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Back Ground: If you do not know who I am, I am a top tier player who usually is even match against the best grand master players on ladder. RuFF.394 is my ID if your interested in taking a look at who I am or recent ladder games. I've won a few tournaments and usually end up in the quarter finals onward competing against some of the best.
Units:
Marine
![[image loading]](http://images2.wikia.nocookie.net/__cb20090516032039/starcraft/images/thumb/1/14/Marine_SC2_DevRend2.jpg/200px-Marine_SC2_DevRend2.jpg)
Medivac
![[image loading]](http://images3.wikia.nocookie.net/__cb20090829122922/starcraft/images/thumb/5/57/MedivacDropship_SC2_DevRend2.jpg/200px-MedivacDropship_SC2_DevRend2.jpg)
Upgrades:
Attack Upgrade +1
![[image loading]](http://images3.wikia.nocookie.net/__cb20100712140204/starcraft/images/2/2e/SC2_TerrInfWeap.gif)
Stim Pack
![[image loading]](http://images3.wikia.nocookie.net/__cb20100922211038/starcraft/images/thumb/f/fd/SC2StimPack.jpg/56px-SC2StimPack.jpg)
Combat Shields
![[image loading]](http://images1.wikia.nocookie.net/__cb20100822002731/starcraft/images/thumb/4/44/SC2MarineShield.jpg/56px-SC2MarineShield.jpg)
These rough riders (marines and medivacs) will melt Protoss armies in seconds. This build is a very powerful opening against Protoss players who like to cheese or fast expand.
Blind Counters: Dark Templar Void Rays Four Gate
Punishes: 2-3 Gate FE
Build Order:
10/11 Supply 12/19 Barracks 13/19 Refinery 15/19 Orbital 16/19 Supply 17/19 TechLab 18/27 Barracks 19/27 Stim Pack 20/27 Bunker 20/27 Refinery 24/27 Reactor 25/27 Factory 26/27 Supply 27/27 Engineering Bay 28/35 Attack Upgrade 29/35 Star Port + Reactor on Factory for Swop later 32/35 Combat Shields 33/35 Supply 35/35 Missle Turret 43/45 2 Medivacs
Between 8-9 mins you should have Combat Shields/Stim/Attack Upgrade, which the Attack Upgrade is key for ripping through gaurdian shield and protoss armor. To prevent less losses or fighting large groups of enemies, target fire 1 unit at a time.
Tip 0: Attack right when your 2 medivacs come out, this is your timing to get into the Protoss buisness. You should have 16 marines by this time, in which the 16 marines can go into the medivacs or walk across the map. If an observer sees you, I highly suggest tricking the protoss by looking as if your going to drop and then assault the front directly.
Tip 1: If the enemy goes 1 Base Collosus or Fast Collosus FE. Then you can base trade if the enemy attacks you, or you can macro and get vikings/ravens with your own expansion.
Tip 2: After your 4th medivac build Vikings to blind counter collosus if you are unsure of what they are doing.
Tip 3: Expand when you attack, if you see the Protoss has expanded.
Tip 4: If the Base trade situation happens, build 2 more medivacs before the Protoss busts into your base, this way you can pick up 16 SCV's and flee to another location.
I highly recommend this build seeing as I have been the only Terran so far since September to use this opening.
Note: I am going to try to keep up with this post so if anyone has any questions concerning this build please let me know and I'll provide more specifics.
Replays: https://rapidshare.com/#!download|608l35|3313479788|RuFF_Rider_Marines.zip|181|R~0
FXOptikZero TQorGetSlamed Are DREAMAterro Maker
I have a lot of replays, but these are recent. I use this build a lot, so if I am streaming, feel free to tune in so you can get a feel for it whenever I run into a Protoss player.
Stream: www.justin.tv/ruff13 or you can find me on Team Liquid, non-featured as RuFF(TR)
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I'm not sure if I'm misunderstanding why you are getting a supply depot on 9 supply. You can get the exact same barracks timing if you get a 10 supply depot, you can just not make the 12th scv before barracks, no? Also, the download website doesn't seem to be working for me. It says I need to upgrade to download. Maybe try uploading each one individually on a replay site?
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Is there a reason for a 11 barracks instead of 12?
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Was wondering where you were RuFF... Do you always expand when your medivacs leave the base or do you wait to see what's up in the enemy base before you build the CC?
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On June 01 2011 04:43 tehemperorer wrote: Was wondering where you were RuFF... Do you always expand when your medivacs leave the base or do you wait to see what's up in the enemy base before you build the CC?
I prefer to see what they are doing first before I make the choice to expand. For example when DT's came out I couldn't expand in 1 game. Another game I tried to kill a Protoss before collosus could come out by pulling a few SCV's, but not all of them.
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What is this build weak to?
