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Saturday, May 12 3:35am GMT (GMT+00:00)
Why go 4 Barracks MMM?:
This build opens with a fast reaper, and with basic knowledge of scouting Protoss in tandem with the reaper you can be safe in the early game. But the main reason I use the 4 barracks timing attack was to punish greedy Protoss players who did not get fast AoE or ridiculous amounts of gateways early on. In my experience, this build demolishes:
- Late Collosus,
- Low Gateway Archons,
- Aggressive 2 base mass Gates,
- Double Forge ≤ 6 Gates,
- Fast third base off of a middling or low amount of gateways and any sort of tech.
- Too fast of a techer, I.E. double forge, collosus, blink + charge.
This build is also not incredibly all-in. It plays in to the style of denying the third at all costs, should you not be able to kill the enemy outright.
Weaknesses of the 4 Barracks MMM:
The build, like all others has weaknesses to it. In another section I will outline how to work your way around them. Here is a few that I have encountered:
- Squirtle (I think?) Collosus All-ins are difficult to deal with.
- Mass defensive gates.
- PartinG style, fast expansions, fast High Templar, mass gate followup.
- Ninja fast thirds. The build itself has an easy way to account for it, but if you don't see it you will be too far behind in all aspects because you can't attack.
- 3/4 Gates.
The Build Order:
This section follows my personal style of writing game-plan notes, sorry if it is confusing to some.
+ Show Spoiler +10 Depot 12 Barracks - Marine, then Techlab 13 Refinery 16 Orbital Command 16 Depot - Reaper -- Command Center - High Ground - Stim, Constant Marauder production -- Depot -- 2 More Barracks CC Finishes, get Engineering Bay Reactors -- +1 Attack -- 4th Barracks, naked. -- Gas, Factory -- Combat Shields -- Starport, Factory -> Reactor EZ
Playing it Out:
I'll cover this in 3 sections; the early game, the mid-game, and setting up for the late-game.
The Early Game:
+ Show Spoiler + Early game I will keep it simple. You scout with the 13th SCV being produced, that is, the SCV that finishes after you start constructing the barracks. This is to give ample time to scout a nexus first, or a forge expand and react to it. Otherwise you scout normally. If you see two gases before 4:00, your cheese alarm should go off. Stick around with your SCV in this case to see if he puts down a Robotics Facility, otherwise leave and try to hide at the natural or in a corner of his base. In the case of a nexus first, you can choose to make the reactor on the Barracks and enter into a 2 rax play with concussive shells, or in the case of the stupid expand as I like to call it, I recommend staying on 1 base and doing a marine drop of some sort. We all know the queues for a 3 or 4 gate, high nexus energy, being used on both the core and the gate. In this case, put your Reaper at a tower because he won't be able to do any harass due to warp-ins and he won't give you any information you don't already have. 2 Bunkers is a good number for it. ![[image loading]](http://i217.photobucket.com/albums/cc47/warrockdot/4gate.jpg) The horror! Now we're past 5:45, reaching 6:00. If you scouted 2 gas before 4:00 and you see that his nexus is halfway done at 6:30, IT IS A DT RUSH. Don't panic! The build has an engineering bay. Make 3 turrets, at both mineral lines and in the production facility area. Anecdotal, but keep your buildings compressed for this reason. Your reaper is great for scouting proxy void rays and DT's. That is everything Protoss can be scary with early on, now lets talk about our role in the early game. The reaper is meant to scout for expo timing, cheese placement, and tech routes. You're paying 50/50 for a scout, not a harassment unit. Then, when you have 4 marauders and 1 Marine, you can move out as stim finishes. This attack has multiple facets to it. First off, you want to focus down sentries and retreat, do not commit to an attack. Secondly, the reaper is entering his main to scout and to kill workers while his APM is focused elsewhere. Thirdly, you can see if he took a ninja fast third.
