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Active: 18067 users

[D] 15 CC TvP- Viable?

Forum Index > StarCraft 2 Strategy
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Selkie
Profile Blog Joined October 2010
United States530 Posts
Last Edited: 2011-03-31 15:33:11
March 30 2011 13:50 GMT
#1
So, I've been messing around, and it seems like a 15 CC can work TvP- the only thing I've struggled with is fending off chronoboosted aggression in close positions. Then again, if you're going 15 CC close slag pits, you kind of deserve it.

What I'd like to discuss is if there are any protoss openers/reactions that could cause trouble for this opener. I can hold off a 4gate "easily", along with all the other one base play that comes later than a 4gate. I'm wondering if there are any openings that I'm missing which could get me killed. (proxy voids, etc)

Something worth nothing about 15CC is that bio is the only viable transition. (It's the only way I can hold off a 4gate- I was able to hold off once with 3 rax and a factory once, but the 4gate was poorly executed). The advantage to this is since your protoss opponent might try to punish you with a 4gate, once you hold with 3 bunkers, you can more or less counter and win. Or do anything at all and win.

If protoss fast expands himself, it'll be later than yours.

Again, this will not work close.

Thoughts?


EDIT: The type of chronoboosted aggression I'm talking about is blindly chronoing out a few units, and being very aggressive with them.

Alright, many people have brought up concerns, here's more details:

1) OMG NOOB 15CC isn't better than 1 rax FE.

On March 31 2011 10:32 nyc863 wrote:
I ran a test on xnc comparing 15cc and 1rax fe

In both cases, I built depots fairly sequentially after 21 supply, but made zero army.. just let the cash and empty depots pile up. Both gasless.

3 minutes - 16scvs 560 income 75 cash ... vs ... 15scvs 620 income 415 cash
4 minutes - 19scvs 640 income 360 cash .. vs ... 17scvs 860 income 430 cash
5 minutes - 20scvs 1140 income 675 cash .. vs .. 21scvs 860 income 840 cash
6 minutes - 27scvs 1520 income 1515 cash .. vs ... 24scvs 940 income 1435 cash
7 minutes - 34scvs 1660 income 2240 cash .. vs ... 30scvs 1580 income 2250 cash
8 minutes - 41scvs 2040 income 3575 cash .. vs .. 37scvs 1680 income 3300 cash
9 minutes - 47scvs 2040 income 5005 cash .. vs .. 44scvs 1840 income 4660 cash

bear in mine the scv and income numbers are just snapshots and not perfect for example the income number may lag or a new scv may be just about to pop at each time point.

Up to 5 minutes something, you have less free cash (for units). Early CC, extra early OC cost..
Just prior to 6 minutes your income is accelerating away with the 15cc vs the 1rax fe and you've got about the same free cash now, and are starting to build an scv/mule lead.
At 8 minutes you banked 300 more minerals and are ahead 4 or 5 scvs and a mule or two. I actually stopped building scvs towards 9 minutes in the 15cc because of saturation.

Before the 9 minute mark your two base mineral saturation is done for 15cc but not quite done for 1rax fe. (obviously if four gas you're not saturated at all).

In order to be ready for a 4gate or early lings as 1rax fe, you need to have spent that 1500 on another rax, two or three bunkers and marines, you have more income than production facilities for a while, so you must do stuff like build bunkers and put 2 marines in each.



It's actually easier to hold a 4gate when you 15 CC than if you 1 rax expand, because the economy kicks in right before the 4gate, with 1 rax expand, it's slightly after the 4gate timing.


What about 3 gate contain?

On March 30 2011 22:57 Liquid`Jinro wrote:
Show nested quote +
On March 30 2011 22:53 Dommk wrote:
Lose to 3gate. 4gate you could survive, but with 3 gate they will just camp the bottom of your ramp and you won't be able to get out, since you 14cc'ed you delayed a ton of tech, if you try tech too quickly to Medivacs then they will just walk up the ramp and kill you

If you no rax cc it should probably be placed at your nat, together with bunkers... Otherwise this would just happen everytime, seems a bit pointless.



What about stalker run-bys?

