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Back Ground: If you do not know who I am, I am a top tier player who usually is even match against the best grand master players on ladder. RuFF.394 is my ID if your interested in taking a look at who I am or recent ladder games. I've won a few tournaments and usually end up in the quarter finals onward competing against some of the best.
Units:
Marine
![[image loading]](http://images2.wikia.nocookie.net/__cb20090516032039/starcraft/images/thumb/1/14/Marine_SC2_DevRend2.jpg/200px-Marine_SC2_DevRend2.jpg)
Medivac
![[image loading]](http://images3.wikia.nocookie.net/__cb20090829122922/starcraft/images/thumb/5/57/MedivacDropship_SC2_DevRend2.jpg/200px-MedivacDropship_SC2_DevRend2.jpg)
Upgrades:
Attack Upgrade +1
![[image loading]](http://images3.wikia.nocookie.net/__cb20100712140204/starcraft/images/2/2e/SC2_TerrInfWeap.gif)
Stim Pack
![[image loading]](http://images3.wikia.nocookie.net/__cb20100922211038/starcraft/images/thumb/f/fd/SC2StimPack.jpg/56px-SC2StimPack.jpg)
Combat Shields
![[image loading]](http://images1.wikia.nocookie.net/__cb20100822002731/starcraft/images/thumb/4/44/SC2MarineShield.jpg/56px-SC2MarineShield.jpg)
These rough riders (marines and medivacs) will melt Protoss armies in seconds. This build is a very powerful opening against Protoss players who like to cheese or fast expand.
Blind Counters: Dark Templar Void Rays Four Gate
Punishes: 2-3 Gate FE
Build Order:
10/11 Supply 12/19 Barracks 13/19 Refinery 15/19 Orbital 16/19 Supply 17/19 TechLab 18/27 Barracks 19/27 Stim Pack 20/27 Bunker 20/27 Refinery 24/27 Reactor 25/27 Factory 26/27 Supply 27/27 Engineering Bay 28/35 Attack Upgrade 29/35 Star Port + Reactor on Factory for Swop later 32/35 Combat Shields 33/35 Supply 35/35 Missle Turret 43/45 2 Medivacs
Between 8-9 mins you should have Combat Shields/Stim/Attack Upgrade, which the Attack Upgrade is key for ripping through gaurdian shield and protoss armor. To prevent less losses or fighting large groups of enemies, target fire 1 unit at a time.
Tip 0: Attack right when your 2 medivacs come out, this is your timing to get into the Protoss buisness. You should have 16 marines by this time, in which the 16 marines can go into the medivacs or walk across the map. If an observer sees you, I highly suggest tricking the protoss by looking as if your going to drop and then assault the front directly.
Tip 1: If the enemy goes 1 Base Collosus or Fast Collosus FE. Then you can base trade if the enemy attacks you, or you can macro and get vikings/ravens with your own expansion.
Tip 2: After your 4th medivac build Vikings to blind counter collosus if you are unsure of what they are doing.
Tip 3: Expand when you attack, if you see the Protoss has expanded.
Tip 4: If the Base trade situation happens, build 2 more medivacs before the Protoss busts into your base, this way you can pick up 16 SCV's and flee to another location.
I highly recommend this build seeing as I have been the only Terran so far since September to use this opening.
Note: I am going to try to keep up with this post so if anyone has any questions concerning this build please let me know and I'll provide more specifics.
Replays: https://rapidshare.com/#!download|608l35|3313479788|RuFF_Rider_Marines.zip|181|R~0
FXOptikZero TQorGetSlamed Are DREAMAterro Maker
I have a lot of replays, but these are recent. I use this build a lot, so if I am streaming, feel free to tune in so you can get a feel for it whenever I run into a Protoss player.
Stream: www.justin.tv/ruff13 or you can find me on Team Liquid, non-featured as RuFF(TR)
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I'm not sure if I'm misunderstanding why you are getting a supply depot on 9 supply. You can get the exact same barracks timing if you get a 10 supply depot, you can just not make the 12th scv before barracks, no? Also, the download website doesn't seem to be working for me. It says I need to upgrade to download. Maybe try uploading each one individually on a replay site?
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Is there a reason for a 11 barracks instead of 12?
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Was wondering where you were RuFF... Do you always expand when your medivacs leave the base or do you wait to see what's up in the enemy base before you build the CC?
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On June 01 2011 04:43 tehemperorer wrote: Was wondering where you were RuFF... Do you always expand when your medivacs leave the base or do you wait to see what's up in the enemy base before you build the CC?
