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[G][D] Bomber's FE into 3-rax, 1-gas opening TvP

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 8 All
 
 Jazzman88   Canada. May 29 2012 02:29. Posts 251
Profile # 
Bomber's 1-rax FE with 1 gas


At the recently concluded Red Bull Battlegrounds, Startale Bomber displayed some magnificently structured and aggressive TvP play, which has a bunch of Terrans salivating at the mouth, and consequently some Protoss players quaking in their boots. + Show Spoiler + Bomber's TvP style is a flexible, subtle adjustment to the more often seen immediate 2-gas geysers after the additional Barracks in an FE build.

I have a framework guide here for you, as well as an invitation to search out and submit more replays of this sort of thing in action, so we can more accurately compare its benefits and shortcomings.

Note: the timings below should be taken as a small range of ideal windows to hit. If harassment, frontal attacks, or other disruptions occur, please disregard the listed timestamps and focus on getting the buildings out in the correct order when affordable.

Edit as of June 8, 2012:

Upon watching more games and hearing others talk about the style, I've made some adjustments to the build.

Edit as of June 9, 2012:

Note about timestamps and delays.

Edit as of September 24, 2012:

Note about timing of scouting and impact on economy.

Changelog

+ Show Spoiler +

The Build Order

+ Show Spoiler +

Continuations

+ Show Spoiler +

Some Conditions

+ Show Spoiler +

Logic

+ Show Spoiler +

Replays

+ Show Spoiler +

References

+ Show Spoiler +

Further Discussion

I welcome feedback on this! Is there a way to further tweak the build to optimize number of units? Is this actually better against certain builds or will it be deconstructed by Protoss players and make you fall behind assuming perfect play? Chip in (but constructively, please)!
Last edit: 2012-09-25 09:55:34
Old Post

 
 Plague1503   Croatia. May 29 2012 03:00. Posts 432
Profile # 
Thanks, this is a very nicely optimized variation of the standard 1rax FE>3rax tech and it allows for some cool aggressive shenanigans ^^
"Good luck." "I don't need luck. I have ammo."
Old Post

 
 gillon   Sweden. May 29 2012 03:06. Posts 1420
Profile Blog # 
I'd put 2nd refinery at about 6:00-6:15. I've gone through almost all of the TvPs and that seems to be more along the lines of the timing. Other than that our notes correspond pretty well.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
Old Post

 
 KirA_TheGreaT   France. May 29 2012 03:23. Posts 163
Profile # 
I noticed this even before redbull battlegrounds, but was not really sure what was the point of his build.
Thanks for enlighting the bomber style
kira high master terran http://www.twitch.tv/reconkira All hail to Prime :)
Old Post

 
 Jazzman88   Canada. May 29 2012 03:32. Posts 251
Profile # 

On May 29 2012 03:06 gillon wrote:
I'd put 2nd refinery at about 6:00-6:15. I've gone through almost all of the TvPs and that seems to be more along the lines of the timing. Other than that our notes correspond pretty well.


I'm undecided on that pesky 2nd Refinery. It seems to sync up nicely in the build with Stim, but the timing varies amongst the replays I looked at. It's possible that Bomber just drops it when he sees it's 6:00 or later, but I think you should be okay for timings as long as it's dropping either just as you're about to start Stim or as the tech lab is finishing up.
Old Post

 
 bmoneyAK   May 29 2012 05:06. Posts 79
Profile # 
I was hoping someone would post this! I think I saw Day9 talk about a similar build on his stream previous to this LAN.
Jazzman, can you summarize the differences between this build and the more conventional double gas earlier tech lab and reactor build? I am most curious about attack timings and what units you will have. My understanding is that the attack comes about a minute sooner with slightly less stuff and maybe no combat shield and that the protoss is likely to haveless AoE units. What's the reality like?

Thanks!
Old Post

 
 Jazzman88   Canada. May 29 2012 05:18. Posts 251
Profile # 
@bmoneyAK

The attack timing is very similar. In general, you start your push whenever the double Medivacs pop out, which is JUST after 10:00. In testing, I've found that you can have up to 26-28 Marines and 2-6 Marauders when you do this, depending on how good your macro is. This is VERY close to the amount of units you get from a more typical double gas after 3-rax.

