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[G] StimmedProbe’s Million Man Marine TvP Style - Page 18

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 16 17 18 19 20 Next All
ZUR1CH
Profile Joined February 2011
United States108 Posts
April 19 2011 07:36 GMT
#341
As Protoss, a heavy chargelot-collossus build should theoretically crush this type of unit composition. Even if the Terran transitions to hellion/thor, protoss can just respond with chargelot-stalker-immortal. Forcefields early to separate the army. I can see this being an effective build if it's not anticipated, but I wouldn't be too worried about it on the ladder if I saw it coming.
RoseTempest
Profile Joined May 2010
Canada196 Posts
April 19 2011 07:45 GMT
#342
On April 19 2011 16:36 ZUR1CH wrote:
As Protoss, a heavy chargelot-collossus build should theoretically crush this type of unit composition. Even if the Terran transitions to hellion/thor, protoss can just respond with chargelot-stalker-immortal. Forcefields early to separate the army. I can see this being an effective build if it's not anticipated, but I wouldn't be too worried about it on the ladder if I saw it coming.


Tell me specifically how you're supposed to get to chargelot colossus? Have you actually played against this before?

Please, more theorycraft.
Loonaii
Profile Joined January 2011
Canada12 Posts
April 19 2011 21:05 GMT
#343
I hate how all the ppl saying how to beat this never played against it lol. all theorycrafting on this post its so hard to beat u need to be a top player with amazing micro or something or hop the terran fucks up. i went against a terran that did this and then got a starport for 2 vikings and a medivac to do drops. very hard to beat when u go against it
Thats Whats Up
cfestival
Profile Joined April 2011
United States32 Posts
April 29 2011 23:17 GMT
#344
http://www.sc2replayed.com/replays/170593-2v2-terran-protoss-zerg-scorched-haven

This is a 2v2 replay....well, a 2v1 (me being the 1), using this lean, mean, marine strategy vs a Protoss and Zerg.

Diamond level (though I got promoted to Masters after this game).
Scorched Haven.
23 mins.

TZ v PZ, but my ally died due to a rush....and I almost died too, cause I didn't finish my wall =/

Due to the fast 2nd Orbital, I actually still was ahead econ-wise, and was able to pull it off.

<3 Playing this strategy.
jay236
Profile Joined August 2010
29 Posts
May 02 2011 21:11 GMT
#345
Heres another one vs DTs

Scouted 2 fast gases...so I had a feeling DTs were coming, looked for the dark shrine that's proxied. Saved like 6 scans to fight off DT's at his base lol

[image loading]
Minigun
Profile Blog Joined August 2010
619 Posts
May 02 2011 23:02 GMT
#346
We can play a few games if you want, I think this would be easy to abuse on the protoss end such as...

-containing
-going super fast colossi
-kiting you all the way to their base

rootminigun 927

“Quiet people have the loudest minds.” ― Stephen Hawking
Tohrazer
Profile Joined January 2011
United Kingdom75 Posts
May 03 2011 00:04 GMT
#347
minigun has thrown down the gauntlet! will the challenge be accepted?!
Afterstar
Profile Joined November 2010
67 Posts
Last Edited: 2011-05-03 02:18:33
May 03 2011 02:18 GMT
#348
Imo this is a very fragile build, as soon as a Protoss has 2-3 collosus and pushes it's over.
You can win if your enemy is caught off guard,if he scouts it though,he can just turtle up until 2-3collosus are out and push.
I prefer going mass marines with either a lot vikings to 1shot collosus before engaging with marines or banshees.+1Raven if there are a lot of stalkers or DTs.

