shuttle + reaver should be done at 6:45 with gate nex robo
28/29 nex
30 robo
30 goon
32 pylon
33 gate
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Dead9
United States4725 Posts
shuttle + reaver should be done at 6:45 with gate nex robo 28/29 nex 30 robo 30 goon 32 pylon 33 gate | ||
FoR_BlueS
New Zealand21 Posts
On December 06 2017 01:24 Dead9 wrote: Show nested quote + On December 05 2017 17:08 FoR_BlueS wrote: A logical followup from a 21nexus build for average skilled players is to pump goons until you have 6 and force kill SCVs before tanks come out. If you're lucky you get to destroy the bunker if the terran doesn't react fast enough, securing an easy win. This strategy is only effective if your opponent is close to you, otherwise drop a robotics facility and go for a third, add two more gateways after that, and either add another 4 gateways and a citadel (if opponent is 5 fact pushing) or tech to arbiters (if opponent is going for a third). A more advanced macro build is to 1gate expand, pump goons non-stop from your gateway (but never queue more than one dragoon), robotics facility then take a third. Add three more gateways immediately after you put down your third, as experienced terrans would scout your third and go for a duo factory timing, usually with 3-5 tanks. I wouldn't recommend this build to anyone below an ICCUP rank of B as it is extremely micro intensive, but it is preferred on larger maps due to the low mobility of terran units. siege finishes at 4 goons vs 21nex gate nex robo nex is ok but it's pretty risky, it's very weak against rax fe into any kind of fast timing push. the terran does have to do it blind (unless you let an scv out) but at the same time you're taking a blind 3rd gate nex robo gate gate (nex) is generally safer and more common gate nex robo gate reaver nex is good as well, it's one of the more popular builds nowadays Siege finishes at 4 dragoons if the opponent siege expands normally, if you let your opponent who 1rax CCed successfully research siege before you reach 6 dragoons WITHOUT expanding yourself, then you're probably doing something wrong. I often win games directly by pumping 6 dragoons without expanding, either destroying that bunker or killing off many SCVs, and a tank if I'm lucky. Either way if your micro is good enough this should be an easy win against opponents below C rank on ICCUP. | ||
Dead9
United States4725 Posts
21 nex gets nexus on 21, if you're talking about 2 gate goon that's a different build entirely with 21 nex your 5th/6th goons should reach the T base a little after or about when siege finishes. yes you can try to force it but it's not exactly a reliable play | ||
WGT-Baal
France3147 Posts
On December 07 2017 01:04 Dead9 wrote: C on iccup is like 1700 mmr isn't it 21 nex gets nexus on 21, if you're talking about 2 gate goon that's a different build entirely with 21 nex your 5th/6th goons should reach the T base a little after or about when siege finishes. yes you can try to force it but it's not exactly a reliable play I dont think it s that straight forward. The best i ever got was c+ years ago with my main P. The once c-.and after that d+. I m near 1800mmr now and i m 1710 as offrace zerg and that s nowhere near as hard as iccup. I think 1700 is about D+. But if you pkay when the koreans are here then yes it s much much harder around 1800 for sure. Aside from that I agree with you, trying to force with 5 6 goons is situational but can end up badly very quickly. | ||
XenOsky
Chile2142 Posts
28 nexus 32 robo 35 nexus 45 +3 gate -> 1st obs to the factories and reacts properly to what he scouts | ||
StylishVODs
Sweden5331 Posts
But in this case I'll make an exception. Do 10/21 gate vs Rax CC. Use range to harass bunker. You will have 2 goon when range hits and start harassing bunker, then 4 goon. When its 4 goons vs bunker terran will use 4 scv to repair. At 6 goons you walk in and attack the scvs (1 or 2) and then target bunker. Terran will have to bring most of his scvs to repair because tank isn't out yet. Target the scvs when he repairs and target the bunker when he flees with scvs. Repeat. Most of the games are won right here. 10/21 (you have time to place it at 21 because it's reactive to FE and you've had time to scout). @ 6 goons, cut production and attack while you take double exp. Follow up as you please. The good thing about this build is that if terran doesn't die, he will lose about 10 or so SCVs. And you can double expand after since you have 2 gate already. It's not all in at all, it's rather an eco trade that sometimes wins the game right off the bat. | ||
kidcrash
United States616 Posts
+ Show Spoiler + https://youtu.be/V8fNsR1GFjY Stork (hilariously spelled strok here in the player listing) completely dismantles amples 1 rax FE by going 2 gate into double expand. If you look ample is playing blind for quite a while after losing his initial scouting scv. This build looks powerful because the terran has no idea what the toss follow up is and is forced to build a relatively quick eBay. Notice how strok skips reaver and starts making carriers earlier. This allows him to keep up with the ground army war while building up his carrier count. Strok never loses a single expansion and almost looks like he can win with his ground army alone (that's how far ahead he is). | ||
ProMeTheus112
France2027 Posts
just the other day I did use this 2nd gate @15 aggressive goons against rax FE, I did it after scout 8 and gas steal it seems very strong, because it is way costly for the terran to even just repair his bunker then | ||
kidcrash
United States616 Posts
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ProMeTheus112
France2027 Posts
maybe he can also make marines+medic :D if you make 2nd gate@21, you are safe but the Terran will have a little economic advantage still with siege expand, and not unsafe on rax FE or especially FD (some terrans would make academy => marine range and the bunker now damages your ranged goons, thats quicker and cheaper than factory=>addon=>tank) it's like your follow ups on 2nd gate @21 are not as good as with 1 gate expo or 1 gate robo expo, depends on map and stuff though.. you could deal damage, or you could just fake it and not produce that much goons from the 2 gates but you can scout early, that's a pretty small economic sacrifice, worth it imo, well you could just mix it up | ||
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