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Are you Tired of Protoss's Turtling, yet feel like if you take an early 3rd a big scary deathball will liquify your army? So was I.
Introduction
I tried no gas FE's and didn't like how scary a 1gate FE into 4gate pressure made my marines feel. I also tried the 1rax Conc FE/2Rax but I felt that I HAD to do damage or I would be behind economically. I wanted to play a greedier style while being safe enough to get 3bases saturated before 13minutes. I read the CreatorPrime PvT guide and I was inspired.
The Build
Overview
A very fast command center followed up by double upgrades while getting the Barracks Tech-lab upgrades is just the start. After 3 Barracks, you drop down another Command Center, followed by a Factory. once the factory is complete you get and armory and start 2/2 while getting medivacs. After you get your 3rd started put down 3-5 More barracks and attack once 2/2 is done. IF not able to straight up win there, take a 4th and do another attack once 3/3 is done.
OLD VERSION IN SPOILER (cant figure out how to get the spoiler tag itself to say that) + Show Spoiler + EDIT: Since most are complaining about the inherent weakness to 2base allin's, you can always go 6rax before 3rd CC and that will hold MOST if not ALL 2base allin's the protoss can throw at you, However your 3rd is delayed by 2full minutes, so the decision is up to you.
Build Order
10 Supply 12 Barracks @100%, make 3 marines 16 Orbital Command 16 Supply 16 Gas 21 Command center at natural @3 marines complete, Tech-lab on Barracks (supply discontinued from here because all timings are relative now) Supply @100% Tech-lab, Marauder and Concussive Shells Barracks @100 Command Center, Orbital Command @100% Concussive Shells, Stimpack Gas Supply Barracks 2x Engineering Bay @100%, +1 Weapons and +1 Armor Supply 8:40-9:00 Command Center 2 Gas at natural Factory @100% Reactor Armory Starport @100% Reactor, Factory scout. 3x Barracks Yeah this BO is getting too long..
NEW VERSION Delays the upgrades a little to make way for more aggressive play. You MUST take map control/poke at natural after second marauder else there is no point of doing this build.
Build Order
10 Supply 12 Barracks @100% Barracks, 3 marines 16 Orbital Command 16 Supply 16 Gas 21 Command Center at natural @100% 3marines, Tech-lab 22 Supply @100% Tech-lab, Marauder and Concussive Shells 26 Barracks 32 Barracks 33 Orbital Command @100% Concussive Shells, Stimpack 38 Gas 40 Supply 45 Double Engineering bay @100% +1 attack and armor @100% Stimpack, Combat Shield ~8:50 Command Center ~9:00 Factory Double Gas at Natural You get the idea...
Early Game
After a few weeks of testing I've found multiple pokes followed by a Stim timing attack to be most effective. If you are at his base with your units, he won't be at your base with his units.
You might be wondering why 3 marines THEN a tech-lab. A crono'd Stalker that is skipping the Zealot CAN'T be at your base before your first marauder is out. With half decent micro you can kill the stalker with your 3marines and marauder, or at least force a retreat. A Zealot/Stalker poke can't be at your base before Concussive Shells is done (well it can be but only by like 5 seconds max, in which case you can just stall to get at least a free zealot kill).
Be aggressive, there is no reason not to. Multiple pokes should tell if he's has a natural or not. In the case of no natural bunkers and turrets. Dieing to 4gate/Dts is the most aggravating thing in the world when you play this greedy style.
Based on what you Scout
This is based on any type of scouting you do BEFORE the 2/2 attack, whether its Scan, a drop, ect..
Get Vikings if you scout Colossus/Robotics Bay.
IF you scout TC/Templar Archives immediately take a 4th, and get Ghosts. If a Protoss is investing in HT first, that is a lot of gas that isn't colossus/upgrades. I mean what is he going to do Storm your 4th CC to death?
IF you scout Double Forge...I don't know what to say, Laugh? Then roll his gateway army with your better/equivalent upgraded MMM ball.
The Vagueness of the Late-Game
The death ball is most effective clumped together, the best way to combat this is to drop/attack all over the place at the same time. Your economy should be raging so don't worry about sacrificing army for probes/nexus/buildings. Just make sure you spam Barracks/Starports once you max out. You should literally have 16-20 barracks and 4-5 starports once you max out. Other than that GL HF.
