[G] Bomber's TvZ - Page 3
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DKR
United Kingdom622 Posts
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Cosmology
Canada360 Posts
![]() IdrA beat bomber in a bo3 when he did this strategy. | ||
JL_GG
Canada249 Posts
this build is rly good especially on antiga have stopped both one base and 2 base all in with this build b4 and go for the win | ||
Markwerf
Netherlands3728 Posts
I do think you have to do this build with hellions before CC really. One good thing about the quick hellions is that they save you the need to send a scout, that alone saves you 100 minerals or so making the macro play so damn strong. Without that scout going for CC before factory is just too risky imo as they could always be doing roaches or even a bust which you can't know about, with a quick hellion builds these things can be managed but not with fast CC. Having hellions that faster also really improves their threat on the zerg, forcing them into a fast building wall or whatever. With a later CC you can also put it down at the expo spot much safer, quick CC usually forces you to make it in base which wastes the entire point of the super quick CC in the first place. With just 2 marines I wouldn't dare putting CC at the natural often, which 2 hellions about to pop it becomes quite acceptable to do so. The guide itself could use less pictures and more actual details imo. Build order, things you have to do, timings and signals of what zerg might do etc. | ||
boon2537
United States905 Posts
10 depot 12 rax (only build one marine till you start factory, then build second marine, then add on reactor) 16 gas 17 OC 17 Command Center at natural @100 gas factory ->bunker swap reactor to factory, get 2 hellions, and build tech lab on rax @400 mineral third Command Center---second gas----depot (keep building it from here) swap add-on back and get siege tank+siege mode get second and third rax (one with reactor, another with tech lab)---third gas engineering bay---port---forth gas get stim and +1 attack whenever possible take third with tanks get armory and second engineering bay when third is running get 2 more raxes and one factory. * move out when +2 attack is almost done and add 3 raxes (tech) and two ghost academy (for cloak and energy upgrade) and prepare to take a forth base. Additional (might be obvious but I'm gonna say anyway) notes: - build engineering bay in a secure place, preferably close to your rally point, as losing it will make you a sad panda. - start building turrets around 10:30 - sand bag the bunker (build depots around the bunker, reducing its surface area) makes the bunker 100 times stronger I'm sure this build will help me get back into SCII again, as I've been exclusively playing Dota 2 for the last couple months ![]() | ||
Ponyo
United States1231 Posts
Upgrades and good Macro are the key in winning with this kind of style. | ||
Yoshi Kirishima
United States10292 Posts
On January 08 2012 10:52 FirstGear wrote: In my opinion having a more active forum isn't such a bad thing, nor is improving the quality of the average posts. Its true doing it for every day9 might be overkill, but its a lot quicker to read a thread than watch a daily. How is that a bad idea? The more guides the better. As long as they fulfill TL's standard of quality, they will be useful. | ||
GohgamX
Canada1096 Posts
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LambtrOn
United States671 Posts
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Yoshi Kirishima
United States10292 Posts
On January 08 2012 12:40 LambtrOn wrote: Do you have any replays for this? if u watch the daily, i think he mentioned that bomber was doing this build a lot in one of the MLGs during the intro (up to the first couple minutes of the first replay day9 analyzes) You can probably try that, and then find MLG replays. | ||
boon2537
United States905 Posts
On January 08 2012 12:40 LambtrOn wrote: Do you have any replays for this? The replays are from MLG Orlando. Just google it. | ||
Slate
Singapore112 Posts
On January 08 2012 10:50 Azera wrote: But that makes the build really rigid and confines people to a box. It's actually quite helpful because it provides benchmarks for the build's execution, as well as precise timings to work on for more refinement. ![]() Love the thread, thanks for putting it up. The daily itself is great, but if people want to see more stuff they can go to Bomber's stream and look at the vods. He also has a very interesting ultra-low siege tank style with mass nukes and marine-marauder against Zerg, cutting at ~55 scvs and going bonkers on aggression to snipe bases, drones, etc while building defensive planetaries and an absurd ghost count. He's done this in several KSL games vs Zerg I believe. Might want to check those out for some higher level execution plays! ![]() | ||
Azera
3800 Posts
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Szubie
United Kingdom294 Posts
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Azera
3800 Posts
On January 08 2012 19:03 Szubie wrote: Thanks a lot for this, would love to try it out. Glad you enjoyed it :D | ||
MortOrGuilt
United Kingdom23 Posts
Better incorporate this I guess! | ||
WCX
74 Posts
User was banned for this post. | ||
Markwerf
Netherlands3728 Posts
I tinkered with it a little bit and i think the ideal build is this: no scouting, going quick hellions so not needed 10 depot 12 rax, make 2 rines when finishes 13 gas 15 depot (can afford 2nd depot before OC because of no scouting and makes you safe against the potential 6 pool by walling off, also harder for them to expect hellion then) 17 OC (17 oc is better then 16 oc really, idle time of the cc is a waste) factory @ 100 gas reactor @ 50 gas 21 CC at natural 22 depot (scv that made factory), preferrably make this depot at natural to start depot wall or surround a bunker. swap factory on to reactor and make hellions, make techlab with rax. After 4 hellions switch factory to the techlab and rax to reactor again and make rines + tanks while macroing hard. This build has fast hellions but also a super fast expand, made before first hellions. Part in doing so comes from not scouting which shouldn't be neccesary on a big map because you wall off quickly and the first two hellions can just split up to determine the position of the zerg so you can harass when you have 4 hellions. A sufficiently big map means roach push is not really an issue and if it happens you should have a techlab on the rax so you can make marauders right away. Ideally the map has a second ramp so you can make it very hard for them to scout you, the fast second depot makes it unlikely they get in your base and the 2 rines can then prevent them from seeing your expansion, the more uneasy they feel the less likely they are to macro hard and outboom you. | ||
ReachTheSky
United States3294 Posts
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CTFullstop
Hong Kong47 Posts
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