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[G] (T) 3 racks : Cheesing your way to GM league - Page 15

Forum Index > StarCraft 2 Strategy
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Prev 1 13 14 15 16 17 69 Next
RoyalFlush1994
Profile Joined February 2011
Singapore30 Posts
May 16 2011 22:36 GMT
#281
this is rally cool bild... nev tht of brng s c v on atk. i hapoe 2 gt MG 2.. xD

User was banned for this post.
top the flop on the mississippi
imareaver3
Profile Joined June 2010
United States906 Posts
May 16 2011 22:39 GMT
#282
On May 17 2011 07:34 freetgy wrote:
wouldn't it be easier to just wall of at the top, proxy 2 additional rax
to not make your enemy suspicious?



He'd be able to get a scout in, see the low SCV count and lack of gas, and suspect proxy rax.
Poopi
Profile Blog Joined November 2010
France13018 Posts
May 16 2011 22:40 GMT
#283
On May 17 2011 07:34 freetgy wrote:
wouldn't it be easier to just wall of at the top, proxy 2 additional rax
to not make your enemy suspicious?

you cant wall with 1rax so they will see the nad saturation and know there are vcs proxied and thats a future allin.
WriterMaru
zende
Profile Joined February 2011
Sweden234 Posts
May 16 2011 22:40 GMT
#284
lolol faced this build twice today in TvT, loved scouting it. bunker up and win <33
Crazysc2
Profile Joined March 2011
United States26 Posts
May 16 2011 23:10 GMT
#285
This is so easy to counter to be honest. All terrans need is a bunker. Protoss can just plop down some cannons and it can be stopped there. Zerg just need a few spines.
Geiko
Profile Blog Joined June 2010
France2034 Posts
May 16 2011 23:13 GMT
#286
On May 17 2011 08:10 crazystupid0 wrote:
This is so easy to counter to be honest. All terrans need is a bunker. Protoss can just plop down some cannons and it can be stopped there. Zerg just need a few spines.


That's the point of a cheese
Stopping it is easy, scouting it is hard
geiko.813 (EU)
lyrlian
Profile Blog Joined January 2011
Netherlands257 Posts
May 16 2011 23:20 GMT
#287
On May 17 2011 08:10 crazystupid0 wrote:
This is so easy to counter to be honest. All terrans need is a bunker. Protoss can just plop down some cannons and it can be stopped there. Zerg just need a few spines.


protoss SHOUDLNT use cannons to defend against this, a default 1 zeal +stalk+sentry (you now see its coming and drop 2 more gates) CHRONO sentry,CHRONO sentry, sentry. After that you can permanently FF the ramp. Cannons would not be cost effective against the huge amount of units he will have walking up your ramp.
@lyrlian on twitter! Caster for ESET, WCS and various other events.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
May 16 2011 23:20 GMT
#288
On May 17 2011 08:10 crazystupid0 wrote:
This is so easy to counter to be honest. All terrans need is a bunker. Protoss can just plop down some cannons and it can be stopped there. Zerg just need a few spines.


It's really, really tough to stop as zerg, because you simply can't know if it's coming. With 10-15 marines, you can trickle them out craftily and clear the map of scouting without revealing what might be any more than a 2-rax. And if you prepare for a 2-rax, you're going to get rolled over.

It's easy to stop as Terran (bunker, and don't let his SCV's surround it), and for Protoss, it's easy only if you know exactly what to do.

Dropping a forge and cannons requires you to begin the forge as your gateway completes, knowing that your only scouting information is a bottom wall-off.

