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This is my TvZ timing push.. its quite simple ^^
10 supply 11 rax 13 refinery 15 orbital command ~1-2 marine to fend off fast lings 16 supply 17 engineering bay/reactor on first rax 18 rax #2 20 rax #3 21 upgrade weapon damage in engineering bay 22 supply 25 Tech lab on rax #2 30 reactor on rax #3
so by 7:30 +1 damage finishes, you have a control of about 25-30 units and you attack move teh zerg base! by 8 minute you'll have the marine +10 hp buff researched as well and about 35-40 units. You make marauders from the tech lab barrack, and always double marines from the reactors ones.
Always have a supply depot queued as this build is supply intensive. Always use the mule when you get 50 mana. If you macro well, you'll have an endless stream of marine/marauder coming to support your push.
This beat mass roaches/mass lings/hydras/fast expand and whatever teh zergs have thrown at it so far. The only threat to this build is banelings/lings. If you play smart, you should be able to fend that off pretty easily as well.
You have to stay inside your walls until you get one or both marines upgrade done.
I'll add replays when I wake up later, not sure where I can host them.
heres a replay against #1 in platinum division 6 edit: took out the replay as it seems theres a virus on that upload site =( sorry guys
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After watching the Replay, I'm impressed
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when i click that link for the replay it tries to download some exe in the background. kind of weird.
anyways, what do you do vs early banelings burrowed? From what i've seen it's tough for any T to pressure against early banelings because they are similar to burrowed lurkers and clear out such a huge amount of units. I usually can 3 base and contain them if they don't expo before i get banelings in position.
terran can't scan all the banelings and ravens are a little further down the tree.
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I'm definitely going to try this. Also worrying about banelings, though.
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Why have Terran players forgotten about the amazing wonders of stim? I rarely seen it in BOs or streams....whats up?
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Probably that's because of the medivacs. Imagine an 8min push in BW with M&Ms with only 1 or 2 medics. Still, i like stim packs an use it most of the time.
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Getting a couple of medivacs out isn't that hard and it can really help the push (not least because it doesn't have to be a push at all but a drop). Can't see it in this build though, since you don't even get a fact.
Could use stim just on the marauders though (or equally small parts of the army) for a slight damage boost when you engage (or if you get a shot at actual building damage).
Looks interesting, might give it a try. Thoughts on transition? I love a mix of medivacs and siege tanks (tank drops being all the stronger, imo), but there's so many places you can go with SC2 T.
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this is pretty much the build I (ab)use as well atm. I do it slightly different though:
I only have 1 rax with reactor and 1 with lab add-on. I also get a factory when I have the ressources for it -since I can't spend all the res on rines/marauders with just 2 rax-. And then, immediately when the fac is done, I get a starport and do the reactor trick and produce 2 medivacs. When the medivacs are out all the upgrades are just finished (ie stim, 10hp, +1) and I make the push.
You can also scout to see if he's using some zerglings in which case you can add some Hellions to your army.
This got me from silver league straight into platinum league because I barely lost a game with this. (And I'm really not a great player at all lol)
This also works vs Protoss but you have to scout A LOT to make it work because the Toss has to play a Immortals/zeal/stalker/sentry combination and you can not let him scout, or you're toast.
PS taking advantage of hitting ALT and target firing in the big battle is really really helpful. (I see so little people use this feature yet which is a pity imo.)
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On February 23 2010 02:29 skylife1 wrote: This also works vs Protoss but you have to scout A LOT to make it work because the Toss has to play a Immortals/zeal/stalker/sentry combination and you can not let him scout, or you're toast.
Add a fast Ghost + EMP vs Protoss instead of Combat Shields.
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On February 23 2010 02:42 CowGoMoo wrote:Show nested quote +On February 23 2010 02:29 skylife1 wrote: This also works vs Protoss but you have to scout A LOT to make it work because the Toss has to play a Immortals/zeal/stalker/sentry combination and you can not let him scout, or you're toast.
Add a fast Ghost + EMP vs Protoss instead of Combat Shields. very good point -will definitely try that.
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I also used the Ghost and EMP quite a bit and it helps you to take down the immortals. Unfortunately you're still screwed if the protoss player gets some Colossi instead.
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I've won like 12 TvZs today using this build. It's pretty hilarious. The only thing I think can beat this is speedling/baneling with decent micro. Here's a rep (Link) of me beating some average player that went banelings. He might've stopped me if he waited a few seconds and brought his lings in with his banelings but alas, my ball of infantry was too big to be stopped.
edit: On second thought, Spine Crawlers might be the answer. Think ZvT in BW: You need at least 3 sunkens to stop an early infantry push (sometimes more like 4-5 sunkens if they 3 rax into M&M) I've seen a distinct lack of Spine Crawler usage when I play against Zergs.
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On February 23 2010 06:03 zimms wrote: I also used the Ghost and EMP quite a bit and it helps you to take down the immortals. Unfortunately you're still screwed if the protoss player gets some Colossi instead.
In that case maybe add valks instead? You should be pushing before he can get more than 1 (any?) colossi out.
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This is a TvZ thread, please keep the protoss builds/theorycrafting out of it .
as for mass crawlers, you can transition into siege tank contain/expand pretty easily.
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On February 23 2010 09:46 Fallen wrote:This is a TvZ thread, please keep the protoss builds/theorycrafting out of it . as for mass crawlers, you can transition into siege tank contain/expand pretty easily.
do you think having stim would hurt this or help it?
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I dont think stim is quite as valuable without medivacs.. and this build doesnt have a lot of gas output to support stim upgrade.
You tend to have a lot of fights against zerg and you cant justify using stim every now and then without medivacs.
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I guess as a Z I would turtle hard, get mutas out and then kill your mineral line (even if you get Turrets, it's minerals not spent on your army).. But this seems like a really goot timing push build.
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if Z goes mas roaches you might consider getting more marauders instead of marines.
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Just played an even mid-high plat game where the Zerg actually fought me off with a mix of roach/hydra. Check out the replay: http://tomed.org/reps/threeRaxloses!.SC2Replay
I made a few micro mistakes in the beginning but still this is the most opposition I've had when doing this build.
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It's interesting that people have said stim isn't useful without medivacs. I remember that in original SC, stim was a must-have.
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