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[G]Terran vs Zerg 1-1 16 marine drop - Page 5

Forum Index > StarCraft 2 Strategy
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DoctorFunk
Profile Joined September 2011
160 Posts
September 23 2011 15:44 GMT
#81
This build is okay. The problem is that this build does not punish s fast 3rd. Since the Terran is stuck in his base until almost 10 minutes, the Zerg should already be on 3 bases. If the drop doesn't do damage, the Zerg is pretty far ahead as long as he doesn't screw up. While this is a good platform for the late game, since you leave the Zerg unmolested for ~10 minutes, your drop MUST do damage. The Zerg will probably be on 3 saturated bases by the time you drop, and probably take a fourth after. I mean this 1 rax expand does set you up for the late game, but since you have no harassing or aggressive options, the Zerg should just fly ahead no matter how hard you macro.

Tldr; leaving Zerg unmolested for 10 minutes is bad, this build needs just something to put pressure on.
elf.Rough
Profile Joined March 2011
Uganda22 Posts
September 23 2011 16:11 GMT
#82
as gold terran of eu serv currently i'm trying 1-1-1 8marines drop with 3-4 helions to harss and as for midgame I add TL on rax and fact for Stim and Siege Tanks putting CC and adding 3 more raxes with double e-bays.

my drop timing is not very punktual but till that time i haven't been attacked by zerg (probably coz i've played not much games)

with this drop i'm able to scout his buildings + i force him to make spine and spore crawlers thus less drones even without drop's dronekills

so in result of my drop&helions ride zerg is behind in mining time and if i'm good enough with micro in drones count

If i'm not mistake goody is doing such staff and some guys from gsl

I think it's better choise than wait till 10 minutes to drop zerg

hAvE a NaIcE DaY
shakenbake
Profile Joined August 2010
United States207 Posts
September 23 2011 16:35 GMT
#83
i dont do this exact build but i do the 2 medivac drop alot on ladder. its really good if vs greedy zergs and it is timed to kill the third, if thats what you're going for. you can also hit the main or nat bcz they will prob he powering drones if they dont see it coming.

as for the questions about early attacks. its all about scouting and reacting. against zerg u should bunker ur natural anyway and before any roach push. 1 bunker with some repair should hold off the standard early 6-7 roach pushes. really good build/guide, had alot of success on ladder.

ps. a tip to where u drop, if u get lucky and zerg positioning his buildings in a way that u can abuse to decrease the surface area on the marine ball, drop there. or behind the minerals, as that spot is really cost efficient to fight lings from.
HansK
Profile Blog Joined March 2011
249 Posts
September 23 2011 19:36 GMT
#84
On September 24 2011 00:44 DoctorFunk wrote:
This build is okay. The problem is that this build does not punish s fast 3rd. Since the Terran is stuck in his base until almost 10 minutes, the Zerg should already be on 3 bases. If the drop doesn't do damage, the Zerg is pretty far ahead as long as he doesn't screw up. While this is a good platform for the late game, since you leave the Zerg unmolested for ~10 minutes, your drop MUST do damage. The Zerg will probably be on 3 saturated bases by the time you drop, and probably take a fourth after. I mean this 1 rax expand does set you up for the late game, but since you have no harassing or aggressive options, the Zerg should just fly ahead no matter how hard you macro.

Tldr; leaving Zerg unmolested for 10 minutes is bad, this build needs just something to put pressure on.


If the zerg is 100% saturated on 3 bases by the time this drop hits [10:00] then they have been doing nothing but pump drones and your drop will do damage. If not you will have saturation on two bases with a 3rd going up + mules.
SummerZerg
Profile Joined March 2010
United States82 Posts
September 23 2011 22:59 GMT
#85
there is a lot better opener than this using the 1 rax reaper xpand that transitions into this build u dont get the +1/+1 but you have 16 marine drop with stim and combat shield and its quicker i believe. I really like the ability to get the reaper out and scout and do some early harrass too.
If you suck at macro practice macro if you suck at micro practice macro.. if your apm sucks practice macro... if you lose games PRACTICE MACRO...
HansK
Profile Blog Joined March 2011
249 Posts
September 23 2011 23:26 GMT
#86
On September 24 2011 07:59 SummerZerg wrote:
there is a lot better opener than this using the 1 rax reaper xpand that transitions into this build u dont get the +1/+1 but you have 16 marine drop with stim and combat shield and its quicker i believe. I really like the ability to get the reaper out and scout and do some early harrass too.