Replays
I had more replays however I didn't have auto-save on and i spammed too many custom games, however all these replays are from ladder.
http://drop.sc/116028 + Show Spoiler +My opponent does some wierd funky crap, so i ebay block him..then procede to be very greedy and just out macro him hard. http://drop.sc/116029 + Show Spoiler + The best example replay so far, my opponent opens 1gate FE into 4Gate pressure. I manage to hold but i had to pull scv's which i was fine with because my 3rd cc just completed. http://drop.sc/116030 + Show Spoiler +I lose this game because of silly mistakes by me, AKA supply blocked hard right before he attacks. however when he attacks, I have a larger army even WITH the supply blocks however, colossus do work. http://drop.sc/116444 + Show Spoiler +Me holding 2 base colossus timing attack just fine...
Edit: more replays yay!
http://drop.sc/122158 + Show Spoiler +I lose to 1 base DTs. I was tempted to all-in when I saw the low-ground plyon/gateway, but I was like naw, I'll just out macro this newb. I was the newb after all. Which got me raging for the next game. http://drop.sc/122159 + Show Spoiler +So I'm raging from the game before. I tell myself AGGRO OR DIE. Using a variation I'm liking a lot more (later second gas/ebays for faster 3rax) I control the tempo of the game. I do a 2 scout pokes picking off a few units, then a Stim timing attack. I grab my 3rd when I move out for the stim timing attack, I was lucky and sniped the nexus before pulling back with the protoss's army in tow. The next 2/2 Timing attack ends the game shortly after. http://drop.sc/122166 + Show Spoiler +One of the replays where I transition from the old version to the new version. I guess this is my second game against double forge and as you will see 2/2 beats 2/2..
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This looks like a nice variation of the fast 3rd CC build, a bit slower but a bit safer. I don't like how the BO feels against Void Rays, but at this point it's purely theorycrafting because I haven't tried it. How does it hold up to a 3gate Stargate allin anyway?
edited because I found a better thread for my ranting
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On February 20 2012 19:26 Plague1503 wrote:This looks like a nice variation of the fast 3rd CC build, a bit slower but a bit safer. I don't like how the BO feels against Void Rays, but at this point it's purely theorycrafting because I haven't tried it. How does it hold up to a 3gate Stargate allin anyway? edited because I found a better thread for my ranting  It's almost impossible to beat 3g void ray with conc shell expand anyway. I think that's a build order loss.
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after reading this it totally feels super greedy and super vunlerable to 2colossus with range timing(i think you wont even have medivacs), sux your from NA cuz i would show u
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On February 20 2012 19:35 SMMN wrote: after reading this it totally feels super greedy and super vunlerable to 2colossus with range timing(i think you wont even have medivacs), sux your from NA cuz i would show u
In my game against aQTpiller (drop.sc/116030), I lose to said Colossus timing attack. I lose because of lack of scouting/supply blocks. If I would of scouted Colossus earlier, I could of had 6+ Vikings by the time he attacked. 6Viking and an bio army with better upgrades should roll the 2colossus timing attack.
On February 20 2012 19:56 Sated wrote: Overall, this seems like a solid build if you suspect (or know) your opponent is going to go double Forge, but if your plan against a turtling Colossus-tech Protoss is to drop then you're not going to do well against Protoss players who are good at deflecting drops.
My plan isn't to drop a Colossus-Tech Protoss. Its to max my MMMV army early so I can just 1A him. IF you scout colossus early enough, by the time your 2/2 timing attack hits, you can have upwards of 10 Viking. In my game vs FoShigs (drop.sc/116029) my 2/2 timing attack just rolls him, he had colossus and I had no Vikings.
On February 20 2012 19:32 Bojas wrote:Show nested quote +On February 20 2012 19:26 Plague1503 wrote:This looks like a nice variation of the fast 3rd CC build, a bit slower but a bit safer. I don't like how the BO feels against Void Rays, but at this point it's purely theorycrafting because I haven't tried it. How does it hold up to a 3gate Stargate allin anyway? edited because I found a better thread for my ranting  It's almost impossible to beat 3g void ray with conc shell expand anyway. I think that's a build order loss.
I haven't played against a 3gate Void ray All-in, however when ever I scout no expo, I cancel my 3rd and put down 2 barracks and 2 bunkers with a Missle turret in between for detection.
