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[G] The Ninja Build (Blink + DT) - Page 5

Forum Index > StarCraft 2 Strategy
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Prev 1 2 3 4 5 All
afirlortwo
Profile Joined April 2010
United States161 Posts
May 22 2010 01:32 GMT
#81
nice work! DTs work great on unsuspecting terr && zerg (not so much toss, as most have robo already and can boost out an obs in ~30 sec).
Just a momentary diversion on the road to the grave
cartoon]x
Profile Joined March 2010
United States606 Posts
May 27 2010 22:57 GMT
#82
ling / infestor to hydra seems like the easy counter for zerg.
It is not enough to conquer; one must learn to seduce.
Tozar
Profile Blog Joined March 2007
United States245 Posts
July 16 2010 08:54 GMT
#83
I've added a few PvZ replays in the OP since I feel the strategy is still relevant and powerful in the current build of Starcraft 2 and it needed some functional Phase 2 replays.
blackodd
Profile Joined April 2010
Sweden451 Posts
Last Edited: 2010-07-16 10:10:22
July 16 2010 10:09 GMT
#84
I've done this 3 times and won 3 times, solid strat

Also it's super fun!

I recommend getting robotics after 5 gates for observer and warp prism
For I am the Queen of Blades. And none shall ever dispute my rule, again...
Samizdat
Profile Joined July 2010
22 Posts
July 16 2010 16:54 GMT
#85
This is the build I usually 1v1 with - Especially against Zerg, often against Protoss, and sometimes against Terran. I didn't know there was a name for it . Anyway here's a replay of PvP where I do this. Note the robo facility assassination.
roronoe
Profile Joined May 2009
Canada1527 Posts
July 17 2010 20:10 GMT
#86
I don't see a build written down on this thread. Can someone just describe the flow of the build for me either on here or on liquipedia?

Sadly, I can't get the replays to work on my comp.
The Purgatory of Endless Depths
Colty.colty
Profile Joined May 2010
United States23 Posts
Last Edited: 2010-07-23 21:05:13
July 23 2010 16:42 GMT
#87
Bleh, can't view the replays on the current build. Oh well, thanks anyway, Tozar.



EDIT: Meh, I drag and drop the new ones, not working (screen goes blank + audio left on). I'll check out a fix in the forums. But hopefully the PvP and PvT updates would be cool, I've seen a few on your stream.
v
v
[¬º-°]¬
Tozar
Profile Blog Joined March 2007
United States245 Posts
Last Edited: 2010-07-24 00:16:12
July 23 2010 18:29 GMT
#88
The PvZ replay pack at the bottom should work on the current build. Everything else is Phase 1 and won't work. I never got the chance to accumulate any PvT or PvP replays yet, but once the game is released they will be some of my first contributions.

EDIT: Blarg, now that I am home, I tried the replays and whaddaya know. Blizzard broke 'em with the latest patch.

Maybe I can get something up here real quick.
Holy_AT
Profile Joined July 2010
Austria978 Posts
July 23 2010 20:19 GMT
#89
on a side note: Hm, please change the name of that build *ninja* sounds awefully ridiculous ^^

counters could be:

P: Immortals or enemy DTs, since he has immortals he also has observer tec

Z: infestors + lings or hydras, this will limit stalkers movement (yes you can blink with fg I think but not move) since he has got the tec he can morph overseers.

Z: MMM with Stim, Marauders and tanks will decimate this I think and in a base trade terran can just lift of and fly away. Terrans can build cheep turrets or use scans for detection, in a 111 build a raven is a devinitive possibilty.

For this build to work you have to hide the dark shrine or everyone knows what is coming and prepare, it can also fall due to early strong pressure.
In addition I think everyone experimented arround with stalkers they are fairly strong unit but they can also be countered.
Back
Profile Joined May 2010
Canada505 Posts
July 23 2010 22:52 GMT
#90
On July 24 2010 05:19 Holy_AT wrote:
on a side note: Hm, please change the name of that build *ninja* sounds awefully ridiculous ^^

counters could be:

P: Immortals or enemy DTs, since he has immortals he also has observer tec

Z: infestors + lings or hydras, this will limit stalkers movement (yes you can blink with fg I think but not move) since he has got the tec he can morph overseers.

Z: MMM with Stim, Marauders and tanks will decimate this I think and in a base trade terran can just lift of and fly away. Terrans can build cheep turrets or use scans for detection, in a 111 build a raven is a devinitive possibilty.

For this build to work you have to hide the dark shrine or everyone knows what is coming and prepare, it can also fall due to early strong pressure.
In addition I think everyone experimented arround with stalkers they are fairly strong unit but they can also be countered.


If you're really interested in this build and want to expand your comments beyond -terrans can build turrets and scan- or -immortals counter stalkers-, I recommend watching the HOURS of footage archived in tozar's stream depicting him working around the basic "counters" and kicking ass in the top league. It's a great way to spend the pre-release weekend.
taffy
Profile Joined June 2010
United States28 Posts
July 24 2010 02:14 GMT
#91
On July 18 2010 05:10 roronoe wrote:
I don't see a build written down on this thread. Can someone just describe the flow of the build for me either on here or on liquipedia?

