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TvP - 2rax Marine/SCV All In

Forum Index > Closed
Post a Reply
falcoiii
Profile Joined October 2010
Canada43 Posts
February 27 2011 03:15 GMT
#1
I am a classic macro player and wanted to try some "cheese". Surprisingly it has been working pretty well. Here is the build / strategy:

+ Show Spoiler +

Constant SCV and Marine production
10 Depot
12 Rax
13 Scout
14 Rax
15 OC & Marine
16 Depot
16 Rally both rax to first marine
Clear the scouting probe from your base
Check your scout - Abort if no cyber core.
When 3 marines are out, send every SCV & marine.
Micro:
Lead with the SCVs and attack-move up the ramp.
Marines should target fire the first zealot / stalker - there should be only 1 or you are doing it wrong.
Engage in an SCV / Probe fight with your marines in the back. Set 1 SCV to auto-repair if possible.
Target down any single pylons powering a gateway.
Kill every probe


The mules and slowly growing SCV count at your base can fund the 2rax indefinately. I am now 7 & 1 against protoss, with my 1 loss being a probe harass & trouble clearing it out of the base... I forgot my second depot and was supply blocked.

Rush distance does not have a huge impact as the first zealot / stalker is normally dead well before the second pops.

How should protoss defend this?

replay:
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=192291
I am not a robot
johnkub
Profile Joined November 2010
74 Posts
February 27 2011 03:32 GMT
#2
im guessing this is like silver league

he saw all ur scvs going to his base and never built another unit out of his gateway, nor did he add any gates or pull his probes when u attacked... he had 5 or so more probes when u hit, should have had a stalker

and yes rush distance is huge, obviously on a macro map such as this it would be easier
MiKTeX
Profile Blog Joined October 2010
United States234 Posts
February 27 2011 03:50 GMT
#3
chrono boost units and not probes, build a sentry and another gateway pretty fast, split scvs from marines, collect free win vs terran

its really not that hard
ccHaZaRd
Profile Joined February 2009
Canada1024 Posts
February 27 2011 03:56 GMT
#4
2-3 rax scv all ins are pretty terrible if the toss knows how to forcefield...
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
February 27 2011 04:11 GMT
#5
On February 27 2011 12:56 ccHaZaRd wrote:
2-3 rax scv all ins are pretty terrible if the toss knows how to forcefield...

Agreed. Because 3 rines and scvs will surely lose to a sentry, zealot, another unit, and probes.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
BreatheDeep
Profile Joined February 2011
United States55 Posts
Last Edited: 2011-02-27 05:35:35
February 27 2011 05:34 GMT
#6
On February 27 2011 12:56 ccHaZaRd wrote:
2-3 rax scv all ins are pretty terrible if the toss knows how to forcefield...



thats actually incorrect, although the forcefield is helpful, one may not have warpgate up by then and if you are, you were planning to do a one gate fe, which frankly isnt a good idea against t at the plat level. the toss simply wont have enough units and its roughly 14 scvs 5 rines vs 18 probes 1 zealot and/or 1 sentry, with warpgate in the chrono coost about 5/8 done after the ff goes down. My money is on the terran with scvs tanking zealot and non-existent sentry damage and the marines just mowing down probes while scvs just repair each other.

Edit: Not to mention three to four marines on route from the mule's collected minerals.

._.
falcoiii
Profile Joined October 2010
Canada43 Posts
February 27 2011 06:21 GMT
#7
Platinum league #1 ranked. No masters and not bronze.

I have never seen a sentry when running up the ramp the first time, there is normally only 1 unit - stalker or zealot, and another unit gets chrono-boosted out.

It all comes down to surprise and micro. If Protoss does not see the scvs coming, probes cannot join the fight until the fighting unit is killed or a pylon is taken out. Then Protoss needs to kill the marines, but it is difficult to go around an angry ball of 15 scvs and 1 stalker cannot kite scvs too well.
I am not a robot
TopStarcraft
Profile Joined November 2010
United States13 Posts
Last Edited: 2011-02-27 06:25:06
February 27 2011 06:23 GMT
#8
On February 27 2011 15:21 falcoiii wrote:
Platinum league #1 ranked. No masters and not bronze.

This is why you're stuck in Plat...
Just don't do it and we don't have to worry about how to deal with it. This is not a build or even cheese in the classical sense. It really is an all-in. If you don't kill him you lose 100% of the time. Toss with 2+ gates would be able to ff the ramp and you can't win. Every second this "push" is delayed you are getting further and further behind. Toss with any build besides a one gate FE should be fine, he'll just have to pull probes and kill your stuff.
falcoiii
Profile Joined October 2010
Canada43 Posts
February 27 2011 07:25 GMT
#9
I have only done this all-in 10 times now for fun and a new experience - having never cheesed / all-in on the ladder before.

I have several hundred macro oriented games (many 1/2 rax FE) that placed me in platinum. I am wondering why I have such a good win rate with this "strategy" and how protoss can defend it.

If protoss is going a standard opening of gate - core - gate, the attack will arrive around the time the second gate is finished.
I am not a robot
headbus
Profile Joined March 2011
Canada173 Posts
April 26 2011 19:30 GMT
#10
if a toss scouts a 2rax he cuts all chrono boost on cyber and chrono's gateway every chance he gets.

Also the unit order is zelot/stalker/sentry + whatever you can afford is required. He will pull half his probes at the initial engagement on ramp + a forcefield and micro his stalker to basically kill free scv's.

From that point his probes + zelot/sentry cancel out your scv's and his 1 stalker out micro's all 3 of your marines and you proceed to lose the game.

At least thats how I defend it in masters.

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