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[G] StimmedProbe’s Million Man Marine TvP Style - Page 9

Forum Index > StarCraft 2 Strategy
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DamnCats
Profile Joined August 2010
United States1472 Posts
Last Edited: 2011-03-15 18:33:16
March 15 2011 18:31 GMT
#161
Think you're a little late with this post. I think every single Terran on ladder has you beat by... umm... at least a month or two.

edit: Sorry they sometimes toss in a medivac or a seige tank or two also. Obviously much different.
Disciples of a god, that neither lives nor breathes.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-15 19:52:03
March 15 2011 19:50 GMT
#162
On March 16 2011 03:02 amazingxkcd wrote:
Coming from a Brood War perspective, the reason why no terran does bio play against protoss is because of storms. I noticed that most people are suggesting standard builds, but quite honestly storms do counter marine balls. This is mostly theorycrafting, but if protoss can survive against mass marine pushes until he has storms, then protoss should win as the storms would kill more marines than what one could build. I have not tested this out yet, but I believe that high templar play would be correct response to this.


it could work, but it doesn't work really good.
Because Terran doesn't care about his marines as long as he can trade cost efficiently and that is still possible even with storms or colossus.

I can tell that you as protoss have to play very aggressiv and prevent expansions.
Fast 2-3 Stalkers could finish such a build right at the beginning.

after that and assuming he goes mass marines, i think turteling and getting decent number and of army and AoE will beat this, but of course terran won't let you get away with this, and that is why mass marines work, you never get a decent army cause your always under pressure trading units with an opponent who is cost efficent by design. (trading gas units against minerals never is good!)

he will always have minerals, while you starve gas.
someperson
Profile Joined March 2011
United States17 Posts
March 15 2011 21:26 GMT
#163
I think the correct response for this method would be quick pressure with stalkers. This involves kiting the marines indefinitely, and without stim, a stalker, not to mention multiple stalkers, could easily whittle the marine count down while taking little damage. If one were to use stim to catch up to the stalkers, this severely weakens the marines without medivacs, If forcefields are simply used to keep the marines out of your base after a stim, the stim alone causes massive damage to the army.
Hero1
Profile Joined December 2010
135 Posts
March 16 2011 11:09 GMT
#164
hey,

what would you do on a map like Delta Quadrant where the Toss can take his backdoor expo, block his ramp with FF and just mass colossi? I played vs this strategy yesterday and there was nothing I could do.
freetgy
Profile Joined November 2010
1720 Posts
March 16 2011 11:11 GMT
#165
Tank drops? Delta is by far one of the most terran favored maps
leviathan400
Profile Joined November 2006
United Kingdom393 Posts
March 16 2011 11:22 GMT
#166
Thank you very much for this. I just watched Day9's Daily #264 and then found this thread. I am a T player so would love to try this out
:o
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
March 16 2011 11:27 GMT
#167
How about swapping Factory and Barracks on the tech tree? Terran goes mass T2 instead of mass T1 and Factory units will actually get used a bit?

Sounds epic :D
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Hero1
Profile Joined December 2010
135 Posts
March 16 2011 14:39 GMT
#168
On March 16 2011 20:11 freetgy wrote:
Tank drops? Delta is by far one of the most terran favored maps


Yeah, but I'm a gold noob and don't know much about the right transition timing and the OP suggests that you can beat most strategies with marines only. Even if you scout him going for 2base colossi with your first rine wave isn't it too late to tech up to tanks and dropships? I mean, you have to throw down a factory and starport, get a techlab, research siege, which also requires more refineries etc.
sAfuRos
Profile Joined March 2009
United States743 Posts
Last Edited: 2011-03-16 15:56:19
March 16 2011 15:55 GMT
#169
I just wanted to toss in this thread and say that yesterday some 3600 master's terran tried this on me (i had no idea about this build until now) and it was pretty much a massacre.
Not only did i expand at what should have been a disadvantageous time against this build (finished 30 seconds before his first push), but i was totally blind because my obs was dead
His first push i won handily, and then proceeded to roll him over with like 2 colossi

Would not recommend.
sAfuRos // twitch.tv/sAfuRos // contact for coaching
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 16 2011 15:59 GMT
#170
Thanks for the plug, StimmedProbe!
==============================


+ Show Spoiler +
He referenced my Formations & Tactics Guide in the resource section. The guide is useful for all unit compositions, but is specifically useful for mass unit strats.


