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I've been experimenting a lot with Charge and have come up with a solid build for my level of play (Silver - Platinum, I'm gold), which is far from pro level, but I'd like to see if it works well in higher leagues. It's kind of funny, I just watched Day[9]'s Daily #315 and I couldn't help but notice the similarities between this and Huk's build, though of course Huk is about bazillion times better than me give or take 7 billion.
None of it has really been set in stone and I've been tweaking it a lot for some time now, since before the warp gate patch.
My Goals -
1. Keep chronoboost low.
I mostly use chronoboost on probes allowing for maximum economy, and I maybe spend one or two on the Charge upgrade in the early game. In the late game I usually have two forges because I'm bad at managing money and spend the chronoboost there. Warp gate is a critical upgrade, but because build times are already so low for zealots and sentries it doesn't seem critical to chronoboost it.
2. Take control of the game with a 7:45 - 9:00 all Chargelot and Sentry Push.
I've tried everything from 2-gate expand to 6-gate 1 base pushes, and they all work relatively well against most styles. The timing varies all the time because I'm bad, but generally I can expand behind this push. And because other players in this league are just as bad as me I usually take out fast expos with ease. Roaching players can easily be cut off with forcefields, guardian shields raise defense, and those chargelots can close on them roaches fast. Zerglings are repelled for obvious reasons. Heavy spine crawler defense is the biggest concern, but a few can be dealt with with ease.
3. Surviving.
I typically go with a standard 1-gate core opening. But I could see it working well with a forge fast expand like Huk's blink stalker play at dreamhack. The Twilight Council has always been the most versatile building in the Protoss tech tree. The first wave of mutas in a zergling muta style should be repelled by the sentries of the army, and then an easy switch to Blink Stalkers can be made. High Templar and storm also come quicker and they can allow you to take mutas and zerglings out with ease, even if you just decide to make Archons and not get storm, and having the feedback option will help against infestors. Dark Templar are also an option to either bolster your army or to gain map control. And perhaps most important it opens up the upgrade trees. Against early all ins, the zealots and sentries should protect you provided forcefields are utilized correctly and a roach all in means it is probably time to build stalkers, and maybe even abandon the build for a more standard robo approach. Also with delayed Robo tech, it is wise to get a forge and a couple of cannons to guard key points in case of burrow.
It's not very refined yet, but this is typically what I do...
Gateway / Gas / Core / Warp Gate 1-2 Zealot(s) Sentry when core finishes
Gateway / Gas / Twilight Council Zealots and Sentries
Charge / add on Gateways and/or Forge / expand Zealots and Sentries
Depending on the unit compositions will determine what upgrades and units to get from there. Armor vs lings and mutas, attack vs roach. Blink Stalkers seem to make the most sense in most cases, though robo tech might be needed against burrowing players.
Timing Push with Chargelots and Sentries and expand behind it leave or warp in a sentry back home for counter-attacks. Focusing down the Hatch, Queens, and Drones are the priorities if you over commit.
Transition into beefier units like blink stalkers, add in some Templar (typically High, or both :D) and get observers up if the situation calls for it. I like to scout for expos with spare zealots if I don't have DTs up, to be sure I maintain map control if I got that early lead from my push. If the push fails outright, it is best to just expand bracing for a counterattack, and getting High Templar up to swing the game back into your favor with some clutch storms.
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It's far from perfect play from both myself and my opponent, but this is the gist of what I try to do with this build.
http://www.sc2rep.com/replays/(P)MoreCowbell_vs_(Z)Oceanus_xel_naga_caverns_sc2rep_com_20110626/10347http://www.sc2rep.com/replays/%28P%29MoreCowbell_vs_%28Z%29Oceanus_xel_naga_caverns_sc2rep_com_20110626/10347
Thanks for reading, and I wish you success with this build should you decide to try it.
   
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Sure, the build will work at lower levels, but builds at lower levels really contribute less to who wins in a game compared to mechanics and ability to manage your economy, whatever build you go.
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And that is why I said I'd like it to be explored.
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You know, there is a reason every single pro protoss' consider zealots to be a waste a money in PvZ.