What happens if your opponent made a fast 2port banshee build? Are you going to build 7 cannons at your minerals as well? Cannons aren't a viable counter, but a couple forward stalkers definitely are, as they can kite across the map.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
May 16 2011 23:42 GMT
#289
why not attack earlier and use mule to keep reinforcements, you lose scv's replace em with marines as you go.
Live Fast Die Young :D
tooleman
Profile Joined April 2011
United States20 Posts
May 16 2011 23:51 GMT
#290
Correct me if I'm wrong but as protoss if you scout at 9 supply you should spot the low wall off before you even start your first gateway unit on most maps. At that point can you just skip the first zealot or stalker and chrono out sentries (standard 2 gas opening allows for enough gas). If you skip WG entirely you will have enough gas to constantly chrono sentries. With the extra minerals you can start a second gateway pretty early too. I managed to have my 3rd sentry out as the attack would hit and a fourth on the way with my 2nd gateway done. from there you can produce stalkers while you continue to FF the ramp as long as possible. you could even get a 5th sentry and completely block him out for up to 15 mins with 5 sentries I believe.
CodeskyE
Profile Joined January 2011
United States777 Posts
May 16 2011 23:58 GMT
#291
On May 17 2011 08:51 tooleman wrote:
Correct me if I'm wrong but as protoss if you scout at 9 supply you should spot the low wall off before you even start your first gateway unit on most maps. At that point can you just skip the first zealot or stalker and chrono out sentries (standard 2 gas opening allows for enough gas). If you skip WG entirely you will have enough gas to constantly chrono sentries. With the extra minerals you can start a second gateway pretty early too. I managed to have my 3rd sentry out as the attack would hit and a fourth on the way with my 2nd gateway done. from there you can produce stalkers while you continue to FF the ramp as long as possible. you could even get a 5th sentry and completely block him out for up to 15 mins with 5 sentries I believe.



don't forget that the terran can scan
Zeiryuu
Profile Joined March 2010
Philippines231 Posts
Last Edited: 2011-05-17 00:03:10
May 17 2011 00:01 GMT
#292
Used this build yesterday. I won 5 out of 8 games played. I lost to a zerg, protoss and terran.
Actually this build is easily countered especially if the opponent scouts early.

Edit: To add, 2 of those 3 loses where against opponents I've already used the build against.
tooleman
Profile Joined April 2011
United States20 Posts
Last Edited: 2011-05-17 00:09:45
May 17 2011 00:05 GMT
#293
On May 17 2011 08:58 Codeskye wrote:
Show nested quote +
On May 17 2011 08:51 tooleman wrote:
Correct me if I'm wrong but as protoss if you scout at 9 supply you should spot the low wall off before you even start your first gateway unit on most maps. At that point can you just skip the first zealot or stalker and chrono out sentries (standard 2 gas opening allows for enough gas). If you skip WG entirely you will have enough gas to constantly chrono sentries. With the extra minerals you can start a second gateway pretty early too. I managed to have my 3rd sentry out as the attack would hit and a fourth on the way with my 2nd gateway done. from there you can produce stalkers while you continue to FF the ramp as long as possible. you could even get a 5th sentry and completely block him out for up to 15 mins with 5 sentries I believe.



don't forget that the terran can scan


True but the FF only has to prevent him from getting in the base. If you leave your units on hold position out of the marines' range you can FF anywhere on the ramp. I'm almost certain the distance a sentry has to be to FF an area is greater than the range of a marine. The only reason I say "almost certain" is that I do not know the numbers off the top of my head. Tho even if the ranges on both were equal the FF would put the marines out of combat range anyway.

EDIT: Marine range: 5, FF range: 9
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
May 17 2011 00:29 GMT
#294
Just tried this out....... wow..... 5-1 in under 30 mins lol. I barely had to micro, just focus fire the right units.... the only game i lost was because i went for pylons instead of killing his stalker.... silly me.
When there is nothing left to lose but your dignity, it is already gone.
LittleShrimp
Profile Joined April 2011
Sweden6 Posts
May 17 2011 00:40 GMT
#295
a simple build, i've tried it a couple of times and it works well. i dont like the build because its kind of boring
The Final Boss
Profile Joined February 2011
United States1839 Posts
May 17 2011 00:45 GMT
#296
I tried this build out two times on the ladder and won both games. The TvT was quite easy as he teched towards banshees but never got a bunker at his ramp, so I was able to very easily destroy him. Against the Zerg, his Spine Crawler was very late despite scouting a few of my marines coming out (I'm not sure if he saw the SCVs leaving my base, although I know he saw at least a few marines.

