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This is my first guide that I have ever written. I decided to write this after watching Day[9]'s Daily #395 and thought that it would be awesome if somebody took whatever Day[9] had covered and put it in a convenient thread.
Anyway, we have all seen Bomber play TvZ. Bomber's macro is like a club, and he likes to beat Zergs over the head repeatedly until the Zerg gets a concussion and skull cracks open and brain fluids start spilling out. Day[9] has given us a tutorial on how we ourselves can wield Bomber's club of macro.
TvZ is a stressful matchup to most Terran players. Early all-ins, Speedlings all game long, Mutalisk harass, counter-attacks, and Broodlords too! It it tempting to find a quick fix to all these problems with a 2 base all-in or a sneaky Medivac drop. However, Bomber has an effective playstyle that is easy, fun, and ridiculously powerful.
- We get up 2 additional Command Centres very quickly (excluding the one you start with).
- We will rely on Siege Tanks for defence (siege mode is essential).
- The reactor on the Barracks is to be used on the Factory first to produce Hellions (2~4) and then switched over to the Barracks once again for Marine production.
- The total or 3 Orbital Commands and one Engineering Bay (Second will come afterwards) with fast upgrades will carry you smoothly toward the late game.
You're opening doesn't really matter, you can opt to go straight for Reactor Hellion play or you can do a delayed Reactor Hellion play. For rushing towards the Reactor Hellion play, you will want to get your first Refinery on 13 supply and for the delayed play, 16 supply.
Do not be concerned with your opening, but be concerned about your core buildings!
Obviously, you can make bunkers as well if you need them. Typically, 1 Bunker should suffice. I have observed Bomber doing 2 different types of Bunker placements.
The one that is built beside the Orbital Command.
The one that is built further away from the Orbital Command, but surrounded by depots.
You don't really need to scout until you send your Hellions out, because you are not going to change anything about your build! (Unless you sense an all-in of course.) Once you get either 2 or 4 Hellions out, switch your Barracks with your Factory (Your Barracks should have built a Tech Lab after building a Reactor; building Marines as well.) and start Siege Mode and Siege Tank production as soon as possible. When you build your Third Barracks and Engineering Bay, you should start Stim Pack and Infantry Attack Upgrade research as soon as you can.
Confused? Here's some pictures so you have a rough idea of what your build should flow like.
If you have extra minerals, feel free to build a third Barracks! After you get all the core buildings of Bomber's playstyle, get a third and fourth Refinery and a Starport for Reactor Medivacs. However, before you do any of that, get the core buildings up and running first!
- 2 Barracks, 1 with a Tech Lab researching Stim Pack, then Combat Shields, and 1 with a Reactor.
- 1 Factory with a Tech Lab producing Siege Tanks and researching Siege Mode.
- Third Orbital Command providing extra MULES and SCV production.
- Engineering Bay researching +1 Attacks for Infantry.
After getting your core buildings and Starport, you should be around the 10 Minute mark; generally when Mutalisks will start appearing. You should start building Missile Turrets by then, and begin to secure your third base with that third Orbital Command. Also, start a second Engineering Bay and an Armory.
Feel free to get a Thor once your Armory is complete. Remember though, the focus of this build is to get a quick +2 Attack and +1 Armor for your Marines, so remember to start the upgrades once the second Engineery Bay and the +1 Attack is complete. Also, feel free to build Bunkers/Turrets as you wish.
Uh...
Next, throw down a second Factory for additional Siege Tank Production. Don't forget to get more Barracks as well. Bomber will then usually move out once the +1 Vehicle Attack, +2 Infantry Attack, +1 Infantry Armour is nearing completion or completed. (Because you are usually almost 200/200 by then).
As you move out, throw down more Missile Turrets and 2 Ghost Academies (For double Ghost upgrades!) and continue getting upgrades. Remember to push out slow, and not rush it, you don't want to make mistakes. Once your Ghost Academies complete, start getting Ghosts to deal with the Zerg (You should have secured your Gases at your Third base already.). Also, get a fourth base when you are attacking the Zerg.
What's next? If you aren't able to kill the Zerg, just keep macro-ing and pushing because if you can't kill the Zerg, chances are you have lost the game. If you are able to effectively use Bomber's club, then congratulations!
Replays (Thanks wo1fwood)! http://drop.sc/62710 http://drop.sc/62708
Please feel free to give me any criticisms about this, and if you liked it, tell me! I plan to cover the other 2 Dailies Day[9] has done for Terran week.
My online alias is oGsJotGga btw (in Battle.net)
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nice guide, but why is idra's GG editted into the picture at the bottom?
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Nice summary of the daily. I think the daily was very important to get away from the thinking: "I have to be very agressive aggainst Zerg and need perfect Micro". You can just Macro as terran in every matchup. Due to your good abilities for defense you can be really greedy like building your 3rd CC really fast and get your Upgrades really fast. The core of a good setup for a Macro Terran game really are those upgrades.
But if you try this remember to stop SCV production if you have like 66 - 70 SCvs and get more OC and suicide some SCVs, so that your army can be much bigger.
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On January 08 2012 01:27 X3GoldDot wrote: nice guide, but why is idra's GG editted into the picture at the bottom? It's from a game where Bomber played Idra and Bomber did the exact same strategy =)
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On January 08 2012 01:29 Azera wrote:Show nested quote +On January 08 2012 01:27 X3GoldDot wrote: nice guide, but why is idra's GG editted into the picture at the bottom? It's from a game where Bomber played Idra and Bomber did the exact same strategy =) Oh dear :p he was joking.
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On January 08 2012 01:29 Azera wrote:Show nested quote +On January 08 2012 01:27 X3GoldDot wrote: nice guide, but why is idra's GG editted into the picture at the bottom? It's from a game where Bomber played Idra and Bomber did the exact same strategy =)
Well, idk if its just me, but i see a dt in the picture along with the tank.
Edit : i just seemed to realize it was a ghost...
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Good maps for this - antiga, shak, small ladder maps, Taldarim, Metal, Shattered
Bad maps - Taldarim (if you aren't an amazing player), Dual Site, Belshir
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Really good summary of Bombers build, gj
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does bomber ever do any sort of timing? your guide is pretty much stating that he does no form of aggression until a close to 200 army with +2 attack +1 armor infantry +1 tank upgrades?
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On January 08 2012 01:40 Avril_Lavigne wrote: does bomber ever do any sort of timing? your guide is pretty much stating that he does no form of aggression until a close to 200 army with +2 attack +1 armor infantry +1 tank upgrades? Other than the initial Hellions, exactly! He emphasizes on being on par with the power of Zerg macro, and that is what is so amazing about this build!
