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[G] Marauder-Hellion-SCV rush TvP

Forum Index > StarCraft 2 Strategy
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laegoose
Profile Joined June 2010
Russian Federation325 Posts
Last Edited: 2011-04-09 18:09:31
April 08 2011 02:13 GMT
#1
This build is designed to punish protoss for 1gate expand, 1gate robo and voidray/dt/blink rushes. It also deals severe damage to any not 'tight' openings.

Build order:
10 supply depot -> scout
12 barracks near the ramp -> 2 marines
13 refinery
15 orbital
17 supply
@100 gas factory near the ramp. To get factory slightly faster, dont start scv production after orbital is done. This is the only time when you cut scv production.
@25 gas tech lab at barracks
19 supply
20 marauder -> non-stop marauder production
22 concussive shells
23 hellion -> non-stop hellion production
27 supply

Set rally point for barracks and factory to the to of protoss ramp. When first marauder is out take 5 scvs and move out.

Note:
On big maps you can put second supply depot at 14 to deny scouting. In this case get orbital before marine and put tech lab on barracks after first marine. Having one less marine is price for keeping protoss in the dark. Facing wall-off many protoss will go 1gate robo obsever or will assume 1rax cc and go fast expand themselves.

Execution/micro:
1. Under the protoss ramp.

wait near protoss ramp for the hellion. Put scvs in front and attack.

If there are any zealots, kill them first.

If there is sentry, it will throw forcefield behind scvs most likely. If there is zealot, kill it with your forces. If there are only sentries and stalkers, set scvs on auto-repair. After forcefield falls, move in immideatly.

Note: it is extremely important to keep hellion with full health. Do not put it in front, pull it back if stalker targets it.

2. In protoss main.
Try to catch stalker with concussive shells. If you manage to hit stalker once, micro marauder to do not let stalker run alive.

If protoss pull probes do not let him to surround your hellions. Micro hellions so they deal maximum splash damage.

If protoss doesn't pull probes and runs away with stalker, snipe pylons. Meanwhile attack mineral line with hellions (it is not neccesery. Do it if you have enough apm). Sniping pylon is crucial because attack comes few seconds before warpgate research. With 2-3 warpgates protoss will warp-in enough units to deal with your attack and counter.

When does it work/how to scout
Keep scouting scv in protoss base as long as possible. This build doesn't work if protoss goes 4gate or 3gate before tech or 2gate expand.

If protoss has 1gas and boosts cybcore -> 4gate -> can't attack. However if you see his 3rd pylon, it means 1gate nexus -> can attack.
If you see 2nd gate before stalker killed scv -> a lot of units early -> can't attack.
If protoss has 2 gas and you don't see 2nd/3rd gate before stalker kills scv -> some tech build -> can attack. Remeber to put additional barracks to hold his counter-attack.
If protoss has 1gas and boosts nexus and you don't see 2nd gate -> 1gate expo -> can attack.

Scout every corner of his base to see 3rd pylon/additional gateways in time.

Why does it work
1. You attack only when some fe/tech build is scouted. It means protoss invested in tech/fe.
2. Hellions are fast so travel distance is less important
3. You attack with scvs. If you did 2barracks with scvs, protoss could easily pull probes himself and defend. However with hellion splash attack it becomes a problem.

Transitions:
Pull back marauders and scvs when immortal/voidray/a lot of stalkers are out. Keep hellions at his natural or at xel-naga tower in center of the map.

If protoss didn't expand, put 2 additional barracks and bunker at the ramp. If protoss moves out, run to his mineral line with hellions.

If protoss did expand and you killed few units and probes (so you are safe), put cc in base.

If you saw only 2-3 gateways and no tech and no expand, prepare for dts/voidray.

Notes:
It is extremely micro-intensive opening. My macro slips almost always during attack. At least keep scv production. It is great if you manage to put additional barracks while microing.

I was 3700 masters in season 1.

This build doesn't hard counter 1gate robo or 1gate nexus, it is very micro-dependent.

Proxy voidray can be devastating if you don't put additional barracks as soon as you have enough minerals.

When orbital has 50 energy, call MULE instantly. Every second matters.

Wall-off is good vs dts.

Try to delay cybcore with scv blocking.

Build order can be slightly altered depending on probe harass.

Sorry for bad english, feel free to PM me if there are serious mistakes.


