TvT 1 marauder cheese - Page 5
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Kewlots
Australia534 Posts
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KillerPlague
United States1386 Posts
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Lochat
United States270 Posts
On March 19 2011 15:19 Kewlots wrote: are you an asshole to people every time you do this I think, by definition, you're an asshole to everyone you do a cheese against. Though, honestly, I don't think this is even strong enough to consider a viable cheese, but if it catches people off guard, so be it. | ||
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Terin
United States33 Posts
http://www.mediafire.com/?zz9ar44k42egcuw It didn't really hit me with the same aggravation that a, say, cannon rush or worker all-in would. Trying to work around this little compound at my natural was very different. I think there are a lot of things I could have done to win it, though. | ||
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_Search_
Canada180 Posts
Only a Toss would consider a marauder rush viable outside of TvP. | ||
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HairyProboscis
Canada63 Posts
On March 19 2011 01:06 JFO wrote: i do get defensive when people comment on things they dont even know.. like yourself for example. When are you guys gonna get that YOU WONT have more than 2 marines out when I come in? and that my marauder and incoming ones beat that easily? Yes you can make your own bunker, yes yes i know, but with proper micro, you wont be able to make it as ill just kill ur scv with my incomin rauders with micro. Its not as easy as you guys post it, if people were to try stuff before commenting on it, you would be much much better at this game. So this is what you're saying. That by sending 1 marauder, you will automatically win the game, and that there is nothing anyone can do to stop it. Anyone that tries to find a hole in your build, has no idea what they're talking about, and you will get defensive unless everybody agrees with you? | ||
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JFO
184 Posts
On March 19 2011 17:04 HairyProboscis wrote: So this is what you're saying. That by sending 1 marauder, you will automatically win the game, and that there is nothing anyone can do to stop it. Anyone that tries to find a hole in your build, has no idea what they're talking about, and you will get defensive unless everybody agrees with you? Im just saying that JUST THAT won't be enough against the build, you need proper micro, very very good bunker placement AND react pretty fast. So this isn't as easy to stop as people are trying to make it look like. THAT'S why I get defensive, because I want people to actually try it and see it is a legitimate hard game from the defensor's perspective, and even more so, if this is the first time this is being done to you. | ||
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fire_brand
Canada1123 Posts
This cost you 100 minerals for the marauder, 50 for the tech lab, 25 gas for the marauder and 25 gas for the tech lab. If you attempt to get concussive shells and pursue this further, thats an added 50 minerals and 50 gas. On top of that you have the time lost if you make this a cheese build, and scvs that you are behind and 75 minerals for a refinery, though that you will be getting anyways in a tvt so I don't factor that in. Meanwhile he will have lost maybe 100 minerals on marines. His scv production will be ahead of yours, and if he thinks you will be pursuing this further his bunker will ensure no more loss of marines and more dead marauders for you. The scouting timing in tvt means that your scv will arrive at your opponents base before a standard rax finishes and he will have ample opportunity to prepare for it mentally and unit wise. If the player so needs he can pull scvs and surround and kill your marauder and not lose a single unit. If anything this build seems to do more damage to you than to your opponent. I believe there is a reason why we never see this in TvTs. | ||
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Nemara
Sweden69 Posts
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JFO
184 Posts
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fire_brand
Canada1123 Posts
On March 19 2011 17:47 JFO wrote: if by this point you're not smart enough to try this yourself and practice it a couple of times, you are probably not going to get convinced in the future, so whatever really, who got the message and seen the benefits playing it good, they others, let that be a disadvantage later on for yourself. I'm sure if you weren't angry and belligerent to everyone who carefully dissected and disproved your strat, and instead put together carefully constructed rebuttals of their arguments, you find a lot more open minds and constructive conversation. You have only yourself to blame for people not wanting to experiment with your build. I suggest in the future being more open to criticism if you plan on making more strategy posts. | ||
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No0n
United States355 Posts
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Thrombozyt
Germany1269 Posts
