Origin and Evolution (F)ake (D)ouble Terran - Page 2
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nite2
182 Posts
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jkillashark
United States5262 Posts
My "beautiful" explanation of FD Terran. | ||
SCNewb
Canada2210 Posts
On November 25 2006 09:31 nite2 wrote: i would really love if we could have a feature with a random strat explained like once a week, but _really_ explained, just like this one. i love it ^_^ I agree, it'd be really nice I found an explanation on how to do the FD Terran written by Frozenarbiter in an old thread, and it is really good On December 21 2005 04:27 FrozenArbiter wrote: Ok, first of all, the guy you played is someone semi-famous I think? I recognize the name at least. Anyway. You shouldn't wall-in on luna, do sup -> rax -> gas (9 sup, rax after sup is done, gas at 12 or if probe gets in your main early you might want to gas faster to avoid getting offensive gassed). You should scout around 13 or earlier IMO. Make a marine to chase/stop his probe from entering. Get a second depot (you can often use depots to improve mining or to improve defence, but for now just stick them somewhere like behind your minerals or beneath them), then a factory. Get 5 marines and put them on your ramp (do not put them too low or they will be seen, also in my opinion floating a barrack over your marines is COMPLETELY useless, lots of people do it, I have no idea why, it only helps the toss. Only time you should do it is when you are blocking a zealot rush, and then you place 2 scvs in front, select them with marines, click hold and float the rax to cover the scvs). Anyway, 5 marines at the top of your ramp is enough to stop the initial 2 dragoons that show up, and if you see 1 you can actually chase it away with your marines, definitely worth it. You should move out as your first tank comes, this is done because you want him to be gone from your ramp so you can lay mines which you should have started researching at the same time as your tank started building (ie as soon as your machineshop was completed), by the time you have 5 marines and 1 tank he'll have 2 dragoons with 2 more on the way, just get him to back off as far as possible (you can use 2 scvs with this attack if you want, to trap goons) while you lay mines in a line with your first vulture. It's actually okay to lose your tank and marines if you can chase him really far away or kill half his goons. If this happens, you might be able to get your second vulture outside and put mines in front of his natural and perhaps at his mineral only/mineral only bridge. The mineless vultures should be sent to patrol expansions unless you think you need them to defend. If you see (or suspect) he's going to try to attack with dragoons/shuttle, make a bunker (losing marines earlier is very bad if it comes to this ). Anyway, rewinding a bit, when you first move out you should immediately start a command center at your natural (or in your main, I'm not sure why every terran and their grandmothers all place the CC at nat, I guess it's because they don't have to lift it, ah well). Siege should be started shortly, and after your second vulture you should be making tanks. Ok, now you have the basic build for a FD Terran (Fake Double Terran, honestly I think fake gundam is a better name but whatever ;p it's not really a fake gundam into expo since that's done with 2 facs). From what I saw in your replay you made way, way too few scvs.. Never stop making scvs early game, only reason you'd want to stop making scvs is: 1) You can't get out (confined to your natural), in this case you will want the biggest army possible and since you can't get out to expand excess scvs wont do any good since they can't be transferred.. And by the time you do get out and have a CC up, your main will probably have run dry so you can just use those SCVs. 2) You are doing some special scv-cutting build which allows you to have more units than normal, earlier than normal .. Well, if you are new you won't be doing this for a while so don't worry about it! 3) You have so many scvs that you find you can't attack because your army is too small ;p This might lead to you having to turtle a lot since your army is never strong enough to face his But basically, as long as you can expand keep making those scvs, stop when you get too many. Ok, so let's move on to the later parts of the game; On luna, after a 2 gate range opening, you are likely to see either a relatively fast expand (after 3-4 goons, this is done to match yours, he obviously won't be attacking you if you see this), a dark templar follow up (engineering bay should be gotten relatively soon after you have started your command center by the way), be vary of this if he uses a zealot to absorb mines (and for this reason, the further out your vulture is able to get, the better, as you are not forced to put them all in the same place, if you want to be safe you should use both vulture's mines defensively), yeah, I guess you'd want to focus fire the unit that's trying to draw mines to try to ensure your mines survive. Him moving units into mines might not always be a sign of dark templars, it could be him trying to make his other goons shoot the mine as it pops up to chase the unit, it could be him fucking up, or it could be him being less than bright Another opening I guess you'll see your fair share of is a goon/shuttle (with 4 zealots or so, in it) attack.. Well, Turrets, tanks and good mine placement = good, a bunker and you are totally safe. What you don't want is any tank being a complete free kill for his shuttle with zealots, if he's going to get a tank he's going to have to sacrifice his shuttle you know? You don't want him to be able to sweep in and drop 4 zealots right on top of 2-4 of your tanks, the shuttle should be dead before it reaches the second tank (ideally). Another semi common opening (tho it seems to have fallen out of grace, it was very popular for a short while vs FD Terran) is to open gate -> range -> robo -> gate, this way, the toss will have maybe 3 range dragoons when the terran moves out with his FD build, the terran will be able to chase the protoss a considerable distance (maybe even up his ramp), while the toss will take shots at the terran while retreating.. DO NOT attack the toss unless you are sure you can win (ie him fucking up and losing 2 dragoons to your initial push out your base). Move to his choke or close to it, put a mine at his expo (annoying), put mines in a line from his base to yours. Get your cc up, get siege and a bunker - you are safe. If you don't bunker and he does this build, if his timing is right, you'll find yourself with 4 marines, 2 minesless vultures and 2-3 tanks max vs 7-8 dragoons with range and observer.. Basically you die. So get that siege quickly, get your bunker up and get an engineering bay (if you are unable to scout him especially). DT drop is another build you might see, and one that is VERY strong vs this build, so scout a lot (when your first scout is getting low on HP, send it to his mineral line, take an scv from your main and order it to mine from his minerals, that way he'll pass through any units and get in, at the same time you can send your scv back home, it might survive). Another important thing to do is count pylons, and see if anything seems late, if his build looks normal try to see if he has the normal amount of units.. either he's saving for a fast expo or he's making his tech buildings somewhere else. Scout well as you really wouldn't want to invest a lot in turrets vs a fast expo.. Sometimes a protoss player will put their 2nd pylon somewhere random on the map (hidden), just to scare the terran. I think it's a great guide. I just wish there was an explanation like this for the normal Fact CC | ||
WastedYouth
United States563 Posts
Although, like you mentioned, at this point I think 'fake double' terran is a misnomer because when protoss sees 6 marines come out after their 3rd goon they know you're rushing w/ 1 fact. Protosses are becomming experts in dealing with this BO too. I remember I saw a game of sea[sheild] vs (kingdom maybe? Can't remember) where he led sea to believe he was teching to reaver/dt and allowed him get a bit of ways up his ramp before revealing the rest of his goon army. Surprise! Two gate. Counters without expanding ftw In that regard I always thought of the build as a well-rounded means of feeling your opponent out. If they're teching to reavers/dt you can force your way up the ramp and take out a good number of probes, but if they're just doing the standard 2 gate you can just lay mines and expand. | ||
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