The Mid-Game:
+ Show Spoiler + Then, the build order continues on and you move out with several dozen MM and 2 medivacs. My favourite technique is to ferry two medivac loads on the top of his ramp entering his natural, just to pull units, and then stim the rest from the bottom. Red is Protoss, Green is Terran. There are conditions to be met before you make this push. Did he take a third? Did your early game scouting with the marauders and reaper determine that he will have many units to defend your push? I.E. Lower gas count, many units already produced, no third. Simple logic such as that. If none of them are met, knock yourself out and murder this kid. [*]Otherwise, you need to counter whatever he is going for. If it is a Squirtle collosus all-in, you need to halt marine production from one reactor rax, and the naked rax, get a second starport for more vikings, and then resume unit production when you have many vikings. Get the techlab on the naked rax so that you can make more marauders. - The reason this build is weak to Templar, is that it doesn't account for them at all. There is no money for a ghost academy, so you will have to have very good bio splits, or just attack where the Templar are not.
- Against mass defensive gateways, they usually don't have many stalkers. So you can reconvene later for a 4-6 medivac push which will quite literally out-heal the DPS of the Zealots. You also STOP marauder production, make marines and medivacs.
These 3 strategies change your mindset to 'go fucking kill him' to 'starve him.' As a rule of thumb, 95% of the time in TvP if you get 2-2 before they have a third base, you will win. block that shit!Following up, you are getting your 3rd CC, armoury and second engineering bay, ghost academy and going up to 6 rax with appropriate add-ons to the situation. 3 gas is for upgrades. 4 Gas is for ghosts. Going to 6 rax before CC is abhorrent because you basically need to kill the Protoss to justify getting such a late CC. Usually all you need to kill him, hehehe.
Setting Up The Lategame:
+ Show Spoiler +- Get a fairly fast fourth base because, by nature of going 4 barracks in the early game instead of 3 barracks, your third is slowed down and your main is getting mined out.
- Get a lot of barracks, with a 1.5:1 or 2:1 ratio of reactors to techlabs. Marauders do not have the DPS to approach a lategame zealot army, so you will need to use the much high damage output, but much weaker defence of marines.
- Bomber told me on his stream that 6-8 Ghosts is a good number.
- Your armoury is idle anyway, get ship weapons.
- Having 3-4 Vikings per Collosus is a good number.
Imagine entering all late-games like this! Terran in the lategame benefits more from DENYING bases than TAKING bases. This is because Protoss DPS is directly derived from how much gas they have. To throw out some examples, 6 gas allows for collosus, double forge, many gates, and the beginnings of templar tech. 8 Gas allows for all of that and full templar tech. 10 Gas means they can have instant mass reproduction of all of that. Compare that to Terran, at 3 Base, you have all the gas you need for every tech. So essentially you can stay on 3 base constantly as long as you make sure his DPS is lower than 8 gas. However, do not think that this is your only ticket to winning. The Terran army is actually stronger than the Protoss army in the perfect composition vs the perfect composition. The problem is that the micro is fucking hard. So if you feel comfortable, the forward defensive stance (choking out further expansions) is going to win you games. But for all the noobs like me, is a good rule of thumb to try to deny bases. Unfortunately, I will not go in to PLAYING the lategame. As that is where I personally fall short so I do not want to give people incomplete information. Here is a placeholder video:
Some Cheese, or Stupid Build Reactions:
+ Show Spoiler +- If you scout double gas before 4 minutes, delay the second gas and go up to 5 barracks. Get addons as you see fit, this will set you up to defend cheese with mass marine, the unit you want versus cheese, and then be able to do a POWERFUL counter-timing.
- Against DT's, move out with +1 and combat shield, pull 5 SCV's for turrets. Save scans. Win the game. He will not have High Templar tech yet, and very few units to hold your timing. Rally all units at home in case of back stabs with DT's.
- Most Sentry drop builds are blocked pretty easily with no deviation. Same with collosus and immortal drop builds.
- 3/4 gate. Get 2 bunkers before 5:30 and you should be fine. You need to pull many SCV's because you are relying on just a couple of marauders rather than many marines, meaning that your DPS is minimal.
- Against forge expand, stay on one base, it will likely be too late to get a reactor instead of a techlab on the first barracks. Get stim, 2 more rax, a factory and do a marine drop of some sort. This build is so bad that I don't even have a planned out reaction to it I just make something up that gets the core structures of 3 barracks, factory, starport.
Replays:
+ Show Spoiler +- http://drop.sc/178600
Immortal 6 gate I think.
- http://drop.sc/178601
Some sort of late collosus play/
- http://drop.sc/178602
Mass gate all-in.
- drop.sc/178294
Build demonstration.
- drop.sc/178293
Build demonstration.