I didn't get a chance to try it against Protoss, but personally I think it would be easiest against P. That early I doubt P can have enough Sentries to forcefield their ramp, and if they do forcefield it for a long time, they're only delaying your inevitable attack up the ramp. That being said I haven't tried it out against P so I can't really speak on that matter.

It's a very solid build and could definitely be a great thing to have when playing a BoX series. I find it similar to the TLO style 6/7 rax all-in or the Protoss Nexus push in that it's strength is that it appears you are going for a highly economical build, and then it turns out it's an all-in.
Ifrit
Profile Joined January 2011
Germany42 Posts
May 17 2011 00:48 GMT
#297
Just encountered this on the ladder. I even got a peak into his base, following the SCV and therefore crossing the Supply Depot. After seeing the 3 Rax I went on CBing Sentries off 3 Gates. Could've easily held it but misplaced the first FF on the ramp. The guy then claimed it to be "unbeatable" for Protoss.

In the next game I didn't misplant the FF, delayed him with 3 FFs and killed his push off with 3 Stalkers 3 Sentries and my Probes.


So basically, it's easy to hold off as long as scouted. But with 2 of the 3 Rax proxied I can see even very competent Protoss lose to this.
Check out my Song of the Day-Twitter for your daily fix of Hip Hop and other fine music! -> http://twitter.com/#!/d_jcs
TheArtOfFugue
Profile Joined September 2010
Canada187 Posts
May 17 2011 01:10 GMT
#298
On May 17 2011 07:36 RoyalFlush1994 wrote:
this is rally cool bild... nev tht of brng s c v on atk. i hapoe 2 gt MG 2.. xD


what....the....fuck? LOL I didn't understand a word. On topic, good abusive build, perfect for team games.
74% of all statistics are made up on the spot.
lucasesper
Profile Joined June 2010
Brazil181 Posts
Last Edited: 2011-05-17 01:31:43
May 17 2011 01:26 GMT
#299
On May 17 2011 08:20 lyrlian wrote:
+ Show Spoiler +

On May 17 2011 08:10 crazystupid0 wrote:
This is so easy to counter to be honest. All terrans need is a bunker. Protoss can just plop down some cannons and it can be stopped there. Zerg just need a few spines.


protoss SHOUDLNT use cannons to defend against this, a default 1 zeal +stalk+sentry (you now see its coming and drop 2 more gates) CHRONO sentry,CHRONO sentry, sentry. After that you can permanently FF the ramp. Cannons would not be cost effective against the huge amount of units he will have walking up your ramp.


If you didn't take the second gas early (before 22 supply, I'd have to check) you might not get this many sentries in time, right?

In this case, producing 2 chrono sentries + forge should still hold, as you can use the first FF to gain time and the secong FF to split the ramp so your 2-3 cannons are good enough against half his army. Since this is a pretty ridiculous all-in from terran, the money spent on cannons will not haunt you later on (as it would against a normal pressure build).

Forge+cannon (or gate+chrono sentry) takes 85 seconds. Which is about the same time between spotting the supply call (4:00 mark), the push arriving (5:10 mark) and laying a FF (ends at 5:25) on most positions anyways.
iokke
Profile Blog Joined May 2010
United States1179 Posts
May 17 2011 01:30 GMT
#300
Its funny, I read this post, went to ladder, and two out of 3 Ts i faced today did this, people obviously read your OP lol
Won both games as P because I was trying out an aggressive 1 gate expo (1cb on probes, all others on Gateway), so I had 2 zealots 2 stalkers and 3rd unit in developing before he hit, even though i didnt scout on time.. I also i pulled all probes to fight

First game though, I was left with 2 probes and 1 stalker + another on the way and won. Second i barely lost anything (large map).

Seems like you can stop it without sentry too, but my opponents engaged with their scvs right away, think they are supposed to kite with them if i pull all probes.
Crop circles are Chuck Norris' way of telling the world that sometimes corn needs to lie the f*** down. rerereredit.. I never get it right the 1st time
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