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done this 3 times so far, works really nicely.
first time was funnily enough vs the same build, I responded by getting 2 marauders after the initial 3 reapers and concussive while avoiding the tower vision on xel'naga, ended up killing everything in his base and had 12 or so scvs survive.
second time was vs banshee opening on metalopalis, jumped up, killed the 4 rines that came out of the bunker (lost 1 reaper) and then killed most of his workers before the banshee came out, then expanded and made 4 starport banshee/viking.
third time was vs 3 rax allin, scouted the 2 proxy raxes with xel'naga vision on metalopolis, went into his main, sniped 3 marines and kited workers, he quit when he saw a finished bunker on my ramp.
nice build, I usually open "safe" 1/1/1, but I think I'll be going marauder first next time I do that.
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You should add another counter to this build, early gas into fast banshees. I've encountered this build around 5 times so far on the ladder and have held it off easily every time. If anything it hurt the other player more because they lost a lot of gas early on and you can punish the player with banshees due to their low marine count early on.
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On June 26 2011 00:12 Sovern wrote: You should add another counter to this build, early gas into fast banshees. I've encountered this build around 5 times so far on the ladder and have held it off easily every time. If anything it hurt the other player more because they lost a lot of gas early on and you can punish the player with banshees due to their low marine count early on.
early gas = less marines = reapers > low count marines
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On June 22 2011 04:41 IronMonocle wrote: I love your creative play style, thanks for sharing!
By creative play style you mean cheesy play style right?
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On June 26 2011 05:04 Geordie wrote:Show nested quote +On June 22 2011 04:41 IronMonocle wrote: I love your creative play style, thanks for sharing! By creative play style you mean cheesy play style right?
sounds like a rhetorical question,, but no I think he means creative play style.
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*something to note for.. If your harass was a success, don't stop building reapers and rallying to the opponent base.* essentialy saying "dont expand ,be terran" :D and i am sorry i could not help my-self. Otherwise nice write-up i think
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I always wondered if getting more than that one reaper might be viable considering how low-health Marines are.. it seems like everyone and their mom is going with the 1-reaper expand so most players would probably simply assume that that's what's happening and respond accordingly.
Not sure why there's so much anger in this thread; the build clearly works (as in brings in wins at a notable level). Sure, it has its weaknesses, but how is that different from literally any other build ever?
Always seems like every strategy thread nowadays is filled with people trying to out-theorycraft the OP.
"But the opponent could do this!" My opponent could rush 1base BCs too, what's your point?
¯\_(ツ)_/¯
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On June 26 2011 06:01 YosHGo wrote: *something to note for.. If your harass was a success, don't stop building reapers and rallying to the opponent base.* essentialy saying "dont expand ,be terran" :D and i am sorry i could not help my-self. Otherwise nice write-up i think
Reapers out of two rax is as mineral-demanding as producing marines out of a naked barrack. It's not a problem
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I played against a 1750 terran Vorrentk who did this today and he did worst case scenario kind of damage to me. 8 scv/marine kills and i was able to only pick off 1 reaper and get the other 2 in the red before he was forced to run away.
I was able to punish him with my first banshee pretty well despite him finishing a turret just as i arrived because he had so few marines and did your build to a T with the follow up expand. I got my expand slightly later than him but had picked off many marines at his main, i sent my 2nd banshee to his expand but he had a turret there and i picked off a few more marines. His early advantage was surpassed by the banshee and I later won with a lot of tank/marine.
I noticed that you didn't mention that you have issues with banshees, but would like you to go into more depth on that why you think banshee builds aren't a counter to this.
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On June 26 2011 06:35 starcraft911 wrote: I played against a 1750 terran Vorrentk who did this today and he did worst case scenario kind of damage to me. 8 scv/marine kills and i was able to only pick off 1 reaper and get the other 2 in the red before he was forced to run away.
I was able to punish him with my first banshee pretty well despite him finishing a turret just as i arrived because he had so few marines and did your build to a T with the follow up expand. I got my expand slightly later than him but had picked off many marines at his main, i sent my 2nd banshee to his expand but he had a turret there and i picked off a few more marines. His early advantage was surpassed by the banshee and I later won with a lot of tank/marine.
I noticed that you didn't mention that you have issues with banshees, but would like you to go into more depth on that why you think banshee builds aren't a counter to this.
one turret in the mid of the mineral line isn't enough. Usually by the time your banshee hits, i have turrets everywhere.
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On June 26 2011 07:00 PrideTV wrote:Show nested quote +On June 26 2011 06:35 starcraft911 wrote: I played against a 1750 terran Vorrentk who did this today and he did worst case scenario kind of damage to me. 8 scv/marine kills and i was able to only pick off 1 reaper and get the other 2 in the red before he was forced to run away.
