Jaehoon's Neo-Bulldog toss
This is based on Jaehoon vs. SIN game on SPL 1/28/12
This is my first guide so please go easy on me.
This is one of those all-in type strategy that makes PvT more interesting.
What this strategy is for:
1. It is aimed to kill FE terran, who builds CC and barrack at his nat.
2. It is not meant for factory build so scout early.
3. It probably doesn't work well against siege expand.
Best thing about this strategy is that its initial start is exactly same as standard BO.
Thus, you can transition to this strategy if you see terran doing FE.
This strategy should be one of your playing cards when playing against terran.
If you have scouted terran close to you (vertical or horizontal on 4v4 map)and you suspect FE, then you can transition to this strategy from basic BO.)
If opponent is located diagonally and/or blocking the entrance, scrap this strategy and proceed to other ones.
Opening is standard one gate-core opening:
10gate (send this probe out for scouting)
continue probe production
build goon as soon as gateway finishes
range upgrade (start hunting scouting scv)
(after denying the scouting scv, move goons to terran's nat to hit bunker)
Build robotics near gateways when gas becomes 200.
Pull one probe from gas.
(It is okay for SCV to scout robotics because it confuses him with reaver BO. But it needs to be killed soon to prevent scouting 3gateways)
Build two more gateways as robotics is finished.
Probe production now has lesser priority.
It is important that probe could cause population block so running all gateway is more important than making probes.
Build total of 4 goons.
Build a pylon.
Build a shuttle when 4th goon is in production.
Build 3 zealots and have rally points for 3 gateways and robotics same location.
If done correctly, shuttle should be coming out when all three zealots are popping out.
4th goon should be hitting the bunker by now. (and a tank hitting goons)
Change gateway rally points near terran's cliff where elevator will be performed.
Do not get shuttle shot downed by turrets.
Resume probe production and build a pylon.
Keep building goons.
Drop the 3 zealots on terran main near cliff and do elevator for the initial 4 goons.
Have zealots hunt for tanks but do not go down all the way to nat.
Micro fight now! Just keep goons from getting contained by scv. Aim for tank first as 4 marines are joke against 4 goons + 3 zealot.
Use shift move for shuttle to automatically go back to cliff to pickup newly made goons.
If all the tanks are dead and still have 2~3 goons, then, game is over.
Continue pumping from 3gates. You can add observatory.
If the rush was defended, take nat and third simulnateously to take advantage of damages you did.
Have the shuttle survive so you can more easily deal with terran's push later.
1. This has similar concept as the bulldog toss but this one goes straight for terran's defenceless main.
2. Timing is much faster than 6goon bulldog toss so it is more difficult to defend for FE terran if not scouted.
3. Since goon range is not delayed, terran spends significant money on bunker repair.
This forces terran to build tank first so no need to worry about mines for a while.
4. Makes game more interesting by preventing typical 20+ min macro-fest PvT.