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On March 24 2011 03:50 freetgy wrote:here the replay of laddergame holding mass marines ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-197632.jpg) My opponent (Terran) hadn't mastered the build yet so it might not be the best demonstration but i also was experimenting how to deal best with it. My macro slips alot during that game but i think you get the idea. PS: was around 3k dia back then.
Guy screwed up a lot. Shoulda walled off his front in the first place to keep you from scouting it and got his bunker down quicker.
If he'd had denied your 3rd he might have won, even though his biggest mistake was not killing your sentries early on.
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well i think it delayed long enough too get enough units out while still having economic advantage. btw. you seem to have posting issues (tripple post)
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Damn, I used to joke about the "Infinite Marine Attack" with my friends. I guess shit just got real now XD I'll need to try this once I get home, seems pretty solid. How much skill do you guys think this style needs? Do you think a silver/gold player could use it effectively?
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On March 24 2011 06:52 ReNhoSoft wrote: Damn, I used to joke about the "Infinite Marine Attack" with my friends. I guess shit just got real now XD I'll need to try this once I get home, seems pretty solid. How much skill do you guys think this style needs? Do you think a silver/gold player could use it effectively?
of course, just make sure you get stim and focus fire sentrys. and be aware that your are vulerable early on.
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On March 24 2011 07:08 freetgy wrote:Show nested quote +On March 24 2011 06:52 ReNhoSoft wrote: Damn, I used to joke about the "Infinite Marine Attack" with my friends. I guess shit just got real now XD I'll need to try this once I get home, seems pretty solid. How much skill do you guys think this style needs? Do you think a silver/gold player could use it effectively? of course, just make sure you get stim and focus fire sentrys. and be aware that your are vulerable early on.
this.
another thing I noticed is once I have my second fully saturated I can't miss ANY marine production at all or my minerals shoot up to 3 to 4 hundred..
I'd say the most important thing to remember in this build is ALWAYS produce marines, even when engaging.
don't get supply blocked either or its pretty much GG. other than that, it's an awesome build that i'll be practicing more often.
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I love listening to mass marine strategies where the Terran player goes straight for stim marines, then more marines, then moar marines, then MOAR marines, and then, finally, more marines. Of course, the other races must come up with convoluted and complex strategies and timings to hold back such a potent force of pure marine, and yet we all know that the marine is not an over-powered unit (I'm serious).
It almost makes you wonder what kind of strategies and counter-strategies would develop around a unit that was over-powered.
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On March 24 2011 09:18 Obsolescence wrote:I love listening to mass marine strategies where the Terran player goes straight for stim marines, then more marines, then moar marines, then MOAR marines, and then, finally, more marines. Of course, the other races must come up with convoluted and complex strategies and timings to hold back such a potent force of pure marine, and yet we all know that the marine is not an over-powered unit (I'm serious). It almost makes you wonder what kind of strategies and counter-strategies would develop around a unit that was over-powered. 
To actually make this strategy work, you need a very clean and precise execution, and also have incredible micro. I would say that masters can execute this enough for it to be optimal.
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I tried this build against the AI on very hard, Xel'Naga Caverns, and I just cannot beat it... Has anyone else tried beating the AI with this build?
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Does anyone have any new twists to the build now that stim takes longer to produce? It seems to me if the Toss is not expanding it is now almost mandatory to pop down a second bunker. Generally I will scout ahead around when my stim is starting and if I don't see an expansion coming then I immediately place a second bunker now. 4gate seems to hit with Stim only about 1/2 finished now it seems. I managed to hold off a Stalker focused 4gate earlier today but I think that is because I simply outplayed my opponent. A second bunker would have made my life a ton easier.
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hrmmm. Been stomped past two games I tried this. I just couldn't keep collosi count down. Perhaps my stim came too late. But this patch is fucking killer to this build in my opinion.
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Yeah Lush I think you might be right.. I've only lost with this build about 10 times and 6 or 7 of those were today and yesterday -.-
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Yea. I've actually been getting destroyed with this build. On the rare occasion I can pull out a win. It's fun, yes, but not as effective as I would hope.
Are there any alterations to this build anyone has come up with? I love the mobility and firepower of the marine.
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Seriously how does P hold this off in the first 7-8 minutes? If anyone can throw me a bone I'm all ears. I am by no means a masters player or close to it and I'm completely baffled.
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-197930.jpg)
or this one
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I think what people need to consider for this build, now that stim is 30 second longer : get double engy bay and 2 refinery earlier on, and get 3 bunker to defend any 1 base aggressive play. When you got your stim, push out. The double engy let you spend the 2 refinery gas, when you are 3/3, use the gas for medivacs or viking or ghost. (depending on what he goes for) keep constant aggression.
(after the first 10 rax, get double engy, add on 1 more refinery and get factory + armory)
What people doesn't understand often is that 3/3 ups is ULTRA powerfull. Stim makes your marines 33% more efficient. so a 3/3 rines is like a 4 dmg upgrade. plus, you give him more survivability. The 33% more dps + the bonus makes your 20-30 marine much more effective.
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I tried this a couple times, but I kept on missing the timmings and my first push is slaughtered before it can do any damage, and the next wave comes so late that it's almost insta gg.
In all honesty, this build isn't noob friendly at all. You need to execute almost perfectly if you want to be on time to do damage, and that's not something you can do below platinum level, specially now that stim takes longer to research. Could I suggest to update OP to clarify that really solid macro is a must to use this style? And also, the BO should be tweaked a bit, because you need stim to do damage, and waiting those extra 30secs really hurts you.
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Nice build man, I have been trying this, but what about the longer stim now, and esp. a early stalker? Only marines without a bunker means stalker can kill everything you have.
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The funny thing about this build is that it LOOKs super newb but in reality it is the complete opposite and completely non-newb friendly. If you miss your timings, or mess up your macro at all, you will get stomped. You also have to transfer into mauraders as soon as collosus production begins because there is just no way to efficiently snipe them if the protoss is good at micro. I have trouble making this build work sometimes at 3200 masters simply because I still sometimes forget to make a supply depot and if you dont have a supply drop ready then BAM you lose. I definitely think the stim nerf is going to hurt the build a bit.
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Stim nerf means that they can get colossus earlier, you combat that by getting an earlier starport.
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On March 25 2011 05:27 Cuchulainn wrote: I tried this build against the AI on very hard, Xel'Naga Caverns, and I just cannot beat it... Has anyone else tried beating the AI with this build?
It's actually a good way to learn this build imo. You should be able to hold the AI attacks with some practice.
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