- drop.sc/178293
Held the DT rush as prescribed. however didn't jump the gun on my marine attack and allowed him to get Templar tech. Stupid me 
- http://drop.sc/178795
Goes into very lategame where I worry that I will lose. However miraculously I win.
Someone please help me with linking these 3, the BBC Code doesn't seem to be working.
About Me:
+ Show Spoiler +I am currently a Mid Master ranked Terran on the NA Server. I am on the edge of masters league in Korea (I got 10 masters in a row a few days ago, sucks that I lost 9 of them ^^) My Highest MMR rating had me regularly going against high masters and GM's. I have also taken out the likes of Goswser, Masa, Everize, Xenocider, and a few other Grandmasters in online events such as the now defunct LANified! Weekly KoTH. I am currently playing for a very unknown team called exioN
That'll end my 'hello, here is my E-PENIS'
Changelog: + Show Spoiler +- Some pictures take long to upload so adding them now.
- Adding replays slowly.
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Is it possible to get some timings on the rax and factory build times? Also to double check, the 2nd and 3rd rax finish and immediately go for double reactor? Thanks
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Looks coooool. Gunna try it out mang.
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@phiinix, timings are as you get the money for it. Yes you go for immediate double reactor.
@Tsuna, I am touched that your first post is on my thread!
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Thaniri:
The reaper is for scouting and possible probe kills, but I wonder about the delay on the kicking in of your production due to the staggering of the 4 Barracks. What's your opinion on a similar philosophy and pattern of attack but with a more aggressive expansion (i.e 1-rax FE or CC-first)?
My initial reaction looking at just the build orders is that I don't see the clear benefit of this build over a more standard 1-rax FE into 3-rax and medivacs, other than surprise. Perhaps you could delve a little bit more into the trade-offs between the gasless-FE and CC-first openings that make up a lot of the 2+ base plays we see in modern TvP? As a lower-ranked player than yourself and a theory/strategy nut, I'd love to have a better understanding of some of the surrounding context and logic.
Other than my thoughts about the relationship to a more standard build, I love that this focuses on starving out the Protoss once you get an upgrade lead and react to his composition. I think starvation plays are the future of TvP, and one thing that I do like very much about this build is that it forces you to be on top of that, otherwise you lose to fast 3-base Templar pretty much instantly.
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@Jazzman88
I'm too lazy to play right now, so I've been f5'ing every few minutes to check on the thread.
The reaper is for scouting and for some early game security. I just think that with the reaper you can scout cheese more effectively and be prepared for it. CC first closes your eyes to the world, and 1 rax FE's tends to use scans to scout (lastshadow talks about it a lot in one of his early TvP blogs if you care to see.)
It also sets up for a slick 4 marauder, 1 marine stim timing that 75% of the time trades 1 marauder for 2 sentries. Meaning that it gives you extra security against a mass gate all-in, and makes it easier to break a defensive position (8 less forcefields!)
The gasless expands set up for stronger timings in the build order, but that build order has very little flexibility as a result of less scouting. The reaper has a good coinflip to it for probe kills, and scouts for cheese very very well. The most important is setting up your timing. 4 marauder timing, reaper scout for tech.
It is really comparing two different ideals to eachother. Your idea makes the push stronger but less organic. My ideas make the game more organic and flowing, allowing for many different opportunities.
It's kind of like saying cats are cats and dogs are dogs. They are both different and there is not much to compare as a result of it.
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You're missing a lot.
Forge expand is "bad" well thats sort of retarded, because all it does is delay protoss tech by somewhere around 20 seconds and it is an extremely viable build, as shown in the GSL.
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And @Jazzman88, you're right. It's not like cats are cats and dogs are dogs. Its like fish are fish and dogs are dogs. Take your fish, I will take a dog any day.
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@GleaM
When I play against people who stomp me with it I will give the build recognition, but as of yet I haven't played against a single interpretation of it where I couldn't just all-in them and win it right there.
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@Thanari
Your opening suffers from a weakness till your marauder pops. Most protosses will chrono out their stalker and poke with it and have it at your base around the same time your reaper pops - and 1 stalker vs 1 marine+1 reaper just doesnt work. This is why you should get a bunker down while your reaper is building to stop any early harrass or even worse a 3 or 4 gate with chroned warptech.
On the bright side, some protoss may be inclined not to poke when they scout gas openings - but you cant rely that they just wont because you opened gas.
