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PvP Reaver BO Help?

Blogs > Raz0r
Post a Reply
Raz0r
Profile Joined September 2008
United States287 Posts
March 17 2009 06:49 GMT
#1
In all of my PvP games I got to c- basically by macroing off 2 gates getting robo then nexus and then obs in case of dts and to scout enemy's base. It has worked pretty well for me.

I do know that Progamers have reavers so at a higher lvl to survive, i'd think i would need to learn the reaver bo. i did the 2 gate macro into nexus into 4 gate to practice macro basically.

So what are all the variations of the PvP reaver bos? and at what population or time do you get your expo up? cuz everytime i play against another protoss i just outmacro him despite his reaver cuz i just spread out my goons in a semicircle and my 4 gate goon just outpower 2 reavers and 3 gate.

Pls give me the disadv and advs of each pvp bo and what its good for.



i was D+ in these replays. but pay attention to 32-56 secs you gotta admit that was a beautiful semi circle flank

*
TaP.Nuada
Profile Blog Joined February 2007
United States428 Posts
Last Edited: 2009-03-17 08:28:35
March 17 2009 08:06 GMT
#2
Generally robo at 31 supply is pretty standard and will almost always be fast enough to get obs for quick dt's.

There are lots of ways to open with reavers. Here are a couple:

Reaver first --> Expo
+ Show Spoiler +

If you want to play a macro game, I'd suggest a 1 gate range opening (2gate range into this might make obs too late for dt's) and place your robo somewhat near your ramp/choke. Add another gate later, of course, or you'll be outnumbered too much.

From there, the idea is to get reavers asap. This means no shuttle when the robo finishes, but a support bay and reaver. Move out to your nat and start a nexus with your goons and reaver for support.

Depending on what you scout, you can either get your 2nd reaver right away, or you might need obs for dt's.

Positioning is key with this opening. You need to keep your reaver far enough back so it doesn't get sniped by goons, yet close enough to still fire and deal damage.

Pros:
Rather quick expo. If you can hold it without much cost, chances are you'll have a nice economic advantage later on.

Cons:
Goon numbers can be a bit lower earlier on. If you scout a 3gate opening, don't be afraid to add a shield batter (or two if you're really scared) at your natural.

Lack of shuttle. This is actually the only reason I rarely use this opening. Being in a goon/reaver fight without a shuttle is not too good of a position to be in, and I find it scary.


1gate robo --> island expo
+ Show Spoiler +

This is a bit safer than the previous example since you take an island expansion instead of your nat, but it has a couple perks and drawbacks.

After your 1gate robo, get a shuttle first, then obs, then reavers. As soon as the shuttle is done, get a probe to an island, you'll want your shuttle available when you're reavers are finished.

It's important to upgrade shuttle speed rather early. As it is important to the playstyle you'll be taking.

Since you're expanding to an island, defend the ramp to your base is easy, it doesn't even require reavers. So when they pop out, put that speed shuttle to work and find some probes to kill. Your shuttle should be constantly moving around the map with this strategy. Either dropping or transfering probes to your island.

Pros:
I'd say it's a pretty safe opening. Anyone can defend their ramp. If you need to bring the reaver back to help that's fine, you've got speed.

Again a somewhat early expo

Cons:
lack of map control. Your passive/defensive army is busy guarding your ramp while your reaver does all the work.

Slow increase in income from an island expo. You can't manyard probes here. You have to do it when you get the time with your shuttle.

VOD's:
+ Show Spoiler +


Here you can listen to Artosis and Chill talk about some of the different options with reavers pvp. They comment a little bit about which ones counter what, as well.



2gate robo --> reaver push
+ Show Spoiler +

2gate range into a robotoics with shuttle --> obs (if you don't know what you're opponent is doing) --> 2 reavers.

Shuttle speed is optional here, I like it because it gives great mobility to your reavers later on, and allows for easier storm/dt dropping late game. There isn't much reason not to get it.

Basically macro off your two gateways while you work towards two reavers and a shuttle. When you have both reavers loaded up and ready to go, move out, it's time to apply pressure. (Also, it's probably a good idea to send a probe to your nat while you move out)

From here advance towards the opponent, you've been macro'ing off one base and you've got two reavers. You want to pick a fight. Take it as far as his natural, and you might even kill him outright to win the game.

VOD's:
+ Show Spoiler +


JF does a push with 3gates and 2 reavers. Draco opens with reavers before shuttle and an expansion. Perfect example of why reavers with no shuttle against reavers with a shuttle = scary.



Also, getting a nexus off two gateways without reavers is fine, but you should really consider getting them at some point. If someone does the 2gate reaver push I described, if you don't have something to help deal with it, there's a significant chance he can set you back or even kill you. So make sure you're scouting well!


I'll find VOD's and put them here for you so you don't have to search
http://binarybeast.com/ Free Tournament Hosting!
hymn
Profile Blog Joined February 2008
Bulgaria832 Posts
March 17 2009 09:04 GMT
#3
http://www.artofprotoss.vze.com/ here's your PvP bible ^^
azk he is the north american player but the titan he is the french stars
Raz0r
Profile Joined September 2008
United States287 Posts
March 17 2009 18:59 GMT
#4
thank you so much guys
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
March 17 2009 19:13 GMT
#5
Really nice, thanks! Maybe this should be added to recommended threads? (If its not already there)
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
March 17 2009 20:29 GMT
#6
1 Gate fast reaver
+ Show Spoiler +

9 pylon
10 gas
11 assim
14/15 core
17 range/1st goon (this range and goon is critical. Dont pull a stork vs bisu MSL S2 mistake)
19 pylon
23 (?) Robo
shuttle as soon as the robo is up
and build a support bay when the shuttle is half done
Add the second gateway as the reaver is leaving, and pump goons

Pro's: fastest reaver you can get. Relativly safe on ramp maps, but if the opponent goes for a 2 gate rush, 3/4 gate powergoon, you will be caught with your pants down.

Cons: You sacrifice your economy for the fast reaver, so you will have to play catchup later on. YOU MUST MUST MUST do damage with the reaver. If not, it was a waste. Also, you will have a lower goon count. Supplement it by adding many gateways, (2-3) and then expanding



My favorite 3 Gate Goons into Shuttle/Reaver

+ Show Spoiler +

Self explanitory. This is not an allin (4 gate goon would be allin)
But open with a safe 2 gate core/range. Keep pumping probes and goons.
Add third gateways as soon as you have 4-5 goons
When you have around 8-11 dragoons, add a robo bay/shuttle
and a support bay.
By the time the shuttle/reaver pops, you should have a group and a half of goons
rally your 3 gates to you opponents base and start to move out.
Add obs fac, and pump obs.
When you have the chance (this is purely optional)
Cut goons pump and expand.



cw)minsean(ru
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