View Full Version : Gundam rush :<
lammas
09-21-2006, 8:06 AM
When I saw at least 5th time a guy asking "what is gundam rush" on topic that has nothing to do with that I decided that its finally time to make it clear for everyone on its very own topic. Discussion forum might not be right place for this but here it comes anyways:
Gundam rush (named by korean proplayer gundam) is a rush for tvp (can be done in tvt too but without bunker and bit diffrently). Idea of it is to contain toss into his own base very early using vultures, bunker and siege tanks (no ninja gols dont have anything to do with it :D) (note that the point of gundam is not to delay toss expansion while exping yourself. Thats fakegundam aka fdterran). When terran does gundam he attack with 1 tank 2scv 3marine 2vultures (with mines) pushes his way to the expansion of toss. While he does this he lifts his barracks and sends it towards toss main too. Terran puts up bunker as close the protoss ramp as it is possible safely. After this he just keeps rallying units to containment not allowing toss to expand. Terran makes 3facs before expanding.
Iam too lazy to writ BO or anything right now but this is gundam for those who were wondering.
I'm not quite sure that your numbers for units are right there, man. 3 scv + 4 rines + 1 tank + rallying vultures with mines researching ;x
Also, you don't need 3 fact, in fact 3 fact before expo isn't very good with this, especially since once you get his ramp you want to push him hard and will probably switch over to a tank/vult production (as opposed to pure vult, which is really all you can do off 1 base 3 factory)
Edit: Here you go, this is off Wikipedia, strangely I think this is stolen twotimer's build order archive..
"
Terran Gundam Rush
Matchups: Tvp
Theory: This is a build designed to rush the protoss with marines and mines, with siege soon to come. Even though dragoons do well against marines and vultures, their damage type (explosive) allows this rush to occur. The marines are used as distract fire giving vultures time to plant mines around and behind the goons. SCV's are brought along to make a bunker for early tank protection and later on turrets. The barracks floating towards the enemy main is for upland scouting, and from time to time extra marine production on-site. Scouting is a little later than normal to allow cash for timely production of at least four marines. Below is a build order that allows for 5 marines in the rush (copied from V-Gundam himself).
Build:
9/10 - Depot
11/18 - Barracks
12/18 - Refinery
15/18 - Depot
16/18 - Marine (Scout with SCV, rally barracks to choke)
18/26 - Factory
19/26 - Marine
21/26 - Marine
22/26 - Factory, Marine
23/26 - Machine Shop, Depot, Marine
25/34 - Tank, Vulture, Mines Upgrade (Float Barracks toward enemy main, rally factories to choke)
30/34 - Depot, Siege Mode Upgrade when mines complete
In this build, the later you scout, the more marines you can fit in before tha tank and vulture emerge. You can fit up to 6 marines actually.
As soon as your tank and vulture appear, rush with that force and 2-3 SCV toward the protoss choke, using focus fire on any goons. Rally your two factories to his choke, and continue making tanks out of one and vultures out of the other. As soon as you get there, make a bunker for your marines to set up a contain. If goons try to break it before the bunker is complete, use the marines and focus fire, while sending the vults to plant mines next to the goons, thus driving them back. Siege mode will finish momentarily, and the barracks will arrive for high ground and advanced vision. If no high ground, you could land it and continue marine porduction. Back in your main, continue sending the units from the facts, leave ur 3rd tank behind and make an ebay, then turrets for defense. Too many times a gundam rusher gets carried away and loses their eco to reavers. Once the ebay is up, you can commence pushing in, with each tank that arrives from the main. Last but not least, be sure to expand in a timely fashion.
"
The link. http://en.wikibooks.org/wiki/StarCraft:Build_Orders#Terran_Gundam_Rush
gg gl
lammas
09-21-2006, 10:38 AM
i copied that from nal_ra vs gundam
http://sc.gosugamers.net/admin/replays.php?dl=454
i think that gundam didnt do it exactly the same everygame. btw note that gundam did 3fac before expo.
That's funky. honestly, I think 3 fact before expo is pretty risky..
Honestly if I was playing someone who I knew wasn't a complete scrub, I'd just do the gundam to pressure them early and force them into an earlier 2nd gate, and then use that advantage to secure my nat with considerably less pressure.
Plus it makes zealot bombs early game less viable.
Cpt.Chronic
09-21-2006, 3:41 PM
IMO, joyo rush is more effective than gundam rush. Reaver drop can hurt you pretty bad if you gundam, but with joyo they have to use that reaver to defend their base. Or you could shuttle half your troops out and attack the gundam from both sides, which should easily crush it. Or you could shuttle all your troops out of your base and attack his main. There's just too many counters for it to be an effective opening IMO.
I'd say DT is better vs. joyo, and reaver is good vs. gundam. or 2 gate ranged goon with late obs is solid vs. both.
it's just nice to know you have a couple builds early game as terran to punish the toss for 1 gate robo builds or FE
WickedImposter
09-24-2006, 7:10 PM
i saw a rep of lammy against fellow clan members, one of the ones he posted on the rep discussion thread, where he tried to Gundam but was stopped by 1-2 dts. why was that? was it because it was too late or because his oppnent was good?
with slow vults, you kind of have to anticipate where to lay mines, because the DT can just come in and destroy the mine as you are laying it. once you get vult speed, it's a hell of a lot easier but.. by the time you have speed and mine, he's probably wrecked your gundam or it's worthless.
lammas
09-25-2006, 9:56 AM
I think the rep was vs winner[auto] aka ut)sunmoonstar (that nick is even more horrible than "lammas" :D). It was actually fakegundam not real gundam what I did. But any decent toss should have dt ready before gundam can kill him.
