Great write-up.
[G] Gnial's PvT Stalker-Void Ray Strategy - Page 3
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xDaunt
United States17988 Posts
Great write-up. | ||
iokke
United States1179 Posts
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Rarak
Australia631 Posts
Im only low diamond and both op's were plat. | ||
vol_
Australia1608 Posts
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BrTarolg
United Kingdom3574 Posts
At what point do you get your stargate though? after your 4th stalker? right after your second one? With the 1 gate version i get it asap after i build my first stalker and voiray usually comes in time to beat down any marauder rushes | ||
Froadac
United States6733 Posts
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SubtleArt
2710 Posts
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Zaphid
Czech Republic1860 Posts
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kcdc
United States2311 Posts
There are a few things that I do think will beat this build straight up. The 6 barracks mass marine cheese will straight up kill this build because it will hit when you only have 2 gateways. But that build can be scouted and responded to by a player who knows about it. The one I'd really be concerned about is a marine-tank push that sets out before siege research. The unsieged tank prevents stalker kiting and the marines are stronger than stalkers in a battle w/o micro. I haven't run into this build because T rarely seems to be aggressive with tanks early, but I'm pretty sure that won't last. | ||
Crosswind
United States279 Posts
Why keep building stalkers after the first two? First two suffice to do a fast poke and help Terran over-commit. After that, it seems like you're better off with a balanced mix - mostly zealot/sentry, with your two initial stalkers. Consider that making your next two units zealots speeds up your stargate, and gets your void ray out quicker. Getting a sentry shortly thereafter can make you a double-threat at the terran ramp; anything that comes out to kill the void ray may get force-fielded out and killed. Best case, FF prevents things from hitting the void ray until it's fully charged anyways. I only ask because the standard Terran thing to do is a bigass mixed bio-ball. Stimmed marines can make life trouble for void rays, but mostly, the Terran army is just going to whoop on your original army if you can't convince him to stay in his base and get harassed. Switching to zealot/sentry gives you a much better chance of dealing well with his army, I think. Thoughts? -Cross | ||
xDaunt
United States17988 Posts
On August 04 2010 01:19 Crosswind wrote: Stupid question: Why keep building stalkers after the first two? First two suffice to do a fast poke and help Terran over-commit. After that, it seems like you're better off with a balanced mix - mostly zealot/sentry, with your two initial stalkers. Consider that making your next two units zealots speeds up your stargate, and gets your void ray out quicker. Getting a sentry shortly thereafter can make you a double-threat at the terran ramp; anything that comes out to kill the void ray may get force-fielded out and killed. Best case, FF prevents things from hitting the void ray until it's fully charged anyways. I only ask because the standard Terran thing to do is a bigass mixed bio-ball. Stimmed marines can make life trouble for void rays, but mostly, the Terran army is just going to whoop on your original army if you can't convince him to stay in his base and get harassed. Switching to zealot/sentry gives you a much better chance of dealing well with his army, I think. Thoughts? -Cross I personally prefer the mixed the force rather than pure stalkers. If you catch the terran in his base with only marauders when your void ray arrives, it doesn't really matter. However, a lot of times you'll have to deal with a terran bio push, and you'll want a better-mixed gateway unit composition to deal with it. Getting some zealots also allows a faster void ray. Whether you build more than 2 stalkers is going to depend upon the map and how you want to use your void ray(s). If you want to just poke and harass the terran with your void ray to keep him penned up, you'll want more stalkers to abuse his front door. If you're actually thinking about busting his front door down, you'll want some zealots to exploit the breach and help take down marines. | ||
AnodyneSea
Jamaica757 Posts
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TehForce
1072 Posts
What do you think about transition into carriers? You are already in this tech tree and can get carriers way faster then storm or collossi. So the transition would look like: -The usual until expansion -Build robo for detection -Build fleet beacon for carriers Push with 3-4 carriers, 2-3 void rays (from the beginning) and 4-warpgate-army? Mothership ftw? Sounds like a good build to me, what do you think? | ||
Bibdy
United States3481 Posts
On August 04 2010 01:53 TehForce wrote: I tried this build now too and it is very good in winning in 8-12 minutes. I just have problems with the transition. What do you think about transition into carriers? You are already in this tech tree and can get carriers way faster then storm or collossi. So the transition would look like: -The usual until expansion -Build robo for detection -Build fleet beacon for carriers Push with 3-4 carriers, 2-3 void rays (from the beginning) and 4-warpgate-army? Mothership ftw? Sounds like a good build to me, what do you think? They're probably going to react to your Void Rays with some Vikings floating about ready to gun them down and Marines to protect his ground army as it advances. If he then scans and spots you pumping Carriers (you can tell what unit is coming out of that thing from the shape of the blue stuff) he's just going to react with even more Vikings and Marines. Not sure how well Carriers do against Vikings (I presume something like 3:1, which is about even in cost, since they have equal range and the Carriers can unload a hell of a lot of front-ended damage), but Marines will just disarm the crap out of them. Interceptors are incredibly squishy now. You can't even build a good Zealot force to compliment the Carriers from excess resources, because the end-cost is something like 550 (or 450? Do they start with 4 Interceptors now?) minerals and 250 gas for a single Carrier. Normally the only safe transitions after a failed air assault, is a strong ground force. Mutas beget Phoenixes, which get raped by Hydras. Void Rays beget Vikings and Marines which get raped by Psi Storm. Banshees beget Void Rays or Phoenixes which get raped by Marines. | ||
GunsOfPatriots
United States3 Posts
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EnderCN
United States499 Posts
As a Terran player it is definitely something I'll keep my eye out for though ![]() | ||
Crosswind
United States279 Posts
Charge and Blink are both excellent. If you're sitting as his entrance, blink (with void rays giving vision) gives a way to pull him away from his front. If you're still fighting over map control, chargelots are pretty dominant in open ground. Finish with high templars (if he built a lot of missile turrets), or dark templars (if he didn't). Robo tech just seems sub-par. Colossi and immortals die to the same things that counter void rays (vikings and marines). So do carriers. Meanwhile, HTs just ball against about 90% of terran units. The only terran units that don't have energy for delicious feedback get crushed by void rays or annihilated by psi-storm. -Cross | ||
Mnijykmirl
United States299 Posts
On August 04 2010 02:14 GunsOfPatriots wrote: O.O this freak me out as a terran player, maybe i should spend some serious thinking in switching race. You shouldn't worry about it. I'm getting pretty convinced that any Protoss 1 base semi-all in aggression against Terran is doomed to fail in the long run. | ||
Whiplash
United States2928 Posts
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t3tsubo
Canada682 Posts
Do you have any tips on how to micro stalkers effectively against terran? For example, what do you prioritize for attacking? I'm thinking: lone marauder > scv building a building > marine > scv repairing > supply depot | ||
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