Sadly, I can't get the replays to work on my comp.


I guess I can respond to this since I've probably watched Tozar's stream for more hours than I've actually played the game

You "open" with council (first tech after core). generally this means you'll:
- get your second gas early (as core warps) unless you're dealing with cheese
- start your council after between 1-3 gates depending on how confident you are that you aren't going to die (after 2 is probably a decent goal)

Build mostly stalkers (duh) but don't hesitate to build other units that will help you not die (zealots vs marauder pressure, a sentry or two vs aggressive zerg.

Start to poke around with stalkers as blink researches. take watchtowers and get a proxy pylon or two going for quick re-enforcement. This might be the time to build a robo if the map necessitates highground vision for effective harass, or if it's a gas heavy terran who might be rushing cloak banshees. (there are a few choices for highground vision. obs is important vs p if you want to follow up with DTS, because you're going to need obs to snipe theirs)

Start harassing right when blink finishes. This is also a good time to start a dark shrine and possibly an expo (esp if your opponent has started one already) This is also good timing because it leaves you really broke, and you're about to spend a lot of energy micro'ing.

Point of the blink harrass is to be distracting, thin out armies, pick off workers and misplaced buildings, and not lose any stalkers (no head-on fights until you have more than enough to win)

Next, Tozar likes to re-enforce with DT's, using several tactics like:
- sending 1 dt to each mineral line as you push into their army with stalkers
- send dt's 1 at a time into terran forces to bait scans
- warp dts on to high ground using a nearby pylon and vision

And of course the rest of the game at this point doesn't need to be so cut & paste.

Apologies to Tozar and everyone else if I botched this, or added too much obvious detail.

Tozar
Profile Blog Joined March 2007
United States245 Posts
July 24 2010 03:11 GMT
#92
On July 24 2010 11:14 taffy wrote:
Show nested quote +
On July 18 2010 05:10 roronoe wrote:
I don't see a build written down on this thread. Can someone just describe the flow of the build for me either on here or on liquipedia?

Sadly, I can't get the replays to work on my comp.


I guess I can respond to this since I've probably watched Tozar's stream for more hours than I've actually played the game

You "open" with council (first tech after core). generally this means you'll:
- get your second gas early (as core warps) unless you're dealing with cheese
- start your council after between 1-3 gates depending on how confident you are that you aren't going to die (after 2 is probably a decent goal)

Build mostly stalkers (duh) but don't hesitate to build other units that will help you not die (zealots vs marauder pressure, a sentry or two vs aggressive zerg.

Start to poke around with stalkers as blink researches. take watchtowers and get a proxy pylon or two going for quick re-enforcement. This might be the time to build a robo if the map necessitates highground vision for effective harass, or if it's a gas heavy terran who might be rushing cloak banshees. (there are a few choices for highground vision. obs is important vs p if you want to follow up with DTS, because you're going to need obs to snipe theirs)

Start harassing right when blink finishes. This is also a good time to start a dark shrine and possibly an expo (esp if your opponent has started one already) This is also good timing because it leaves you really broke, and you're about to spend a lot of energy micro'ing.

Point of the blink harrass is to be distracting, thin out armies, pick off workers and misplaced buildings, and not lose any stalkers (no head-on fights until you have more than enough to win)

Next, Tozar likes to re-enforce with DT's, using several tactics like:
- sending 1 dt to each mineral line as you push into their army with stalkers
- send dt's 1 at a time into terran forces to bait scans
- warp dts on to high ground using a nearby pylon and vision

And of course the rest of the game at this point doesn't need to be so cut & paste.

Apologies to Tozar and everyone else if I botched this, or added too much obvious detail.



I think you hit the nail on the head.

I never stick to strict timings for when things need to be made or researched aside from the initial structures. Since this strategy can be used against all races, these timings differ. Taffy's description of my strategy is very accurate. The only match-up where timing is truly important is against Zerg where you have a very short timing window to harass with Blink Stalkers before they can mass drones and overwhelm you with hydras and speedlings.
Miraqle
Profile Joined July 2010
United States20 Posts
July 28 2010 14:22 GMT
#93
So I didn't get much play in phase 2 and am still waiting for my copy to arrive so I'm not totally up to date. So they patched blinking past rocks on the uphill? Were only certain maps affected by this or were all of them?

The only one I figured would pass would be the rocks on Kulas as it's more of a horizontal blink but I'm assuming the rest were patched. I did get raged at quite often for using those blinks so I figured it wouldn't last forever
Tozar
Profile Blog Joined March 2007
United States245 Posts
July 28 2010 18:50 GMT
#94
Yeah, blinks over impassable terrain are now limited to the 6 range, so no more ridiculous blinks across chasms. It makes it a lot harder to escape with all of your stalkers at once. I may have to figure out efficient queued blinking for escaping now, I've been losing a lot of Stalkers lately due to botched Blinks that would've in phase 1.
xarva
Profile Joined May 2010
Austria3 Posts
Last Edited: 2010-08-19 04:05:59
August 19 2010 04:05 GMT
#95
if you right click on the edge of the highground and then shift + blink they will all blink one after another when they are in range.
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