If you do gundam and shit happens and he makes dt just mine everywhere and get detection.
WickedImposter
09-25-2006, 5:25 PM
ya lammy it was sunmoon star. anyways that limits gundam right? you shoudnt use if their going dts, but what about 2 gate zealot pump? i mean, most tvp i play they go goons, but sometimes they go 2 gate zealot. shoud i still gundam under those circumstances or just go into a push?
If they go 2 fact zealot, than hell no, don't gundam. Wall-in with a tank without siege, then proceed to get addons for both facts and get vult speed and mines, by the time this is done you should have about 5-6 vultures. Now go own some shit up. You can keep up constant pressure with that. 2 gate zeal is pretty risky, and pretty bad. 2 fact vult -> expo is what I'd do. Make sure you keep up constant vulture pump, use mines and speed and focus firing properly, and rally your factories outside his ramp.
At any point you break his ramp you win (which should be easy, lay mines at the bottom of his ramp). Then lay a bunch of mines at his gateways so when new units come out they automatically get killed. Then go kill his probes.
blupp74
09-26-2006, 9:20 AM
If they go 2 fact zealot, than hell no, don't gundam. Wall-in with a tank without siege, then proceed to get addons for both facts and get vult speed and mines, by the time this is done you should have about 5-6 vultures. Now go own some shit up. You can keep up constant pressure with that. 2 gate zeal is pretty risky, and pretty bad. 2 fact vult -> expo is what I'd do. Make sure you keep up constant vulture pump, use mines and speed and focus firing properly, and rally your factories outside his ramp.
At any point you break his ramp you win (which should be easy, lay mines at the bottom of his ramp). Then lay a bunch of mines at his gateways so when new units come out they automatically get killed. Then go kill his probes.
Then again, 2 gate zealot is only 2 gate zealot until the cy-core is up. Then it's 2 gate goon, or a mix of the two.
If I scouted 2 gates and no cy-core, I would hold the push, skip tank and go straight for vults. (If he has 2 gates, it means he will focus on zealots atleast in the beginning, and vultures handle lots better than tanks). 2 facs, one with addon, research mine, pump vults. Go get him. If I reach his base without interference (ie he stayed at home) I make addon for other fac, start with tanks, then simultaneously research vult speed and siege.
lammas
09-26-2006, 9:43 AM
if you try to gundam vs 2gate zeal build situation will be 4zealot 2goon vs your early gundam army ie. youll be raped.
i think that grog pretty much said it all tho you can skip early tank just go pure vulture.
blupp74
09-26-2006, 12:40 PM
if you try to gundam vs 2gate zeal build situation will be 4zealot 2goon vs your early gundam army ie. youll be raped.
i think that grog pretty much said it all tho you can skip early tank just go pure vulture.
Well, I *did* say I would hold the push. By the time I move out it wouldn't be gundam anymore. And vs double gate zeal I would go pure vulture.
WickedImposter
09-26-2006, 6:03 PM
ok thanks. cause usually i have problems with 2gate zeal. ill try that some time.
blupp74
09-27-2006, 3:32 AM
ok thanks. cause usually i have problems with 2gate zeal. ill try that some time.
I very very rarely see anything but 1 gate goon though.
On rare occasions they make a single zealot while waiting for cy-core to warp. But mostly it's just 1 gate goon, and they usually send it straight to my base for harrass.
Being me, and not GroG, I usually have 3 marines fending it of. A few seconds later the first tank comes out. I make a vult after the tank, and somewhere around where the vult is done, so is spider mine research.
Sambo83
09-27-2006, 6:14 AM
the better rush is zeals with 2 cannons at his ramp.. even better if u can cheese his wall with a pylon... it forces seige before mines/speed and lets you get an expo and goons up if you fail to kill him entirely.
The 3 fact before expo gundam rush is good vs 2 gate fast range because you have a chance to kill him entirely or hold him up pretty good..
2 fact then expo is better if he makes a tech unit like reaver/dt because u know ur push is gunna get spanked soon anyhow, so might as well power a bit while he breaks out.
WickedImposter
10-01-2006, 8:23 PM
sambo were talking about being with terran, not against it :/. anyways just today a toss went 2 gate zeal against me. i did the vult thing and it worked like a dream.
Nice work sir. Let me know if you need anything else.
WickedImposter
10-02-2006, 5:06 PM
im having slgiht trouble with a guy going quick dt, because i mistake it for 1gate goon, but i think i know how to fix that.
Sambo83
10-02-2006, 8:46 PM
if he's going 1 gate, he has to be doing somethign else with the rest of his money.. either he's expoing or teching.. so if you don't see an expo with 1 gate, get some turrets.. they are good vs both DT and drop tech..
WickedImposter
10-03-2006, 5:04 PM
kk thanks.
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