Same story goes here. 2 marines only barely lose to the marauder. But you need only 2 SCV hits on top of the marines to kill him. So imagine you are making your marines and are completely clueless what's about to happen because you did not scout AT ALL(!)... Your two marines see the single marauder coming and you go to your mineral line, pull 3-5 SCVs and order them into a straight attack on the marauder. Then you order your two marines to attack the marauder, place a bunker directly at your ramp and you are DONE! You can be fancy and pull off wounded SCVs. It takes 5 hits for a marauder to kill an SCV. SCVs are faster than a marauder so they will get hits in and they are the closest attacking unit so they will be the auto target of the marauder. So for the maraudering player, he has to micro his marauder, but instead of using 's' or 'h' to stop and shot, he has to click a single marine every time in order to whittle down the marines. And he will STILL lose. Your second marauder will fare a little better if you have killed 1 marine and wounded the second. He will face 2 marines (1 wounded) and SCVs, but he won't kill them in time before the bunker is up where wounded SCVs can go. As for the bunker block at the bottom of the ramp: Marines are best for killing building SCVs and you can kill a single marauder with SCVs only if needed. | ||
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bronzeterran
United States296 Posts
On March 19 2011 15:31 Terin wrote: Here's a replay of it being used against me and me being terrible. http://www.mediafire.com/?zz9ar44k42egcuw It didn't really hit me with the same aggravation that a, say, cannon rush or worker all-in would. Trying to work around this little compound at my natural was very different. I think there are a lot of things I could have done to win it, though. Thanks for posting this. It was a good defense (until you just completely stopped making units lol), and had him basically dead. | ||
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ngwayne
1 Post
Based on the game timing in the replay provided by JFO, I can say is perfect engagement timing to really create damage for your opponent. Where I'll give compliments to JFO and I personally feel that this strategy is workable provided that you are NOT SCOUTED by our opponent. Fortunately based on the replay, JFO was not scouted for his proxy barracks and his opponent clearly is not an experienced Terran player as no bunker was built after noticing no production facility in the main, therefore JFO finds this strategy workable. As commented by fellow users of this forum, which I must admit is true, that an experienced Terran player will never don't scout for cheese and the moment no production facility is found in the main base, bunker will be placed immediately without fail to defend against any possible rush and by doing so render the marauder rush by JFO useless. In my opinion, this strategy is worth trying but preferably against not so experienced players, as fail rush usually results in losing the game, unless your opponent did something severely wrong, which turn the tide of the game. | ||
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GoonSack
New Zealand36 Posts
3850 master | ||
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GhettoSheep
United States150 Posts
On March 19 2011 14:50 n3ac3y wrote: Id like to chime in, and say that I've experimented with this build.... I like the build a lot and think it has a lot of potential, especially with the confusion it creates... I'm personally a huge fan as it has many transition options and puts opponents on defensive contain REALLY quick! :D Stop hating and try it! when your opponent scouts it you can as a previous stated, cut maruader and switch to tech and reaper harass... This is a very fun build and I will definitely personally be throwing it into rotation... I personally dont think it's cheese at all, since it is no way putting you all in. uhhh, it creates confusion? a proxy rax is hardly confusion. any competent terran just builds a bunker or kills the building scv and it already fails. and then you have to either cancel the rax, or float it back home, meaning you cant make units, so yeah, you can die doing it, or just get super behind it has no transitions. you cant really go bio, because you basically sacrifice a rax if your scv gets killed or you dont win and have to float it, so you just get behind. you can expand because you cant make any units... maybe this works in like 1v1 obs map lol, where everyone is bronze and silver and doesn't punish you at all for doing really stupid stuff why even bother making a proxying your first barracks when you could just build a barracks in your main, and proxy a second one. at least a 2rax build you can defend your base if it fails, and i would personally rather have 5 marines when they have 3, than 1 marauder when they have 3 marines, the comparison isnt even close, 5 marines is even better than 2 marauders, | ||
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GhettoSheep
United States150 Posts
On March 19 2011 00:29 Phayze wrote: BratOK did this a TON in the beta vs T and vs P, it was eventually phased out. This is probably why you're finding it's strong, people haven't seen it in months. But it used to be quite common. 10 (maybe 8?)rax, 11 gas, 11 depot, 2 scvs in gas I think gets you everything you need (after you get gas for techlab) but I dont remember the specifics. http://wiki.teamliquid.net/starcraft2/1_Rax_Marauder_(vs._Terran) http://wiki.teamliquid.net/starcraft2/1_Rax_Marauder_(vs._Protoss) The terran build explanation and reasoning I find is a bit wierd, I've always proxied it but anyways the build is still the same. I think after the third or 4th marauder you have enough minerals to drop a second barracks. idk if youve heard, but 8 rax doesnt work anymore | ||
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Sneakyz
Sweden2361 Posts
Also, anyone taking this game in any way somewhat seriously should already have devoloped the "proper micro" and fast reactions needed to fend off this build. Good bunker placement can't be taken for granted i'll give you that. You make it sound like this is some magical 100% win cheese. | ||
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Pokebunny
United States10654 Posts
Was up 2-0 in the finals of Cybercraft LAN tournament 5.0. Map #3 was crossfire, I decided to do this cuz why the hell not. Raped him. Was against a 3600 master with 170 bonus pool. | ||
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