RE: The build - I love mass unit builds worked into a nice tempo based game. It pressures your opponent and compounds minor errors over time because of the fast tempo.

Suggestion: Instead of teching to marauders in response to Colossus, just tech straight to Ghost off two base. Colossus obviously counter Ghosts pretty hard (high health) but the EMP will allow you to do AoE DPS to the gateway ball, nullify Sentries, and is useful if your opponent manages to tech to HTs (which I think is a more competent response to this strat than Colossus).
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Senorcuidado
Profile Joined May 2010
United States700 Posts
March 16 2011 21:16 GMT
#171
The more I read this thread the more it becomes the flagship for the garbage that plagues the sc2 strategy forum. So many of these responses make it abundantly clear that the poster did not watch the games posted in the op.

"this dies to stalkers"
"this dies to sentries"
"4 gate"
"fast colossus"
"high temps beats this"
"I played a guy that tried this and kicked his ass so the build sucks"
"I tried this once and lost so this build sucks"

This shit is not useful to anybody. It reminds me of iechoic's tvt thread: "lol this loses to thor rush." You might as well stand on your head and count to 100, it's about as useful and you look just as stupid.

Watch the games. You can see most of these strategies in action. You can see Rainbow playing quite well against a good Protoss with plenty of sentries and high temps. I saw plenty of opportunities for improvement in the op's games, while of course realizing that his opponents could have reacted better as well. StimmedProbe wasn't exceptionaly better than them, and he isn't looking for a BO win. You have to work for it and adopt a different style than what you're used to.
GrooveOverdose
Profile Joined October 2010
United States19 Posts
Last Edited: 2011-03-16 22:30:26
March 16 2011 22:25 GMT
#172
Been using this strategy for a few weeks since mid feb. Kinda sad that people gunna be copying en masse as typically what happens after someone posts exact details ie. supply.
Build works extremely well on most maps and benefits from the (new) maps with multiple paths. Only probability of losing occurs when other side masses splash units, and you do not micro/respond well. Works extremely well against Z and T, especially Zs typically try to drone up after defending once and after the attack u can just attack 20-30 secs later again with a shytton of marines.
Works well against T as well, as you can gain map control with a shytton of marines after your 2nd command. Only problem occurs if you let T gain a position with siege tanks in front of your base. If he has Siege tanks near his own base, that typically means you can expand yourself and transition if needed. Even if he pushes out, marines at the numbers you should have can rape any units since tanks won't be sieged in motion.
With the numbers of marines you should have, your army wouldn't suffer from playing tag with the opponents and sending a small group of marines to do their own thing, sniping probes, tech, pylons.
With those points made, the main benefits of this build are the numbers with which u can make marines, as well as the mobility they provide. Basically, your z with a 14 hatch. Main weakness lies early on if you do not have enough bunkers(spines) to d.
Also got to remember to expand if he is defending well. Keep up the pressure, but REMEMBER TO EXPAND AGAIN if game won't end soon.

REPEATED USE OF THIS BUILD WILL cause you to rise, especially in RANK, but you WILL GET BORED.
iChau
Profile Joined December 2010
United States1210 Posts
Last Edited: 2011-03-16 22:36:37
March 16 2011 22:36 GMT
#173
On March 17 2011 06:16 Senorcuidado wrote:
The more I read this thread the more it becomes the flagship for the garbage that plagues the sc2 strategy forum. So many of these responses make it abundantly clear that the poster did not watch the games posted in the op.

"this dies to stalkers"
"this dies to sentries"
"4 gate"
"fast colossus"
"high temps beats this"
"I played a guy that tried this and kicked his ass so the build sucks"
"I tried this once and lost so this build sucks"

This shit is not useful to anybody. It reminds me of iechoic's tvt thread: "lol this loses to thor rush." You might as well stand on your head and count to 100, it's about as useful and you look just as stupid.