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This is pretty cool, cheers mate. Thanks! I'm a ridiculously huge Bomber fan so this is nice to read and possibly try. I typically play very differently from this so it'll be cool to mix it up.
I'll also love you forever if you do the other two dailies. I haven't watched any of them and I'm on vacation so I'm not sure the internet will let me anyway.
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On January 08 2012 02:03 Indrium wrote: This is pretty cool, cheers mate. Thanks! I'm a ridiculously huge Bomber fan so this is nice to read and possibly try. I typically play very differently from this so it'll be cool to mix it up.
I'll also love you forever if you do the other two dailies. I haven't watched any of them and I'm on vacation so I'm not sure the internet will let me anyway. Yeah, I plan to do the other 2 dailies and possibly even the Zerg and Protoss weeks too if I get a good response :D
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On January 08 2012 02:05 Azera wrote:Show nested quote +On January 08 2012 02:03 Indrium wrote: This is pretty cool, cheers mate. Thanks! I'm a ridiculously huge Bomber fan so this is nice to read and possibly try. I typically play very differently from this so it'll be cool to mix it up.
I'll also love you forever if you do the other two dailies. I haven't watched any of them and I'm on vacation so I'm not sure the internet will let me anyway. Yeah, I plan to do the other 2 dailies and possibly even the Zerg and Protoss weeks too if I get a good response :D
Yeah I dabble in all races so that'd be cool. Terran's my worst though, so it's nice to have some help
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On January 08 2012 02:06 Indrium wrote:Show nested quote +On January 08 2012 02:05 Azera wrote:On January 08 2012 02:03 Indrium wrote: This is pretty cool, cheers mate. Thanks! I'm a ridiculously huge Bomber fan so this is nice to read and possibly try. I typically play very differently from this so it'll be cool to mix it up.
I'll also love you forever if you do the other two dailies. I haven't watched any of them and I'm on vacation so I'm not sure the internet will let me anyway. Yeah, I plan to do the other 2 dailies and possibly even the Zerg and Protoss weeks too if I get a good response :D Yeah I dabble in all races so that'd be cool. Terran's my worst though, so it's nice to have some help Same here! I might stick with Terran though, because it seems to be a very interesting to play.
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Nice I remember when i saw these games at MLG Orlando, i knew wanted to play TvZ that way. The feeling moving out with that kind of upgraded army is so nice.
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For someone who quite literally took everything Day9 said and put into written form....this isn't that bad of a write up. Honestly, I feel like alot of the picture are pointless but I guess it does give it a better visual appeal. I personally don't like it when people take stuff from Day9 and then just make it into paragraph form but some people prefer it.
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On January 08 2012 02:21 pulpSC wrote: For someone who quite literally took everything Day9 said and put into written form....this isn't that bad of a write up. Honestly, I feel like alot of the picture are pointless but I guess it does give it a better visual appeal. I personally don't like it when people take stuff from Day9 and then just make it into paragraph form but some people prefer it. Well some people may not have the time to watch the entire Daily or want something to read for a quick review.
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On January 08 2012 02:23 Azera wrote:Show nested quote +On January 08 2012 02:21 pulpSC wrote: For someone who quite literally took everything Day9 said and put into written form....this isn't that bad of a write up. Honestly, I feel like alot of the picture are pointless but I guess it does give it a better visual appeal. I personally don't like it when people take stuff from Day9 and then just make it into paragraph form but some people prefer it. Well some people may not have the time to watch the entire Daily or want something to read for a quick review.
Mhm, which is why it isn't a bad write up
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If you want to make a summary of every daily i would adivse you to not to it on TL. Maybe you can make a page or write those guides in pdf and just ad those links together in one topic. The Forums are already quite full of stuff and a new thread for every day9 daily would just be a bad idea.
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i suppose i could add this as well, this is very strict build order up to 10 minutes.
############ Bombers 3CC 2-1 ###############
0:56 Supply 1:36 Rax 2:37 Orbital Command 2:37 Refinery 3:15 CC 3:20 Marine 3:40 Supply Depo Cut marines 4:05 Factory Marine 4:25 Bunker 4:35 Reactor 5:00 Orbital 5:25 Swap reactor 5:40 Tech lab on barracks 5:40 Two hellions 5:45 CC 6:00 ---> 25 SCV <-------- 6:05 Refinery 6:05 Supply depo 6:10 2 Hellions Marine 6:40 Swap back with factory 7:00 Siege tank & siege mode Two Rax Marines 7:10 Refinery 7:55 ebay+++ 8:00 ----> 37 SCV <--- 8:05 Reactor & tech lab 8:10 Starport Refinery <-- 4 Gas 8:40 +1 attack 8:50 Stim 9:00 Float CC to third 9:20 Start building turrets 9:30 Medivac 10:00 Armory & second ebay ( 50% +1 completed) Add bunkers in front and turrets ------ 52 SCV Leave medivacs to defend mutas Armor & +2 +1 mech attack 11:30 Reactor on starport > factory > 2 barracks 11:50 Add refinery at third <-- 6 Gas 12:00 Add Thors Reactor on rax & techlab on factory 14:30 Add 3 rax & CC 15:00 +3 attack ~~~~~~~~~~~~~ 16:00 MAXED ~~~~~~~~~~~~ 16:00 double Ghost academy +1 air attack
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Great Write-Up! When I played Terran I hated TvZ because I felt like the nature of the match-up put me at a disadvantage economically and forced me into a 2 base timing to attempt to slow down the zerg macro power. With this it goes head to head with zerg macro and often times wins!
On January 08 2012 02:34 Sianos wrote: If you want to make a summary of every daily i would adivse you to not to it on TL. Maybe you can make a page or write those guides in pdf and just ad those links together in one topic. The Forums are already quite full of stuff and a new thread for every day9 daily would just be a bad idea. He said that he is just going to do this for the 3 dailies for Terran Week, giving 1 strategy for each Terran Match-Up. He is NOT going to be summarizing every single daily. These are viable and valuable strategies, which is why Day[9] covered them in his daily.
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Looks like i'll end up trying this soon as i start playing again lol, i love big economic plays and i feel ike i should try running leaner openings for strong macro games. This works perfectly.
EDIT: oh btw, adding some vods or replays demonstrating would add a lot to you're guide aswell!
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On January 08 2012 01:23 Azera wrote: [*]We will rely on Siege Tanks for defence (siege mode is quintessential).
