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[G] +1/Shield TvP - Page 3

Forum Index > StarCraft 2 Strategy
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{ToT}ColmA
Profile Joined November 2007
Japan3260 Posts
June 06 2010 14:31 GMT
#41
every 3 rax push can be held by forcefield if u dont play on lousy maps that is.
The only virgins in kpop left are the fans
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
June 06 2010 14:32 GMT
#42
On June 06 2010 23:31 {ToT}ColmA wrote:
every 3 rax push can be held by forcefield if u dont play on lousy maps that is.


That's why I think this build needs 1 Ghost...
Crimson @ Clan CORE | ESFI World Translator
Zergneedsfood
Profile Blog Joined September 2008
United States10671 Posts
Last Edited: 2010-06-06 14:57:51
June 06 2010 14:57 GMT
#43
I remember when I used to do this build in the early days of the beta.

It was alright, and it really caught the Protoss off guard if he/she wasn't careful. Unfortunately though, I think that it's not the greatest asset because since the norm at this moment is infinite stalkers and sentries + blink, your marines will just mauled apart. Granted your marines are stronger, but decently microed Stalkers will be too much for them, even with marauder support.

But in all honesty, I might try this out one game. I've been fiddling with a lot of stupid TvP builds, as every single matchup I sort of randomly execute a build order and somehow get by.

EDIT: And I agree. Get a ghost somewhere in this build. Maybe sacrifice a marauder or two for that ghost academy and then save up for a ghost. I don't know how you would fit a ghost in here, but I did once with mild success. ><
/人◕ ‿‿ ◕人\ Make a contract with me and join TLADT | Onodera isn't actually a girl, she's just a doormat you walk over to get to the girl. - Numy 2015
Ai.Cola
Profile Joined May 2010
Germany236 Posts
June 06 2010 15:54 GMT
#44
Heyho, unfortunatly I couldnt try the build today because I palyed in the zotac cup today and kept casting games after I got kicked out.

But for all the people who didn't read it I wont to point out again that I posted a good way to play 1/1/ against protoss (somebody asked about it)

And also that I said (and still think) that this build is gonna be a good opener to not die against early pushes and get an expasion up safe.

You should aim it more towards expanding, not towards attacking (only threatening an attack)

the things that make it "better" than the tlo build is that you dont give away your plan right away and you are a little safer against early pushes.

Also your opponent cannot just expand himself right away.

And last but not least I think it is easier to do.
check out my stream: http://www.own3d.tv/live/103247/Alien-Invasion_Cola HotS Terran, Grandmaster
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2010-06-06 19:11:07
June 06 2010 19:10 GMT
#45
The main reason I made the build was because Immortals were such a problem at one point.
There is no doubt that sentries are a problem for infantry pushes (involving ramps)!
I also found it useful for that VoidRay shit Protoss was doing forever. Those 2 things are the reason I have used this build for so long.

edit: Like Cola said it's very nice to make sure Toss cant get quicker 2 base, as well.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
shimpoe
Profile Joined May 2010
88 Posts
June 06 2010 19:20 GMT
#46
While I haven't tried this specific build yet (although I do intend to!) I wanted to say that the OP in this thread is a great example of how a guide should look! very good layout and overall thoroughness (if that's a word)
Darthturtle
Profile Joined May 2009
United States718 Posts
June 06 2010 19:32 GMT
#47
On June 07 2010 00:54 Cola.bier wrote:And last but not least I think it is easier to do.


Probably the biggest reason why I like bio play. Until protoss gets templar, you don't really have to worry about a majority of P's tech, and you can just 1a and stim every so often for decent results.
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