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Hi, since liquipedia was released, i was really intrigued by the Sparks Terran. You could find all the info you need there.
This earlier BO of the sparks terran aim to kill/delay the zerg with 14 rines, 6 medics +1 armor, below the 8 min mark or when muta/lurk tech comes out.
BO: 10 depot @150 minerals, rax 12 2nd rax, scout 13 refinery (NOTE: once ref finishes, just keep 1 scv mining gas) 18 depot and ebay (NOTE: you could use 2nd rax scv to build depot) 21 3rd rax, depot, (NOTE: by this thime you should have 3-5 rines, ebay would finish and start armor immediately since you have 104 gas) 24 acad @50% acad, put 2 scvs into gas @100% acad, pump 6 medics from 3 rax, start comsat, start stim @100% comsat, scan if he's going spire or den Once medics are out, push with 6 medics and 14 rines (NOTE: I highly advise that you build 3 bats after medics in case of ling backstab) Rally raxes to zerg's nat and keep pumping rines
It is very effective against 3 hatch, so I always use this when i'm pretty sure that the zerg would go 3 hatch. (ex. Andromeda, Neo Medusa etc)
"Why +1 armor and not +1 attack?" I choose +1 armor for two important reasons: 1. It takes zerglings 8 times to kill a marine w/ no armor, with +1 it would take them 10 times. 2. It takes lurkers and sunkens to kill rines 2 times w/ no armor, with +1 it would take them 3 times.
"He went...
Muta.." That would be great, since by the muta's pop out, +1 armor would be finished and you're already outside his nat and about to push.
Lurker..." Now this is a bit tricky, since your first scan you used to scout. So if you see den when you scan, immediately push outside his nat since it would force him to pull some drones and make sunks, it would delay his lurker for a bit and you would have one more scan ready, by the time +1 armor finishes, push.
9 pool.." Stick with the BO and timings but pull 2 or 3 scvs to block the ramp. This would significantly delay his lair tech.
"Well, he was able to block my timing push" You should've expo'd when you were pushing in case it fails, put turrets if he went muta and bunker your nat + turrets since you have limited scans, transition to standard bio"
NOTE: I'm only a D level Terran, i haven't tried this on higher ranks and if there's still some mistakes or cons on this build, please do comment. This is only experimental. The average time that +1 armor would finish is 6:40 Average time that mutas pop out in: a) 2 hatch = around 6:40 b) 3 hatch = around 7:10
Replays:
3 rax vs 3 hatch muta andro 3rax vs 3 hatch andro 3 rax vs 9 overpool speed into 2hatch muta 3 rax vs 9 overpool into 3 hatch lurk desti iccup
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isnt 18 depot a bit late for constant scv production?
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On June 27 2009 13:50 29 fps wrote: isnt 18 depot a bit late for constant scv production?
Oh yeah i forgot that it is important that you get supply blocked by 18 supply, it gives you the minerals to start 3rd rax, its just like you cutting scvs :o
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I think +1 weapons would be better in this situation. You can shred through lings/sunks faster and the +1 armor still gives you only 2 hits from a sunk after stimming.
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On June 27 2009 14:01 DeathByMonkeys wrote: I think +1 weapons would be better in this situation. You can shred through lings/sunks faster and the +1 armor still gives you only 2 hits from a sunk after stimming.
You could avoid the "2hits from sunk after stimming" by stimming before engaging, 6 medics would only take around a few seconds to heal your rines, immediately push afterwards with medics at front
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On June 27 2009 14:04 icystorage wrote:Show nested quote +On June 27 2009 14:01 DeathByMonkeys wrote: I think +1 weapons would be better in this situation. You can shred through lings/sunks faster and the +1 armor still gives you only 2 hits from a sunk after stimming. You could avoid the "2hits from sunk after stimming" by stimming before engaging, 6 medics would only take around a few seconds to heal your rines, immediately push afterwards with medics at front another thing u can do is move your medics into sunken range before moving your marines, so that they absorb the first round of spines edit: oh the wiki page mentions that, nvm then
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Mix some firebats is myt tip. Realy deals with the lings perfectly
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2 hatch muta timing 6.00 min 3 hatch muta timing 6.55 min it depends on gas timing
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On June 27 2009 18:06 arkaros wrote: Mix some firebats is myt tip. Realy deals with the lings perfectly
I mix firebats but just to stop a ling backstab, i really dont add them to the push since it would probably distract medics, rines are more effective IMO
On June 27 2009 18:14 Lq_ fAn wrote: 2 hatch muta timing 6.00 min 3 hatch muta timing 6.55 min it depends on gas timing
this happens probably if they create no or only 2 lings, but since you would push, you can throw them off timing by let them create more lings
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United States2186 Posts
This belongs in Liquipedia, not the strat forum. Why repost something here?
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On June 27 2009 19:26 Ver wrote: This belongs in Liquipedia, not the strat forum. Why repost something here?
To discuss it obviously. To find out its viability, if there are any flaws in the BO and how to transition into mid and late game, if the push failed (and how that worked out on maybe different maps).
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United States2186 Posts
On June 27 2009 19:36 Schnake wrote:Show nested quote +On June 27 2009 19:26 Ver wrote: This belongs in Liquipedia, not the strat forum. Why repost something here?
To discuss it obviously. To find out its viability, if there are any flaws in the BO and how to transition into mid and late game, if the push failed (and how that worked out on maybe different maps). ![](/mirror/smilies/puh2.gif)
?
That belongs in Liquipedia (discussion section).
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Doesn't actual Sparks Terran use lots of Firebats and +attack instead of +armor? Isn't that why it's called Sparks Terran in the first placed?
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It's called sparks because sunkens blowin up look like fireworks. ;p
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Hmm I was also under the impression that in this build a couple firebats were quite important as to absorb hits from sunkens making them that much easier to break..
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Was this the build July used when he off-raced and did a ridiculous sunken break?
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On June 27 2009 20:53 Count9 wrote: Was this the build July used when he off-raced and did a ridiculous sunken break?
I remember a game on Neo Guillotine where the terran charged into 6 sunkens and broke it easily. I'm not too sure of the players though.
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july vs chojja. July randomed that game iirc.
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On June 27 2009 20:53 Count9 wrote: Was this the build July used when he off-raced and did a ridiculous sunken break? Yes. This build has the capability to rip through an absolutely ridiculous number of sunks with a rather small number of units. Completely baffling.
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On June 27 2009 19:42 Ver wrote:Show nested quote +On June 27 2009 19:36 Schnake wrote:On June 27 2009 19:26 Ver wrote: This belongs in Liquipedia, not the strat forum. Why repost something here?
To discuss it obviously. To find out its viability, if there are any flaws in the BO and how to transition into mid and late game, if the push failed (and how that worked out on maybe different maps). ![](/mirror/smilies/puh2.gif) ? That belongs in Liquipedia (discussion section).
No?
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