It's just 'essential'. That's all.
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Great article. Just in time as I'm having some difficulties lately against zerg. Much appreciated.
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I love the guide. When I played terran back in the day I was just doing exactly the same thing because i don't like doing other whacky strats like BFH drop, banshees etc. But I just could not find an effective way to macro up and get a marine tank army of sheer strength like this. Bomber's style fits exactly right in. I really wish I can see this style before I switch to zerg...
BUT, you should include day9's png drawing of the strat!!!!
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Saw kawaiirice do something very close to this on his stream. It's really strong, only real differences i think were that he didn't switch the factory over to the tech lab and instead lifted it and built it's own tech lab while building the second barracks on the free reactor.
It's really strong, you get a super strong mid game push on 3 bases with some upgrades and it always looks as though you can expand.
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Nice guide I like the high number of pictures.
But... why didn't u use day9's beautiful drawing ;( lol jk. I like how you positioned your buildings in that picture at the top the same way day9 drew them tho :D
You're opening doesn't really matter, you can opt to go straight for Reactor Hellion play or you can do a delayed Reactor Hellion play. For rushing towards the Reactor Hellion play, you will want to get your first Refinery on 13 supply and for the delayed play, 16 supply.
Do not be concerned with your opening, but be concerned about your core buildings!
Unless the purpose of this guide (or these kinds of guides) is to sort of paraphrase or summarize what day9 said or the ideas/concepts he was trying to convey, you should definitely be concerned about your opening, and it DOES matter. Day9's point is that you shouldn't worry about those things first since it would be more efficient to understand the other parts first then learn the specific variations. Again, if you knew this and the purpose of this guide is to highlight one of day9's dailies, then sorry. (Though if this is so, I think you should stress that more in the introduction. You mention that the guide is "for" day9's dailies, but don't mention other specifics, like in what way we are to read or interpret the guide).
Thanks for the guide!
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How well does this fare against the stephano style of mass lings with upgrade into fast hives tech unit and infestor because honestly the typical mutas opening isn't what is giving me much trouble lately. I'm pretty sure that with the stephano style the zerg will max out before you and have better upgrades then you when you push out. Also he will most likely take more base then you if he is aware of what you are doing.
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I'm still not convinced on how this does again a Zerg going into like 5 bases, the lack of harassment really allows the Zerg to drone up soooo hard. With superior eco and tech I feel like zerg can just walk over you, or at least it all comes down to just big battle where if you lose, you won't be able to remake your stuff fast enough.
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On January 08 2012 09:32 namste wrote: I'm still not convinced on how this does again a Zerg going into like 5 bases, the lack of harassment really allows the Zerg to drone up soooo hard. With superior eco and tech I feel like zerg can just walk over you, or at least it all comes down to just big battle where if you lose, you won't be able to remake your stuff fast enough.
Exactly. If the zerg know what you are doing I don't think you can allow him to take 4-5 base really fast. You have to push earlier or something, orelse you pretty much rely on not missing a single depot and having a perfect engagement.
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On January 08 2012 01:29 Sianos wrote: Nice summary of the daily. I think the daily was very important to get away from the thinking: "I have to be very agressive aggainst Zerg and need perfect Micro". You can just Macro as terran in every matchup. Due to your good abilities for defense you can be really greedy like building your 3rd CC really fast and get your Upgrades really fast. The core of a good setup for a Macro Terran game really are those upgrades.
But if you try this remember to stop SCV production if you have like 66 - 70 SCvs and get more OC and suicide some SCVs, so that your army can be much bigger.
when bomber attack he still has to micro...
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"We will rely on Siege Tanks for defence (siege mode is quintessential)." This is silly, but I feel the need to point it out, simply saying "siege mode is essential" would have been the way to go here, adding the quint is nice but it changes the meaning of the word into something different. If you were saying Siege Mode is the quintessential upgrade in the TvZ mach-up that would make sense but simply saying "siege mode is quintessential" is weird and makes me think you are using words you don't understand just because they are long, no offense. Adjective: Representing the most perfect or typical example of a quality or class: "the quintessential tough guy". I know I'm an a-hole for pointing it out and I know my own post probably has many grammar errors as well but hey, I had to say it. Thanks for the guide tho very nice.
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Nice guide. Pics also very beneficial. Thanks!
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On January 08 2012 10:15 MrF wrote: "We will rely on Siege Tanks for defence (siege mode is quintessential)." This is silly, but I feel the need to point it out, simply saying "siege mode is essential" would have been the way to go here, adding the quint is nice but it changes the meaning of the word into something different. If you were saying Siege Mode is the quintessential upgrade in the TvZ mach-up that would make sense but simply saying "siege mode is quintessential" is weird and makes me think you are using words you don't understand just because they are long, no offense. Adjective: Representing the most perfect or typical example of a quality or class: "the quintessential tough guy". I know I'm an a-hole for pointing it out and I know my own post probably has many grammar errors as well but hey, I had to say it. Thanks for the guide tho very nice.
That was probably the most pointless thing you could say. Completely irrelevant to this thread. This guy is contributing and you feel the need to pick apart some vocab lol SMH ((-.-)). Anyhow, nice guide. I actually missed this daily so this helped ^^ thanks OP
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I'm glad that you guys enjoyed the guide :D I'll take what advice you guys have into consideration.
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On January 08 2012 10:45 Azera wrote: I'm glad that you guys enjoyed the guide :D I'll take what advice you guys have into consideration.
a guy in the thread posted a time line really showing detail of what you should by x time. That really explained things well also, i recommend you do something similar for the other threads you plan on making ^^
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On January 08 2012 10:47 ReachTheSky wrote:Show nested quote +On January 08 2012 10:45 Azera wrote: I'm glad that you guys enjoyed the guide :D I'll take what advice you guys have into consideration. a guy in the thread posted a time line really showing detail of what you should by x time. That really explained things well also, i recommend you do something similar for the other threads you plan on making ^^
But that makes the build really rigid and confines people to a box.
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On January 08 2012 02:34 Sianos wrote: If you want to make a summary of every daily i would adivse you to not to it on TL. Maybe you can make a page or write those guides in pdf and just ad those links together in one topic. The Forums are already quite full of stuff and a new thread for every day9 daily would just be a bad idea.
In my opinion having a more active forum isn't such a bad thing, nor is improving the quality of the average posts. Its true doing it for every day9 might be overkill, but its a lot quicker to read a thread than watch a daily.