I was able to punish him with my first banshee pretty well despite him finishing a turret just as i arrived because he had so few marines and did your build to a T with the follow up expand. I got my expand slightly later than him but had picked off many marines at his main, i sent my 2nd banshee to his expand but he had a turret there and i picked off a few more marines. His early advantage was surpassed by the banshee and I later won with a lot of tank/marine.
I noticed that you didn't mention that you have issues with banshees, but would like you to go into more depth on that why you think banshee builds aren't a counter to this. one turret in the mid of the mineral line isn't enough. Usually by the time your banshee hits, i have turrets everywhere.
So you make 4 turrets to stop the first banshee? That seems like a lot of investment. What if i don't make banshees and you just dumped 400 minerals for nothing?
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On June 26 2011 07:11 starcraft911 wrote:Show nested quote +On June 26 2011 07:00 PrideTV wrote:On June 26 2011 06:35 starcraft911 wrote: I played against a 1750 terran Vorrentk who did this today and he did worst case scenario kind of damage to me. 8 scv/marine kills and i was able to only pick off 1 reaper and get the other 2 in the red before he was forced to run away.
I was able to punish him with my first banshee pretty well despite him finishing a turret just as i arrived because he had so few marines and did your build to a T with the follow up expand. I got my expand slightly later than him but had picked off many marines at his main, i sent my 2nd banshee to his expand but he had a turret there and i picked off a few more marines. His early advantage was surpassed by the banshee and I later won with a lot of tank/marine.
I noticed that you didn't mention that you have issues with banshees, but would like you to go into more depth on that why you think banshee builds aren't a counter to this. one turret in the mid of the mineral line isn't enough. Usually by the time your banshee hits, i have turrets everywhere. So you make 4 turrets to stop the first banshee? That seems like a lot of investment. What if i don't make banshees and you just dumped 400 minerals for nothing?
if you dont make banshee? you're suppose to when i see a tech lab on a starport. hahah
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I would think that if you see a new opening you would want to see if you can either a) alter your build slightly and account for the new build tooo or b) completely alter your build based on scouting information.
I would just alter my build and build around my CC and if I suspect 3 reapers put a bunker nearby your depos and mineral line. Then dance the marines back and forth till you can get a maruader tank or banshee out.
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On June 26 2011 12:14 terranghost wrote: I would think that if you see a new opening you would want to see if you can either a) alter your build slightly and account for the new build tooo or b) completely alter your build based on scouting information.
I would just alter my build and build around my CC and if I suspect 3 reapers put a bunker nearby your depos and mineral line. Then dance the marines back and forth till you can get a maruader tank or banshee out.
i usually have about 10 secs in base if they went for a fast tank, which is more than enough time to deal dmg to the mineral line. Also, I have never encountered where my opponent puts a bunker near the mineral line because even with the bunker, you can still harass around by the time a tank comes out or even a banshee.
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I used this shit on sixjaxMajOr on top 200 koth and he flipped the fuck out. Congrats on at least giving me that. :>
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Yeah i actually think this is a legitimate build, thanks for sharing
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On June 27 2011 14:39 unSpeake wrote: Yeah i actually think this is a legitimate build, thanks for sharing
Well yah look at the post above you
On June 27 2011 14:31 Pokebunny wrote: I used this shit on sixjaxMajOr on top 200 koth and he flipped the fuck out. Congrats on at least giving me that. :>
I loved using reapers in the beta so much. I'm a protoss player now but this brings back such good memories.
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On June 23 2011 01:09 seefour wrote:Show nested quote +On June 22 2011 19:55 Cano wrote:On June 22 2011 19:25 seefour wrote:The thing is the banshee is at least half done when the reapers get there and even if you kill the tlab the banshee still gets out Rotfl, what? You don't even have starport finished at the time reapers come in. I did the math and the banshee is building before the reapers get there and you only need to stall for a few secs to get it out. This is gas first btw.
Excuse me mazters and all, but even down here in the cellar leagues (silver), we dont pursue a strategy if we spot the opponent doing stuff that will hardcounter it. I dont suppose you can choose to go gas first after spotting 2 rax techlab, but you sure as hell can skip the reaper thingy if you spot gas first. Duh!
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For all those people calling this build cheese, it's not. It's an aggressive opening designed to delay the opponent, scout his tech and army movements, create the potential of causing economic damage early, and allow a relatively fast expansion.
It also serves as well as a single barracks with reactor in fending off banshees, and provides a nice transition into a Polt-style marauder/marine/medivac army composition. Or you can always swap over the barracks with starports and factories once you're done using them.
It looks like you sacrifice 2-3 scvs early, but your reapers can 1) Force the opponent to react defensively if he scouts it, and 2) Cause some damage if the opponent does not expect it.
At the very least you'll be able to get that 2-3 scvs back and equalize your sacrifices. Awesome build x2, will give it a try.
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but if you get a techlab on the rax as soon it is done, then you don't get a marine and they can scout the build easily....how do you deal with this
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