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The reason why double forge isn't strong is a very very fast 3rd (8-9:30ish) with double eng bay is that it lacks the tools to punish such greed. A softer counter to double forge is to just simply add a 2nd eng bay asap upon spotting the style.
The whole concept of the double forge build is to use upgrade based timings to hold off various things and then finally win with the 3/3 timing (or go into a very long game).
The proper response for a toss that sees this double eng bay and really fast 3rd is to corners and get a really fast 3rd and tech up faster. It can be very hard to time when to start massing units vs this.
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On February 20 2012 19:32 Bojas wrote:Show nested quote +On February 20 2012 19:26 Plague1503 wrote:This looks like a nice variation of the fast 3rd CC build, a bit slower but a bit safer. I don't like how the BO feels against Void Rays, but at this point it's purely theorycrafting because I haven't tried it. How does it hold up to a 3gate Stargate allin anyway? edited because I found a better thread for my ranting  It's almost impossible to beat 3g void ray with conc shell expand anyway. I think that's a build order loss. if you see the stargate before the voidray is built then you should be able to survive, but otherwise yeah not very viable.
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seems cool, ill try it out and post my results.
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reactor double expand is safer against a few different builds. marauder expanding is simply not a viable option due to a variety of all-ins that it can not defend against. reactor expand also has the option of simply going for extra rax (before a 3rd) early on in case of a 1 base protoss build, but the early marine production helps keep you safe against attacks.
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On February 21 2012 04:57 Jesushooves wrote:Show nested quote +On February 20 2012 19:32 Bojas wrote:On February 20 2012 19:26 Plague1503 wrote:This looks like a nice variation of the fast 3rd CC build, a bit slower but a bit safer. I don't like how the BO feels against Void Rays, but at this point it's purely theorycrafting because I haven't tried it. How does it hold up to a 3gate Stargate allin anyway? edited because I found a better thread for my ranting  It's almost impossible to beat 3g void ray with conc shell expand anyway. I think that's a build order loss. if you see the stargate before the voidray is built then you should be able to survive, but otherwise yeah not very viable.
You can reactively counter any conc shell expand with a 1 gate FE = > Void Ray timing attack. See MC vs a ton of Terrans before who tried to Conc Shell expand.
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It's harder to hold allins with this than a 1 rax FE... @_@ tech also rly late.
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United States8476 Posts
I don't understand the advantages of this over a 1 rax gasless expansion. You say you feel weak to 4 gate pressure, but the gasless expand should do better versus that, because it's more marine heavy and has faster 2nd/3rd rax. If you want to fake some other gas build, you might as well do a reactor expand.
If you follow this build exactly, there is also no way to hold off a 2 base colossi allin.
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On February 21 2012 06:03 NrGmonk wrote: I don't understand the advantages of this over a 1 rax gasless expansion. You say you feel weak to 4 gate pressure, but the gasless expand should do better versus that, because it's more marine heavy and has faster 2nd/3rd rax. If you want to fake some other gas build, you might as well do a reactor expand.
If you follow this build exactly, there is also no way to hold off a 2 base colossi allin.
Ya this build def goes out way too far. It basically assumes the toss does double forge.
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On February 21 2012 06:03 NrGmonk wrote: I don't understand the advantages of this over a 1 rax gasless expansion. You say you feel weak to 4 gate pressure, but the gasless expand should do better versus that, because it's more marine heavy and has faster 2nd/3rd rax. If you want to fake some other gas build, you might as well do a reactor expand.
If you follow this build exactly, there is also no way to hold off a 2 base colossi allin.
I don't know why you must theorycraft. IF you scout robo bay around the time you start your starport (which i do/if i see robo, i still just make vikings), you'll have ~6 vikings by the time the 2base colossus all-in happens. You will also have 6 barracks of production. Yes you will lose to it sometimes, but not the majority of the time. The emphasis of this build is to scrap by until 3 bases are saturated. (drop.sc/116444) In this replay my opponent goes for the 2base colossus attack (not all-in because he somehow only has 1 colossus), I have 4 vikings and a medivac along with 6 barracks of production by the time he attacks me.