How do you deal with heavy gateway unit count? Do you not engage against heavy sentry count?
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What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright?
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Another stupid build by american
User was warned for this post
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On June 01 2011 05:05 PH wrote: What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright? It's meant to plug RuFF's name.
Edit: iirc didn't piqliq create the original variant for this?
User was warned for this post
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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.
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On June 01 2011 04:57 naventus wrote: What is this build weak to?
How do you deal with heavy gateway unit count? Do you not engage against heavy sentry count?
Weak against 1 Base Collosus
Against Heavy Sentry You target fire the Sentry's first. Also you want to play bait with them to make them waste forcefields by running back and forth. Never rush in between a chock unless you know you can take out the Protoss force.
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On June 01 2011 05:05 PH wrote: What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright?
The aim for this build is to prevent getting cheesed by protoss. Terrans are exposed to a lot of cheesy builds, but when I created this build long ago it basicly countered all cheeses. Though you are set at a disadvantage if the Protoss goes collosus, you can still easily micro using vikings and raven defensive drones, 1 or 2 collosus won't do much to your army if you split.
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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.
It allows you to stim micro more often without wasting HP and to attack at different angles and harasse with drops on the side.
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Calgary25980 Posts
On June 01 2011 05:21 RuFF(TR) wrote:Show nested quote +On June 01 2011 05:05 PH wrote: What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright? The aim for this build is to prevent getting cheesed by protoss. Terrans are exposed to a lot of cheesy builds, but when I created this build long ago it basicly countered all cheeses. Though you are set at a disadvantage if the Protoss goes collosus, you can still easily micro using vikings and raven defensive drones, 1 or 2 collosus won't do much to your army if you split. It sounds like, in your own words, this is a coinflip build against cheese. If that's the case, aren't there better all-in builds that punish cheese? This doesn't even seem that good against many cheese builds.
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I like this build order, actually. It's nice and safe. Which is also its weakness... better hope to god you punish that fast expo if protoss does something like 15 nexus, though, Might start using this build on Xel'Naga and Shattered Temple. Definitely wouldn't use it on TalDarim or Crevasse, though.
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On June 01 2011 06:05 Chill wrote:Show nested quote +On June 01 2011 05:21 RuFF(TR) wrote:On June 01 2011 05:05 PH wrote: What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright? The aim for this build is to prevent getting cheesed by protoss. Terrans are exposed to a lot of cheesy builds, but when I created this build long ago it basicly countered all cheeses. Though you are set at a disadvantage if the Protoss goes collosus, you can still easily micro using vikings and raven defensive drones, 1 or 2 collosus won't do much to your army if you split. It sounds like, in your own words, this is a coinflip build against cheese. If that's the case, aren't there better all-in builds that punish cheese? This doesn't even seem that good against many cheese builds.
Don't matter to me if people use it or not. Also your not cutting SCV's or anything. You can expand and play a macro game off of it pretty easily.
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On June 01 2011 06:09 Lockindal wrote: I like this build order, actually. It's nice and safe. Which is also its weakness... better hope to god you punish that fast expo if protoss does something like 15 nexus, though, Might start using this build on Xel'Naga and Shattered Temple. Definitely wouldn't use it on TalDarim or Crevasse, though.
Good observation, this build works well on maps that allow easy access by air into the enemy base. Meta, Xel, Shattered, Scrap are all good maps for this build. Very large maps, it can still be useful, but the farther away the enemy the more time they have to produce a few more units. Don't be fooled though, protoss can cheese easily on large maps also. IE: Proxy Stargate or just warping. So, I still tend to do this while getting an expansion up during the initial harasement.
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Great job, i like this very much but im going to try to make a variaton with 19 cc and maybe add ghosts
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Whats your usual midgame transition if you don't win outright?
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On June 01 2011 06:05 Chill wrote:Show nested quote +On June 01 2011 05:21 RuFF(TR) wrote:On June 01 2011 05:05 PH wrote: What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright? The aim for this build is to prevent getting cheesed by protoss. Terrans are exposed to a lot of cheesy builds, but when I created this build long ago it basicly countered all cheeses. Though you are set at a disadvantage if the Protoss goes collosus, you can still easily micro using vikings and raven defensive drones, 1 or 2 collosus won't do much to your army if you split. It sounds like, in your own words, this is a coinflip build against cheese. If that's the case, aren't there better all-in builds that punish cheese? This doesn't even seem that good against many cheese builds.
I question how you transition off 1 base mass marines. If I understand correctly, you're going to hit the Col. timing with nothing but 1 base of marine/medivac with reactor vikings and no marauders... which is kinda not great. You will have possibly a second base going up but it seems not that comfortable.
I also don't see how this is better than bunkers due to the above. The general response to Toss cheese is well placed bunkers and enough marines or a large enough ball of MM.
