Introduction
Hi, I'm Bibbit and I have recently concocted what I feel is a pretty solid Battlecruiser Rush. Obviously, it is my duty to share it with the wonderful community known as Team Liquid. One thing I should say before you go any further: It is an all-in. If that's not your cup of tea, go elsewhere. On the other hand, it's a mother flippin Battlecruiser rush.
It is quite possibly the only all-in I've come across where you don't usually get BM'd for it, I think possibly in part because its a battlecruiser rush. Rather, people will love you, as shown in these testimonials.
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The build has only recently begun testing on the ladder at roughly 750~ diamond. Enough of this, lets get to the fun stuff.
Build Order
This is strictly the way I've been doing it as a pure BC rush, I will later address different ways to add your own style.
10 Depot
12 Barracks
13 Gas
15 OC
16 Depot
That's all I know for food counts.
Constant marines
Constant SCVs
Depots when needed
Factory at 100 gas
Start second gas at 50% of factory
Also at 50% of factory, bunker at choke (or you'll die)
100% of factory -> Start Starport. You can send Factory to scout.
100% of Starport -> Start Fusion Core and a second Barracks
40/65 Seconds on Fusion Core (About 2/3 done), start Tech Lab on Starport
You know what happens next
No? START THE BATTLECRUISER
- When your BC finishes, take it with all your marines and a shitload of scvs (I leave 6 on gas and 6 on minerals. Seems to be able to support 2 rax making marines + battlecruiser reinforcements if you keep muling and stop making SCVs)
- Set your scvs to auto-repair so that your battlecruiser is invincible. Edit:
On September 05 2010 11:32 PeatSchmitt wrote:
[...] Dude you might benefit from having scvs follow the BC rather then selecting them with your marines and having them fight. Just a though...
[...] Dude you might benefit from having scvs follow the BC rather then selecting them with your marines and having them fight. Just a though...
- Watch your shit. Your marines and SCVs will naturally get ahead of you Battlecruiser. Don't let them or they die and you lose.
Because this thread (and the TL community in general) turned out to be awesome, I now present an alternate build order came up by Cytokinesis. It gets the battlecruiser about 20 seconds faster than mine but could be considered a bit less safe. Note that the 20 seconds earlier it is could be very important vs 2 gate robo pushes with an immortal on shorter maps (Steppes, close positions on Delta Squadrant, LT, or Metalopolis are examples). It is less all-in than mine as it gets up an expansion as you move out, while having a bit less marines, having one less barracks, and bringing less SCVs to the attack. Without further delay, here is his build order. :D
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11 gas
12 rax (cut one scv for a 12--you can get 13 if you feel it's safe enough)
16 fac (or the instant your rax finishes)
2nd gas when factory is half-done
19 starport
24 fusion core
29 BC
41 CC
A replay of him doing this build can be found here: http://sc2.replayers.com/replays/view/3146
12 rax (cut one scv for a 12--you can get 13 if you feel it's safe enough)
16 fac (or the instant your rax finishes)
2nd gas when factory is half-done
19 starport
24 fusion core
29 BC
41 CC
A replay of him doing this build can be found here: http://sc2.replayers.com/replays/view/3146
Style
What good is a BC rush without the ability to add your own style in? There's a number of things you can change.
One thing I've been experimenting with is a bunker rush vs Zerg. It forces a lot more zerglings to be made (thus delaying their anti-air) without delaying your Battlecruiser all that much.
An example is shown here: http://sc2.replayers.com/replays/view/3094
This might be the most exaggerated example possible but the point still stands imo. He actually leaves before the Battlecruiser ever gets to exist but I think its pretty clear he would be completely boned. (Note that this was a particularly bad game for me too and I botched the shit out of my build).
Another thing I've been pondering over is whether or not to proxy the Starport. Battlecruisers are incredibly slow and it's always nice to have them started like halfway down the map. However, there's a chance of this happening:
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Or this:
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Perhaps this could be worked around by more thought out proxy spots (AKA not in range of a watch tower).
I guess the biggest thing to remember is: Do whatever the hell you want. You rushed a battlecruiser. Even if you lose horribly, you're still awesome. The BO I have given seems to be pretty optimal for getting a BC out but anything after that is really up to you. Maybe you can try getting a Raven for PDD vs stalkers?
I tried bringing only 6 SCVs and taking an expo when I moved out (only tried it once and failed horribly, I guess there's no harm in posting the replay, will be in replay section).
It seems you can start it with a bunker rush with a reaper.
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On September 05 2010 09:29 Solaris.playgu wrote:
After fooling around in qxcs build order tester I have found a way to go about a bunker reaper rush --> bc rush. My build order is as follows:
9 gas
10 rax (the building scv then goes to gas)
11 supply
When the depot and rax finishes (same time) add on a tech lab and continue building scvs.
