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[G] StimmedProbe’s Million Man Marine TvP Style - Page 19

Forum Index > StarCraft 2 Strategy
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ContactKilla
Profile Joined December 2010
United States194 Posts
September 13 2011 18:33 GMT
#361
I use this build A LOT if I see gateway units. Its easy to stay ahead in expansions because marines are so cheap and just getting a few ghosts n meds make this army super scary.
Clairval
Profile Joined August 2011
France37 Posts
Last Edited: 2011-12-08 01:57:40
December 08 2011 01:54 GMT
#362
At least DTs can be easily stalled by bunker-walling the natural's ramp on maps that allow it (Shakuras, Antiga...). My current problem is that it seems like any diamond+ player who scouts early bunkers on b2 just manages to drop sentries in my main 15s before the stim timing push.
willyallthewei
Profile Blog Joined October 2010
United States265 Posts
Last Edited: 2011-12-08 04:45:18
December 08 2011 04:43 GMT
#363
This entire build revolves around killing/maiming the protoss before colossus pops? What if I just prop up a bunch of cannons at my natural to live for the extra minute to get thermal lance and 2 colossus? Terran just dies?

And didn't Puma do this exact strategy 6 months ago but with ghosts added in? And that was vs. MC who went phoenix every game and still took 7 games to kill him...
"never give up, never surrender"
TG Manny
Profile Blog Joined September 2011
United States325 Posts
December 08 2011 05:04 GMT
#364
Build may be old but will be trying this soon... Need to learn to micro my replays haha.
Singularity is at hand...
Cyro
Profile Blog Joined June 2011
United Kingdom20299 Posts
December 08 2011 05:38 GMT
#365
I cant see this working against a protoss who either scouts it or blindly plays either really sentry heavy til 1-2 colossi pop, or throws up defensive cannons upon getting vision of that many marines.


I think its pretty worthless when people actuly know how to play, sadly that might not happen until mid masters or so NA/EU. It seems like such a stupid opening that just kinda dies if he plays standard but slightly more conservatively
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Frozenhelfire
Profile Joined May 2010
United States420 Posts
Last Edited: 2011-12-08 05:47:53
December 08 2011 05:45 GMT
#366
To give some context to this build for all the new posters... This build was posted and used before stim got its research time significantly increased in the patch. This build was a lot more deadly because it would hit a lot earlier. I used to win games against players better than myself with this build consistently. At the time my main race was diamond Zerg, I used this build against my masters Protoss friend and won almost every game. He didn't need to scout because he knew it was the only build I learned for TvP. He did exactly what you are saying Cyro, sentries->colossus, but it didn't work. The whole point of the build was using your first few groups of marines as sacrifices to target down sentries. By the time he had a colossus out (no thermal lance) you were already winning and making your marauder transition. From my experiences with the build I usually could kill his first colossus with just my marines.

Even if the build didn't kill them it left the Terran at an advantage in most cases. Two bases for each player, but the Protoss army now lacked all of its sentries after the colossus transition. Replacing them would hurt colossus numbers. The Terran would have an upgrade advantage and the ability to start a third well before the Protoss in most cases.
polar bears are fluffy
ButtCraft
Profile Joined March 2011
United States114 Posts
December 08 2011 10:19 GMT
#367
I find this pure marine play style works much better in the TvZ and TvT matchups.

A slightly better style than this, but similiar TvP is... mass unsupported marines + marauders. I do like 14 cc into 5 barracks, 3 with tech lab, 2 with reactor. It gives you some insane production and a huge bulky army, but it's kind of all in because you delay tech for so long (upgrades, medivacs).

The trick is to hit the protoss as soon as all 5 of your barracks kick into full production. Send wave after wave of units and try to focus the sentries with your dying units (the initial army you had up to the moment you got full production). It's a lot like the pure marine TvZ playstyle, except just with... marauders lol.

-1000 master
Sometimes you just gotta say fuck it, and swing for the fuckin fences
Moosy
Profile Joined October 2010
Canada396 Posts
December 08 2011 10:43 GMT
#368
with time players learn the importance of unit composition and what you can pull of at different phases of the game. for example STARTING OFF low tier.
forevernerdy
Profile Joined October 2011
England31 Posts
December 08 2011 14:41 GMT
#369
wouldn't a more defensive gateway style with lots of zealots defend this pretty easily?
Peanut Butter Jelly Time
Clairval
Profile Joined August 2011
France37 Posts
Last Edited: 2011-12-09 00:02:32
December 09 2011 00:02 GMT
#370
IMHO stimmed marines are still able to counter zealots. But even if they weren't, the build is scouted too late to undo the early stalkers in favor of zealots (banshees being a strong option until the observer scouts no factory). Or at last was, pre-1.3.
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
December 09 2011 03:34 GMT
#371
Wow epic 3 month bump hahah.. anyways I think I am going to start playing around with this style again and see how it fares in the current metagame. I'll update the guide soon.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
December 09 2011 14:56 GMT
#372
Here is an example from Day9 of Hero holding off heavy marine pressure with great stalker micro:

Pretty sick transition too
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Carrera26
Profile Joined April 2011
United States29 Posts
December 09 2011 15:00 GMT
#373
So glad you're taking a look at it again. I would love to take a couple months and just see how good I can get with mainly marines in each matchup. Halby's Uber Ups is still solid gold for TvZ, he just started doing heavy marine in TvT after watching some great marine micro from an MKP game and seeing that it doesn't take uber-Gosu micro, and now I have a marine-based TvP that I can really sink my teeth into.