So what does your reaper do - it tries to scout and possible snipe a probe or 2. Most protoss will deny the reaper very fast, and you might not even be able to see anything, so in this case I´d much rather suggest an scv scout that does a 2nd round of scouting when the stalker left the base (knowing the standard stalker timing pop allows you to sneak in the scv 90% of the time).
After this analysis I feel the standard 1 rax expand into 3 rax (2 reactor, 1 techlab) is superior to your reaper opening that opens up a weakness in your build and gambles that the reaper actually sees something and possibly snipe a probe or to. Now opting for a 4th rax before factory, delays your medivacs and at this point when you already are pumping 5 marines and 1 marauder per round. And at this point you want to be agressive and poke for weaknesses, threathening both drop and stim run up the ramp - however if you delay your medivacs, you´re giving the protoss a huge advantage, he doesn´t have to pull his stalkers to any cliff side you may drop and can simply just focus on forcefield splitting your ball if you attempt to stimrun up the ramp.
This delays your agressiveness and this is bad for you, because the protoss is just buying time for his splash to finish and once storm/colossi are done, you´re done being agressive and want to take your 3rd.
tl:dr 1 rax gasless expand seems superior than reaper expand into 4 rax and delayed medivacs
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@yoona2012
There is no weakness at all before the marauder pops, even if I make the second marine to fake out the protoss. See one of the replays on Ohana vs korean name.
And on the other point, I have way more success with this against cheese. I often send a second scv anyway even if I do make the reaper. I just have a way stronger winrate with this build order than a 1 rax expand.
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I don't understand the reason for this build at all or what makes the build seem good to you. I am very curious as to what your army supply is when the two delayed medivacs came out. Your supply is lacking on a significant level (almost 30) when compared to the standard build at that time.
Because you opened reaper your economy is severely lacking (duh). What did you pay for that? Scouting information that we are going to do later anyway? Going reaper never guarantees scouting information - just the hope of some. You can argue that the reaper could potentially save a scan in other builds but I really don't want to get into that.
Also curious as to what the 4th barracks is really there for. I didn't watch any of the replays because I just don't like the build but seeing how the "standard" build (3 rax after 1 rax fe) is able to produce efficiently off of 3 rax without a 4th one being thrown in, how can your build cope with it (or even afford to make it) on a worse economy? Shouldn't be able to afford more barracks until after the medivacs are out.
Not a bad guide though. I mean you put the time and effort into it but essentially it's like a reaper opening into the typical 3 rax with a worse economy? I'm super tired and I may be seeing that wrong but doesn't it sound right?
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@Dreamlike
I used to 1 rax gasless FE, and had -no joke- 13% winrate in TvP. Then I made this build, figured out the loose ends and got to 83% winrate in TvP.
That's why I love this build. Also the economic difference is negligible. Probably only delayed for the space of 3 SCV's max.
The 4th barracks is the difference between 'ah, better back off' and 'hey, I can break that!'
Just watch the replays, I just really like the way it plays out.
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On May 12 2012 15:51 Thaniri wrote: @Dreamlike
I used to 1 rax gasless FE, and had -no joke- 13% winrate in TvP.
I was looking forward to amusing myself as well as others but after that statement I am done. Blaming a build for your lack of winrate? Are you sure it wasn't something else...
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@Dreamlike
I was lost in the matchup until I thought of this build, I want to share it.
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Dreamlike,
As much as we might want to pretend that you have to do a narrow range of 2-3 builds to survive in any matchup, the reality is that many things are viable depending on the player's decision-making and the relative 'tight-ness' of the build order. 1-1-1 is SUPER strong, but can be very screwed over by early pressure or a Stargate open. Don't crap all over Thaniri's build because it isn't standard. Even IF he was doing 'something' wrong with the more standard play, it doesn't invalidate his success with this build. Half of competitive play is doing something different to throw off an unprepared opponent, the other half is doing the standard stuff so perfectly that there's no weakness.
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More replays have been added, the first 3 won't link to the website, so you will have to copy and paste.
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On May 13 2012 03:48 Jazzman88 wrote: Don't crap all over Thaniri's build because it isn't standard.
I did crap over the build (and that was just a few things). If you want to defend his build then go for it.
He couldn't even defend his build after my comment with any credibility at all.
Can I please get banned so I don't feel inclined to talk to morons?
User was temp banned for this post.
