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[Q] Elusive Fac CC Fac TvP

Forum Index > Brood War Strategy
Post a Reply
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
February 12 2010 13:46 GMT
#1
I'm trying to find more and more information about this way of play, but it is incredibly scarce. I have always been a firm believer that the reason you dont see too much doubleexpanding in proleague is that there is a sort of good counter T can perform, but so far the only real game I have demonstrating this is Flash vs Pure on Destination from GomTV.

So what I would really want to know is:
What is it good against?
When should I do it?
What kind of maps/positions does it work on?
How do I do it? (Obviously I build a factory instead of tech after my CC, but when do I move out etc, and do I build a 3rd factory aswell if it looks like it is working?)

Any input is appreciated.
ZeKk
Profile Blog Joined November 2004
Sweden320 Posts
February 12 2010 15:09 GMT
#2
I quote from idra"if you see 1 gate exp or 1 gate robo exp go fac cc fac and kill them.". Taken from "tvp moonglaive thread".
sashkata
Profile Joined September 2008
Bulgaria3241 Posts
February 12 2010 15:17 GMT
#3
First to say I'm a P and haven't played against it that much.

You build the second fact around the time you usually place your e-bay (a bit earlier. e-bay is usually at aroud 5:00). Move out when you have 2 tanks and rally vults. I haven't played against it that much, so I can't say what works and what doesn't. I'm pretty sure it comes before river even if P is going straight for shuttle --> river. P can't get dt's out on time if he went nex --> dt tech. And yeah, it's dificult to hold if you go gate - robo - expo. My knowledge on the subject is lacking, so I would be interested to hear a better player's thought too.
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
February 12 2010 16:45 GMT
#4
Sounds like a less all-in version of a 2fac, but it comes later, and is this thus weaker, however it is not done blindly?

And yeah, I read IdrAs post, however it isn't nessecarily self-explanatory for alot of terrans how to "kill them".
Espers
Profile Joined August 2009
United Kingdom606 Posts
February 12 2010 17:27 GMT
#5
IdrA used this vs NonY in the TSL Outsider game
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-02-12 17:36:38
February 12 2010 17:35 GMT
#6
On February 13 2010 00:09 ZeKk wrote:
I quote from idra"if you see 1 gate exp or 1 gate robo exp go fac cc fac and kill them.". Taken from "tvp moonglaive thread".


this is true

also if u manage to scout 3rd nex off of 1 gateway u can also do this

3tank push if u graded siege and 5tank if u skipped siege, very strong bo. many gamers for example gosi terran r doing this bo without even scouting what toss does which is concidered cheesy and allin but so far he has gotten away with it vs estro b team matches and tsl. i think tosses r starting to become too economical so some terrans play abusive which is pretty new :p
Progamerpls no copy pasterino
Ver
Profile Joined October 2008
United States2186 Posts
February 12 2010 20:01 GMT
#7
The key is that they get either their tech or 3rd nexus before 2nd gateway. If they 1 gate range nexus then immediately make a 2nd gate while keeping constant goons it's not going to work. It works best on maps that have inverse ramps from the middle (rotk/moon glaive) as the high ground lets you pressure them a bit more or short rush distance like Outsider. The games below give you a good idea of when to move out and composition.

Here are a few other examples.





http://www.teamliquid.net/tlpd/games/11923_Anytime_vs_fantasy (doesn't work here)
Liquipedia
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
February 14 2010 03:06 GMT
#8
Thanks a bunch for the replies guys. Any advice on how I actually KNOW that they aren't adding a 2nd gate yet? Specific goon number to look out for etc... Scouting is a bit difficult with goons guarding the front.

For example, did IdrA see anything in particular that made him do this build vs NonY on Outsider, or was it because of the short distance of outsider?
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
February 14 2010 05:02 GMT
#9
It seems to me that delaying ebay for a faster second factory would always be advantageous if you know you don't need turrets to block shuttle/reaver or DT yet. I don't know how the timings work, but I would expect this to be a good choice any time the Protoss builds a nexus before teching DT or shuttle/reaver. Even if Toss goes for lots of gateways --> you can't push, having additional units is unlikely to be a bad thing.
My strategy is to fork people.
nozaro33
Profile Blog Joined March 2008
Taiwan1819 Posts
February 14 2010 05:08 GMT
#10
Well the purpose of this build is to pressure/punish the toss for fast expanding, so my guess (I didn't see the Idra vs Nony outsider game) is that as Terrran you push out regardless of your info and based on his goon count you'll know whether he went for fast 3rd/tech or 2nd gateway. In my experience I often do this build when I scout 1 gate expo/robo expo (send a early 2nd scv to scout his nat)
#1 Flash / #2 NaDa / #3 Stats fan / KT fan for life
ajmbek
Profile Joined November 2008
Italy460 Posts
February 14 2010 09:21 GMT
#11
Look razer tsl nony vs brat_ok game 2 on blue storm
Sic iter ad astra
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2010-02-23 11:50:37
February 23 2010 11:49 GMT
#12
the thing i noticed is how flash lifts his rax after the initial marines, floats it to the expansion and keep making them to have about 10 marines when he moves out. I haven't seen it so much before and its really good for keeping the first tanks alive.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
shinjin
Profile Joined January 2010
United States398 Posts
February 24 2010 07:39 GMT
#13
yeah id definitely like more details on this build?

