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On March 25 2011 13:28 Ransomvik wrote: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 ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-197931.jpg)
Those two games are very different builds by terran. The build in this thread is a 1 barracks fast expand getting stim, and the two things you faced were not expand, and didn't get stim. You could use a sentry or two
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Great read. I do mass marine all the time in 4's but I mass OC's too (which surely isn't viable in 1v1 like it is in 8 player games).
Glad to see some ingenuity here. If it becomes standard it will be easily countered, but I just can't see that happening. There would be some kind of terran nerf (or protoss buff) before protoss players develop a reliable counter to this kind of play.
I'd like to see you include your own views/discussion on marine control.
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Used to work great but now that the stim comes much later, the timing gets all messed up so yeah..
anyone else? colossus gets out before stim goes down and if the protoss is good with his macro it's hard
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if i see this I've decided I'm just going to 4 warp gate + warp prism and draw units into his main with 8 gateway units warped into his main and a delayed attack (by a few seconds) at the front of his base with the rest of my army when he empties his bunkers and runs up his ramp with the marines, and then just sandwich the marines inbetween the two forces. only thing i can think of after seeing this for the first time today (a friend dominated me a few times)
Kind of annoying that you can tech to marines and be prepared for the mid-late game, but i guess if you're going to go all in in the early game to set up for the late game I can just all in in the early game at least until i get better and can handle it ^>^
edit: or use an observer + a pylon on low ground, that would be decent as well
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Do you ever need to tech your marines beyond 1/1 ? If you do what is the appropriate timing ?
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Is there an updated build order?
If you get colossus fast enough all the marines become invalid with the new patch.
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StimmedProbe, please make an updated build order!
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Tried this strategy now several times on Xelnaga Caverns and Shattered Temple, and i won all games(3.500 Masterleague). Really close game was against an one base Colossi player. Fast expand, Voirdray, 6-8 Gate openings are no problem for this style...
Love it ♥
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hey crytch,could you post your replays?
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This was my last game against an 3.5 Toss.
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-199069.jpg)
If you need more i will upload more replays later.
/Edit: This Toss played an 2 Gate Fe into Robotic build..
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hey crytch, thanks for the replay bro. I'll be happy to look at post-patch marine heavy builds. will look at it right after class
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I tried this strat over the weekend and it worked 50% of the time. I partially think the 1.3 patch hurt this strat a bit but you can still execute it and get a decent result. It all depends on the protoss build. I find that if the Protoss FE straight after 1 gate and 1 cybercore with 1 zealot + 1 stalker and sentry building as he puts up the FE then he is in good shape for a long time. He can slowly tech to colossus and take control of the cliff on most maps and I find that the hard to keep pressuring if the colossus just sits on the cliff. Protoss can just macro up and take control of the choke point leaving him with a wider surface area to attack and marine gets all clutter up on the ramp I would move and attack but usually they warp zealot right next to my marine. In conclusion it works about 50% of the time.
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Here is another one against one of my clanmates.
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On March 26 2011 15:55 Teivospy wrote:
edit: or use an observer + a pylon on low ground, that would be decent as well
For the record, you don't even need an observer. Just throw a pylon near his ramp, charge up said ramp when your warpgates are ready to go, and then warp 4 units right next to his ramp. I like zealots because they've got so much health and it's usually my third 4-gate warp cycle where I do this, which means I'm running low on gas for Stalkers (assuming a classic 4-gate, of course.)
This wins me PvPs all the time, including when they wall. Don't see why it wouldn't work in PvT, unless you have the misfortune to have no "warpable" ground on the high-ground at all because of his building placement.
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![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-199195.jpg)
Tried this against a 3400+ masters on Xel Naga Caverns.
I probably could've executed the build more smoothly, but he raged anyways which made me happy :D.
He eventually got Templar tech which prompted me to get Medivacs/Ghost tech. If he went Colossi I would've gotten two Reactored Starport and pew pewed it.
Patch definitely hurts the stim timing... but interesting build to counter the metagame nonetheless.
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i'd say the build is stronger now you just gotta turtle a bit more in the start.
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In alot of these replays, the game hangs on a razor's edge. Just a few less reinforcements and tempo is lost and with it very well the game. So the stim timing change seems to me to be really bad for this build. Also, perfect execution seems key, unless the protoss opponent makes mistakes, so this may not be a realistic build for the gold/platinum people.
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![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-199734.jpg)
This build's hilarious lol. This game has a lot less tempo since we basically base traded...I made a few mistakes in the base trade but ended up winning.
He attempted to cheese me fast voids, but I ended up being able to defend the push. I think if I clashed head on with my bunker I would've won anyways too.
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this build is so annoying, thank you
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I've been using this build a TON in TvP, since the patch I've moved my refinery from after 4 rax to after 3 rax are down, and the timing is still pretty similar (I guess you lose a marine or two in the initial push, but not a big deal IMO).
A fast collossus build or a protoss that throws up a cannon or two (or both) can be difficult to deal with, or some maps where you can block off your natural without many forcefields (I've given up trying this on Shakuras, for example).
This is also an incredible build vs ANY 1 base play. Simply send an SCV around 5 minutes to scout his expo, if you see it's not there throw down a few more bunkers and you'll be golden.
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-199748.jpg)
Replay vs a toss for my placement match (was 3400 Masters before reset). I forgot stim and didn't build enough bunkers even though I scouted his all-in. I lost my expo but once stim kicked in I came back and won the game.
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