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On January 08 2012 10:52 FirstGear wrote:Show nested quote +On January 08 2012 02:34 Sianos wrote: If you want to make a summary of every daily i would adivse you to not to it on TL. Maybe you can make a page or write those guides in pdf and just ad those links together in one topic. The Forums are already quite full of stuff and a new thread for every day9 daily would just be a bad idea. In my opinion having a more active forum isn't such a bad thing, nor is improving the quality of the average posts. Its true doing it for every day9 might be overkill, but its a lot quicker to read a thread than watch a daily. Yeah, I don't think I have it in me to cover all the Dailies.
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I think this is a good guide from one of the best dailies IMO. Good job
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The irony of the last pic is pretty funny
IdrA beat bomber in a bo3 when he did this strategy.
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yeah top 20 master terran here this build is rly good especially on antiga have stopped both one base and 2 base all in with this build b4 and go for the win
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terran macro builds are really good on maps with a second ramp and so underutilized. Terran sim cities in general are also underutilized, using depot walls and good building placement you can really be so much safer against midgame busts and with the 3rd OC in base you can just really boom hard safely. Until Z gets muta they are always slightly in the dark about your intentions too, you might be building up for an early 2 base timing or preparing drops but they never really know, stopping them from throwing down 5 super quick bases usually for example.
I do think you have to do this build with hellions before CC really. One good thing about the quick hellions is that they save you the need to send a scout, that alone saves you 100 minerals or so making the macro play so damn strong. Without that scout going for CC before factory is just too risky imo as they could always be doing roaches or even a bust which you can't know about, with a quick hellion builds these things can be managed but not with fast CC. Having hellions that faster also really improves their threat on the zerg, forcing them into a fast building wall or whatever. With a later CC you can also put it down at the expo spot much safer, quick CC usually forces you to make it in base which wastes the entire point of the super quick CC in the first place. With just 2 marines I wouldn't dare putting CC at the natural often, which 2 hellions about to pop it becomes quite acceptable to do so. The guide itself could use less pictures and more actual details imo. Build order, things you have to do, timings and signals of what zerg might do etc.
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I took some note on this daily as well. Here is a loose build order for this build, strait out from my SCII notebook. 10 depot 12 rax (only build one marine till you start factory, then build second marine, then add on reactor) 16 gas 17 OC 17 Command Center at natural @100 gas factory ->bunker swap reactor to factory, get 2 hellions, and build tech lab on rax @400 mineral third Command Center---second gas----depot (keep building it from here) swap add-on back and get siege tank+siege mode get second and third rax (one with reactor, another with tech lab)---third gas engineering bay---port---forth gas get stim and +1 attack whenever possible take third with tanks get armory and second engineering bay when third is running get 2 more raxes and one factory. * move out when +2 attack is almost done and add 3 raxes (tech) and two ghost academy (for cloak and energy upgrade) and prepare to take a forth base.
Additional (might be obvious but I'm gonna say anyway) notes: - build engineering bay in a secure place, preferably close to your rally point, as losing it will make you a sad panda. - start building turrets around 10:30 - sand bag the bunker (build depots around the bunker, reducing its surface area) makes the bunker 100 times stronger
I'm sure this build will help me get back into SCII again, as I've been exclusively playing Dota 2 for the last couple months
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Ye awesome strategy for most maps, it works best on maps like shakuras / antiga where your first three bases are in range of your tanks. Once you start streaming those marines, it's hard to lose with decent micro.
Upgrades and good Macro are the key in winning with this kind of style.
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On January 08 2012 10:52 FirstGear wrote:Show nested quote +On January 08 2012 02:34 Sianos wrote: If you want to make a summary of every daily i would adivse you to not to it on TL. Maybe you can make a page or write those guides in pdf and just ad those links together in one topic. The Forums are already quite full of stuff and a new thread for every day9 daily would just be a bad idea. In my opinion having a more active forum isn't such a bad thing, nor is improving the quality of the average posts. Its true doing it for every day9 might be overkill, but its a lot quicker to read a thread than watch a daily.
How is that a bad idea? The more guides the better. As long as they fulfill TL's standard of quality, they will be useful.
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Thanks Azera! I really like this because I can't watch Day[9] at work, but I sure can lurk the forums!
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Do you have any replays for this?
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On January 08 2012 12:40 LambtrOn wrote: Do you have any replays for this?
if u watch the daily, i think he mentioned that bomber was doing this build a lot in one of the MLGs during the intro (up to the first couple minutes of the first replay day9 analyzes)
You can probably try that, and then find MLG replays.
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On January 08 2012 12:40 LambtrOn wrote: Do you have any replays for this? The replays are from MLG Orlando. Just google it.
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On January 08 2012 10:50 Azera wrote:Show nested quote +On January 08 2012 10:47 ReachTheSky wrote:On January 08 2012 10:45 Azera wrote: I'm glad that you guys enjoyed the guide :D I'll take what advice you guys have into consideration. a guy in the thread posted a time line really showing detail of what you should by x time. That really explained things well also, i recommend you do something similar for the other threads you plan on making ^^ But that makes the build really rigid and confines people to a box.
It's actually quite helpful because it provides benchmarks for the build's execution, as well as precise timings to work on for more refinement.
Love the thread, thanks for putting it up. The daily itself is great, but if people want to see more stuff they can go to Bomber's stream and look at the vods. He also has a very interesting ultra-low siege tank style with mass nukes and marine-marauder against Zerg, cutting at ~55 scvs and going bonkers on aggression to snipe bases, drones, etc while building defensive planetaries and an absurd ghost count. He's done this in several KSL games vs Zerg I believe. Might want to check those out for some higher level execution plays!
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My bad for not adding replays, I don't know where to find the MLG Orlando replays.
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Thanks a lot for this, would love to try it out.
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On January 08 2012 19:03 Szubie wrote: Thanks a lot for this, would love to try it out. Glad you enjoyed it :D
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Wierd, I haven't really watched much Bomber and never really payed attention to his exact build order but it seems that recently I've been trying to perfect a very sloppy version of this build I 'invented' myself in my TvZ, although thats less for a big push and more for out macro'ing while nuking the living crap out of everything.
Better incorporate this I guess!
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LOL @ Day[9] daily ripoff. For the record, his MS Paint picture >>>>>> your 1st screenshot.
User was banned for this post.
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mlg orlando was before the rax build time nerf wasn't it?