Seems like if nothing else, you can keep them pinned with aggression and get a big eco advantage so you can tech to whatever behind it.
CableSCES
Profile Blog Joined September 2011
United States367 Posts
March 15 2012 18:02 GMT
#374
I've been playing around with this build a lot for a little while now, with extremely good TvP win rate (top-diamond & low masters MMR). I actually used it to good success at last year's MLG Anaheim, knocked out two different players in losers bracket by doing this build twice in each Bo3. It's not QUITE as potent with stim research time increase, but it's still really powerful to throw into your build arsenal. No one ever expects it, and I gets the funniest BM when I use it.

Your guide really does a good job of addressing different protoss builds and how to handle them. The only two that really jack me up are DTs if I don't get a good scout, or a four-gate with someone who throws really really good forcefields. Gotta have enough marines early enough, and a couple bunkers.

I find that the trick is to make sure you're in their base with the first batch of marines by around 9min, this way you'll pretty much always keep them down to 1 collosus.

I've also played around with keeping the 3 scvs, or just 2, on gas for a bit longer, and doing 2-3 reactors slowly. I figure it costs 50 less overall resources (50m 50g vs 150m), it builds faster (50s v 65s), and doesn't take an extra scv off the line to build it. The only trick with reactor is that you miss production of 2 marines during its build time, so you can't do multiple reactors at once early, or else you won't have enough marines for a 4-gate pressure. But if you get two cycles before you push, it's more worth it.

I'm curious about your renewed usage StimmedProbe
Saving SoCal eSports one sponsor at a time: MSI, JINX, Tt eSPORTS, HyperX, Red Bull ¯\_(ツ)_/¯
heheman3000
Profile Joined July 2010
United States4 Posts
May 11 2012 20:18 GMT
#375
How effective is this build still after the stim nerf last year?
Doomball
Profile Joined November 2011
United States26 Posts
May 12 2012 06:54 GMT
#376
On May 12 2012 05:18 heheman3000 wrote:
How effective is this build still after the stim nerf last year?


Diamond NA Protoss here.

Mass marine has never been great. Koreans have had success with it because they have excellent control, but the fact is that marines move relatively slowly without stim, and stalkers can whittle them down without taking too much damage themselves. Protoss players can kite marines all the way from the terran base to their own with stalkers without taking any hull damage (stalkers will always take some damage when kiting, not very much though).

stimmedprobe says that the build works because he can put on a lot of early pressure and delay colossus, but as you said, the stim nerf hurt early terran pressure significantly. I've seen marine heavy builds work decently in the mid game against gateway units, but as soon as 1 or 2 colossi pop out, marines get annihilated and don't have much of a chance at sniping colossi, even if the protoss doesn't have range. Gateway units and forcefields guard colossi very well against marines - it's very crucial that the 6 marauder range matches unupgraded, 6 range colossi. Marines have 5 range, and therefore have much more trouble than marauders in pushing back colossi and keeping them from firing (without being sniped).

Again, with excellent control, one can split marines pretty well to ward off AOE, but even that only works up to a certain point.
high masters protoss twitch.tv/doomball (not picking up stream again until after college)
Janders
Profile Joined June 2011
Mexico222 Posts
May 12 2012 07:28 GMT
#377
On May 12 2012 15:54 Doomball wrote:
Show nested quote +
On May 12 2012 05:18 heheman3000 wrote:
How effective is this build still after the stim nerf last year?


Diamond NA Protoss here.

Mass marine has never been great. Koreans have had success with it because they have excellent control, but the fact is that marines move relatively slowly without stim, and stalkers can whittle them down without taking too much damage themselves. Protoss players can kite marines all the way from the terran base to their own with stalkers without taking any hull damage (stalkers will always take some damage when kiting, not very much though).

stimmedprobe says that the build works because he can put on a lot of early pressure and delay colossus, but as you said, the stim nerf hurt early terran pressure significantly. I've seen marine heavy builds work decently in the mid game against gateway units, but as soon as 1 or 2 colossi pop out, marines get annihilated and don't have much of a chance at sniping colossi, even if the protoss doesn't have range. Gateway units and forcefields guard colossi very well against marines - it's very crucial that the 6 marauder range matches unupgraded, 6 range colossi. Marines have 5 range, and therefore have much more trouble than marauders in pushing back colossi and keeping them from firing (without being sniped).

Again, with excellent control, one can split marines pretty well to ward off AOE, but even that only works up to a certain point.

with the addition of more defensive maps and current metagame mass only marine is bad
:D
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
May 12 2012 07:45 GMT
#378
stim nerf + barracks build time nerf...even when it was viable players would just rush collosus anyways and deal with it really well
Stop procrastinating
Doomball
Profile Joined November 2011
United States26 Posts
May 12 2012 07:58 GMT
#379
who bumped this anyway -.-
stop posting here
*hypocrite*
high masters protoss twitch.tv/doomball (not picking up stream again until after college)
Daedalus SEA
Profile Joined June 2011
81 Posts
Last Edited: 2012-05-12 12:49:25
May 12 2012 12:48 GMT
#380
I just tried this build on Ohana LE after my 1st read through. Kinda made it up on the fly after the fast expand bit because I kinda forgot haha. This build works really well against early protoss attacks such as 4 gate and 3 gate Robo but you do need to throw in ghosts/vikings in the midgame ASAP depending on what your opponents going for(HT/Collosus). Other than that, really good build. Was easily able to fend off a 3 gate Robo and grab a third and start 3-3 upgrades when attacking around the 15 min-ish or so mark. Will keep using in future. Thanks a bunch StimmedProbe.
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