Lets get a grandmaster Terran to try it vs Minigun,so micro/macro is more or less on the same level.
Looking forward to the results.
Don't cry because it's over,smile because it happened.
perser84
Profile Joined October 2010
Germany399 Posts
May 11 2011 01:32 GMT
#349
the advantage of the built is overtime you have more worker mining minerals then the toss
because he need to harvest gas

that means a 2 base terran vs 2 base toss
toss is 12 worker behind when it comes to harvest minerals

because they need gas
Tallbus
Profile Joined April 2011
39 Posts
May 11 2011 01:35 GMT
#350
Oh good! Terran exploiting the best unit in the game, I waited until you guys realized that all you need is marines. Cheap as hell, unbelievable damage fast + stim, only T1 unit that can attack air (Stalkers are 1.5)...
paradisefar
Profile Joined December 2010
Canada20 Posts
May 19 2011 19:46 GMT
#351
Guardian shields reduce marine damage from 6 to 4, or 5 to 3 for stalkers, a stalker army with several sentries should be fine with guardian shields.
Tenks
Profile Joined April 2010
United States3104 Posts
May 19 2011 19:54 GMT
#352
Many of the responses in this thread lead me to think very few read the OP and even fewer have used the build.


The build acknowledges that Sentries kick marine ass and if there is more than 1 Colossus you're going to have problems. It is not like you mass a bunch of marines for 12 minutes then attack, die and GG out. You flood in some marines after stim finishes to either kill the sentries or deplete their energy. Moments later you come with another flood of units; this time killing actual attacking units. After that wave you come again and hopefully overwhelm them at this point.

With that said I've abandoned the build after the stim nerf a few patches back. The timing seems either absent or razor thin at the moment.
Wat
crocodile
Profile Joined February 2011
United States615 Posts
May 19 2011 19:58 GMT
#353
On May 20 2011 04:54 Tenks wrote:
Many of the responses in this thread lead me to think very few read the OP and even fewer have used the build.


The build acknowledges that Sentries kick marine ass and if there is more than 1 Colossus you're going to have problems. It is not like you mass a bunch of marines for 12 minutes then attack, die and GG out. You flood in some marines after stim finishes to either kill the sentries or deplete their energy. Moments later you come with another flood of units; this time killing actual attacking units. After that wave you come again and hopefully overwhelm them at this point.

With that said I've abandoned the build after the stim nerf a few patches back. The timing seems either absent or razor thin at the moment.

I don't play Terran or Protoss (I offrace sometimes for the lulz), but don't you think the Warp Gate nerf makes this build viable again?
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
Tenks
Profile Joined April 2010
United States3104 Posts
May 19 2011 20:24 GMT
#354
On May 20 2011 04:58 crocodile wrote:
Show nested quote +
On May 20 2011 04:54 Tenks wrote:
Many of the responses in this thread lead me to think very few read the OP and even fewer have used the build.


The build acknowledges that Sentries kick marine ass and if there is more than 1 Colossus you're going to have problems. It is not like you mass a bunch of marines for 12 minutes then attack, die and GG out. You flood in some marines after stim finishes to either kill the sentries or deplete their energy. Moments later you come with another flood of units; this time killing actual attacking units. After that wave you come again and hopefully overwhelm them at this point.

With that said I've abandoned the build after the stim nerf a few patches back. The timing seems either absent or razor thin at the moment.

I don't play Terran or Protoss (I offrace sometimes for the lulz), but don't you think the Warp Gate nerf makes this build viable again?



Good point. Possibly. I won't go back to this build because I felt like I was getting cheap wins in TvP and once the stim nerf occured and this build was not working for me anymore my TvP was abysmal. This is a good build to mix in for a bo3/bo5 but I won't be using it as my primary TvP.
Wat
dakka
Profile Joined April 2008
8 Posts
Last Edited: 2011-05-19 20:54:31
May 19 2011 20:34 GMT
#355
Played against this build prepatch in high diamond league and this is what happened.

- Scouted with early zealot, spotted 1 rax fe w/ only 2 rines and harassed with 1 lot 2 stalker.
- Forced multiple SCV pull to repair the wall/make bunker, while I went to standard 3 gate with 5 sentries.
- Contained him until medivac timing because he hid most of his rines.
- Scouted him shortly after with obs as my army leaves, and immediately canceled robo, and got double forge + twilight for blink
- Was attacked before blink finishes but fully charged sentries + lots held off first wave no problems
- 7 gate nonstop blink stalker matched his waves very economically while using excess gas for DT and denied his 3rd(he could not spare extra marines to hold it)
- I expanded and finished game with archon-charge lot-blink stalker with 2-3 upgrades.