I tinkered with it a little bit and i think the ideal build is this: no scouting, going quick hellions so not needed 10 depot 12 rax, make 2 rines when finishes 13 gas 15 depot (can afford 2nd depot before OC because of no scouting and makes you safe against the potential 6 pool by walling off, also harder for them to expect hellion then) 17 OC (17 oc is better then 16 oc really, idle time of the cc is a waste) factory @ 100 gas reactor @ 50 gas 21 CC at natural 22 depot (scv that made factory), preferrably make this depot at natural to start depot wall or surround a bunker. swap factory on to reactor and make hellions, make techlab with rax. After 4 hellions switch factory to the techlab and rax to reactor again and make rines + tanks while macroing hard.
This build has fast hellions but also a super fast expand, made before first hellions. Part in doing so comes from not scouting which shouldn't be neccesary on a big map because you wall off quickly and the first two hellions can just split up to determine the position of the zerg so you can harass when you have 4 hellions. A sufficiently big map means roach push is not really an issue and if it happens you should have a techlab on the rax so you can make marauders right away. Ideally the map has a second ramp so you can make it very hard for them to scout you, the fast second depot makes it unlikely they get in your base and the 2 rines can then prevent them from seeing your expansion, the more uneasy they feel the less likely they are to macro hard and outboom you.
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so i watched the daily for this build. I come to realized this is the most greedy "economic cheese" there is, maybe aside from cc first. If the zerg drone scouts you will literally die to any amount of roaches. Any type of all in will beat this build right away. I personally don't think its safe at all vs anything . That bunker will do nothing. Sure this build can be amazing, but only if your opponent doesn't drone scout lol.
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Really good guide, great visuals. Please make a Zerg guide, I will definitely look at that.
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it would be great if you could provide some replays please.
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On January 08 2012 21:59 WCX wrote: LOL @ Day[9] daily ripoff. For the record, his MS Paint picture >>>>>> your 1st screenshot. I already said that this is a review of the Daily.
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On January 08 2012 22:07 ReachTheSky wrote:so i watched the daily for this build. I come to realized this is the most greedy "economic cheese" there is, maybe aside from cc first. If the zerg drone scouts you will literally die to any amount of roaches. Any type of all in will beat this build right away. I personally don't think its safe at all vs anything . That bunker will do nothing. Sure this build can be amazing, but only if your opponent doesn't drone scout lol. Marineking held off a roach baneling all in without a bunker without a wall off, whilst going triple orbital opening, with the cc at his third. You need fantastic micro. Btw, marineking barely lost any scvs to this and only a handful of marines.
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Hello, did just test this, (high masters) This don't work because when you push out at 200/200 zerg has full control of the map and 3/3 on all units and high tech like broodlord and or Ultralisks.
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On January 08 2012 23:07 KaiserIV wrote: Hello, did just test this, (high masters) This don't work because when you push out at 200/200 zerg has full control of the map and 3/3 on all units and high tech like broodlord and or Ultralisks. I may have been unclear, but you're supposed to push out when +2 for Infantry finishes.
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Yes, but there is a fairly new Z style to rush double evo chamber and go for mass speedling baneling into infestor, that will crush your force quite hard.
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On January 08 2012 23:13 Azera wrote:Show nested quote +On January 08 2012 23:07 KaiserIV wrote: Hello, did just test this, (high masters) This don't work because when you push out at 200/200 zerg has full control of the map and 3/3 on all units and high tech like broodlord and or Ultralisks. I may have been unclear, but you're supposed to push out when +2 for Infantry finishes.
It might not work in your level or with you but it works at the pro level so... i don't think people will take a high masters's input over a progamer's, who has succeeded with it.
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On January 08 2012 23:07 KaiserIV wrote: Hello, did just test this, (high masters) This don't work because when you push out at 200/200 zerg has full control of the map and 3/3 on all units and high tech like broodlord and or Ultralisks.
I agree, even if bomber can take down top pros like idra with it, the fact you tried it one game and managed to lose shows that this is an awful unusable style. :|
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On January 08 2012 22:07 ReachTheSky wrote: so i watched the daily for this build. I come to realized this is the most greedy "economic cheese" there is, maybe aside from cc first. If the zerg drone scouts you will literally die to any amount of roaches. Any type of all in will beat this build right away. No. 28 (or a bit later) Roach Warren is easily dealt with (bunker + Marauder), and even the ~9'30 Roach + Baneling Bust can be defended. Even if you lose 20 SCVs, that's ok because you have 3 OCs and the Zerg didn't drone / take his third yet.
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Can you please post replays? This is a really good guide, but I feel some people would benefit from seeing exactly how Bomber does it, where he's looking, and what he controls and when.
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I read this thread and watched the daily, thank you OP for posting the thread, makes it much easier for a quick reference!
I tried this build the best I can and it works great so far! :D
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On January 09 2012 04:35 NoisyNinja wrote: Can you please post replays? This is a really good guide, but I feel some people would benefit from seeing exactly how Bomber does it, where he's looking, and what he controls and when. Here are the two reps from STBomber vs. IdrA games from MLG Orlando.
http://drop.sc/62710 http://drop.sc/62708
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On January 08 2012 23:07 KaiserIV wrote: Hello, did just test this, (high masters) This don't work because when you push out at 200/200 zerg has full control of the map and 3/3 on all units and high tech like broodlord and or Ultralisks.
High master here as well and while I was skeptical of the build at first, especially against mass upgrade lings with ultra/infestor I still think this build can work if the zerg doesnt scout the third too fast and if you follow the build order timing as well as possible. if you max out at the correct time the zerg usually doesnt have many high tech unit and your maxed out army should beat his assuming he doesnt have too many infestor but yeah I can see your point how it can still lose against this army comp especially if the zerg is more greedy then you.
also you can just add a couple of marauders if he see him going early ultra and viking for BL. Either way I think your main push should be able to do good damage in any case unless you fuck up really badly. this build is worth testing out.
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I love this kind of summary! Especially as the day9fan isn't updated any longer.
If u could include one or two replays and maybe a link to the daily it would be just flawless.
Can't wait to see the TvT and he TvP :-)
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On January 09 2012 19:33 lukasdesign wrote: I love this kind of summary! Especially as the day9fan isn't updated any longer.
If u could include one or two replays and maybe a link to the daily it would be just flawless.
