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TvP (Marine/Medivac Opening)

Forum Index > StarCraft 2 Strategy
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RuFF_SC2
Profile Joined February 2010
United States203 Posts
Last Edited: 2011-05-31 19:47:37
May 31 2011 19:20 GMT
#1
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]

Medivac
[image loading]

Upgrades:

Attack Upgrade +1
[image loading]

Stim Pack
[image loading]

Combat Shields
[image loading]

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)
Eat My Metal Foot Mech-Head
Xanczor
Profile Blog Joined July 2010
United States254 Posts
Last Edited: 2011-05-31 19:32:19
May 31 2011 19:30 GMT
#2
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?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=100673&currentpage=22
tainted muffin
Profile Joined August 2010
United States158 Posts
May 31 2011 19:32 GMT
#3
Is there a reason for a 11 barracks instead of 12?
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-05-31 19:43:34
May 31 2011 19:43 GMT
#4
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?
Knowing is half the battle... the other half is lasers.
RuFF_SC2
Profile Joined February 2010
United States203 Posts
May 31 2011 19:46 GMT
#5
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.
Eat My Metal Foot Mech-Head
RuFF_SC2
Profile Joined February 2010
United States203 Posts
Last Edited: 2011-05-31 19:53:58
May 31 2011 19:49 GMT
#6
On June 01 2011 04:30 Xanczor wrote:
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?


I was in the process of editing when you posted this. I was reviewing replays. To be honest specifics don't mean a lot, what you need to do is have the feel for the order. The above is just an order for 1 game. It can be slightly modified by building the second rax first or depo, or even completely skip the bunker if you see the Toss 1 Gate FE.

It is much easier to review the replays and get a feel for what the enemy is doing. But the build posted is pretty standard to my opening.

Uploaded to Top Replays also:

http://topreplays.com/Replays/Details/7030/RuFF_vs_FXOpTiKzErO
http://topreplays.com/Replays/Details/7031/RuFF_vs_Are
http://topreplays.com/Replays/Details/7032/Maker_vs_RuFF
http://topreplays.com/Replays/Details/7033/RuFF_vs_tQorGETSLAMT
http://topreplays.com/Replays/Details/7034/RuFF_vs_DREAMAttero
Eat My Metal Foot Mech-Head
naventus
Profile Blog Joined February 2004
United States1339 Posts
May 31 2011 19:57 GMT
#7
What is this build weak to?

How do you deal with heavy gateway unit count? Do you not engage against heavy sentry count?
hmm.
PH
Profile Blog Joined June 2008
United States6173 Posts
May 31 2011 20:05 GMT
#8
What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright?
Hello
Winterfrozz
Profile Joined November 2010
Sweden357 Posts
May 31 2011 20:08 GMT
#9
Another stupid build by american