I mean, I do see some interesting things though like medivac ferries to save marines and stuff but I'm not quite sold. Guess I'll watch some more rep. Also, why not combat shield before stim. You can't abuse stim effectively without medivacs and aren't going to push out so aren't CS marines in bunkers enough to hold pretty much anything?
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On June 01 2011 07:02 Zombo Joe wrote: Whats your usual midgame transition if you don't win outright?
Marine, Viking, Raven.
Marine, Viking, Banshee, Raven
Viking, Banshee, Battle Cruiser.
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On June 01 2011 08:32 RuFF(TR) wrote:Show nested quote +On June 01 2011 07:02 Zombo Joe wrote: Whats your usual midgame transition if you don't win outright? Marine, Viking, Raven. Marine, Viking, Banshee, Raven Viking, Banshee, Battle Cruiser. Sounds good but you don't play too many HT first Protosses do you? In all of my PvTs I don't get colossi until late in the game, preferring Immortals and HT since they can together handle anything and I am more mobile than if I were to rely on colossi that early. Plus blind viking production is generally a bad idea, no?
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If they go Templar then you can intigrate a few ghosts, just like how there should be a few medivacs. The main army is listed above though as a transition.
Though ultimately, transitions are made based on what you see from the enemy. However I always go straight into Viking Raven Marine after the Marine Medivac. Most or all protoss get collosus by that time and not templar.
Templar come in the late game.
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Great job, i like this very much but im going to try to make a variaton with 19 cc and maybe add ghosts
I'm a rank 60 Diamond I really like that idea of adding ghosts into the mix because the build already calls for a barracks with tech lab so might as well add the ghost academy. Sure the timing attack maybe later but the ghost's EMP should deal with the Collosus and the drain the energy off the Sentry if done right which is the main weakness of the build.
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I'm curious about your ravens. Do you lift your starport to a techlab? Do you add another starport and make a techlab? Do you stop making medivacs so you can make ravens?
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On June 02 2011 12:25 guN-viCe wrote: I'm curious about your ravens. Do you lift your starport to a techlab? Do you add another starport and make a techlab? Do you stop making medivacs so you can make ravens?
I usually stop making medivacs and making vikings / ravens when I have a good number of medivacs.
I make another starport with a techlab, unless I get DT rushed. If there are DT's I go ahead and swop to a techlab real quick.
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i have a question. When u commence your timing attack, do you attack as one primary group into a protoss base or u attack and drop at the same time?
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Love the build. Allows a quick stim-timing with possibilites of escaping zealots through cute micro(Slag Pits replay) and is also, as you say a safe bet against cheeses.
Well played, sir!
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Thanks ruff, good to see you're back, you could also suggest double drop with 8 marines at expo, while going 4 marauders in the back. Or straight up 8 marauders, which roll any protoss army without charge/blink.
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On June 02 2011 18:21 DreamRaider wrote: i have a question. When u commence your timing attack, do you attack as one primary group into a protoss base or u attack and drop at the same time?
I usually group the medivacs with the marines, either doing a drop or a primary attack. You could do a drop with your third medivac while attacking for example to through them off. If your multitasking is up to pare.
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On June 02 2011 22:19 TheSurgeonTV wrote: Thanks ruff, good to see you're back, you could also suggest double drop with 8 marines at expo, while going 4 marauders in the back. Or straight up 8 marauders, which roll any protoss army without charge/blink.
Good to see you Surgeon hope you are still casting games! You have the voice and initiative to do so. Always loved your casting.
The marauders is a possibility but that requires changing your build entirely with techlabs on your rax and risking getting hit by air. Also Marauders aren't that good for killing off workers fast. :o
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Ruff,
You're my savior. I'm going to try this out.
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On June 04 2011 10:36 Trump wrote: Ruff,
You're my savior. I'm going to try this out.
Means a lot coming from another Grand Master player! =)
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I saw this build in a replay today, I believe it was Sjow vs Adelscott.
Sjow put a sweet tactic on this build, he snuck his way around on metal and just basically made a stim sprint right to the back of the mineral line, to use that agaisnt the zeals. Then once the P FF's he just simply picked everything up. and went to the other min line. He kept going back and forth til he did a ton of dmg.
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Another heads up I forgot to mention, this also stops phoenix harrase from toss players.
I don't run into many toss that do it, but this build protects the mineral line as well as gets you that missle turret.
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but it certinatly looks like one of the piqliq build variants lol, I was watching somebodys stream and they were revieving replays vs piqliq and it was actually same thing
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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.
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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)_/¯
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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
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marine tank banshee is better and arrives at the same timing + more safe transitions are available
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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.
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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?
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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?
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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.
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This is definitely weak to 1base Colossus, and a 1gate expo with enough sentries can probably hold it off too, depending on the map.
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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!
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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.
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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.
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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!
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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.
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