I saw the day9 episide prior to this match and had an inkling it was coming since map was xelnaga caverns and T loves to be aggressive on it, but this build is weak to:

> early ramp pressure
> blink stalker transition (not rush)

--> Robo transition is a bad idea since this build is meant to trade protoss gas units with high efficiency while abusing any and all timings where P is weak (ie waiting for collo to build in numbers) and relies heavily on sentry energy which is going to be very low.

OP's response to blink stalker was highly unsatisfying:

"Not 100% sure about the gas constraints that a build like that would pose for the Protoss. However if it is possible to get double forge + blink + 6 gate mass stalkers I still believe that it wouldn’t pose much problems. Stalkers only gain +1 dmg from each attack, and in terms of armor the +1 attack from the marines should negate that. In addition marines can instantly kill a stalker if they focus fire it, meaning blink micro is impossible."

Blink stalker is not used to go toe to toe with full health marines. The idea is to bait stims the entire way back to your base then pick them off behind your cannons/extra zealots. If P sees stim, then mass blink back army and re engage. If T does not stim immediately, then blink back first row then mass blink back...nothing T can do about that.
OSM.OneManArmy
Profile Joined April 2011
United States509 Posts
June 21 2011 19:47 GMT
#356
Hey man, ive been using this build to a degree of sucess. However, im a bit nervous when a protoss goes for a fast +1 armor upgrade. Do you still attack forward even if they got a fast +1 armor?
Admin of High School Starleague // hsstarleague.com // https://www.facebook.com/HSStarleague // UCI Dota2 President https://www.facebook.com/groups/ucidota/
Clairval
Profile Joined August 2011
France37 Posts
Last Edited: 2011-08-16 09:23:53
August 16 2011 09:16 GMT
#357
On May 11 2011 10:32 perser84 wrote:
the advantage of the built is overtime you have more worker mining minerals then the toss
because he need to harvest gas

that means a 2 base terran vs 2 base toss
toss is 12 worker behind when it comes to harvest minerals

because they need gas


I can't believe what I just read. So choosing to take gas in order to tech and form advanced units actually sets you behind, 'cause gas is some crap against unvaluable minerals ? Please, please comme to crush me with your marines/zealots/zerglings. Adding gas-intensive siege tanks to my forces will totally take me to a bad position.

What's more, I don't mean to be disrespectful at all, but if you (and every other person) could please think before posting, that would certainly improve everyone's experience. Because you see, on two bases and around the same number of workers, the guy who's not mining gas is actually the one behind, not only because of tech or army composition, but because he's depleting one of his ressources faster.

Thankfully, the objective of this build is NOT to be on the same number of bases, but to expand very agressively.
Crytch
Profile Joined March 2011
Germany135 Posts
August 16 2011 11:33 GMT
#358
On May 11 2011 10:35 Tallbus wrote:
Oh good! Terran exploiting the best unit in the game, I waited until you guys realized that all you need is marines. Cheap as hell, unbelievable damage fast + stim, only T1 unit that can attack air (Stalkers are 1.5)...


Oh good! All i see in your post is mimimi, QQ, i died to mass marine but wasnt my fault.

Btw. why all cry about marines T1 AA? Stalkers are 1.5, yes. T1.5 is so behind in time then T1?
Lolol
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
fishyjoes
Profile Blog Joined October 2007
Germany644 Posts
August 24 2011 20:51 GMT
#359
Just got back into starcraft and had huge problems the last two days.
Thanks to your build im now winning games again.
infinite fun: http://dagobah.biz/flash/loituma.swf
crocodile
Profile Joined February 2011
United States615 Posts
September 13 2011 17:35 GMT
#360
I just started playing T more often, now in Diamond league. I have been trying this build on ladder, and the OP was absolutely correct: DTs wreck this build if you don't scout them. You need to scout effectively, and more importantly, TRANSITION effectively.

Would love to see Stimmed Probe perform this against Minigun!

Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
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