Can't wait to see the TvT and he TvP :-) I added the replays at the bottom of the OP :D
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@Azera thanks for the guide I'll be watching the replays because this style look's very interesting :D
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On January 09 2012 03:37 ThePianoDentist wrote:Show nested quote +On January 08 2012 23:07 KaiserIV wrote: Hello, did just test this, (high masters) This don't work because when you push out at 200/200 zerg has full control of the map and 3/3 on all units and high tech like broodlord and or Ultralisks. I agree, even if bomber can take down top pros like idra with it, the fact you tried it one game and managed to lose shows that this is an awful unusable style. :|
I have 10 or so replays against high masters zerg players showing you that with good mechanics, you can absolutely crush zergs with it in a perfectly straight-up manner. If you don't get supply blocked and never miss a production cycle you'll easily max within a minute or so of the zerg, you'll both have big armies, and you will almost never be behind on upgrades, and rarely will they have hive tech out (maybe a few ultras, but not a scary number of broods), and their broods will most definitely not be 3-3. Even if they do have hive tech out and 3-3, you will have ghosts and 3-3 as well, and a fourth base, and a huge amount of production. When you move out you gain the advantage of clearing all the creep on the map, so as the game continues you will have more of a vision advantage, giving you another way to outplay your opponent.
A maxed hive tech army is definitely not unbeatable, but if you have shitty control it will be a bit of a challenge, work on controlling your maxed army, properly slow pushing onto creep, target firing with tanks, landing good emps on infestors, snipe spamming broods (with how shitty the ghost AI is, it's pretty hard to snipe effectively with 10+ ghosts).
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Maxed Terran army with MASS Ghosts beats any composition that the Zerg can throw on the Terran. The Ghosts are the keypoint. Otherwise Zerg hive army with broodlords/infestors will definitely take adventage.
Yes, ghosts are OP in TvZ, if microed correctly and backed up by Siege Tanks. Once they reach a certain amount of ghosts the game is pretty much over - that has been repeatedly demonstrated in games like MVP vs Nestea, MMA vs DRG and all sorts of things. On ladder you'll see ghosts dying simply because the player level is so much lower, but on paper, and on professional level where theorycraft becomes reality, broodlords infestors ultralisks will never cut through ghost compositions.
This style of extreme macro and defensive TvZ style is all about directly abusing the lack of Zerg lategame answer to maxed Terran army with Ghosts. A timing attack is NOT necessary at all. Zerg players should respond to this with early and mid game aggression/harassement, abusing the relatively weak and stretched out Terran defense, and cripple the Terran before he is able to get to the critical mass of Ghosts and Siege Tanks.
User was warned for this post
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On January 08 2012 23:06 Micket wrote:Show nested quote +On January 08 2012 22:07 ReachTheSky wrote:so i watched the daily for this build. I come to realized this is the most greedy "economic cheese" there is, maybe aside from cc first. If the zerg drone scouts you will literally die to any amount of roaches. Any type of all in will beat this build right away. I personally don't think its safe at all vs anything . That bunker will do nothing. Sure this build can be amazing, but only if your opponent doesn't drone scout lol. Marineking held off a roach baneling all in without a bunker without a wall off, whilst going triple orbital opening, with the cc at his third. You need fantastic micro. Btw, marineking barely lost any scvs to this and only a handful of marines.
Ok your right about that. But that all in came muuuuch later i feel. A zerg who drone scouts could start prepping for the all in the second they recognize the timings of the terran buildings.... Then what is a terran to do? 2 marines> roaches? i don't think so. Those 2-4 hellions are also going to be very flimsy.
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On January 09 2012 22:59 ReachTheSky wrote:Show nested quote +On January 08 2012 23:06 Micket wrote:On January 08 2012 22:07 ReachTheSky wrote:so i watched the daily for this build. I come to realized this is the most greedy "economic cheese" there is, maybe aside from cc first. If the zerg drone scouts you will literally die to any amount of roaches. Any type of all in will beat this build right away. I personally don't think its safe at all vs anything . That bunker will do nothing. Sure this build can be amazing, but only if your opponent doesn't drone scout lol. Marineking held off a roach baneling all in without a bunker without a wall off, whilst going triple orbital opening, with the cc at his third. You need fantastic micro. Btw, marineking barely lost any scvs to this and only a handful of marines. Ok your right about that. But that all in came muuuuch later i feel. A zerg who drone scouts could start prepping for the all in the second they recognize the timings of the terran buildings.... Then what is a terran to do? 2 marines> roaches? i don't think so. Those 2-4 hellions are also going to be very flimsy. You start getting tanks after the hellions...
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On January 09 2012 22:59 ReachTheSky wrote:Show nested quote +On January 08 2012 23:06 Micket wrote:On January 08 2012 22:07 ReachTheSky wrote:so i watched the daily for this build. I come to realized this is the most greedy "economic cheese" there is, maybe aside from cc first. If the zerg drone scouts you will literally die to any amount of roaches. Any type of all in will beat this build right away. I personally don't think its safe at all vs anything . That bunker will do nothing. Sure this build can be amazing, but only if your opponent doesn't drone scout lol. Marineking held off a roach baneling all in without a bunker without a wall off, whilst going triple orbital opening, with the cc at his third. You need fantastic micro. Btw, marineking barely lost any scvs to this and only a handful of marines. Ok your right about that. But that all in came muuuuch later i feel. A zerg who drone scouts could start prepping for the all in the second they recognize the timings of the terran buildings.... Then what is a terran to do? 2 marines> roaches? i don't think so. Those 2-4 hellions are also going to be very flimsy. ? This looks like any Reactor Hellion opening. The Zerg has no way to know with drone scout that you will go fast third. If you make your third CC in base, only an Overlord sacrifice may see it, and you can deny it with proper Marine spread at the edges of your base.
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Reactor hellion openings with walloff are such murder, Jjakji seems to do them all the time but you can basically follow it up into anything, just 4 hellions into quick MM push, mass hellion blueflame, quick 3 CC, fast medivac + tank, cloak banshee followup etc. Zerg can only hope to get a drone in on time, for which they have to be really quick as you can walloff very fast with this build, and when they do the only relevant thing they can basically see is the 2nd gas being taken quickly or not before the marine kills off the drone. Consistently opening this way every time for terran and then rolling a dice on either macro play or one of the various pressure builds is insanely hard for zerg to stop on some of the maps where early overlord scouting is just not possible (basically any cross position spawn or large 2p map). Drone too heavy or miss the right answer (spores for banshee, roach for mass helion or enough bane/ling for MMM) and you lose to a push, drone too light and you can be far behind against the triple CC.
I feel that in some point of time orbital has to be changed so it can't lift anymore. In base expanding makes the game too much of gamble most of the time, I feel that pro level TvZ comes down to build order wins too often. Z guesses the T opening or gets a lucky overlord through and is ahead or misreads and is behind against some timing or greedy build. T builds like this one just differentiate so late that it's total frustation playing against them given how many options T has.
