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[G] StimmedProbe’s Million Man Marine TvP Style - Page 16

Forum Index > StarCraft 2 Strategy
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Gnartron
Profile Joined April 2011
United States1 Post
April 01 2011 20:04 GMT
#301
this strategy is amazingly fun and effective. Im in gold league and i gave it 2-3 practice goes against people in the same league. Complete annihilation, often a one push victory. I decided to really put it to the test so i challenged a diamond player. He didnt stand a chance. thanks for the great work =D
jay236
Profile Joined August 2010
29 Posts
April 01 2011 22:03 GMT
#302
The 4WG seems to be really weak against a Terran that can bunker micro. You just have to empty bunkers before it blows up so the zealots don't get the surround. You need all the marines you can get.
DarzKane
Profile Joined March 2011
United States6 Posts
April 01 2011 23:19 GMT
#303
Seems like a zealot sentry push would be effective against, epecially since it come quickly and zealots eat marines before they get to the medium numbers. GS would also let them tank more damage and with a quick +1 armor your marines are going to be really ineffective. Just thinking how a protoss could try to be MORE aggressive and buy time to get a robo+collosus or a third with mass zeal. Just a thought anyway.
Read some books!
RelentlessHeroes
Profile Joined May 2010
United States46 Posts
April 01 2011 23:32 GMT
#304
So, what happens when they have a zealot composition in their army? Tried this against a high dia/low masters Toss who went that, and had a pretty quick collosus. I didnt stand a chance.
:)
Onowha
Profile Joined April 2011
United States2 Posts
April 02 2011 23:23 GMT
#305
What if the Protoss techs up to chargelots?
sraelgaiznaer
Profile Joined October 2010
Philippines423 Posts
April 03 2011 00:29 GMT
#306
I encountered a random player who plays just like this. Though he coupled his mass marines with around 20~ vikings and multiple medivacs. It was SO HARD because he one shots my colossi ball and even with my chargelots he manages to pick all them because of the medivac. My miss was I lacked upgrades and wasn't able to switch to templars but all in all I can say that this strategy really is good since you can immediately macro up marines even if you lose them easily. Protoss needs to react as soon as possible to templar tech and warp them in ASAP to charge their mana so that storms can deal with the marines.
TarotFlame
Profile Joined July 2010
Canada5 Posts
April 05 2011 04:02 GMT
#307
I ran into this strategy the other day, granted I'm pretty low ranked so it wasn't executed the best. But damn this is stupid strong. My opponent had 4 marines moving up my ramp by the time I had my first zealot and stalker (12 gate + chrono on stalker) and had me on the ropes for a while. I lost about 5 stalkers trying while trying to kite those marines and had to switch up to a 4gate to just get him out of the base. Only reason I was able to win the match in all honesty is because my opponent made some huge mistakes. (Built a rax on his expo and didn't expand for a while, and in the end bunkered up and let me build up a force).

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
Profile Blog Joined December 2009
4099 Posts
Last Edited: 2011-04-05 04:16:30
April 05 2011 04:15 GMT
#308
Oh man, reading the OP has made me want to switch from P to T...looks really, really fun LOL

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 :'(
Failure is not falling down over and over again. Failure is refusing to get back up.
Ceremony
Profile Joined November 2010
7 Posts
April 05 2011 09:32 GMT
#309
Just got done trying it out for the first time with success! It was scary holding off his first attack but after that I was in complete control, which is something I never feel when playing against Protoss. He ended up teching to DTs by the time I had my 3rd up, but I had enough scans by then to shut that down quickly. Poor guy was so mad he raged on me telling me how much I suck lol.
dmillz
Profile Joined November 2010
Canada270 Posts
April 06 2011 22:52 GMT
#310
I have been using thing in all my TvP games and so far I really love it. Not only is the relentless aggression extremely fun and keep me on the edge of my seat but its very effective, and I feel in complete control because I have total map control. The only thing I seem to really need to worry about is the tech to colossi/HT and with good scans I can see it coming and produce ghost/viking easily in time. Also it seems to be a very safe opening because even when they 4 warp gate rush me, with 2 bunkers I can hold it off with scvs repairing!
Probe1
Profile Blog Joined August 2010
United States17920 Posts
April 07 2011 06:14 GMT
#311
I was pitted against this yesterday as Protoss. It faired very poorly because I micro'd my colossus early on. I went double robo when I saw he was making absolutely nothing but marines (I was familiar with the original post and some of the thread).

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.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Requisition
Profile Joined April 2010
United States97 Posts
April 12 2011 04:59 GMT
#312
Stimmedprobe, congrats on making it to grandmasters! Looks like the build is working.

http://sea.battle.net/sc2/en/profile/191123/1/YoonYJ/ladder/grandmaster
jay236
Profile Joined August 2010
29 Posts
April 17 2011 03:13 GMT
#313
[image loading]

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
Profile Joined January 2011
Australia91 Posts
April 17 2011 03:31 GMT
#314
On April 17 2011 12:13 jay236 wrote:
[image loading]

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
Profile Joined August 2010
29 Posts
April 17 2011 04:13 GMT
#315
On April 17 2011 12:31 Tonem wrote:
Show nested quote +
On April 17 2011 12:13 jay236 wrote:
[image loading]

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.


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
Profile Blog Joined September 2009
United States54 Posts
April 17 2011 06:22 GMT
#316
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?
Come join me in the spiral
gazine
Profile Joined March 2011
Sweden3 Posts
April 17 2011 11:53 GMT
#317
Sovjet special tactics!
Dommk
Profile Joined May 2010
Australia4865 Posts
April 17 2011 12:14 GMT
#318
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
Profile Joined March 2011
Sweden3 Posts
April 17 2011 12:15 GMT
#319
Sovjet special tactics!
jay236
Profile Joined August 2010
29 Posts
April 17 2011 19:33 GMT
#320
[image loading]

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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