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TvP (Marine/Medivac Opening) - Page 3

Forum Index > StarCraft 2 Strategy
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OmegaKnetus
Profile Blog Joined October 2010
Germany431 Posts
June 23 2011 10:58 GMT
#41
On June 23 2011 19:28 Shadowcloak wrote:
This build sounds horibble. Even gateway units destroy it soem guardians hield with toss + armor will maek those marines shoot with rubber bullets and mass blinekrs will destroy it to if you face someone with good micro.



How about you look at the replays, before complaining about something you didn't even try out ¯\_(ツ)_/¯
HoBoJo
Profile Joined June 2011
United States26 Posts
June 29 2011 20:39 GMT
#42
On June 01 2011 05:12 naventus wrote:
Besides, what do Medivacs bring? You are spending 600/450 to rush 2 units that give you drop capability and 13 DPS/HPS each. Is that really going to outmuscle 4 gates 1 base, or 5-6 gates 2 base? P could warp in 1/3 your army's food.







True they are expensive...but this gives your army such mobility and versatility #1 for being the flying heal busses... but #2... 2 medivacs for every 16 marines means you can stim WHENEVER THE HEK YOU WANT!!..even just to get somewhere really really fast...really big advantage in my book...also in one of the replays it helps with FFs =P
Have fun, Love people in the name of Jesus, And play Starcraft. =P
Manimal_pro
Profile Joined June 2010
Romania991 Posts
June 29 2011 20:44 GMT
#43
marine tank banshee is better and arrives at the same timing + more safe transitions are available
If you like brood war, please go play brood war and stop whining about SC2
BlackPanther
Profile Blog Joined April 2011
United States872 Posts
June 30 2011 09:14 GMT
#44
I like it. I tend to favor heavy 2 rax marauder pressure to unsettle the toss player before doing a semi FE but I'm definetly going to try this out as I have trouble vs stalker void ray pushes.
aaycumi
Profile Joined March 2011
England265 Posts
June 30 2011 12:34 GMT
#45
I like the build in theory, if you can just simply attack before the opponent has enough Gateways or Colossus then it will be strong, but the simple Sentry and Zealot with Guardian Shield, maybe fast ground armor in time, and mass marine is probably a non-issue head on.
How do you deal with a huge straight up Zealot army with Guardian Shield?
Evantas
Profile Joined December 2010
Singapore61 Posts
Last Edited: 2011-06-30 14:44:30
June 30 2011 14:43 GMT
#46
Hi, can you upload your replays to other sites? or Youtube?

Can't seem to download anything from rapidshare.

Also, you got a few replays where it gets a little hairy? Kinda want to see situations to avoid with this opening.

Any tells that will make you switch out immediately from this build?
Naohia
Aurex
Profile Joined October 2010
Canada115 Posts
June 30 2011 15:14 GMT
#47
Ive played against this or similar to this at least. a +1 stim timing push with 2-4 medivacs. Its scary, but it only works on metal or xel nag, big open naturals to get a concave. Otherwise protoss has too many ff's and gaurdian shields and can hold on the chokes on most of the other maps with good ff. The people in low masters probably dont have your control tho.
FortyOzs
Profile Joined February 2011
189 Posts
Last Edited: 2011-06-30 18:25:59
June 30 2011 18:25 GMT
#48
This is definitely weak to 1base Colossus, and a 1gate expo with enough sentries can probably hold it off too, depending on the map.
SeanBean
Profile Joined May 2011
United States14 Posts
June 30 2011 18:42 GMT
#49
This is great! I've been trying to incorporate more marines into my gameplay lately against protoss since they are cheap and you can use the gas for more important stuff like upgrades and higher tier units. cant wait to try it out!
We ballin. Buddha head.
RuFF_SC2
Profile Joined February 2010
United States203 Posts
August 05 2011 02:05 GMT
#50
Here is one with Catz and Whitera.

http://topreplays.com/Replays/Details/8064/vVvRuFF_vs_DuckloadRa
http://topreplays.com/Replays/Details/8063/coLCatZ_vs_vVvRuFF
Eat My Metal Foot Mech-Head
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
September 20 2011 21:43 GMT
#51
I discovered a variation to this build Independently and I'm about 12-1 with it against high masters protoss. The variation I do is:

12 rax
13 gas
marine
16 rax
reactor on 1st rax
tech lab on 2nd rax
ebay
2nd gas
stim
start +1 weapons
factory
starport + reactor on factory
combat shields when stim finishes
+1 armor when +1 weapons finishes

Your 1st timing to attack is when you have stim, +1 weapons, and 2 medivacs out. There's basically nothing the protoss can have that can contest you at that point. You probably can't outright kill him if he has good defensive force fields but you can take map control and very easily transition into an expo and a 2/2 MMM army.

I think the trick is that even if he 1 gate expands and has you beaten in economy, you have him beaten in upgrades so your units are more efficient for their cost than his. Compounding this fact with how efficient MMM is against protoss before colossus are out explains why it's such a powerful build. And it's basically autowin against any kind of protoss cheese.

As for that one loss I took, the protoss went 1 gate expand into chronoed double forge upgrades with zealot charge. That might be the counter to this build.
Trusty
Profile Joined July 2010
New Zealand520 Posts
September 21 2011 04:25 GMT
#52
I struggle so much with bio builds like this. Pushing before you can have collosus/templar after FE, while stim is done.

Even if you don't do damage, you can keep him in his base for years.
Phasefour
Profile Joined September 2011
Canada3 Posts
September 26 2011 05:05 GMT
#53
Hey RuFF!
First off, thanks for the help with this build, since I have been struggling to put forth a good offensive against toss in the early game.
I would have some ingame questions for you but it seems like your account does not seem to exist
If you wouldn't mind reposting your ID It would be much appreciated, my ID is PhaseIV.574
Thanks!
Feed me your tears
creamer
Profile Joined February 2011
Canada128 Posts
December 12 2011 15:03 GMT
#54
This build is really good, I use it all the time and I thank RuFF for putting it here. Wondering if there are any 1.4 replays we can see? The only time I really lose with this build is when they rush a colossus which isn't very often.

You guys should give the build a chance it does work.
MKP - Best player of all time
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