Im more of a novice, so i can't really tell 1-2 gates by early goon count...and say he leaves half his goons at his natural and half in front of your nat to stop any scouting..how would you know if he added on a quick gateway right after his expansion, or does this build still counter that, does its timing come before reavers? DTs?

Also another question, when do you usually send your 2nd scv scout?
give it one more try because the best things in life dont come free.
thunk
Profile Blog Joined March 2008
United States6233 Posts
February 24 2010 09:46 GMT
#14
I'm just going to write in this thread, although both threads are valid places to write this. The other thread is here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=113456

Light also tried a version versus Snow:



He got destroyed.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
thunk
Profile Blog Joined March 2008
United States6233 Posts
Last Edited: 2010-02-24 09:59:07
February 24 2010 09:53 GMT
#15
Basically, this build is contingent on two things: a) a low gate/goon count and b) no reavers. Flash has super game sense and can basically guarantee that both things can happen. As Ver said, if they cheat units, this is a rush that basically catches them before they have anything. Because both SCVs and Vultures soak a ton from dragoons, it can be an effective rush if you have a few tanks backing it up. Flash further strengthens it by cheating turrets (because the opponent didn't go reavers or Dts). Meta game shift? Probably not. Another tool in your TvP arsenal? Definitely.

In Flash versus Stork, Stork trades all of his dragoons for 2 of Flash's tanks. Stork, knowing that he has to cheat something to catch up, only has 2 dragoons when Flash attacks with the remainder of his units.

In Light versus Snow, Light did not check to make sure Snow was on 2 gateways. He saw Snow making a move to expand, but Snow saw Light's forces, and added more gateways and units. Light also did not cut turrets, and got destroyed in the middle.

Flash did it against Jangbi; I watched the game but I can't remember what happened, and no VOD is up. I do remember Jangbi losing to a timing push and thinking that Jangbi was somewhat close to breaking out.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
thunk
Profile Blog Joined March 2008
United States6233 Posts
Last Edited: 2010-02-24 10:18:15
February 24 2010 10:14 GMT
#16
Probably the "fullest" example is Bisu versus Flash:



Things to note:
1) As Ver said, Barracks from high ground to low group. Helps against losing tanks I guess, which are very important damage dealers later on
2) Unit combos. Vults/Marines/SCVs soak dragoon fire. Tanks/Marines deal damage to dragoons. It makes microing against this combo really hard.
3) Bisu even scouted it and everything. He tried to go DTs, which are probably a counter because you have dragoons/obs to mindsweep and DTs can hold back the push. They're probably about even had Bisu held off the push. The fact that the DTs came so late probably means Bisu misjudged and was caught off guard.
4) SCVs were cut in this build. Less turrets were built too. Flash always mined around his min lines to make DT and Reaver counters harder.
5) [Non-VOD specific] Most (if not all) Protoss players went Zeal first. I have no idea whether it makes it a higher percentage build or what. I don't play very much Zeal first so I have no idea what it means.

Sorry for breaking this into 3 posts I feel it makes it much clearer and more organized this way.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
sashkata
Profile Joined September 2008
Bulgaria3241 Posts
February 24 2010 12:52 GMT
#17
On February 24 2010 18:46 thunk wrote:
+ Show Spoiler +
I'm just going to write in this thread, although both threads are valid places to write this. The other thread is here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=113456

Light also tried a version versus Snow:

http://www.youtube.com/watch?v=aPfhSzsG0Rg&feature=player_embedded

He got destroyed.

The topic is about Fact CC Fact. Light did something diffrent. Fact CC E-bay Fact. It was still a push of 2 factories, but it was diffrent. + Snow grabed his 3rd of 4 gates. That's very safe. It was only natural that he would crush Light's push.
And No, I have no idea what Light was doing. This kind of push cross positions on FS? idk
Reason
Profile Blog Joined June 2006
United Kingdom2770 Posts
Last Edited: 2010-02-24 15:40:44
February 24 2010 15:38 GMT
#18
Elusive fact cc fact lol?

Sorry but that is the build every terran goes -_-

Yes I know there are variations and people are always building armories and starports and academies and ebays but come on.... Elusive fact cc fact ?
Speak properly, and in as few words as you can, but always plainly; for the end of speech is not ostentation, but to be understood.
wut_wut3
Profile Joined December 2009
United States221 Posts
February 24 2010 15:58 GMT
#19
On February 24 2010 19:14 thunk wrote:

5) [Non-VOD specific] Most (if not all) Protoss players went Zeal first. I have no idea whether it makes it a higher percentage build or what. I don't play very much Zeal first so I have no idea what it means.



i always thought they made the zealot if the protoss had not scouted the terran yet, or if they scouted that the terran had no walled in.
yes, yes i am a noob
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
February 24 2010 16:25 GMT
#20
On February 25 2010 00:38 Reason wrote:
Elusive fact cc fact lol?

Sorry but that is the build every terran goes -_-

Yes I know there are variations and people are always building armories and starports and academies and ebays but come on.... Elusive fact cc fact ?

This is about a specific timing push that Flash has been using to kill off top PvT'ers within 10 minutes.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
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