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Hello again!
I've tried it now several times and I can see the points of how it will work. Of course like wiseman Yoshi said nobody cares about a masterleague player's input but I think you are wrong there. I rarely think any pro's would watch the Strategy forum at TL; this forum is here so that people can get better and improve by trying things out and tell their opinions and experiences about it. The same thing follows because master league play ain't the same as proplay, that's why pro replays rarely work in your league because you will almost never be put in the same scenario since the play differs so much. Altough you can learn alot from pro replays like timings build, micro, placement, strategies etc but you can't copy it becuase every game is different.
Anyway, it works very well if the zerg is playing passive, and not gathering information, like denying the zerg from seeing your third is really great because then he will not know if he should take a third safely or put pressure on. Your push will be strong enough to whipe out his 3rd and do high economic damage by killing drones and forcing larvae to be used on army instead of drones.
Mostly I have troubles playing against infestors, this build, to me, is more focused on mutabased play and if the Zerg is too greedy you will whipe him out completly.
The problem is a zerg that is scouting alot and blindly making units or just in fear, rush down a certain techpath, the easy thing to really deny this build is to mass spread creep all over the place and put out several suicide lings all around the map, the creepspread will allow the Z to flank your marching army in lots of different positions and if you get caught with your pants down (tanks unsieged) you will practically lose because your third and natural, even when defended by a couple of rines and siege tanks will easily get overrun by Lings and Mutas will be able to harass those "unturreted" areas.
Good writeup/review indeed! +1 (y)
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Bah, I don't need this. 2-Rax all the way! >
But I appreciate you saving me the time to watch the whole daily
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On January 10 2012 00:37 KaiserIV wrote: Hello again!
I've tried it now several times and I can see the points of how it will work. Of course like wiseman Yoshi said nobody cares about a masterleague player's input but I think you are wrong there. I rarely think any pro's would watch the Strategy forum at TL; this forum is here so that people can get better and improve by trying things out and tell their opinions and experiences about it. The same thing follows because master league play ain't the same as proplay, that's why pro replays rarely work in your league because you will almost never be put in the same scenario since the play differs so much. Altough you can learn alot from pro replays like timings build, micro, placement, strategies etc but you can't copy it becuase every game is different.
Anyway, it works very well if the zerg is playing passive, and not gathering information, like denying the zerg from seeing your third is really great because then he will not know if he should take a third safely or put pressure on. Your push will be strong enough to whipe out his 3rd and do high economic damage by killing drones and forcing larvae to be used on army instead of drones.
Mostly I have troubles playing against infestors, this build, to me, is more focused on mutabased play and if the Zerg is too greedy you will whipe him out completly.
The problem is a zerg that is scouting alot and blindly making units or just in fear, rush down a certain techpath, the easy thing to really deny this build is to mass spread creep all over the place and put out several suicide lings all around the map, the creepspread will allow the Z to flank your marching army in lots of different positions and if you get caught with your pants down (tanks unsieged) you will practically lose because your third and natural, even when defended by a couple of rines and siege tanks will easily get overrun by Lings and Mutas will be able to harass those "unturreted" areas.
Good writeup/review indeed! +1 (y)
Hmm... I should probably add to the OP that this playstyle is meant to play against the Mutalisk style that Korean Zergs like to do. Thanks for the compliment and input!
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On January 10 2012 00:37 KaiserIV wrote: Hello again!
I've tried it now several times and I can see the points of how it will work. Of course like wiseman Yoshi said nobody cares about a masterleague player's input but I think you are wrong there. I rarely think any pro's would watch the Strategy forum at TL; this forum is here so that people can get better and improve by trying things out and tell their opinions and experiences about it. The same thing follows because master league play ain't the same as proplay, that's why pro replays rarely work in your league because you will almost never be put in the same scenario since the play differs so much. Altough you can learn alot from pro replays like timings build, micro, placement, strategies etc but you can't copy it becuase every game is different.
Anyway, it works very well if the zerg is playing passive, and not gathering information, like denying the zerg from seeing your third is really great because then he will not know if he should take a third safely or put pressure on. Your push will be strong enough to whipe out his 3rd and do high economic damage by killing drones and forcing larvae to be used on army instead of drones.
Mostly I have troubles playing against infestors, this build, to me, is more focused on mutabased play and if the Zerg is too greedy you will whipe him out completly.
The problem is a zerg that is scouting alot and blindly making units or just in fear, rush down a certain techpath, the easy thing to really deny this build is to mass spread creep all over the place and put out several suicide lings all around the map, the creepspread will allow the Z to flank your marching army in lots of different positions and if you get caught with your pants down (tanks unsieged) you will practically lose because your third and natural, even when defended by a couple of rines and siege tanks will easily get overrun by Lings and Mutas will be able to harass those "unturreted" areas.
Good writeup/review indeed! +1 (y)
I've had trouble too, But i've just preemptively split my marines but hey, Im just a Diamond noob
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Builds seems way too passive. Sure, top top level pros such as Bomber and MVP might be able to deal with late game zerg units but they also have some of the best micro and mechanics in the game. Infestor/Brood/Ultra is still as hard as hell to deal with and favors the zerg unless you have godlike control.
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As a student also working part time I really like this because it gets the daily into something that can be read without the one hour investment.
And also done in class
In terms of my own personal experience with the build I find that if the zerg figures out what I am doing they just take a tonne of expansions and tech faster than I can deal with.
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On January 09 2012 23:05 TheDwf wrote:Show nested quote +On January 09 2012 22:59 ReachTheSky wrote:On January 08 2012 23:06 Micket wrote:On January 08 2012 22:07 ReachTheSky wrote:so i watched the daily for this build. I come to realized this is the most greedy "economic cheese" there is, maybe aside from cc first. If the zerg drone scouts you will literally die to any amount of roaches. Any type of all in will beat this build right away. I personally don't think its safe at all vs anything . That bunker will do nothing. Sure this build can be amazing, but only if your opponent doesn't drone scout lol. Marineking held off a roach baneling all in without a bunker without a wall off, whilst going triple orbital opening, with the cc at his third. You need fantastic micro. Btw, marineking barely lost any scvs to this and only a handful of marines. Ok your right about that. But that all in came muuuuch later i feel. A zerg who drone scouts could start prepping for the all in the second they recognize the timings of the terran buildings.... Then what is a terran to do? 2 marines> roaches? i don't think so. Those 2-4 hellions are also going to be very flimsy. ? This looks like any Reactor Hellion opening. The Zerg has no way to know with drone scout that you will go fast third. If you make your third CC in base, only an Overlord sacrifice may see it, and you can deny it with proper Marine spread at the edges of your base.