Please if you're going to post 'better' builds show replays, explain the reasons in detail why it's better and so forth. The 1-1 makes marines much stronger and sets you up for great late game upgrades.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
September 25 2011 03:33 GMT
#87
there's another build that select does that's pretty similiar. except he gets a factory with his first 100 gas. at 8:15 he has 16 rines (and i think almost 8 for bunkers) and 2 medivacs with stim ready to go. so it's about a minute and 15 secs faster than your build sacrificing combat shield and 1/1. which do you think is better and why?
When they see MC Probe, all the ladies disrobe.
pwadoc
Profile Joined August 2010
271 Posts
September 25 2011 05:53 GMT
#88
On September 22 2011 10:43 statikg wrote:
40 lings against 16 1/1 marines with stim shields? I just played a game where my drop killed 70lings and I lost one marine. Granted I was in a decent choke but even dropping at the side of the base gives you a pretty good surface area. Its not that hard to avoid OL spread until you get close enough to drop at the side of the base before lings can arrive. (I mean you will see the drop coming in time to prevent a in mineral line drop but not side of the base drop which still completely owns 40lings.

Banelings or mutas can stop this (at a cost to your muta count).


I think you're overestimating the strength of marines. The only way 16 marines will kill 70 lings is if the zerg engages in a bad position with inferior upgrades and the zerg fails to scout at all. The general rule is that an equal mineral value of lings, with equal upgrades, will defeat marines with several lings remaining. This works for any size marine ball.

re: double drops on an early third. This is probably a good tactic, though it will get shut down pretty hard if the zerg gets spines and a spore crawler (which I always do at my third). You also pretty much have to take out the hatch. The zerg can re-saturate that hatch or run the drones away otherwise.
ContactKilla
Profile Joined December 2010
United States194 Posts
September 25 2011 07:04 GMT
#89
No overestimation at all.

I have a game that I kill about 20 lings, 30 drones, 5 Mutas, and a hatchery using only 16 marines n 2 medvacs.
Kornholi0
Profile Joined November 2010
Canada634 Posts
September 25 2011 07:15 GMT
#90
I have a question, I deal with drops very well (1 at a time that is) especially a drop that happens at the 11 minute mark... What I am wondering is how do you not auto-lose if you do 0 damage with your drop? You VOD kind of shows like a "lol the zerg is bad" scenario. What would happen against a zerg who actually has +1/+1 himself or infestors or mutalisk or half the decency to scout the drop and pre-move his lings?
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
DoctorFunk
Profile Joined September 2011
160 Posts
September 25 2011 08:04 GMT
#91
On September 25 2011 16:15 Kornholi0 wrote:
I have a question, I deal with drops very well (1 at a time that is) especially a drop that happens at the 11 minute mark... What I am wondering is how do you not auto-lose if you do 0 damage with your drop? You VOD kind of shows like a "lol the zerg is bad" scenario. What would happen against a zerg who actually has +1/+1 himself or infestors or mutalisk or half the decency to scout the drop and pre-move his lings?

You do lose unless the Zerg is bad
HansK
Profile Blog Joined March 2011
249 Posts
Last Edited: 2011-09-25 17:14:54
September 25 2011 17:07 GMT
#92
On September 25 2011 17:04 DoctorFunk wrote:
Show nested quote +
On September 25 2011 16:15 Kornholi0 wrote:
I have a question, I deal with drops very well (1 at a time that is) especially a drop that happens at the 11 minute mark... What I am wondering is how do you not auto-lose if you do 0 damage with your drop? You VOD kind of shows like a "lol the zerg is bad" scenario. What would happen against a zerg who actually has +1/+1 himself or infestors or mutalisk or half the decency to scout the drop and pre-move his lings?

You do lose unless the Zerg is bad


You don't. If a zerg has 1/1 upgrades and infestors or mutas out at the 10 minute mark and enough units to hold the drop easily it means he's not on 3 bases with 70 drones, which means you are on 2 fully saturated bases and almost ready to take your third. How do you end up so far behind?

It's not really some crazy all-in, it's a well known way to play TvZ by many pros and I just incorporated 1-1 upgrades into it and stim and combat shield.

Really the only thing you lose vs standard play is like 2 tanks but you have 1-1 upgrades and early medivacs in place.
ganil
Profile Joined August 2009
253 Posts
Last Edited: 2011-09-25 17:18:55
September 25 2011 17:15 GMT
#93
I watched it. I don't think it's good.

A zerg who rushes mutas will have them out at 10.30... and your drop will fail. Moreover there is no early game pressure (wich is suicide against a good zerg).
Also it loses hardcore vs bling bust and roach/ling all in (unless you wall off with triple rax).
HansK
Profile Blog Joined March 2011
249 Posts
September 25 2011 17:28 GMT
#94
On September 26 2011 02:15 ganil wrote:
I watched it. I don't think it's good.

A zerg who rushes mutas will have them out at 10.30... and your drop will fail. Moreover there is no early game pressure (wich is suicide against a good zerg).
Also it loses hardcore vs bling bust and roach/ling all in (unless you wall off with triple rax).


