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INTRODUCTION
I have been working on a Double Armory build in SCII. So far it has been going well, versus practice partners and on the ladder. The basics of this build is to get fast upgrades so your tanks do more damage in its splash radius and your other units can kill the enemy easier while getting a good economy.
BUILD ORDER
+ Show Spoiler +10 - Depot 12 - Barracks 13 - Refinery @100% gas 3 SCVs 14 - Scout @100% Barracks, make 2 Marines 16 – Orbital Command 16 – Supply Depot 17 - Factory @100% Depot, Bunker (in natural) 22 – Command Center @100% Factory Tech Lab @100% Tech lab, Tank 26 – Supply Depot 26 - Siege Mode 28 - Engineering Bay @125 minerals- Engineering Bay Continue SCVs and Tanks Nat gas ASAP (Rest is more modifiable, While Pumping Tanks+ SCV’s) ~33 - Armory @100% Armory, Vehicle Weapon (1) ~ 41 - Depot ~ 46 - Depot ~ 50 Factory ~ 51 CC @50% Vehicle Weapons (1), Starport OR Factory @100% Vehicle Weapons 1, Vehicle Plating 1 @100% Vehicle weapons 1, Second Armory
NOTES
If the other player is being very aggressive in Early-midgame, make more marines, while delaying your Command Center. Also, if they are being aggressive in the midgame, you can just add more factories earlier. Adding the engineering bay faster can effectively counter void rays or DT’s. On your Starport, make sure to either get another Starport OR make some Vikings then add a tech lab. Make ravens if they go DTs and for PDD, also ravens can help soak up damage for you. Be sure to get preigniter for hellions so they can own Zealots, or do small drops into their base. Continue to get bases and adding factories into the late game.
The most important part of this strategy is getting the upgrades. Around 2/1 upgrades, just as in Brood War, you can move out. Versus a faster expanding protoss you can move out later, or vs. a slower expanding protoss, you can move out later, although putting pressure on and continuously attacking from 2/1 upgrades can deal a lot of damage.
A thing to note is that getting Ghosts can be very beneficial to your overall strategy, so instead of letting that barracks go to waste you can get EMP for ghosts. This will effectively render immortals defenseless against tank fire. Another thing that you should note is that sensor towers can be very efficient for spotting attacks, drops, and backdoor attacks.
Doing a 1/1/1 build after getting your expansion up can be very beneficial in fighting off the air attacks, adding your factories later. You can also drop hellions to do some economic damage.
Getting your 3rd up is an important part of this strategy, but it might be hard to get it. Putting up walls using buildings and a Planetary Fortress, plus tanks in this maze can be very helpful, especially on maps with faraway thirds, like Blistering Sands. If you move out earlier, you can take your third along your push path. You want to choose a push path with expansions on it and take those as you push along on that path. No Protoss is going to want to attack those expansions, since your army should be relatively close. Continue to reinforce your push and attack, the important part is to continue pressuring the Protoss after your first big attack.
Replays :
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Im just curious, but before you get the raven, how do you deal with blink stalkers from just having a field day?
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I deal with blink stalkers by not rallying to my natural. I usually rally my factories in my main, and having around 2 tanks in my natural. So they can attack while I bring my forces down the ramp or just siege up from my main.
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1 rax no stim w/ tanks u are gonna have a whole lot of fun against any early aggression like void rays, 4gate, immortal pushes, etc
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Yeah was just wondering since i tried to play mech myself (BW habit) annd the only problem i had was early game Voidrays (might not be used much early due to patch) and Blink stalkers.
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On October 16 2010 12:15 petzergling wrote: 1 rax no stim w/ tanks u are gonna have a whole lot of fun against any early aggression like void rays, 4gate, immortal pushes, etc
VRs are killed by marines. 4 gate build can be tweaked. immortal pushes marine tank basically counters. marines slice shield, tanks kill everything else.
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Sorry guys, edited the OP, which I realized was quite bad. Earl game voidrays can be countered by getting around 4 marines, or an early engineering bay.
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I highly doubt that you're going to hold a 3 Gate/ Stargate build with this, but it's kinda making me curious about the viability of it. I might try forgoing Bio in favor of hellions and a buttload of turrets and see what happens.
TLO already does a Double Armory build btw, although I've only seen it against Zerg sofar.
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On October 16 2010 12:20 NiTrOuS wrote: Sorry guys, edited the OP, which I realized was quite bad. Earl game voidrays can be countered by getting around 4 marines, or an early engineering bay.
Hey Nitro its TMO, I think just getting out 4 marines is better than getting an engineering bay they can be used for scouting once you hold out. The enginerring bay would be better for later in the game but early on when we're both 2 bases I would say that the marines are going to be a better choice.
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Hmm, I feel like a 3 gate 1 stargate build could be a good soft counter to this, although instead of getting a second factory you could a starport, and then add another factory. Tanks are very good though, even versus immortals, especially if you have a defendable natural like on Fighting Spirit, LT, or Gods Garden.
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You had alot of gas after you saturated your 3rd, why not get a ghost or 2 for emp?
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I think that would be a good idea, although I would prefer getting a raven for PDD, turrets, and Seeker Missiles versus zealots.
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Overall if things go accordingly, the counter to this is either out macro the Terran (hard due to the small blizzard maps) or exploit the fact you have so little anti-air (carrier switch).
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I'll give this replay a watch, but I do suggest you play some really filthy aggressive builds (like any of these haters gonna mention) to see the limits and possible necessary variations of the opening.
For any people who doubt the Siege FE, morrow did one pre tank-nerf. Yes, that was pre-nerf, so I'm going into this with cautious optimism.
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On October 16 2010 12:45 NiTrOuS wrote: I think that would be a good idea, although I would prefer getting a raven for PDD, turrets, and Seeker Missiles versus zealots.
You wouldn't need seeker missiles your hellions just melted my zealots easily so getting ghost would be better IMO. If your going for a more air heavy army then i can getting a raven would be better.
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Yeah, I have a feeling a carrier switch wont be so effective though, because terran has scan so early and getting vikings is a simple matter. I get vikings quite quick, and carriers cant abuse cliffs as much anymore because vikings are also flying. Pre tank-nerf doesnt seem to do too much, because in the early game protoss go stalkers instead of zealots, so tans still do 50 damage. And to manicsquare, you have a point there, I have an unused barracks.
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On October 16 2010 12:49 Musiq wrote: Overall if things go accordingly, the counter to this is either out macro the Terran (hard due to the small blizzard maps) or exploit the fact you have so little anti-air (carrier switch).
doesnt marine raven (PDD+Seeker+auto turret) do well enough to hold it off til you get some vikings out from the starport? Ive never tried it, so im not sure
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Have you even tested this against the various early aggression builds, or stargate openings..?
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On October 16 2010 13:14 Yaotzin wrote: Have you even tested this against the various early aggression builds, or stargate openings..?
One of those replays should involve a small stargate opening where i stop him from mining at his natural but I then give up on void rays after he gets enough turrets down. The counter to early voids as he said is an early E-bay or about 4 marines. I personally think that it works better if he goes 4 marines.
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Yes I have in fact, I just don't have the replays. Vs. a 4 gate it is advised to skip the 3rd and straight up add more factories and starports. Versus voidrays, I usually make ~4 marines OR turret up as seen in the first replay. I scouted it too late in the first replay, so I had to spam turrets. The thing I was weakest against was an early immortal push, but if you add 8 marines you can easily hold it off.
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