is this 4 rax medvac a 1 rax expand build? and can you give me the basic BO for ghost timing? id love to see a replay of you playing too if thats possible, currently getting slaughtered by six gate but smashing colo pushes
I went on NA once and apparently some masters dude there said that he uses full mech to deal with 6gates. Helion tanks mainly and some thors.... Is it really viable? I didn't get to see it in action though... Saw him fail because he failed to micro.... it was 5am american time and he misclicked. LOL!
Has anyone gone a full mech build against this? Apparently, blue flamed helions melt through the zealots and the sentries as well if microed well then the tanks and thors can deal with the stalkers.
i think a full mech play might be viably, thors seem to eat through gateway units. However, i think due to huge difference in the speed and type of damage caused that a build like this would rely heavily on micro intensive play.
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An unashamed plug for myself.
- ghosts to EMP the sentries. Guardian shield is a bitch, but not as much as ...
- being behind in upgrades. If you combine this with guardian shields, your marines are effectively useless against zealots and stalkers. They'll only do around 2-3 dmg a shot.
- Reactored hellions. Protoss players really don't like having their chargelots run into a cone of fire backed up with MMM. You wouldn't be able to incorporate this for the initial 4 gate timing, it'd have to come afterwards. I suspect the hellions will come at the expense of ghosts as well, although there's no reason you can't get blue-flame. Blue-flame would ruin any push without colossi, presuming the stalker/sentry count alone doesn't vastly outnumber your army. If that's the case, there's some failure in the macro, but we're not referencing that just yet.
I'll be trying some blue-flame mid-game business in lieu of ghosts later this week (masters on NA/SEA), if I can remember this thread by then I'll post and let you guys know how it goes.
Pretty hard to stop at times, bunkers medivacs and bio, repair best u can and use scvs to attack. If u tip the battle slightly in ur favour with the scvs u can roll him. Then he's on low tech.
Oxy and timber are right about the early aggro also.
OK, had a good experience this week in an ESL NA match against Whiplash from VT Gaming.
His 5 gate push hit me @ 8:30. I managed to hold it off using a one rax marauder FE into three rax (one tech lab, one naked, one reactor). I didn't have stim or shields when the push hit, although I eventually got medivacs out before he gave up on the push.
Ended up ahead eventually (faster 3rd @ gold) but lost the game.
I get faster gas at my expo and go near pure rauder with only 10-15 early rines. (3rax rauder with medivacs, saves on the combat shields upgrade too). I find marauders are more durable against upgraded gateway units and collossi... seems like most of you still incorporate a lot of marines though.. thoughts?
Last edited by Thunder; Sun, 19th-Jun-2011 at 5:56 PM.
I think the strength behind this push is the guardian shield and FF that renders marines almost completely useless and you cant snipe sentries unless you want to get majorly chopped by lots
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