The big differences are the follow-ups. In a conventional double gas after 3-rax, you often go heavy lategame after the initial push, grabbing a third and whatever tech you need to stay ahead. In this build, you're sacrificing just the tiniest bit of earlier gas in exchange for getting 5 Barracks up before you drop a third CC. As a result, you are committed to doing a MORE aggressive midgame, because your third is delayed. You have a LOT of firepower for a more extended duration in the midgame. That 32-38 unit initial attack is probably going to be a relatively constant wave size when you're producing out of 5 Barracks, and if you can keep the Medivacs alive even when your pushes are dying, you have a very scary sustained period of pressure.

In terms of upgrades, you will have Stim and +1 Weapons for certain when your initial push hits. Depending on the size of the map (read: walk distance), Combat Shields and even Concussive MAY have finished (but it would be VERY tight).

The crucial difference is not the outright effectiveness of each build, but the philosophy. I myself am a VERY committed 3-rax double gas player, and I play it well. However, when I play that build, I almost never think to myself that "I should win right now if I just keep swarming him". I always have a lategame transition planned out. With this build, even though there are many excellent late-game options here for you, you will occasionally run into builds where you say: "Man, I know I'm starting my third, but if I don't make a mistake, I can just crush this right here or the next wave". 5 Barracks (2 Reactor, 3 Tech Lab) lacks the swarm power of the CC-first 6-rax, but it is a very safe build, able to chuck out 7 Marines/cycle or 4 Marines/3 Marauders as fits the enemy composition. I think similarly to the 6-rax, your goal should be to keep him low on gas units and AoE. Remember that stimmed bio eats Gateway for breakfast, lunch, and dinner, and you'll probably have an upgrade edge to keep it that way for a while.
Old Post

 
 HeroMystic   United States. May 29 2012 05:23. Posts 894
Profile # 
Was waiting for this to pop up. I'm pretty sure this'll become the standard BO on the ladder. I don't see how the current standard (double-gas, 1-tech lab, 2-reactor) is better than this in any situation outside of a slightly quicker timing push.
Old Post

 
 Wrathsc2   United States. May 29 2012 05:25. Posts 1858
Profile # 
i don't really like it. Delays stim and add ons for far too long and you float minerals till you can actually put down the 4/5 barracks. Its good for adding bunkers at anytime but either way that should never be a problem.

Its just a different version of the 3 rax 2 gas. Its good like the rest, but i don't like it.
Last edit: 2012-05-29 05:25:37
A marine walks into a bar and asks, "Wheres the counter?"
Old Post

 
 Jazzman88   Canada. May 29 2012 05:59. Posts 251
Profile # 

On May 29 2012 05:23 HeroMystic wrote:
I'm pretty sure this'll become the standard BO on the ladder. I don't see how the current standard (double-gas, 1-tech lab, 2-reactor) is better than this in any situation outside of a slightly quicker timing push.


Yeah, if you're just looking for a build that will crush any Protoss who makes a mistake with the midgame pressure, this is it. However, if the Protoss holds or does enough damage to you earlier (look at Game 6 of the Bomber-MC series where DTs wreck him), the fact that you delay the third puts you in a tough position. I think that the 3-rax double gas is a safer long-term play, but this has potential to brutalize someone who's not careful enough.
Old Post

 
 oOOoOphidian   United States. May 29 2012 06:09. Posts 1235
Profile # 
Thanks for posting the build. I'll have to try this variation out soon, I like being able to delay the add-ons as it helps with holding some all-ins by having the constant marine production.
http://www.twitch.tv/ooooophidian
Old Post

 
 Im_hell   United States. May 29 2012 07:38. Posts 16
Profile # 
Thank you so much, I was so amused by this build and wanted to steal it. :D:D u rock!!!
Old Post

  Sergio1992   Italy. May 29 2012 08:01. Posts 521Profile Blog # 
thanks for this topic, didn't wish to dissect step by step bomber's build even if I founded it really interesting.
Last edit: 2012-05-29 08:02:26
Old Post

 
 Jazzman88   Canada. May 29 2012 14:03. Posts 251
Profile # 
Actually, upon further tests against the computer, your third isn't even as delayed as I thought if you REALLY want to go for it. You just have to time it right. You can drop the third as your add-ons to Barracks 4 and 5 are building, and it should fit okay in there. You just have to make sure you don't throw away your first push then by running into absurdly fast Colossi without splits. However, if you are careful, it should be pretty easy to take a third and do a darn good job at making any Protoss third uncomfortable or outright impossible. Then you can immediately add on your next stage of tech and/or another 2-3 Barracks as well as level 2 ups. I think Armory and E-bay is a MUST after this, just because there's no reason to let some cheeky double-Forge bastard just barely hold and then kill on on the counter with 3-3 Chargelots while your 2-1 isn't done.
Old Post

