On May 23 2011 10:03 Nimue42 wrote:Show nested quote +On May 23 2011 09:14 Ncinerate wrote:
Well, I haven't experienced success leaving with 4 marines... I know more are rallied but it seemed like it was too little DPS to effectively stop the enemy from chewing up too many units before reinforcements arrived.
If, as you say, the emphasis needs to be on hitting early and hard however - how about a 2 rax+scv all-in instead?
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@ 4:00 you'll have 6 marines and 12 scvs, and can call down another mule as you push out.
Pretty bad mid-Gold player here, but build order analysis is one thing for which my training is useful.
I posted something that might be relevant to your interests on
screddit yesterday (right in the middle of the mod drama), including basically the builds you suggest and some that seem to be stronger, but I'll try and explain it better here.
For a preview, here's a build for 7 marines at 4:00 (assuming perfect micro, so, really a few seconds later, but anyway):
8/11 depot (stop building SCVs)
8/19 rax
8/19 rax [one SCV can leave to scout then]
8/19 - 14/19: 6 marines
14/19: OC
14/19-17/19: 3 marines
At ~4:00, you'll have an OC, 7 marines, 8 SCVs, and 2 incoming marines. However, I think that the following build, with 9 marines at ~4:10 is even more interesting:
9/11 depot
10/19 rax (stop building SCVs) [one SCV can scout]
10/19 rax
10/19 rax
10/19-19/19 train 9 marines
19/19 Orbital Command
That gives you 9 marines and 10 SCVs at 4:10, but you'll have to wait until your troops start dying before training reinforcements.
Now, taking a step back, it seems to me there are two basic questions regarding the marine-scv rush:
* How does building an OC affect the marine count, if at all?
* At what times is it most interesting to push out?
I study operations research, and that's exactly the sort of things operations research is about

So, I wrote a mathematical model for that build, and abused computing power to not only provide good builds, but also proofs of their optimality. Obviously, in a game as complex as SC, there's no such thing as a *best* build, so the objective was to produce as many marines as possible by the given time limit: each completed marine was worth 100 points, and each incoming marine was worth the amount of seconds already elapsed (e.g. 20 points if it's completed 5 seconds late). Since the process was fairly computation-heavy, the program stopped once it'd proved that if there existed a better-scoring build than the one it had found, it was at most 5 points better (i.e., that any better build only got the incoming marines a couple seconds earlier).
Also, in the interest of realism, all the builds assume one SCV was off scouting from 1:30 to 3:00.
With respect to the OC question, my program explored three choices:
* No constraint on the OC (it may or may not be built; in the end, it was never built)
* OC must at least be started by the time you push out
* OC must be completed by the time you push out
And, finally, the program computed these builds for each push timing from 3:00 (180 seconds) to 5:30 (330 seconds), in increments of 10 second. The results are summarised in the following graph.
![[image loading]](http://i.imgur.com/KgmH8.png)
My interpretation is that having the OC completed before the push only hurts a bit (slightly slower reinforcements), except if you want to leave at 4:10 or at 5:00, in which case it costs you one marine. Eyeballing the builds shows that, basically, 4:10 hurts because you don't necessarily need a second supply depot yet, but do need the money, and, at 5:00 you want a third depot, and the OC hasn't fully paid off yet (iirc, I don't really care about a push at 5:00).
However, even in these cases, you can start upgrading your CC to an OC a bit before rushing, and it doesn't really penalize your DPS much, but you still get a mule to finance your SCV repairs and a potential recovery.
And now, that leaves the question of when should a Marine + SCV rush leave its base. Intuitively, I'd go for the 4:10 mark, with the OC started just before the push, but, again, I'm not a very strong player, and someone with a better grasp of the metagame would know better.
You can find and sanity-check the build orders in
GraphStarcraft format
here. Again, they were designed by a program for an idealised version of SC2, so you can assume that you'll be a couple seconds late.