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For all the people hating on the reaper, I don't find it to be a "hope" tactic. In theory crafting, drops in any matchup are also "hope tactics" because you don't know if a player will have units defending, yet it's one of the most used tactics in the game. I've been using reaper expands(200 games+) and I literally cannot remember a single game in which my reaper scout was denied from scouting the main, unless it was shown earlier during a zealot stalker poke. Even then, 1) hiding the reaper is easy, it just isn't a big deal to me to show it, and 2) even when scouted you can get the reaper in a good % of the time (over 50).
As for opening 4 rax over 3 rax, it certainly has it's benefits. Demuslim opened with it against Oz in an MLG match a while ago, and won pretty convincingly. because of this, and my own experiences, I don't find a 4 rax build to be strictly weaker than a 3 rax; it's simply a variation build. I personally don't agree with this build getting 2 reactors, a naked, and 1 tech lab, but if you open something like 2 tech 2 naked, you can set your midgame infrastructure up a bit better by not having to spend that 60 seconds building another rax, you simply get add-ons.
Overall, I still don't like the guide because TL guides are suppose to help other players play better, not as logs to show what builds x player is using. The lack of timings or foods makes following this build extremely difficult. "as you have money for them" is not a very helpful tip as it makes any players who lack perfect macro unable to execute this build, and furthermore, they have no benchmark. Viewing replays is the only option, yet I feel it should be the job the guide creator, as a guide to provide this information.
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On May 13 2012 04:43 Dreamlike wrote:Show nested quote +On May 13 2012 03:48 Jazzman88 wrote: Don't crap all over Thaniri's build because it isn't standard. I did crap over the build (and that was just a few things). If you want to defend his build then go for it. He couldn't even defend his build after my comment with any credibility at all. Can I please get banned so I don't feel inclined to talk to morons?
Maybe it's a good idea to watch the replays before you get cocky like that.
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Wow, nice guide, and I've learned some useful things such as:
denying bases rather than taking them 6-8 ghosts is a good number (hmm so not 15? or is that more for situations where both players have a large economy and so and/or you don't have time to save energy so you need to produce more of them) reactor:tech lab ratio
Though, even 1.5:1 ratio for reactor:techlab is shocking to me. 6 Tech labs 9 reactors? usually it's the other way. Have you seen any pros get more reactors than tech labs, or is it just for this style that you can be or need to be more marine heavy to stop those zealots, since he doesn't have as much gas and hence you don't need to worry about the AOE damage as much?
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Seems interesting, I'll check it out against my protoss friend. Still not sure of its viability in a timing attack - from watching the first replay uploaded, the protoss seemed to play pretty oddly, going fe into 1gate robo, and building 0 sentries (which is especially strange given how useful ffs would be on that ramp on Ohana) - plus the toss went for 2 robos on 2 base, and a twilight council, without the economy to really support all of that.
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@Yoshi Kirishima
The way QXC put it, is that players will have an all marauder ball. This ball does not have the dps to kill the Protoss army so it slowly dies because you just don't deal the damage. Then players have the marine ball, where they have the DPS to kill a Protoss army but then they die because of how little HP they have.
I think the only time I'm seeing more techlabs than reactors nowadays is to counter Squirtle all-ins, and stalker collosus compositions.
@LlamaNamedOsama
I went 5-0 today on ladder with it and got my golden star ^^. I will continue to upload even mildly interesting replays, and I'll re-order them so that that silly one is not the first one the reader sees.
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On May 13 2012 08:50 Thaniri wrote: @Yoshi Kirishima
The way QXC put it, is that players will have an all marauder ball. This ball does not have the dps to kill the Protoss army so it slowly dies because you just don't deal the damage. Then players have the marine ball, where they have the DPS to kill a Protoss army but then they die because of how little HP they have.
I think the only time I'm seeing more techlabs than reactors nowadays is to counter Squirtle all-ins, and stalker collosus compositions.
@LlamaNamedOsama
I went 5-0 today on ladder with it and got my golden star ^^. I will continue to upload even mildly interesting replays, and I'll re-order them so that that silly one is not the first one the reader sees.
Ok, thanks! I have noticed more reactors but haven't noticed more reactors than tech labs yet. So this change is simply because protoss has been getting more zealot heavy recently? I mean, I wonder why they didn't go more reactors back then (or rather, why it took so long). Especially since Ghost EMP was so much better back then so HTs were much less of a problem vs marines.