Obviously there are situations where they can be very effective, but unfortunately this is no longer Brood War T.T
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Good thinking on the build. I am in the same league as you but really don't play much but for fun. I like that you at the lower league are trying though to better understand the game and the builds. Keep it up and I am sure you will improve as will this build. I remember Day9 saying once that well timed, crisp build orders are the way, he believes, all good play should be built around, not tricks, gimmicks, or hidden info and I agree. I truly good strat and play is once that your opponent can see is coming and still lose to it.
Keep exploring and trying out your build.
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I'm really not sure that muta/ling can be repelled by sentries alone. They can't kill mutas.
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What are you getting the charge for? It seems all it does is make sure you have less units than you would without charge. I guess it helps stop roaches from kiting you as much but thats what the sentries are for.
I certainly see the merit in getting a fast citadel if you want to be templar-centric but I feel theres better ways to go about that, like fast blink or DTs.
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Geovu, I'm just trying new things.
TheAmazombie, thanks for the support! I appreciate it.
Hanuel, sentries with guardian shield can take a beating from mutas, and I'm merely talking the first wave, obviously later on they won't be as viable.
Bibbit, I knew someone would say, why don't you just go blink stalker. Personally, I suck with FFs and charge is in my mind an underrated upgrade, and I'd like to see if it is viable in the early-mid game. I don't think my army is as exposed to zergling play like it would be with stalkers. I guess I've seen blink and dt rushes done before and I'm trying something new. I haven't seen the the dip in army numbers with charge, because zealots and sentries are already pretty cheap.
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On June 26 2011 11:14 morecowbell24 wrote: Geovu, I'm just trying new things.
TheAmazombie, thanks for the support! I appreciate it.
Hanuel, sentries with guardian shield can take a beating from mutas, and I'm merely talking the first wave, obviously later on they won't be as viable.
Bibbit, I knew someone would say, why don't you just go blink stalker. Personally, I suck with FFs and charge is in my mind an underrated upgrade, and I'd like to see if it is viable in the early-mid game. I don't think my army is as exposed to zergling play like it would be with stalkers. I guess I've seen blink and dt rushes done before and I'm trying something new. I haven't seen the the dip in army numbers with charge, because zealots and sentries are already pretty cheap.
Yes you definitely end up with less guys. Your charge finishes @ 9 minutes and you have 8 zealots and 6 sentries. A 3 normal 3 gate expo into a fast 5 gates can have 5 zealots, 10 sentries, and 3 stalkers by that time, albeit with 2 less probes. But you have charge and are closer to templar. The only thing I'm suggesting is that chargelots and sentries have somewhat overlapping roles (to stop roaches from being immune to zealots). By improving your FF micro you can make a similar attack but with an objectively larger army.
But I dont know how many units other builds that incorporate fast citadels can get. Would be worth looking into imo.
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Look into it I shall. I suppose their roles are a bit samey, either way I'll continue to explore this build until I know for sure that it isn't worth it.
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Whats the advantage of chargelots over blink stalkers?
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What would you do if you scout banelings? I know that banelings are used alot in PvZ but it seems that you have nothing to really "focus" them down?
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On June 26 2011 10:46 Geovu wrote: You know, there is a reason every single pro protoss' consider zealots to be a waste a money in PvZ.
Obviously there are situations where they can be very effective, but unfortunately this is no longer Brood War T.T
Actually it is this false assumption that's causing a lot of pros to have trouble PvZ against infestor play. As infestor play becomes more popular, this 6 gate charge +1 timing will be very deadly (leave your sentries at home, just send your 13+ zealots in for suicide mission). It might be so powerful that it may become the next standard.
I am 1700+ masters, if you can't take my word for it, take MC's word for it. He used this build once in dreamhack against an opponent who loved quick infestors. His push came at 10:30 and did enough damage right before the infestors popped out. It was really beautiful
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I could see mutas/infestors being a problem, but if you hit the correct timings you should be fine.
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On June 26 2011 14:10 lazydino wrote: I could see mutas/infestors being a problem, but if you hit the correct timings you should be fine.
Yeah my concern is mostly because infestors actually make zealots damn near 100% worthless. So rushing out a mad expensive upgrade for a unit that you really dont want to make as the game progresses might not be too great.
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