On February 21 2012 06:47 vaderseven wrote:Show nested quote +On February 21 2012 06:03 NrGmonk wrote: I don't understand the advantages of this over a 1 rax gasless expansion. You say you feel weak to 4 gate pressure, but the gasless expand should do better versus that, because it's more marine heavy and has faster 2nd/3rd rax. If you want to fake some other gas build, you might as well do a reactor expand.
If you follow this build exactly, there is also no way to hold off a 2 base colossi allin. Ya this build def goes out way too far. It basically assumes the toss does double forge.
Of all my TvP's I've played, only 1 has gone Double Forge (And I wasn't even doing this build). I manage to fair more than 60% winrate with this build, with almost all games going past the 16minute mark. Please try the build before you bash it.
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On February 20 2012 19:32 Bojas wrote:Show nested quote +On February 20 2012 19:26 Plague1503 wrote:This looks like a nice variation of the fast 3rd CC build, a bit slower but a bit safer. I don't like how the BO feels against Void Rays, but at this point it's purely theorycrafting because I haven't tried it. How does it hold up to a 3gate Stargate allin anyway? edited because I found a better thread for my ranting  It's almost impossible to beat 3g void ray with conc shell expand anyway. I think that's a build order loss. I actually think concussive shell expand is not viable. Depending on how early the Protoss scouts it (see the tech lab, see an early marauder, etc), they can actually immediately send a probe out and proxy a stargate and 2 more gates assuming they were going for a 1 gate FE and still win every time vs concussive shell openers. See MC vs ForGG from this GSL season, and my own ladder experience confirms this.
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this build works fine if they dont attack you for 10 minutes. too much tech too much economy not enough unit production. 2 barracks isnt enough. do people even watch the korean terran attentively?
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Blazinghand
United States25558 Posts
On February 21 2012 08:04 iTzSnypah wrote:Show nested quote +On February 21 2012 06:03 NrGmonk wrote: I don't understand the advantages of this over a 1 rax gasless expansion. You say you feel weak to 4 gate pressure, but the gasless expand should do better versus that, because it's more marine heavy and has faster 2nd/3rd rax. If you want to fake some other gas build, you might as well do a reactor expand.
If you follow this build exactly, there is also no way to hold off a 2 base colossi allin. I don't know why you must theorycraft. IF you scout robo bay around the time you start your starport (which i do/if i see robo, i still just make vikings), you'll have ~6 vikings by the time the 2base colossus all-in happens. You will also have 6 barracks of production. Yes you will lose to it sometimes, but not the majority of the time. The emphasis of this build is to scrap by until 3 bases are saturated. (drop.sc/116444) In this replay my opponent goes for the 2base colossus attack (not all-in because he somehow only has 1 colossus), I have 4 vikings and a medivac along with 6 barracks of production by the time he attacks me. Show nested quote +On February 21 2012 06:47 vaderseven wrote:On February 21 2012 06:03 NrGmonk wrote: I don't understand the advantages of this over a 1 rax gasless expansion. You say you feel weak to 4 gate pressure, but the gasless expand should do better versus that, because it's more marine heavy and has faster 2nd/3rd rax. If you want to fake some other gas build, you might as well do a reactor expand.
If you follow this build exactly, there is also no way to hold off a 2 base colossi allin. Ya this build def goes out way too far. It basically assumes the toss does double forge. Of all my TvP's I've played, only 1 has gone Double Forge (And I wasn't even doing this build). I manage to fair more than 60% winrate with this build, with almost all games going past the 16minute mark. Please try the build before you bash it.
I just thought I'd come in here and offer some advice: If you're going for a quick third, you really shouldn't be rushing to spend all this gas and tech to marauders. A 1 rax FE without gas is definitely the best. The reason you open with a Marauder Expand is to hit a quick stim timing off 2 base or because you want to be a baller and kill a dude's scouting poke. You don't do it to take a quick third and get crushed by any sort of quick tech.
I think you should take a moment to listen to what V7 and Monk have to say, as these guys basically know what's up. That being said, let me break down your replay for you. You play against a low Diamond protoss who goes for a 2 gate expo and attacks you with a gateway army supporting a single colossus at the 13:00 mark while expanding. This is not a 2 base colossus all-in and this game doesn't represent an adequate defense of a 2-base colossus all-in..