User was warned for this post
Jazzi!
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-05-31 20:14:24
May 31 2011 20:10 GMT
#10
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
naventus
Profile Blog Joined February 2004
United States1339 Posts
Last Edited: 2011-05-31 20:12:36
May 31 2011 20:12 GMT
#11
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.
hmm.
RuFF_SC2
Profile Joined February 2010
United States203 Posts
Last Edited: 2011-05-31 20:25:22
May 31 2011 20:19 GMT
#12
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.
Eat My Metal Foot Mech-Head
RuFF_SC2
Profile Joined February 2010
United States203 Posts
May 31 2011 20:21 GMT
#13
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.
Eat My Metal Foot Mech-Head
RuFF_SC2
Profile Joined February 2010
United States203 Posts
Last Edited: 2011-05-31 20:24:23
May 31 2011 20:22 GMT
#14
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.
Eat My Metal Foot Mech-Head
Chill
Profile Blog Joined January 2005
Calgary26003 Posts
May 31 2011 21:05 GMT
#15
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.
Moderator
Lockindal
Profile Joined October 2010
United States73 Posts
May 31 2011 21:09 GMT
#16
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.
RuFF_SC2
Profile Joined February 2010
United States203 Posts
May 31 2011 21:20 GMT
#17
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.
Eat My Metal Foot Mech-Head
RuFF_SC2
Profile Joined February 2010
United States203 Posts
Last Edited: 2011-05-31 21:24:40
May 31 2011 21:23 GMT
#18
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.
Eat My Metal Foot Mech-Head
IMNotMvp
Profile Joined May 2011
Korea (South)530 Posts
May 31 2011 21:39 GMT
#19
Great job, i like this very much but im going to try to make a variaton with 19 cc and maybe add ghosts
Zombo Joe
Profile Joined May 2010
Canada850 Posts
May 31 2011 22:02 GMT
#20
Whats your usual midgame transition if you don't win outright?
I am Terranfying.
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
Last Edited: 2011-05-31 22:31:24
May 31 2011 22:28 GMT
#21
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?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
RuFF_SC2
Profile Joined February 2010
United States203 Posts
May 31 2011 23:32 GMT
#22
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.
Eat My Metal Foot Mech-Head
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-05-31 23:38:48
May 31 2011 23:38 GMT
#23
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?
Knowing is half the battle... the other half is lasers.
RuFF_SC2
Profile Joined February 2010
United States203 Posts
Last Edited: 2011-06-01 00:11:30
June 01 2011 00:10 GMT
#24
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.
Eat My Metal Foot Mech-Head
littleblappa
Profile Joined May 2011
United States4 Posts
June 01 2011 01:17 GMT
#25
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.
RuFF_SC2
Profile Joined February 2010
United States203 Posts
June 02 2011 02:56 GMT
#26
A later game version.

http://topreplays.com/Replays/Details/7054/RuFF_vs_aLeJ
Eat My Metal Foot Mech-Head
guN-viCe
Profile Joined March 2010
United States687 Posts
June 02 2011 03:25 GMT
#27
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?
Never give up, never surrender!!! ~~ Extraordinary claims require extraordinary evidence -Sagan
RuFF_SC2
Profile Joined February 2010
United States203 Posts
June 02 2011 04:27 GMT
#28
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.
Eat My Metal Foot Mech-Head
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
June 02 2011 09:21 GMT
#29
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?
Saiton
Profile Blog Joined February 2011
Sweden467 Posts
Last Edited: 2011-06-02 13:47:54
June 02 2011 13:02 GMT
#30
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!
Top diamond terran streaming at http://www.twitch.tv/saitontv
TheSurgeonTV
Profile Blog Joined November 2010
United States131 Posts
June 02 2011 13:19 GMT
#31
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.
Bringing Starcraft Main Stream
RuFF_SC2
Profile Joined February 2010
United States203 Posts
June 04 2011 01:19 GMT
#32
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.
Eat My Metal Foot Mech-Head
RuFF_SC2
Profile Joined February 2010
United States203 Posts
Last Edited: 2011-06-04 01:22:14
June 04 2011 01:21 GMT
#33
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
Eat My Metal Foot Mech-Head
Trump
Profile Joined April 2010
United States350 Posts
June 04 2011 01:36 GMT
#34
Ruff,

You're my savior. I'm going to try this out.
Friendship is Magic! <3
RuFF_SC2
Profile Joined February 2010
United States203 Posts
June 04 2011 02:04 GMT
#35
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! =)
Eat My Metal Foot Mech-Head
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
June 04 2011 03:20 GMT
#36
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.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
RuFF_SC2
Profile Joined February 2010
United States203 Posts
Last Edited: 2011-06-04 04:26:12
June 04 2011 04:25 GMT
#37
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.
Eat My Metal Foot Mech-Head
RuFF_SC2
Profile Joined February 2010
United States203 Posts
June 23 2011 07:52 GMT
#38
Late Game version of this build.

http://topreplays.com/Replays/Details/7367/vVvRuFF_vs_VTWhiplash
Eat My Metal Foot Mech-Head
sc2pal
Profile Joined February 2011
Poland624 Posts
June 23 2011 09:40 GMT
#39
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
Shadowcloak
Profile Joined March 2011
Netherlands194 Posts
June 23 2011 10:28 GMT
#40
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.
¯\_(ツ)_/¯ SUPP SON
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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