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Hmm nice game, but you got like 10 free marine kills =S might not show exactly how this build works
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On July 01 2011 06:18 OhMyGawd wrote:Hmm nice game, but you got like 10 free marine kills =S might not show exactly how this build works
Think that was my first game after the ghost buff, just wanted try if it still works. 
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Hello, im a gold league terran from the SEA server that has lurked here and felt no real urge or need to post until now. This strategy has intrigued me since the moment i saw it, and ive had mixed success with it despite having not quite mastered its nuances yet anyway.
Ive noticed there have been problems with two port banshee, and ive had problems with it myself. While experimenting today i came up with a variation of the build that lets you move out with +1 marine, a turret building and nuke starting to research at 6:40ish. Its late and ive yet to nail it properly in practice, so i dont have a replay as of yet. However, the main aim here is to have somebody better than me check if this is viable or not in a "This is safe" way. As i dont know all of the nuances that come into the timing of this attack im not entirely sure if the ten second delay would matter. A further slight delay is picked up from the reapers, which still get to you in time for the attack. Adding your third SCV to your second gas at the right time is crucial to having enough gas for the reapers still, although i guess thats the same with the normal version of the build too? Not sure.. it seemed like putting only one scv onto the second gas later on worked fine before. Anyway, i found staggering the SCVs onto the gas worked the best. Add your second when you normally would, and your third a little bit after that.
Heres the build order:
+ Show Spoiler + 10 depot 12 barracks 13 refinery 15 marine 16 OC 16 Ghost Academy 16 Marine 18 Depot 18 Tech Lab (Rax) 18? Refinery (Leave 1 SCV working for now) Heres where my build variates, and i wont be leaving population markers because it may variate with skill leve. Ive found the depot after the second ghost must be placed -crucially- fast. As is another one or two in the build i believe. Ghost Barracks Ghost Depot (Fast) Tech Lab (Rax) Factory Marine Engineering Bay Marauder Marauder Depot (Fast) Nuke Hellion Depot Reaper Reaper
Place the turret whenever you wish, if you wish.
Any feedback would be much appreciated. If i remember correctly (once again, its late) the extra marine comes from delaying the barracks and getting the ghost first, you have time to make a marine while the tech lab is building on the second rax, allowing you to then pump the double marauder afterwards. Im not sure why this doesnt equate to the full building time of a marine in lateness, but i have a sneaking suspicion its to do with the fact my reapers seem to come off a little late, but still get there in time. Also.. the engie bay fits in *shrug* but i guess a few people have been experimenting with that.
And last of all, a game inspired me the other day where i saw a 2rax 1 fact setup birth 4 nitro reapers later than normal that exploited a hole in a base defense and destroyed a whole ton of SCVs. Im thinking, maybe we should stop trying to get reapers out -before- everything else, and just settle into the fact they are now standard units. Im thinking of experimenting with using the GhostNukePush to firstly distract the enemy long enough to build an expansion and transition into marine tank + nitro packs and have a handful of nitro reapers around for map control/counter attacks. I dont see any issue with having them hug a watchtower until they see a "more mobile" MM army move out then counter attack their main for intense SCV kills. It seems like Marine Tank Viking is fairly Immobile, i mean, im only gold league but day9 says it all the time. The *ahem* Muscular but immobile marine tank versus the very mobile MMM. I dont see why nitro reapers cant fit in here in small numbers, with retention in mind, even just to scare the potentially very mobile army away from spending their entire game gallivanting around the map.
Anyways its late, hopefully the build is a viable tweak to leave it safe against banshee issues, time to sleep. Im sure somebody will explain to me briefly why im just over excited and that it only works with me because i forget to build SCVs
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Oh also, the 18 Depot and 18 Tech lab may be around 17 somewhere, i forgot to remove those numbers. I simply took the refinery and placed it after the tech lab as i saw Cfestival said he tweaked his build in that way after the patch.
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Sorry to post spam but i just wanted to add. I know Reapers can be shut down by 1 bunker at the mineral line. But one bunker for 100 minerals plus 200 minerals for 4 marines, and the 4 population sitting there the entire game. Times that for each expansion they have, and i intend to have these reapers throughout the game. Also, they could leave two marauders. Same situation for pop but slightly less money, however, but also 50 gas. And the reapers are useful for all manner of other things from killing scouts, holding watchtowers, scouting to straight up being part of your composition if you need the extra support.
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Hey all---I'll be back in a bit, I've been on "vacation" from sc2 for a while, and only have been able to play one day in the past few months.
I'll update the post with the replays when I get back....which will still be in over a week few months =(
I miss sc2.
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