Watch the games. You can see most of these strategies in action. You can see Rainbow playing quite well against a good Protoss with plenty of sentries and high temps. I saw plenty of opportunities for improvement in the op's games, while of course realizing that his opponents could have reacted better as well. StimmedProbe wasn't exceptionaly better than them, and he isn't looking for a BO win. You have to work for it and adopt a different style than what you're used to.


Yes, people are skeptical and they judge the book by its cover as soon as they see it.

On March 16 2011 03:31 DamnCats wrote:
Think you're a little late with this post. I think every single Terran on ladder has you beat by... umm... at least a month or two.

edit: Sorry they sometimes toss in a medivac or a seige tank or two also. Obviously much different.


And is there any known posts of this build order? If not, we really don't care if this was "used months ago".
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Xorel
Profile Joined March 2011
United States1 Post
March 17 2011 06:02 GMT
#174
Just gotta say that even if this does have it's flaws, I've found it hella fun to execute. Even going and trying it on TvT and TvZ too for the hell of it, why not? Thanks for the build/strat, man!
You know what happens all of a sudden? Trumpets!
getpicture
Profile Joined January 2011
141 Posts
Last Edited: 2011-03-17 06:17:01
March 17 2011 06:16 GMT
#175
blink stalkers with hallcuinated phoenix blink right in to the main . OP refused challenge lol.
eastdragon
Profile Joined October 2010
12 Posts
Last Edited: 2011-03-17 06:41:26
March 17 2011 06:37 GMT
#176
On March 17 2011 07:25 GrooveOverdose wrote:
Works extremely well against Z and T, especially Zs typically try to drone up after defending once and after the attack u can just attack 20-30 secs later again with a shytton of marines.


Works extremely well against Z? I would think this would fail miserably to speedlings &/or banelings though, no?

Although I haven't tried this in 1v1, I know it's definitely a decent build to use in team games, as I've done something similar with a fair amount of success. It's great for both rushing & defending against rushes, as well as defending against most types of cheese strategies.
Jisall
Profile Blog Joined January 2011
United States2054 Posts
March 17 2011 08:14 GMT
#177
I've been playing this build in 4v4's exclusively and have gotten into diamond league from bronze in a week. With full saturation i found you can support 11 rax going pure marine off two bases. If you play with the mindset that the marines are banelings you will go far. Try and deal as much damage to their production and economy as you can before engaging their army. Rushing tanks, collosus, requires the most micro. Marine micro is my favorite thing to do in SC2 however so i don't really mind.
Monk: Because being a badass is more fun then playing a dude wearing a scarf.. ... Ite fuck it, Witch Doctor cuz I like killing stuff in a timely mannor.
Ransomvik
Profile Joined February 2011
United States5 Posts
March 18 2011 14:10 GMT
#178
This strategy is ridiculously strong. I haven't found anything that works against this. If you find a way to survive the 10-12 minutes to tech to collosus/templar, please enlighten me how this is possible. I've tried 4 gate to no avail. Even if you max the number of units possible, it's still not enough. If you mop up their first 20 or 30 marines, guess what? 20 more marines are in your face in a few seconds, and your army is almost depleted. There's no way that I've seen to keep up with the sheer production.
Techno
Profile Joined June 2010
1900 Posts
March 18 2011 14:40 GMT
#179
I have been using this strategy lately. If it goes lategame I spend my gas on mass nukes, they compliment the marines well.

It is not overpowered. It is extremely hard to play. In almost every game, you have to outplay your opponent to win. The thing is: It's so easy to outplay them because they are typically so bewildered.

The constant aggressive style is really exciting to play and my APM shoots through the roof when I play with this style.

Mass stalker is effective against this. Yes, you typically lose the first attack completely, I also like to expand behind that attack, most players have a huge opportunity for damage at this point, and most of my opponents have squandered this window.
Hell, its awesome to LOSE to nukes!
Automata
Profile Joined March 2011
393 Posts
March 18 2011 17:46 GMT
#180
Is there any chance this will work versus Terran/Zerg? Wondering if this strat is bronze proof.
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