They shouldn't get into your main, since you should be walling off the top of your ramp anyways. You should have a bunker covering your ramp so something can't hit your buildings uncontested.

Blink stalkers?

This becomes an intense micro war. It's also pretty all-inish from your protoss opponent- if they don't deal damage, they're massively behind.

Drop prism play: Good, active scouting.

DT play: Good scouting, remember to throw down an engineering bay and a turret if you get suspicious.


Void rays: You should have produced a good number of marines. A multi-pronged attack could be hard to hold off, but not impossible.
Binabik
Profile Joined January 2011
Germany686 Posts
March 30 2011 13:51 GMT
#2
3gate BlinkStalker Rush
Dommk
Profile Joined May 2010
Australia4865 Posts
March 30 2011 13:53 GMT
#3
Lose to 3gate. 4gate you could survive, but with 3 gate they will just camp the bottom of your ramp and you won't be able to get out, since you 14cc'ed you delayed a ton of tech, if you try tech too quickly to Medivacs then they will just walk up the ramp and kill you
johanngrunt
Profile Blog Joined July 2010
Hong Kong1555 Posts
March 30 2011 13:54 GMT
#4
Would a 15 nexus put the toss on equal footing?
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 30 2011 13:57 GMT
#5
On March 30 2011 22:53 Dommk wrote:
Lose to 3gate. 4gate you could survive, but with 3 gate they will just camp the bottom of your ramp and you won't be able to get out, since you 14cc'ed you delayed a ton of tech, if you try tech too quickly to Medivacs then they will just walk up the ramp and kill you

If you no rax cc it should probably be placed at your nat, together with bunkers... Otherwise this would just happen everytime, seems a bit pointless.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Selkie
Profile Blog Joined October 2010
United States530 Posts
March 30 2011 13:57 GMT
#6
I'm not building the 15 CC inside my main, I'm planting it like zerg or protoss would.

3 gate blink might give me trouble.

If they're camping the bottom of a secondary ramp (think: sharkuas, Tal'darim), I have two working bases.

I tend to push off of rax tech as is- I delay medivacs until the 12 minute mark or so.

Tech isn't that delayed, except for stim, etc.

A 15 nexus would, but it'd be a blind 15 nexus. If toss responds to my 15 CC by canceling stuff and expanding themselves, I've gained a tiny edge.
Lurk
Profile Joined December 2010
Germany359 Posts
March 30 2011 14:00 GMT
#7
Do you 1rax FE or CC first ? Personally, i find CC first not really that viable, since the economical advantage you get is negligable compared to the risk you take by delaying your rax that much.

If it's a 1rax FE, it's a perfectly viable opening.

And yes, a 15 nexus puts the toss on equal footing or even slightly ahead.
Selkie
Profile Blog Joined October 2010
United States530 Posts
March 30 2011 14:03 GMT
#8
This is 15 CC- as in, 10 supply, 15 CC BO. No workers cut, CC before rax.


Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
March 30 2011 14:04 GMT
#9
You have to add two bunkers almost immediately or you will be broken. Blink CAN break this, but only with perfect control. Most players will expand or double expand rather than trying to use blink.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Scarecrow
Profile Blog Joined July 2009
Korea (South)9172 Posts
March 30 2011 14:23 GMT
#10
I'd love to see a terran do this, pretty sure I could deny the expo whilst expo'ing myself off 1 gate with half decent micro.
Yhamm is the god of predictions
Selkie
Profile Blog Joined October 2010
United States530 Posts
Last Edited: 2011-03-30 14:41:26
March 30 2011 14:40 GMT
#11
Thank you wolf; having not enountered blink myself, I didn't know if it'd work.

I generally tend to go rax-bunker-rax-bunker-rax rax *3rd bunker if I've scouted 4gate). Gas taken one at a time, techlabs, etc added on as I see fit.

Almost zerg-like, I tend to focus on adding more rax down and making workers than constantly producing units out of them IF I scout a 4gate- the rational behind it is I can hold a 4gate if I have 4 rax up.

Someone may know better than me on this, if so, would love the feedback.

