against a better protoss m8, didnt win but barely, game was exciting and T had upper hand all game long, really nice.
Hardcore gamer/Hellenic Community Enthusiast
Tenspeed
Profile Joined February 2011
Sweden28 Posts
March 19 2011 14:55 GMT
#198
On March 19 2011 05:14 chonkyfire wrote:
remember zealots/stalkers take 3 damage from marines with guardian shield, and if toss goes for +1 armor like a lot have been doing lately that damage goes to 2


I believe it was mentioned in the guide that you need to snipe off the sentries early. It is not as easy as it seems to try and keep a decent sentry count while still having gas to get upgrades or higher tech against someone doing this.
"Beliefs are the foundation of actions. Those who believed without doubting, he would say, acted without thinking. And those who acted without thinking were enslaved" -R S. B
hizBALLIN
Profile Joined June 2010
United States163 Posts
Last Edited: 2011-03-19 17:45:46
March 19 2011 15:10 GMT
#199
ROOTPrincess (now* ROOTKitty) uses a similar style, though his unit comp varies (often including Blue Flame Hellions, and later, tank/thor). The constant expansion play is amazingly powerful for terran when couples with lots of aggression. It requires amazing multitask of your opponent to counter properly because it's more or less a "mechanics game."
That which is overdesigned, too highly specific, anticipates outcomes; the anticipation of outcome guarantees, if not failure, the absence of grace.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10372 Posts
Last Edited: 2011-03-19 15:31:09
March 19 2011 15:28 GMT
#200
After Patch 1.3 where it seems the Stim Pack will take 30 seconds longer, how do you think it will impact this build? Would you, for example, consider getting +1 attack instead of Stim?

It is a good strat, the trick is to constantly pressure your opponent with marines, it will be an even fight at first if they are constantly pumping gateway units, but if you are non-stop attacking then when they try to start teching you should be able to break the protoss, you don't want to let them get colossus or templars, and if you do then obviously you have to switch out of marines because they just arent viable vs zealot + 1 sentry for guardian shield + colossus. This build isn't meant for tvz, a good zerg will make only zergling baneling and then you are doomed.


In a recent Day9Daily, a match was shown with HopeTorture (IntoTheRainbow) vs some protoss. The Protoss eventually got HTs, but even then it wasn't enough. You said in your post you don't want them to get higher tech, which is obvious, but you only specify that you have to switch tech if they have Colossi and don't address whether or not you need to switch of they get Templar. If they get HTs, can't you and shouldn't you be able to keep pumping marines so hard it doesn't matter?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
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