 
 Depravity   May 29 2012 14:22. Posts 67
Profile # 
Wow thank you for this post! This works great in ladder- At least in my gold league !
Treat others like how you want to be treated
Old Post

 
 NoisyNinja   United States. May 29 2012 15:29. Posts 982
Profile # 
My friend was telling me about this build while he was there. Thanks for writing it up so quickly after the tournament.
The world can go fuck itself. I'm not taking out my headphones.
Old Post

 
 phiinix   United States. May 29 2012 15:55. Posts 1124
Profile Blog # 
I think it's ok, but it was pretty crazy how well MC picked apart that build and really abused it's weak points. He really makes protoss feel like they have a flexible play style, which isn't conventionally thought of that way. Anyway, the build itself doesn't look that strong to me, but it seemed to do really well for him throughout the tournament. Think I'll have to play around with it a bit and see how it fairs next to the MKP double reactor 1 tech variation.
Old Post

 
 Targe   United Kingdom. May 29 2012 16:28. Posts 1733
Profile Blog # 

On May 29 2012 05:18 Jazzman88 wrote:
@bmoneyAK

The attack timing is very similar. In general, you start your push whenever the double Medivacs pop out, which is JUST after 10:00. In testing, I've found that you can have up to 26-28 Marines and 2-6 Marauders when you do this, depending on how good your macro is. This is VERY close to the amount of units you get from a more typical double gas after 3-rax.

The big differences are the follow-ups. In a conventional double gas after 3-rax, you often go heavy lategame after the initial push, grabbing a third and whatever tech you need to stay ahead. In this build, you're sacrificing just the tiniest bit of earlier gas in exchange for getting 5 Barracks up before you drop a third CC. As a result, you are committed to doing a MORE aggressive midgame, because your third is delayed. You have a LOT of firepower for a more extended duration in the midgame. That 32-38 unit initial attack is probably going to be a relatively constant wave size when you're producing out of 5 Barracks, and if you can keep the Medivacs alive even when your pushes are dying, you have a very scary sustained period of pressure.

In terms of upgrades, you will have Stim and +1 Weapons for certain when your initial push hits. Depending on the size of the map (read: walk distance), Combat Shields and even Concussive MAY have finished (but it would be VERY tight).

The crucial difference is not the outright effectiveness of each build, but the philosophy. I myself am a VERY committed 3-rax double gas player, and I play it well. However, when I play that build, I almost never think to myself that "I should win right now if I just keep swarming him". I always have a lategame transition planned out. With this build, even though there are many excellent late-game options here for you, you will occasionally run into builds where you say: "Man, I know I'm starting my third, but if I don't make a mistake, I can just crush this right here or the next wave". 5 Barracks (2 Reactor, 3 Tech Lab) lacks the swarm power of the CC-first 6-rax, but it is a very safe build, able to chuck out 7 Marines/cycle or 4 Marines/3 Marauders as fits the enemy composition. I think similarly to the 6-rax, your goal should be to keep him low on gas units and AoE. Remember that stimmed bio eats Gateway for breakfast, lunch, and dinner, and you'll probably have an upgrade edge to keep it that way for a while.


Thanks for this. Was unsure of the reasoning and consequences of using the build.
Zelniq - you can avoid this DDoS problem if you increase your RAM. there is website to download more rams search TL to find it | Wax: fuck i forgot people can't read | Coach Park: We need miracle. We will make the miracle. Expect us and love us.
Old Post

 
 thezanursic   Slovenia. May 29 2012 16:43. Posts 2811
Profile Blog # 
Cool
Do not mess with Slovenes - http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Old Post

 
 Trickster-   Austria. May 29 2012 20:15. Posts 1
Profile # 
sup
Regardless of how effective this Build is I wanna thank the Jazzman for this effort. Great post =)

Just tried this in plat and i worked way better than my usual 1rax expo.
What is defeat? Nothing but education, nothing but the first step to something better
Old Post

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