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On February 21 2012 08:16 Blazinghand wrote:Show nested quote +On February 21 2012 08:04 iTzSnypah wrote:On February 21 2012 06:03 NrGmonk wrote: I don't understand the advantages of this over a 1 rax gasless expansion. You say you feel weak to 4 gate pressure, but the gasless expand should do better versus that, because it's more marine heavy and has faster 2nd/3rd rax. If you want to fake some other gas build, you might as well do a reactor expand.
If you follow this build exactly, there is also no way to hold off a 2 base colossi allin. I don't know why you must theorycraft. IF you scout robo bay around the time you start your starport (which i do/if i see robo, i still just make vikings), you'll have ~6 vikings by the time the 2base colossus all-in happens. You will also have 6 barracks of production. Yes you will lose to it sometimes, but not the majority of the time. The emphasis of this build is to scrap by until 3 bases are saturated. (drop.sc/116444) In this replay my opponent goes for the 2base colossus attack (not all-in because he somehow only has 1 colossus), I have 4 vikings and a medivac along with 6 barracks of production by the time he attacks me. On February 21 2012 06:47 vaderseven wrote:On February 21 2012 06:03 NrGmonk wrote: I don't understand the advantages of this over a 1 rax gasless expansion. You say you feel weak to 4 gate pressure, but the gasless expand should do better versus that, because it's more marine heavy and has faster 2nd/3rd rax. If you want to fake some other gas build, you might as well do a reactor expand.
If you follow this build exactly, there is also no way to hold off a 2 base colossi allin. Ya this build def goes out way too far. It basically assumes the toss does double forge. Of all my TvP's I've played, only 1 has gone Double Forge (And I wasn't even doing this build). I manage to fair more than 60% winrate with this build, with almost all games going past the 16minute mark. Please try the build before you bash it. I just thought I'd come in here and offer some advice: If you're going for a quick third, you really shouldn't be rushing to spend all this gas and tech to marauders. A 1 rax FE without gas is definitely the best. The reason you open with a Marauder Expand is to hit a quick stim timing off 2 base or because you want to be a baller and kill a dude's scouting poke. You don't do it to take a quick third and get crushed by any sort of quick tech. I think you should take a moment to listen to what V7 and Monk have to say, as these guys basically know what's up. That being said, let me break down your replay for you. You play against a low Diamond protoss who goes for a 2 gate expo and attacks you with a gateway army supporting a single colossus at the 13:00 mark while expanding. This is not a 2 base colossus all-in and this game doesn't represent an adequate defense of a 2-base colossus all-in..
I take security in Tech, which if you think about it, that is what Protoss does every game (except PvP luls). I know this may be on the more extreme side, but why not, 60-70% of the Protoss's out there are Passive players who just survive until lategame. Terran has no real use for gas before medivac's/ghosts, and there is usually 3 gas's just sitting around until you get said units. I figured, if i have around the same number of workers that the Protoss has the WHOLE game why is it I'm only on 1-2 gas, while they usually have 4 on 2base? I knew I was already going Bio, so upgrades seemed the way to go. After a few games of just going 2 base 6rax into 3rd, I realized I was rolling everything between 9-12 minutes the Protoss was throwing at me. I decided just to get an earlier 3rd. Which obviously works for me or else I wouldn't have written this guide.
I understand V7 and Monk are better players than me, but their posts make it seem like my build is incredibly fragile. Which it isn't. Sure it will die 50% of the time a Protoss does a 2Base All-in, but how often does a Protoss do a 2base all-in? Less than 10% of the time for sure. IF they would try the build, THEN say it just plainly dies to a 2base all-in, I would respect that, however they are just blatantly stating it dies to X after a quick glance.
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On February 20 2012 19:32 Bojas wrote:Show nested quote +On February 20 2012 19:26 Plague1503 wrote:This looks like a nice variation of the fast 3rd CC build, a bit slower but a bit safer. I don't like how the BO feels against Void Rays, but at this point it's purely theorycrafting because I haven't tried it. How does it hold up to a 3gate Stargate allin anyway? edited because I found a better thread for my ranting  It's almost impossible to beat 3g void ray with conc shell expand anyway. I think that's a build order loss. I beat that w/1rax conc that earlier today.
I only built marines after my first marauder until my 2nd rax finished. I started stim directly after conc, and my 2nd rax started at 25 supply. It could have been a poorly executed 3gate vr build, though.
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