This build is amazing vs mutas... actually probably much better than standard play. I don't know about the roach/ling/bling all in, I'd need to see a replay of one breaking down 3 bunkers and 2 ebays behind them with proper micro pre 10 minutes to see if it is a auto win.
ROOTIllusion
Profile Blog Joined August 2010
United States1060 Posts
Last Edited: 2011-09-26 01:10:00
September 26 2011 01:06 GMT
#95
I've been doing this style for a while and I did your opening just to see how it goes. I did some variations but it's overall the same thing. Here you go, Me vs Vilehawk: http://drop.sc/37639. Pay close attention to the drops and what i do with squads of marines (tumors, ovies). It's always important to clear ovies in airways to their base so they cant see the drop coming . PM for questions
www.twitter.com/rootillusion & www.facebook.com/illusionsc2
lawlohwhat
Profile Joined August 2010
United States32 Posts
September 26 2011 01:19 GMT
#96
I've tried this a few times with mixed success. It does tend to punish ultra greedy fast 3rds, and good positioning behind mineral lines can wreck large numbers of lings, but good overlord placement totally shuts this down. By the time you get a viking out to clear a drop path the spire is on the way and against players with good control on their muta/queen/ling, the level risk involved goes against the ethos of the build altogether.

Also, if I'm zerg and I see a single viking killing my overlords, my first instinct is to prepare for drops. Not to mention that eco based bling busts hit before you move out and will at best put you even with the zerg.
ROOTIllusion
Profile Blog Joined August 2010
United States1060 Posts
September 26 2011 23:05 GMT
#97
Another rep, here you go http://drop.sc/38082 Me vs tqAquanda
www.twitter.com/rootillusion & www.facebook.com/illusionsc2
4tre55
Profile Joined June 2011
Germany330 Posts
Last Edited: 2011-09-27 19:07:37
September 27 2011 19:06 GMT
#98
Build works really fine for me at lower levels, most players can't handle the multitasking and forget to every attack me the whole game. Thanks for posting this
DoctorFunk
Profile Joined September 2011
160 Posts
September 28 2011 19:14 GMT
#99
On September 26 2011 02:28 HansK wrote:
Show nested quote +
On September 26 2011 02:15 ganil wrote:
I watched it. I don't think it's good.

A zerg who rushes mutas will have them out at 10.30... and your drop will fail. Moreover there is no early game pressure (wich is suicide against a good zerg).
Also it loses hardcore vs bling bust and roach/ling all in (unless you wall off with triple rax).


This build is amazing vs mutas... actually probably much better than standard play. I don't know about the roach/ling/bling all in, I'd need to see a replay of one breaking down 3 bunkers and 2 ebays behind them with proper micro pre 10 minutes to see if it is a auto win.

I've used this plenty of times, some times I've demolished the Zerg with my drop and outright won there. However, some zergs I've played that scouted well and responded well came out ahead. Each time I lost, Zerg had their third up and banes and lings waiting for my drop. If the Zerg has simcitied their main in a way where marines can be protected, it can be an auto win. I'll look for the replays where I lost to a quick third.
HansK
Profile Blog Joined March 2011
249 Posts
September 28 2011 21:44 GMT
#100
On September 29 2011 04:14 DoctorFunk wrote:
Show nested quote +
On September 26 2011 02:28 HansK wrote:
On September 26 2011 02:15 ganil wrote:
I watched it. I don't think it's good.

A zerg who rushes mutas will have them out at 10.30... and your drop will fail. Moreover there is no early game pressure (wich is suicide against a good zerg).
Also it loses hardcore vs bling bust and roach/ling all in (unless you wall off with triple rax).


This build is amazing vs mutas... actually probably much better than standard play. I don't know about the roach/ling/bling all in, I'd need to see a replay of one breaking down 3 bunkers and 2 ebays behind them with proper micro pre 10 minutes to see if it is a auto win.

I've used this plenty of times, some times I've demolished the Zerg with my drop and outright won there. However, some zergs I've played that scouted well and responded well came out ahead. Each time I lost, Zerg had their third up and banes and lings waiting for my drop. If the Zerg has simcitied their main in a way where marines can be protected, it can be an auto win. I'll look for the replays where I lost to a quick third.



If they have enough zerglings/banelings to defend two drops at separate locations or one location with all marines with proper micro, and 3 bases fully saturated, and also some how cause you to lose every unit on your drop, I'd love to see the replay.

From my experiences if you're allowed to get up to the drop one of two things happen:
They are on two bases and have a good amount of units and you can do a light harass but not commit to it the majority of time. How ever you should also have two bases well saturated and the resources and infrastructure to set up your third to match his 3rd closely.

The other thing that happens is they have a 3rd base but no drones or very little drones there, and a decent amount of units. In this case they normally take some losses with some multi-pronged harass possibly even losing a hatchery or take large drone or unit losses. In this case you are both even too, it seems.[or you're ahead depending on the damage you were able to do]

Then of course there is the option I did not include which it out-right kills them because this should only be the case if they droned all 3 bases fully with extractors and didn't build units because they didn't think you were coming as they didn't scout you pushing out, this or something close to this happens very often and you do major major damage or kill them.
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