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@Yoshi Kirishima
I am not one to analyze previous metagames. The reasoning for the marines is twofold.
1) Stalkers just are not a particularly good unit in TvP, so yeah Marauders counter them, but Marines do a splendid job as well.
2) Marauders can't deal the damage to the other "filler" alternative, Zealots.
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On May 12 2012 13:49 GleaM wrote: You're missing a lot.
Forge expand is "bad" well thats sort of retarded, because all it does is delay protoss tech by somewhere around 20 seconds and it is an extremely viable build, as shown in the GSL.
Well, I think he's trying to say that forge fast expand is generally bad against THIS build, which is somewhat true because terran all-ins do a pretty good job of destroying really greedy builds like that. He specified that he changes this build into an all-in once he sees a FFE.
I do recall both Naniwa and Oz using it in the GSL. Oz was of course more successful with it, seeing as he won his game, but I don't think he got all-ined that game, he was just pressured and it was a relatively late pressure too if I remember correctly. Naniwa tried to pull off the same thing, but against MVP's mass rax, marine/scv all-in. He lost even after putting down the third safety cannon that the casters were talking about.
Of course this build is different from a marine/scv all-in, but I'm just saying that a FFE is EXTREMELY hard to pull off against an all-ining terran unless you got a perfect scout in beforehand.
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How does this push fare against double forge as described by NrGMonk? Once i see > 3 rax with starport on 2 base, i would put down 1-2 cannons at natural, and spread stalkers in main. How do you fare with an upgrade disadvantage then?
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@etherealfall
Double forge can be starved. And 4-6 medivacs will outheal the DPS of the mass zealot that is likely coming off of double forge.
I'm not familiar with the NRGMonk version. But I would apply the same principles I know about double forge.
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Hmm. Are you able to get any replays of this vsing double forge?
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Thank you for posting this guide I also prefer a 4barracks opening in TvP. And to be fair, Terran production often does go by "when you can afford it", but you could go a little more in depth on the timings.
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Good guide, buy can i suggest: if you are going to delay tech, a stonger build will be 5 rax, here is why, and also some small criticism:
1. reaper is ok. i'm not a reaper player but a lot of people feel safe with a reaper on the field and i totally understand that (for watch tower/scouting), but you have to consider chrono'd stalkers as a response to you taking gas (protoss will see). this is a common response and 3gates of stalkers being warped in would give you a huge nightmare as a follow up to this chrono'd stalker harass if you have no bunker 2. 21 CC is dead. 16 CC it buddy, and do it on the lowground like a boss. Protoss WANTS to macro. Think of protoss as zerg. They suck. If they 1 or 2 base all in you, you just repair bunkers and amove once your saturation + mules beats their income on equal bases. So 9/10 times, protoss will 1gate FE in response to this anyways, so just 16 CC. 3. This brings me to my next pt: polt combat shields expand building.. in tvt polt will do 1 barracks fe, but instead of immediately adding those 2 more rax, will instead throw down a geyser. this allows him to start an uber early stim or combatshields + get his two rax negligibly later (like, 5 esconds later. i have done the timings. you miss out on like two marines). i can see this being a smoother way for you to accomplish the ideas of your build, and still get in the protoss base at a relevant time. 4. There is no distinct advantage to going 4 barracks versus 3 that is really that noticeable. if you want to add new barracks past your original 3 (which i wouldn't begin contructing until i've started my third to be honest), do it when your minerals pool from making reactors 2,3 on your rax (assuming you have a techlab on one already)
forgg uses this hiccup in income to afford raxes 4/5 and upon completion, salvages and starts a 11 min 3rd. this is very "all in" but it's almost impossible not to do damage or win the game with 5 barracks and medivacs in tvp mid game
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@TangSC I'll try to re-work the notes.
@c0sm0naut I'll just answer all 4 points.
1/4. Funnily, the day after I posted this I started doing a normal 1 rax FE for every game.
2. I try to fit in stim before the CC, to set up for the 4 marauder timing to kill SCVs and scout. 21 CC ensues.
3. Can I get a replay of that in tvp? I have witnessed it in TvT and I actually kill them before 10 minutes passes.
When I 5 rax, I skip the medivacs, pull all my SCVs and do a big old stim timing.
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