You are wrong. Do you notice the gas timing for this opening? Zergs know the standard timing for gas. They can also click the geyser to see how much was mined. Its really easy to use this information to come up with a conclusion as to what ur opponent is up to, especially with this thread being out.
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Hi guys,
Thanks to the OP for the nice guide. I am currently learning this build and it worked well a few times. However, like a few people mentioned before, early Zerg agression seems to be problematic to me. Early Roach agression killed me a couple of times. In the most recent game I had a bunker and about 4 helions (but some were outside of base) and he crushed me.
Any tips on how to defend myself in such case? Right now my plan is to simply do a better job scouting and if I see an early Roach Den, get an additional bunker and get sieged tanks faster in place of the helions but I would welcome others' opinions. Should I forget tanks and churn out Reactor Helion + Marauder instead?
cheers
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On January 25 2012 09:16 ReachTheSky wrote:Show nested quote +On January 09 2012 23:05 TheDwf wrote:On January 09 2012 22:59 ReachTheSky wrote:On January 08 2012 23:06 Micket wrote:On January 08 2012 22:07 ReachTheSky wrote:so i watched the daily for this build. I come to realized this is the most greedy "economic cheese" there is, maybe aside from cc first. If the zerg drone scouts you will literally die to any amount of roaches. Any type of all in will beat this build right away. I personally don't think its safe at all vs anything . That bunker will do nothing. Sure this build can be amazing, but only if your opponent doesn't drone scout lol. Marineking held off a roach baneling all in without a bunker without a wall off, whilst going triple orbital opening, with the cc at his third. You need fantastic micro. Btw, marineking barely lost any scvs to this and only a handful of marines. Ok your right about that. But that all in came muuuuch later i feel. A zerg who drone scouts could start prepping for the all in the second they recognize the timings of the terran buildings.... Then what is a terran to do? 2 marines> roaches? i don't think so. Those 2-4 hellions are also going to be very flimsy. ? This looks like any Reactor Hellion opening. The Zerg has no way to know with drone scout that you will go fast third. If you make your third CC in base, only an Overlord sacrifice may see it, and you can deny it with proper Marine spread at the edges of your base. You are wrong. Do you notice the gas timing for this opening? Zergs know the standard timing for gas. They can also click the geyser to see how much was mined. Its really easy to use this information to come up with a conclusion as to what ur opponent is up to, especially with this thread being out. What are you talking about? Gas timing has absolutely nothing to do with dual expand or not. First, you can go dual expand after Reactor Hellion with the standard 13 gas; and second, if you go for some kind of delayed Reactor Hellion play off 1 rax FE, à la Thorzain, this does not automatically mean dual expand, so I don't see your point, really.
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On January 25 2012 09:16 ReachTheSky wrote:Show nested quote +On January 09 2012 23:05 TheDwf wrote:On January 09 2012 22:59 ReachTheSky wrote:On January 08 2012 23:06 Micket wrote:On January 08 2012 22:07 ReachTheSky wrote:so i watched the daily for this build. I come to realized this is the most greedy "economic cheese" there is, maybe aside from cc first. If the zerg drone scouts you will literally die to any amount of roaches. Any type of all in will beat this build right away. I personally don't think its safe at all vs anything . That bunker will do nothing. Sure this build can be amazing, but only if your opponent doesn't drone scout lol. Marineking held off a roach baneling all in without a bunker without a wall off, whilst going triple orbital opening, with the cc at his third. You need fantastic micro. Btw, marineking barely lost any scvs to this and only a handful of marines. Ok your right about that. But that all in came muuuuch later i feel. A zerg who drone scouts could start prepping for the all in the second they recognize the timings of the terran buildings.... Then what is a terran to do? 2 marines> roaches? i don't think so. Those 2-4 hellions are also going to be very flimsy. ? This looks like any Reactor Hellion opening. The Zerg has no way to know with drone scout that you will go fast third. If you make your third CC in base, only an Overlord sacrifice may see it, and you can deny it with proper Marine spread at the edges of your base. You are wrong. Do you notice the gas timing for this opening? Zergs know the standard timing for gas. They can also click the geyser to see how much was mined. Its really easy to use this information to come up with a conclusion as to what ur opponent is up to, especially with this thread being out. you guys are using
12rax15oc15gas _delayed_ reactor hellion which zerg can tell is a delayed gas (durr, no gas), which apparently gets the 3rd CC ~6 minutes
but day9 has said quote: "we could have slightly different openings!" (part 3) (referring to different gas timings, if we want to get hellions quicker/etc) ==================
Edit:
Game 1: 12rax15OC15gas Game 2: 12rax15OC15gas Game 3: 12rax14gas15OC
====================
EDIT 2:
GSTL IM vs TSL spoiler + Show Spoiler + 12rax13gas15OC Regular Reactor hellion expand gets 3rd CC at 6 minutes as well
so yes.
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bomber has a mass marine build for TvZ as well and he is pretty successful with it as well. seen it on his stream!!!
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On February 05 2012 20:40 littlemozart7 wrote: bomber has a mass marine build for TvZ as well and he is pretty successful with it as well. seen it on his stream!!! I think I've seen what you're talking about but actually I saw forGG do that (never saw bomber do it) but ok
it's like 1rax fe -> 3 rax -> 5rax -> get a quick 3rd CC -> 7rax (constant pressure throughout) -> 2 gas, get upgrades/etc [not entirely sure, from memory]
is that the one you're talking about?
erm... well...But really though this isn't the topic for that
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Really awesome writeup! This build has brought me a good amount of success, though I'll still have issues against a zerg who's already got hive tech units by the time I move out. I probably just need more practice against it, but it's definitely hard to deal with broodlords without ghosts and/or vikings.
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On February 16 2012 14:09 SiegeFlank wrote: Really awesome writeup! This build has brought me a good amount of success, though I'll still have issues against a zerg who's already got hive tech units by the time I move out. I probably just need more practice against it, but it's definitely hard to deal with broodlords without ghosts and/or vikings. I guess around when you're doing the +2/+1 bio and +1 mech .... or ~ half way through that, perhaps (ok I'm theorycrafting), scan to see if they have broodlords, so you can shift the build to go for quicker ghosts, or a 2nd starport for vikings?
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