I prefer to see what they are doing first before I make the choice to expand. For example when DT's came out I couldn't expand in 1 game. Another game I tried to kill a Protoss before collosus could come out by pulling a few SCV's, but not all of them.
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What is this build weak to?
How do you deal with heavy gateway unit count? Do you not engage against heavy sentry count?
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What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright?
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Another stupid build by american
User was warned for this post
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On June 01 2011 05:05 PH wrote: What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright? It's meant to plug RuFF's name.
Edit: iirc didn't piqliq create the original variant for this?
User was warned for this post
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Besides, what do Medivacs bring? You are spending 600/450 to rush 2 units that give you drop capability and 13 DPS/HPS each. Is that really going to outmuscle 4 gates 1 base, or 5-6 gates 2 base? P could warp in 1/3 your army's food.
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On June 01 2011 04:57 naventus wrote: What is this build weak to?
How do you deal with heavy gateway unit count? Do you not engage against heavy sentry count?
Weak against 1 Base Collosus
Against Heavy Sentry You target fire the Sentry's first. Also you want to play bait with them to make them waste forcefields by running back and forth. Never rush in between a chock unless you know you can take out the Protoss force.
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On June 01 2011 05:05 PH wrote: What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright?
The aim for this build is to prevent getting cheesed by protoss. Terrans are exposed to a lot of cheesy builds, but when I created this build long ago it basicly countered all cheeses. Though you are set at a disadvantage if the Protoss goes collosus, you can still easily micro using vikings and raven defensive drones, 1 or 2 collosus won't do much to your army if you split.
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On June 01 2011 05:12 naventus wrote: Besides, what do Medivacs bring? You are spending 600/450 to rush 2 units that give you drop capability and 13 DPS/HPS each. Is that really going to outmuscle 4 gates 1 base, or 5-6 gates 2 base? P could warp in 1/3 your army's food.
It allows you to stim micro more often without wasting HP and to attack at different angles and harasse with drops on the side.
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Calgary25980 Posts
On June 01 2011 05:21 RuFF(TR) wrote:Show nested quote +On June 01 2011 05:05 PH wrote: What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright? The aim for this build is to prevent getting cheesed by protoss. Terrans are exposed to a lot of cheesy builds, but when I created this build long ago it basicly countered all cheeses. Though you are set at a disadvantage if the Protoss goes collosus, you can still easily micro using vikings and raven defensive drones, 1 or 2 collosus won't do much to your army if you split. It sounds like, in your own words, this is a coinflip build against cheese. If that's the case, aren't there better all-in builds that punish cheese? This doesn't even seem that good against many cheese builds.
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I like this build order, actually. It's nice and safe. Which is also its weakness... better hope to god you punish that fast expo if protoss does something like 15 nexus, though, Might start using this build on Xel'Naga and Shattered Temple. Definitely wouldn't use it on TalDarim or Crevasse, though.
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On June 01 2011 06:05 Chill wrote:Show nested quote +On June 01 2011 05:21 RuFF(TR) wrote:On June 01 2011 05:05 PH wrote: What is the aim of this build? Is it meant to deny or slow the expansion or kill the P outright? The aim for this build is to prevent getting cheesed by protoss. Terrans are exposed to a lot of cheesy builds, but when I created this build long ago it basicly countered all cheeses. Though you are set at a disadvantage if the Protoss goes collosus, you can still easily micro using vikings and raven defensive drones, 1 or 2 collosus won't do much to your army if you split. It sounds like, in your own words, this is a coinflip build against cheese. If that's the case, aren't there better all-in builds that punish cheese? This doesn't even seem that good against many cheese builds.
Don't matter to me if people use it or not. Also your not cutting SCV's or anything. You can expand and play a macro game off of it pretty easily.
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On June 01 2011 06:09 Lockindal wrote: I like this build order, actually. It's nice and safe. Which is also its weakness... better hope to god you punish that fast expo if protoss does something like 15 nexus, though, Might start using this build on Xel'Naga and Shattered Temple. Definitely wouldn't use it on TalDarim or Crevasse, though.
Good observation, this build works well on maps that allow easy access by air into the enemy base. Meta, Xel, Shattered, Scrap are all good maps for this build. Very large maps, it can still be useful, but the farther away the enemy the more time they have to produce a few more units. Don't be fooled though, protoss can cheese easily on large maps also. IE: Proxy Stargate or just warping. So, I still tend to do this while getting an expansion up during the initial harasement.
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Great job, i like this very much but im going to try to make a variaton with 19 cc and maybe add ghosts
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Whats your usual midgame transition if you don't win outright?
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