Scarecrow, how would you break this, assuming a "normal" opener on your part?
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 30 2011 14:47 GMT
#12
The hitches with a fast expand that relies on bunkers for defense in the early game is that any kind of method used to bypass the bunkers will wreak havoc on you. This can include:

Proxy Pylon warp ins with Obs vision
Blink Stalkers
Warp Prism drops/warp ins
DT runbys

Any one of these methods can be used to kill you if the Protoss chooses so, but they are all also possible to defend against, so long as your scouting is good. 15 CC is not a low level opener, so you should use it knowing the risks. Patrol marines on the outskirts of your base to spot proxies, hold watchtowers for vision for drops and use your scans to know what tech path your opponent is taking.

Blink Stalkers is the most difficult to deal with even if scouted, because it comes rather quickly and you may not have the tech to deal with it. I believe such a fast CC needs to tech slowly but safely in order to stay alive in the early game. Marauders + Marines with Stim/Shell should hold off any pushes and let you reap your economic advantage to its fullest in the midgame.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2011-03-30 14:52:41
March 30 2011 14:52 GMT
#13
It can be safe on the big maps where you can place a bunker that covers the entire entrance to your main, but I still think it's a lousy build.

The thing is, because your OC will be a lot later then a 13 rax the economic advantage of a 15 CC is very small compared to a more standard, 1 rax no gas FE.

In other words you are taking a fair risk to do a build that has very minimal economic advantage compared to the much safer build. Things like probe harass on your scv making the CC or your opponent being 'lucky' and scouting you quickly with a 9 scout are all way more troublesome with 15 CC that I think, why even bother?

The fact you can scout later with 1 rax already makes up most of the economic disadvantage it has.

Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2011-03-30 15:02:45
March 30 2011 15:00 GMT
#14
well when no rax scouted why would protoss not chrono out some units? I think 3 stalker rush while expanding will be especially troublesome.
johanngrunt
Profile Blog Joined July 2010
Hong Kong1555 Posts
March 30 2011 15:17 GMT
#15
On March 30 2011 22:57 Selkie wrote:
I'm not building the 15 CC inside my main, I'm planting it like zerg or protoss would.

3 gate blink might give me trouble.

If they're camping the bottom of a secondary ramp (think: sharkuas, Tal'darim), I have two working bases.

I tend to push off of rax tech as is- I delay medivacs until the 12 minute mark or so.

Tech isn't that delayed, except for stim, etc.

A 15 nexus would, but it'd be a blind 15 nexus. If toss responds to my 15 CC by canceling stuff and expanding themselves, I've gained a tiny edge.


Well it depends on map, but scouting on 9 should allow u to see no barracks, and a cc planting.

with that, and with the scouting on 9 leading to maybe a 14ish gate anyway, 15 nexus isn't really out of the realm of possibility.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-03-30 15:18:52
March 30 2011 15:18 GMT
#16
Huge risk for tiny gain over a one rax expand, viable on big maps like Taldarim Altar, but I wouldn't really recommend it on anything smaller. Any fast warp prism play will wreck your day.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
canikizu
Profile Joined September 2010
4860 Posts
March 30 2011 15:27 GMT
#17
It might work on big maps I think. What about the scouting probe? Do you have to send another scv to prevent it from killing the scv that is building the cc? And what about chronoboosted 1st zealot harass?
Dante08
Profile Blog Joined February 2008
Singapore4126 Posts
March 30 2011 15:30 GMT
#18
It's viable but I think luck and the map plays a huge factor. It would work if Protoss scouted last on a map like tal darim, but if the Protoss scouts you first and chronos out units it'll be hard to hold. Spawn positions obviously play a huge role as well. Overall a pretty risky opening, 1 rax expand would be better.
bMn30
Profile Joined January 2011
United States113 Posts
March 30 2011 15:31 GMT
#19
3-4 gate robo 1 base with immediate warp prism is difficult to hold without losing many scv.
DuckS
Profile Joined September 2010
United States845 Posts
March 30 2011 15:33 GMT
#20
Perhaps DT play?

and I also have a lot of success from just seeing a 15 cc and 4gating
"You foiled us this time Americans, but your liberty will not protect your Marilyn Monroe forever - our Queen must FEED!" - Deleuze
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