Hello all. I was catching up on some GSL when I came across Bomber's build vs DRG in game one from group H. The build seems like it could be very powerful against in the current six queen ZvT style meta game. It is also a somewhat old style way to play the matchup.
I was surprised by the efficiency with which Bomber builds up for mid and late game. I am not sure how it might fare against other types of play though. This is where you come in TL. I have tried this build a few times on ladder with some success. However, I would like other opinions on what you believe this build's strengths and weakness are. The build is very technical and I may not explain it very well. That is why I will also make a video about it So without further ado, the build:
The goal of the build seems to be setting up for a very strong macro game against zerg by getting a fast third cc and doing damage in the mid game to create an advantage going into the late game. There is zero pressure in front of the 11:00 mark. Instead, Bomber pushes with a 1-1 army, ~60 marines, 4tanks, and one medivac at ~11:45.
One rax expo (EDIT: Bomber goes for a cc first as was pointed out in the comments, I like the one rax expo) Orbital command in main after expo is started second supply depot @ first 400 minerals after items listed above, build third CC in base
w/ first 75 minerals after third is started, get gas #1 w/ next 450 minerals, add three more rax (we now have 4 rax) *NOTE - these rax should start before third CC is done add bunker tech lab on one rax add gas #2 (We should be around ~6:10)
w/ first 100 gas, get stim w/ second 100 gas, get factory (with factory, we now take gases #3 and #4) Get add-ons for your rax as gas allows Double Engie bay after add-ons (Start 1-1 when done) Tank w/ Siege *NOTE - you may change the order in which you get engie bays and siege Don't forget Combat shields! Add Starport (get a medivac) and take third at this time
Your timing = 1-1, first medivac, and taking third base. You will have = ~60 marines, 4tanks, 1medivac. Should be around ~11:45 you are moving onto the map.
Again this build feels very powerful. Though I don't know all the ins and outs yet. I would like to hear what you all have to say about it. We do need to answer some questions as well.
--Did bomber make this build to play against a six queen style or, DRG specifically? --The lateness of his initial SCV scout makes me think he planned to do the three CC regardless of what his opponent was doing. The only thing he seems to care about scouting is the timing on the third base. What do you think of this? --Bomber might have prioritized siege tech if the third was late. --I might be the only one who feels this build is as strong as it is. We should discuss the weaknesses. What can kill this build?
Bomber definitely plays after DRG's tendencies. This build will die to a variety of roach all-ins, and early roach pressure will set bomber severely behind due to the rax opening. But, other than that, as a metagame build it also struck me as extremely powerful when I saw it. But it's not a good standard build due to the risk involved.
Last edit: 2012-09-18 11:21:02
Atrbyg United States. September 18 2012 11:36. Posts 495
This is a neat build, but it is definitely something that Bomber prepared specifically for DRG. As the OP mentioned due to the lateness of the SCV scout, bomber is pretty much banking on DRG not attacking he with any form of aggression early game.
I am interested if you could do something like CC first into 2rax and then have the option of planting down the 3rd CC in response to zerg getting an early third hatch and then continue into Bomber's build.
vaderseven United States. September 18 2012 11:40. Posts 2202
I was looking at the same build. Here is the build order Bomber did in a traditional format:
Build Order:
15 Command Center 17 Barracks 17 Supply Depot 19 Cut SCVs (make only 1 marine between now and OCs starting) 20 2x Oribtal Command (start SCVs asap when done) 24 Command Center and Gas 33 3x Rax then Bunker 36/7 Gas then Tech Lab 42 Stim 45-50 2x Gas then Factory with fast tech lab after 1 tank start siege 55 2x then 3 Reactor at Rax 61 2x Eng Bay 77 1/1 start then Starport 108 (10:00) then Armory then Sensor Tower 144 (11:32) (move out)
♥TL Mafia Game, check us out and play with us in the TL Mafia section! / If we hit that bullseye, the rest of the dominos will fall like a house of cards. Checkmate. -Zapp B.
It certainly looks powerful, I agree that it might be a little dependent on the metagame to be successful.. Also if you dont have the apm to split all your marines and make sure that you are using the few tanks that you have to target banelings it could be a problem
Grandmaster starcraft2 bad manner-er and master league NA terran
Definitely not a build for the low-of-apm like myself who run the risk of being shut down really hard by banelings or infestors. Seems interesting though, I love all double expand before gas builds.
awaller United States. September 18 2012 13:08. Posts 22
awesome thread, thank you! But I am very scared to try this on ladder since so many zergs play some kind of roach/baneling bust early on nowadays, especially building the CC and bunker on the lowground seems rather risky.
check out my stream: http://www.own3d.tv/live/103247/Alien-Invasion_Cola HotS Terran, Grandmaster
vaderseven United States. September 18 2012 14:22. Posts 2202
This build is basically a greedy opening into a strong (144 food) push at 11:30 (bomber leaves his base with 144 food RIGHT at 11:30 in the vod). See my build order posted above for the exact timings bomber uses.
♥TL Mafia Game, check us out and play with us in the TL Mafia section! / If we hit that bullseye, the rest of the dominos will fall like a house of cards. Checkmate. -Zapp B.
Ai.Cola Germany. September 18 2012 14:25. Posts 215
I am watching the vod right now, isn't bomber making one more barracks compared to the youtube video of the OP? And that army positioning and micro of bomber is just ridiculously good, especially on his second push, wow!
check out my stream: http://www.own3d.tv/live/103247/Alien-Invasion_Cola HotS Terran, Grandmaster
You can use your barracks and/or ebays to wallof your natrual and place 3-4 bunkers behind your wall in order to deal with baneling or roach aggression. I played a 1 rax fe into 3 rax style and used the 2 rax as a wallof and i never lost aggainst an allin in diamond.
phisku Belgium. September 23 2012 03:17. Posts 860
You can hold busts just fine with this build provided you see them coming.
(1) vs early banes, you build the extra rax to fortify your wall-in at the top of the ramp (2) vs 2 base banes, you build the rax at your natural choke with a bunker+depot (works great on CK, on other maps you have to use your discretion on how you "wall") (3) vs roaches, you build a marauder out of the tech labbed rax asap and have a bunker up with mass repair. You can repair through 7-8 roaches on one bunker. Throwing up a second bunker isn't a bad idea if you know it is coming. Build them like vs P, or space them out a bit. So if he bane busts one down you can move back a bit to another.
You might be forced in to consolidating in your main depending on the timing of the bust, but if a zerg is 2 base busting you and you go triple cc you won't fall behind due to it.
Last edit: 2012-09-23 03:53:16
iAmJeffReY United States. September 23 2012 05:40. Posts 3387
I started doing this by accident when I intended to go reactor hellion but didnt actually get gas, so I just threw down the 3rd cc. Like someone else said, if dude rolls up with a bunch of roaches at 6min, or roach bane, you could be in big trouble. I like to scout after the 2nd CC goes down, it gives you enough time to throw bunkers, make another few units etc. If hes going for the 2 base version (he will have a natural hatch but like next to nothing mining there) you use your barracks to wall off. A barracks walloff plus bunker plus repair can hold no problem, and you should be waaaaay ahead economically. Even if you lose scvs the triple orbital can replenish quickly, and mules hold you over.
I really hate that the game is shifting towards fast third bases by default, because I cant stand the longer games, but I like losing even less. When you consider that you can hold all the early zerg nonsense and still go triple orbital, there is really no reason not to do it. And if he doesn't bust you, then you really needed to be that greedy, because if he isnt gonna build early units then neither should you.
No one wants a box of shit, even if it is for Christmas.