[G] StimmedProbe’s Million Man Marine TvP Style - Page 16
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Gnartron
United States1 Post
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jay236
29 Posts
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DarzKane
United States6 Posts
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RelentlessHeroes
United States46 Posts
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Onowha
United States2 Posts
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sraelgaiznaer
Philippines423 Posts
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TarotFlame
Canada5 Posts
All I can really say is that I don't think there is any real way for toss to deal with someone with extremely good mechanics and exceptional micro. Grabbing the natural expansion alone is hell, but then comes the high water when you need a third because the main is running dry. I can only theorycraft at this point, but this is what I got. Perhaps toss should delay teching in favor of some extra sentires (especially if the strategy is to snipe them at every possible turn) and throw down a couple cannons to help secure the natural expansion. Chronoboost out armor upgrades asap and rely heavily on sentries to keep zealots alive as long as possible. As the strategy is built around the terran mass expanding, by the point toss should have secured the natural terran's third should be going up. So I'd say a delayed tech switch to DTs might help a lot to keep the terran's expansions in check. If the toss kept his sentries alive, and if they have the energy, research Hallucination and fake some colossi. They'll tank damage while the zealots tear through the marines. DTs continue to keep map control by patrolling future expos and could be used to catch marines being rallied into battle (hopefully keeping up on upgrades they'll be able to one shot marines). Or if the main army is in need, morphing in some Archons to tank some additional damage and with some luck, deal some good splash to the marines. Again, this is all theorycrafting. I have neither the skill nor the game sense to know if this is possible in the slightest. | ||
Z3kk
4099 Posts
I just like having the idea of a "million marines" as the post suggests :3 would be awesome after getting shields, etc....also makes me fear this as a protoss :'( | ||
Ceremony
7 Posts
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dmillz
Canada270 Posts
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Probe1
United States17920 Posts
Double robo ended up owning this strategy very badly. I ended up winning with a handful of chargelots (less than 16) and 6 collosii. Its a pretty sight to see 136 marines melt to 2/1 colossus. | ||
Requisition
United States97 Posts
http://sea.battle.net/sc2/en/profile/191123/1/YoonYJ/ladder/grandmaster | ||
jay236
29 Posts
![]() Against another Protoss rager. But seriously, Toss players playing against this and losing shouldn't rage...stim has been heavily nerfed lol. Held off his 4 warp gate, and countered. He got greedy and thought the attack was over so he expoed and teched. Toss players shouldn't try this 4 warp gate bullshit and expect to win. I think he fell for my gas (which i cancelled). Most players don't notice that I pull the scv off building the Refinery | ||
Tonem
Australia91 Posts
On April 17 2011 12:13 jay236 wrote: ![]() Against another Protoss rager. But seriously, Toss players playing against this and losing shouldn't rage...stim has been heavily nerfed lol. Held off his 4 warp gate, and countered. He got greedy and thought the attack was over so he expoed and teched. Toss players shouldn't try this 4 warp gate bullshit and expect to win. I think he fell for my gas (which i cancelled). Most players don't notice that I pull the scv off building the Refinery Canceling gas is a good point, didn't think of it. I don't have a chance to try it at the moment but with my 5 or so runs of the build it seems like you can definitely fit in the refinery at a standard timing, cancel, and not delay the expansion by much (maybe a few seconds). I'll definitely watch the replay later. | ||
jay236
29 Posts
On April 17 2011 12:31 Tonem wrote: Canceling gas is a good point, didn't think of it. I don't have a chance to try it at the moment but with my 5 or so runs of the build it seems like you can definitely fit in the refinery at a standard timing, cancel, and not delay the expansion by much (maybe a few seconds). I'll definitely watch the replay later. It actually doesn't hinder this build very much at all. Just have to remember to pull the scv off right before it finishes. I usually cancel as soon as the probe leaves. Make sure it doesn't circle around to check again, I've been caught with my pants down like that before. 2 marines can take any scouting probes. But ya I think what prompted him to do 4 warp gate was the fact that it looked like a standard build, but turning it into a timing attack worked very well. | ||
crumunch
United States54 Posts
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gazine
Sweden3 Posts
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Dommk
Australia4865 Posts
On April 17 2011 15:22 dig wrote: Hey, I have a question for the OP. How would you play this build vs a Blink Stalker opening? The only trouble I've had with this build is going against a Protoss player who opens up making only stalkers for kiting marines without stim, harassing my natural and ramp before I can get bunkers up. When blink comes up, the Protoss constantly picks at my marines and uses blink micro to either bait stims or to just outmaneuver me. Do you have any replays of yourself going against this build? Bunker up and make a single rax pump out Marauders. Get Concussive shell too. Similar to MC vs MKP, a single Marauder with Concussive shell leading the charge makes it impossible for Stalkers to kite Marines, if they try then you are almost guaranteed to get Stalker kills | ||
gazine
Sweden3 Posts
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jay236
29 Posts
![]() My timing on this one was a little off, for some reason my bunker micro was whack, lost a few unnecessary SCVs and marines. Shows what you can do offensively vs DTs, just save scans, but dont use it when only one DT is attacking your marine army. If you use one scan per DT you will run out, and your push will be held. | ||
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