Replays
Slug pits close positions vs 3gate: http://drop.sc/4624

vs mouzHasu 1gate robo cross positions lt: http://drop.sc/4637

vs ZeeRaX 1gate robo: http://drop.sc/4625

vs 1 gate expo: http://drop.sc/4631

vs 1 gate expo: http://drop.sc/4632

vs 1 gate robo: http://drop.sc/4629

vs 1gate stargate: http://drop.sc/4633

vs 1gate stargate: http://drop.sc/4626

vs 3gate: http://drop.sc/4636

vs 3gate: http://drop.sc/4628

This replay shows power of hellion run-by: http://drop.sc/4638

Saracen
Profile Blog Joined December 2007
United States5139 Posts
April 08 2011 10:34 GMT
#2
Have you considered adding this to liquipedia?
laegoose
Profile Joined June 2010
Russian Federation325 Posts
April 08 2011 10:48 GMT
#3
Should it be in 'build orders' or 'stub builds'? Anyway I'd like to get some community feedback before.
Canx
Profile Joined September 2010
Singapore85 Posts
April 09 2011 15:58 GMT
#4
Sorry is that an extra supply depot you're building at 19? O.o
rogzardo
Profile Blog Joined February 2011
610 Posts
Last Edited: 2011-04-09 16:24:42
April 09 2011 16:24 GMT
#5
This sounds cool.

Will watch reps when I'm home, but in the meantime, what exactly does your push consist of? 2 marine, 1 marauder, 1 hellion, and 5 scvs?
Sv1
Profile Joined June 2010
United States204 Posts
April 09 2011 16:51 GMT
#6
Certainly micro intensive. I'd say that anyone who can continue to spend those minerals will be in even better shape.

My only thoughts

1. If your minerals are going to float that high, might it be wise to drop a bunker sometime back home during the fighting. The game vs hasu I think that might be the only reason it didn't go your way entirely.

2. After your second hellion, could you drop a techlab and then start researching pre-ignitor? You seem to have the gas for it. Though of course it will delay a marauder. I think based on the timing of everything vs Zeerax, by the time the fight ends had you researched it, your hellions would have had it. Additionally, since you open to 1-1-1 it might be nice to have pre-ignitor hellions instead of dropping bio since you might need them with your main army. Just a thought.

3. Since you're sending so many scvs, maybe send one more to build a proxy rax to feed marines in as well, or have one build a bunker to force the stalker/zealot/sentry to prioritize attacking hellions or marauders or the building scv (once that bunker is up you should have your 6 scvs for repairing. I see these as ways to just make sure your minerals are being spend. But then again, maybe it becomes cheese at that point.

I see myself screwing this up a ton of times, I think it's a particularly good strat on Slag Pits (for those who haven't thumbsed it down) assuming your protoss opponent doesn't open 4gate against you.
laegoose
Profile Joined June 2010
Russian Federation325 Posts
Last Edited: 2011-04-09 17:28:56
April 09 2011 17:27 GMT
#7
On April 10 2011 00:58 Canx wrote:
Sorry is that an extra supply depot you're building at 19? O.o


No. Last supply depot is supposed to be on 28 supply, not 25 though. I build supply depots slightly in advance so there is no need to think about it while microing.

On April 10 2011 01:24 rogzardo wrote:
This sounds cool.

Will watch reps when I'm home, but in the meantime, what exactly does your push consist of? 2 marine, 1 marauder, 1 hellion, and 5 scvs?


Yes, push consists of 2 marine, 1 marauder, 1 hellion, 5scvs + non-stop marauder and hellion reinforcements.

On April 10 2011 01:51 Sv1 wrote:
Certainly micro intensive. I'd say that anyone who can continue to spend those minerals will be in even better shape.

My only thoughts

1. If your minerals are going to float that high, might it be wise to drop a bunker sometime back home during the fighting. The game vs hasu I think that might be the only reason it didn't go your way entirely.

2. After your second hellion, could you drop a techlab and then start researching pre-ignitor? You seem to have the gas for it. Though of course it will delay a marauder. I think based on the timing of everything vs Zeerax, by the time the fight ends had you researched it, your hellions would have had it. Additionally, since you open to 1-1-1 it might be nice to have pre-ignitor hellions instead of dropping bio since you might need them with your main army. Just a thought.

3. Since you're sending so many scvs, maybe send one more to build a proxy rax to feed marines in as well, or have one build a bunker to force the stalker/zealot/sentry to prioritize attacking hellions or marauders or the building scv (once that bunker is up you should have your 6 scvs for repairing. I see these as ways to just make sure your minerals are being spend. But then again, maybe it becomes cheese at that point.

I see myself screwing this up a ton of times, I think it's a particularly good strat on Slag Pits (for those who haven't thumbsed it down) assuming your protoss opponent doesn't open 4gate against you.


Thank you for ideas.

1. Minerals are not supposed to float high, it's just bad multitasking. Bunker and additional barracks in time would be nice for sure.

2. In most cases you need 3rd and maybe 4th hellion to continue the push. After that you can research pre-ignitor and play more hellion heavy or use them for drops. I personally like mmm-viking style.

3. Proxy rax would be too late. Second marine would pop when push is over. However bunker at his base is a VERY good idea.
SirDawid
Profile Joined December 2010
Sweden83 Posts
April 09 2011 17:50 GMT
#8
Really nice build, well though out with the micro in different scenarios. As mentioned earlier, you should really make an article for this on liquipedia. I might even help you out with that if you'd like.

