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I've won many games with this build in gold division. Not sure if it works at higher levels and thats kinda what I'm interessted in knowing.
The nuke rush works against all races who are greedy and goes for a FE or tripple FE.
This is a onebase into win or expand strategy!
9 supply 12 barracks 13 gas 15 supply 15 orbital cmd start marine production 16 factory When factory is done: start hellion production Barracks Supply When second rax is done: start marine production Supply Ghost Akademy Techlab on first available Rax Ghost Nuke
When the ghost pops out (6:45) just take all your units wich should be at least 10 marines and 3 hellions atm and push the enemy expansion. use nuke to clear spinecrawlers, canons or bunkers. (U should also save a scan incase the expansion is on high ground. u cant nuke without vision.) Now u just have to protect the ghost from anything that tries to kill it. (Expand while pushing).
Here's a replay example: http://www.sc2replayed.com/replay-videos/19001 TvZ on Metalopolis
I welcome any comment :3
Edit!
Here's another replay example: http://www.sc2replayed.com/replay-videos/19010 TvT on Ohana LE, (the other terran went FE 2rax).
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There's been a lot of play with nukes against FEs, most notably I believe were qxc's builds. They can often be pretty effective against FE but the problem with rushing nuke is that at the point in time of your attack, your army is pretty small and easily crushed if the opponent is able to recognize what kind of attack is coming. Most likely they won't be expecting a nuke but this kind of build mostly relies on the opponent's inability to respond, making it not too viable in higher level play. I like the use of nukes and the creativity and it's definitely a nice build to add to any player's arsenal but I can't see it being very viable on the ladder.
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I've done this alittle while now, but I guess you are right about the part where you play on the opponent's inability to respond. But as far as I can see, the only thing u sacrifice is 250 minerals for the ghost aka and nuke +150 gas wich could perhaps give u 3 or 4 more marines at that timing so I wouldnt say your army is too small. I would understand it if u where forced to engage the enemy, but because of the tactical nuke the enemy is forced to attack you.
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There is a Nuke build that can be used against FE plays, it uses Hellions to keep the defending player's forces away from the Ghost while he slowly pushes and kills you. I don't have a replay unfortunately. It was done to me a very long time ago.
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On June 12 2012 05:14 fkgamer wrote: I've done this alittle while now, but I guess you are right about the part where you play on the opponent's inability to respond. But as far as I can see, the only thing u sacrifice is 250 minerals for the ghost aka and nuke +150 gas wich could perhaps give u 3 or 4 more marines at that timing so I wouldnt say your army is too small. I would understand it if u where forced to engage the enemy, but because of the tactical nuke the enemy is forced to attack you.
I'm not looking at it from a perspective of what you yourself could have, I'm looking at it from the perspective of what the enemy will have. At the point in time where you attack, if you've been scouted I feel it's entirely possible for the enemy to have enough to crush you. The time it takes to invest in factory, ghost acad, ghost, and nuke makes this build seem weak. However, there's no doubt it will work against players who FE and rely on static defense.
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I thought of your build a little bit, and it should not work, here are the reasons:
TvP - Any protosses that play vs a terran who doesn't expand and opens gas get Observers really fast... From what I've seen in ladder, they either go 3 gate robo then expand (it can mean a loss against 1-1-1 though) or gate expand into robo into more gates... The obs will get to your base and you will be scouted. Therefore you will hit your nuke, he will run away with probes and troops, then smash your tiny force.
TvT - bunkers will fall, but a common follow up of a gasless FE vs 1 base gas play is go double gas and rush siege tanks, to prevent siege all ins... Your nuke will land, kill bunkers but you won't proceed into the siege lines... Especially if you dont have cloak
TvZ - Pretty much the same... Though lings die to marines+hellions+ghost.. Perhaps a roach based army could crush you, though some zergs skimp on roaches because queens can push the hellions back.
In general, in each match up, your opponent will see the nuke and will run away... You wont be able to take down the natural expansion, and you will most likely not kill anything besides static defense.
Therefore, by expanding much later than your opponent and not dealing damage (= workers kills) you will automatically be set behind.
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Would anybody ever risk moving their units through the path of a falling nuke to try to get in a better position or is that considered much to risky. Because a hellion run-by followed by a nuke covering the bottom of the ramp could scare people from coming down, allowing you marines to kill the base.
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not to be a downer, but in higher divisions people actually scout, would see what you are doing, and absolutely smash your tiny army. edit: also a smart player would say to your helions and ghost, base trade! if things actualy were to get to the point of him losing his expo he would just base trade and win.
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Lots of good comments. I'll be toying around with it abit more, since I've had such good success with it. Perhaps it doesnt work at all, but perhaps it could be of some use in certain situations. At least the build is not dependant on cutting scv's or stuff like that. I'm just not a fan of always FE just to get a good macro game..
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On June 12 2012 06:43 fkgamer wrote: Lots of good comments. I'll be toying around with it abit more, since I've had such good success with it. Perhaps it doesnt work at all, but perhaps it could be of some use in certain situations. At least the build is not dependant on cutting scv's or stuff like that. I'm just not a fan of always FE just to get a good macro game.. I hear ya, but macro is a big part of the game. If you like timing attacks, look into some 2base timings maybe in addition to this?
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Y. Macro is a big part of the game. I guess if u want to get real good you should practice your macro first. I am interessted in 2base timings, I just havent gotten that far yet.
OPS. spilled water all over my keyboard xD -
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The biggest problem I have with this is that since you don't get cloak you would need to have a large enough army to protect the ghost until the nuke lands from both their army and a worker pull. And since this is such a quick rush that requires a huge investment in getting that nuke to launch I don't see it working unless your opponent freaks out and runs at the sound of the nuke rather than just calmly evaluating your army and crushing it with a worker pull. When I saw QXC do this vs Zerg he would do a hard contain on a map with no ramps with bunkers so zerglings couldn't run in and slowly nuke down the expansion. Even then it didn't seem to be very effective.
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Nuke and rush. Two words that I wouldn't expect to go together.
Well, the build really wouldn't operate well at higher levels, but great job creating a fun build.
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