Fasci, gen forge (the rummaker build) u should have enough energy to overwealm post, build 10 Romans then build scout/roman depending on situation. Just make sure u have enough scouts to combat saints and ur fine. This beats every mon build (ops first, saint rush.) and is ON PAR with the tdh build; unfortunately, bank forge scout pin beats this build (capi, fasci, commie, or mon).
I find much of this questionable...in fact, your build is just bad. You give far too much time for post to gain field control and pin you in your base. All it takes is 4+ marines standing behind 2-3 tanks and you're going to have a very tough time breaking out. Forge must rely on being first one out of the gates.
Start with 10 romans? Why? so you can deplete your energy and waste it against a poster that makes a couple tanks? Something to remember: Chronites have splash damage, which is highly damaging to romans. A few Chronites will kill a group of 10 romans just about as quickly as they will kill a group of 6 romans. Maybe one more shot, probably not. The point is, you do not kill tanks with romans, you kill tanks with the scouts. You protect the scouts from marine micro by charging romans and getting a shot off close enough to the marines that you splash damage them down in one go. This only requires 6 or so marines for 2 tanks. However, a good poster will back up his/her marines enough that your romans will die before they are in range of the marines. The forger must use this time to be killing the tanks with scouts. As soon as marines move back up, scouts must back off until more romans are available. Let's break it down:
Poster:
Marines: anti-air, large range, slow attack speed, splash damage. Weak vs. Romans
Tanks: anti-ground, medium range, slow attack speed, splash damage. Weak vs. Scouts
Forge:
Romans: anti-infantry, small range, fast attack speed, splash damage (against marines...a few roman shots kills more than a few marines.) Weak vs. Tanks.
Scouts: anti-tanks, large range, fast attack speed, no splash damage. Weak vs. Marines.
I think it's clearly evident that if played right, both sides can have an equal footing, as it all comes down to 2 things. Micro, and field control. Here's why:
Poster micro and plan for field control:
Keep tanks slightly in front of marines who are grouped up. Advance marines to get a shot off only when romans are not imminently threatening. Retreat marines and hold tanks while romans advance. Greater field control will allow more movement availability for marines, thus more ground to travel for romans, thus they die before reaching marines.
Forger micro and field control plan:
Push poster back as far as possible, granting as small an area to retreat as possible with marines. Charge romans close enough to hit marines, kill them, attack with scouts during this time, kill tanks, pin, profit. Micro wise, you should be able to gain field control earlier. Forge units (scouts+romans) both have fast build times (as fascist) and move quickly over terrain whereas tanks and marines move slower and in the case of the tanks, take more time to build. FORGE PLAYER MUST PLAY AGGRESSIVELY to SUCCESSFULLY beat a good poster. The more ground you give, the more the poster has the advantage over you. Both of his units are long range, you have the advantage of speed...use it to play aggressively.
So this post turned out being a "How to play each side" but I believe I have shown that it DOES require some serious macro to play forge. It's not as simple as one might imagine. To play the strategy successfully it does require both roman and scout micro. The poster only needs to control his marines to get shots off on scouts, and retreat when romans advance. Replace tanks if they die/get low hp. Advance slowly when given ground, or when opponent loses enough scouts to your attacks.
In short, Runmaker, no. PoS, I disagree. Drago...sure.