When tech lab finishes, start building a reaper and send an scv to build a bunker. After the reaper finishes, build a marine. The 15th scv will finish perfectly in time with 250 minerals, therefore:
15 orbital (and bunker)
While orbital finishes, build a second supply to complete your walloff. The building scv will go to gas after. Build another marine, and when orbital finishes, build an scv, call down a mule and then:
17 factory
The scv building the fact will then go on and build the starport and later the fusion core. In the meantime, continue pumping scvs and marines. At half factory, build the second gas (as in the original build, ~21 supply). Add a depot around 23 supply. At roughly 33 supply, stop making scvs. While leaving 6 behind you should then have 10 of them to follow in the glorious attack that is soon to commence. When you have started the first battlecruiser build a second rax.
As soon as the first battlecruiser finishes, move out. And kick some alien butt in the most glorious fashion that can ever be considered possible!
This attack should come around the 9minute mark. (OP's clarification: leaves your base at 9 minutes, so it will be about a minute slower than mine. /OP)
Including a replay against a very easy computer just to show the timings. I am very tired and don´t give a rats ass anyway, so there is no reaper micro shown whatsoever. Just trying to build the right thing at the right time, which I also kinda screw up at times xD Anyhow:
http://sc2.replayers.com/replays/view/3143
After fooling around in qxcs build order tester I have found a way to go about a bunker reaper rush --> bc rush. My build order is as follows:
9 gas
10 rax (the building scv then goes to gas)
11 supply
When the depot and rax finishes (same time) add on a tech lab and continue building scvs.
When tech lab finishes, start building a reaper and send an scv to build a bunker. After the reaper finishes, build a marine. The 15th scv will finish perfectly in time with 250 minerals, therefore:
15 orbital (and bunker)
While orbital finishes, build a second supply to complete your walloff. The building scv will go to gas after. Build another marine, and when orbital finishes, build an scv, call down a mule and then:
17 factory
The scv building the fact will then go on and build the starport and later the fusion core. In the meantime, continue pumping scvs and marines. At half factory, build the second gas (as in the original build, ~21 supply). Add a depot around 23 supply. At roughly 33 supply, stop making scvs. While leaving 6 behind you should then have 10 of them to follow in the glorious attack that is soon to commence. When you have started the first battlecruiser build a second rax.
As soon as the first battlecruiser finishes, move out. And kick some alien butt in the most glorious fashion that can ever be considered possible!
This attack should come around the 9minute mark. (OP's clarification: leaves your base at 9 minutes, so it will be about a minute slower than mine. /OP)
Including a replay against a very easy computer just to show the timings. I am very tired and don´t give a rats ass anyway, so there is no reaper micro shown whatsoever. Just trying to build the right thing at the right time, which I also kinda screw up at times xD Anyhow:
http://sc2.replayers.com/replays/view/3143
Another nice thing about this build is that its essentially a 1/1/1 build (unless you scout with factory and lose it) so there's almost limitless possibilities!
Other Thoughts
It seems to be absolutely terrible in TvT. The Siege Tank/ Viking play that is so prevalent in that match up seems to hard counter the shit out of this BC Rush. However, a similar thing can be done with a thor.
I think its strongest match up is TvP. A 2/3 warpgate + a robo should likely get mauled pretty good. Phoenixes should get rolled. An expansion play can likely be walked over. Void Rays could be a problem and 4 warp gate builds can also pose a threat. My BC gets to their base (non-proxied) at about 9 minutes or so. I checked a replay of myself 4 gating (I'm random) and I had 7 sentries, 7 stalkers, and 5 zealots. BC Rush sounds kinda dead.
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Unfortunately, I have not yet played enough games to concretely confirm or deny any of this.
Replays
TvP on Steppes: http://sc2.replayers.com/replays/view/3095
TvZ on Blistering Sands: http://sc2.replayers.com/replays/view/3096
TvT (Embarassing loss with Expansion Follow-up): http://sc2.replayers.com/replays/view/3097
Conclusion
I definitely wouldn't suggest adopting this as your safe, sturdy build (because it is neither of those things). However, it could be something cute to have in your back pocket for whatever purpose (for fun, to feel like a boss, playing real life friends, etc). So guys, go out and try it.
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I will be adding to this as I learn more myself and feel more than free to throw any replays of yourselves trying this in hear and we can try to flesh out this build even more.
Thanks for reading! :D
Bonus: Possible Ideas from the Thread
Of course our friendly, expert Team Liquid members have some ideas of their own for things you can try. You can look through these and see if there's anything you like. Because like I said, the battlecruiser rush is all about style. :D
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On September 05 2010 03:37 Telcontar wrote:
do you have enough resources to squeeze out a medivac/viking before adding the tech lab on the starport? i guess i'll just give it a shot myself.
do you have enough resources to squeeze out a medivac/viking before adding the tech lab on the starport? i guess i'll just give it a shot myself.
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On September 05 2010 03:42 Darthturtle wrote:
How about gas before barracks for faster factory? Also, earlier second gas maybe? You'll get a marauder from the barracks if you get the tech lab there and just switch with starport.
How about gas before barracks for faster factory? Also, earlier second gas maybe? You'll get a marauder from the barracks if you get the tech lab there and just switch with starport.