Other than that, one small blunder on the write-up. You should make sure you include concussive shells research in the written build order. It may help a few readers getting the build a bit more "tight" when practicing it.

Well done, except from the "all-inny" nature of it I'm supporting it 100%
Keep it up! =)
"This player is so bad I can't assume anything"
laegoose
Profile Joined June 2010
Russian Federation325 Posts
April 09 2011 18:08 GMT
#9
On April 10 2011 02:50 SirDawid wrote:
Really nice build, well though out with the micro in different scenarios. As mentioned earlier, you should really make an article for this on liquipedia. I might even help you out with that if you'd like.

Other than that, one small blunder on the write-up. You should make sure you include concussive shells research in the written build order. It may help a few readers getting the build a bit more "tight" when practicing it.

Well done, except from the "all-inny" nature of it I'm supporting it 100%
Keep it up! =)


Thank you. Concussive shells are really important in this build.

Also I've just added fast wall-off build order variation.
TheAwesomeAll
Profile Joined January 2011
Netherlands1609 Posts
Last Edited: 2011-04-28 14:59:00
April 21 2011 15:54 GMT
#10
i believe this is not an all in opening since you cut your scvs briefly, and get a build that punishes greedy openings pretty well
if you scout an aggressive opening you can even skip the hellion and get siege tanks straight away. I really like it thanks ^^
Also you just set up for an attack, kinda like zerg do with their mutas in sc:bw, and then only do it if its profitable
dr Helvetica <3
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
April 21 2011 17:53 GMT
#11
Were you nervous vs Hassu or something? Your opener was pretty game winning, but then your macro fell heavily behind(You should at the very least make sure you somehow drop a CC and a bunker during the micro fight thats a 500 mineral sink that will win you the game if you get an expo after that much of a lead. Then you had tons of uneccasry stims and you didnt saturate your 2nd allowing him to pull ahead in macro.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Havefa1th
Profile Blog Joined November 2010
United States245 Posts
April 21 2011 18:40 GMT
#12
Something similar to this happened to HuK when he was laddering on Typhon Peaks cross positions, except instead of marauders and hellions, the Terran just went three rax MM with SCV's against HuK's 1 gate expand. It hit as soon as the expansion was finishing and HuK only had 2 gateways; he had to pull probes and eventually lost.

I feel like the timing of this push is more important than the unit composition. The timing of this is super gnarly, whatever units you decide to push with this timing should be effective with micro.
"Apparently I just needed to play the way I did... and realize he killed his own command center." - Idra
djtopa
Profile Joined September 2010
United Kingdom59 Posts
Last Edited: 2011-04-21 22:34:05
April 21 2011 22:25 GMT
#13
Keilah
Profile Joined May 2010
731 Posts
April 22 2011 05:08 GMT
#14
many toss players (me) build a zealot, then a chronoboosted stalker, and attack your ramp to see what units you're building and possibly do some damage or trade a zealot for a marauder. This is done regardless of protoss's opening

I'm pretty sure that will hit you before your marauder pops out, and i'm very sure you won't have concussive shell. so at the best, you are going to lose some health on marines/lose mining time and he's going to see your factory in operation (assuming you placed it so close to the ramp).

obvious solution is to put your factory out of sight, but the slight cut in barracks production is going to cause you some trouble. Have you ever found this to be a problem?

if the toss doesnt camp up his ramp but rather stays somewhere in the middle of the map, he should be able to trade for your marauders, leaving only hellion/scv for the initial attack. True or not, and is this a problem?

At the least, if he keeps any sort of scouting to see that you've moved out with scvs early, he should be able to defend by chronoboosting his gateway(s) while your army is moving. True or not, and is this a problem?
laegoose
Profile Joined June 2010
Russian Federation325 Posts
Last Edited: 2011-04-22 06:23:48
April 22 2011 06:20 GMT
#15
@Keilah

Solution is to micro 2marines+1marauder+5scvs to kill zealot and lose 0-2scvs.

I don't care if protoss sees factory, factory doesn't indicate rush with first hellion for any protoss. Hellion travel time is crucial though.

'Slight cut in barracks production' - why?

If protoss camps with zealot and stalker in the middle of the map it will be 2marines+1marauder with concussive shells+5scvs=zealot dead. If stalker tries to snipe marauder -> stalker dead. Even if it's marauder trade for stalker it's stilll good for terran.

Scouted scvs and 1-2chrono can be slight problem, but only if protoss doesn't lose zealot or stalker for scouting info. If protoss has 1gateway this rush will be tough anyway.

@XXXSmOke

Yes I was
MapleFractal
Profile Blog Joined October 2010
Canada307 Posts
April 22 2011 18:05 GMT
#16
Bookmarked, thanks for the thread. Going to try this out a few times vs a Toss friend before I go try it on ladder.
its called a Tuque damnit!
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