[G] Gnial's PvT Stalker-Void Ray Strategy - Page 8
Forum Index > StarCraft 2 Strategy |
silencesc
United States464 Posts
| ||
![]()
GHOSTCLAW
United States17042 Posts
| ||
Gnial
Canada907 Posts
![]() | ||
AER0K
United States24 Posts
EDIT: i played 3 but only saved 2 EFFF. haha but if you still wanna see some and see how it could be done possibly just let me know P.S. TY TO OP FOR A GREAT STRAT! | ||
teh leet newb
United States1999 Posts
| ||
Gnial
Canada907 Posts
http://sc2casts.com/cast482-qxc-vs-TTOne-Best-of-3-All-games-in-1-video-ITL-14-Group-Stage Metalopolis, short-air positions, QXC went 1-1-1. TTOne went 1-gate; cyber; stargate: stalker-void ray Good to know I can ride this strategy out to the very top of diamond ^^ | ||
jisaeltl
83 Posts
teh leet newb United States. August 18 2010 11:57. Posts 1942 PM Profile Blog Quote # I just tried this strategy out, seems like the T gets way too many marauders out really fast, which totally rape my stalkers. Just pumping pure MM completely rolls whatever units I have, since void rays are pretty expensive... If by the time your stalkers get there he has more than 1 marauders it means either you did the build wrong, or T is not going 1/1/1 which makes the build a bit worse. however even if you see mass marauders all you need to do is rush for the void rays instead of continuing the stalker harass | ||
Freeborn
Germany421 Posts
or was this a wrong link? | ||
Gnial
Canada907 Posts
| ||
Drogith
United States1350 Posts
| ||
Skyro
United States1823 Posts
-Since I usually do 1 or 2 gate (depending on early pressure) into stargate then toss down my 3rd gateway after stargate, once void production stops (I usually make only 2-3 voids if I micro well and don't get any killed) I toss down my 4th gateway as now I'll be able to afford constant 4-gate production. -Due to your unit production you will tend to build an excess of minerals which you will want to utilize. Expanding of course is one of the best ways to use your excess minerals, but another great option if you are transitioning into blink stalkers in an attempt to end the game right there is to drop a proxy pylon and warp zealots into their main. -The most important thing to keep in mind is how your opponent is reacting. I've found if they go marine-ghost or quick banshees I can usually finish them off w/ blink stalkers w/ proxy zealots. Terrans are really put in a bind on what starport units to make if you are effective with your harass. -I recommend opening w/ phoenixes that aren't very void/blink-friendly like SoW (which is also tank-friendly which phoenixes are great against). If you're cross positions on large maps I also tend to open w/ phoenix open as the travel distance makes it harder to hit those crucial timing windows. -Carriers I've found can be a surprisingly effective transition if you see early tanks. A few tanks and vikings can completely nullify your harass but it allows you to ample time to toss down an expo and tech switch to carriers. Carriers supported by blink stalkers is potent combination. Just make sure he's not going BC's (i.e. if you spot more than 1 starport, esp both w/ tech labs). | ||
Surrealz
United States449 Posts
| ||
GSang
United States51 Posts
What's interesting though was this player decided not to wall in but i just transitioned the harass to be inside of his base and when he got marauders i easily transitioned to voids | ||
Dogsi
Indonesia298 Posts
[url blocked] [url blocked] These are 2 games where the fast vr won the game for me. Other times, while it didn't win the game immediately, it did stall them. They can't push out because: A: I could decimate their undefended base very quickly with a single charged vr. B: A VR supporting my troops means that I just need to finish off the marines to be able to hold the push. This gives me extra time to expand. The main weakness I see to this is if they know/spot the starport, they can prepare, limitting your harrass options. | ||
turbopasca1
Moldova41 Posts
| ||
SilentCrono
United States1420 Posts
| ||
Gnial
Canada907 Posts
On August 28 2010 07:46 Surrealz wrote: nadagast is using this exact strategy against damadar in the MLG stream on steppes! Haha, so cool. On August 29 2010 03:21 Dogsi wrote: The main weakness I see to this is if they know/spot the starport, they can prepare, limitting your harrass options. Its true that it limits your harass options - but the very fact that they have to prepare for it can give you an edge, as it skews their composition towards marines and can force turrets. The way I play this build, I don't rely on suprising them with void rays. Instead, I use those void rays to force the Terran player to do certain things. If I do suprise them its often an auto-win, but since I can anticipate the things that are effective against void-ray stalker, I can prepare to beat that composition later in the game. Players like Trump, once they see stargate tech, immediately get marines and turrets out, and fast tech to cloak banshee. In this instance, you can just make a phoenix after the void ray, drop a forge, a cannon or 2, a robotics facility for the obs, warp in a couple sentries, and start getting armor upgrades. You will already have the stalkers/gateways out for the anti-air and anti-marine attack, the void ray can keep threatening the base and possibly force an investment in vikings along with the turrets, and a phoenix will let you scout and really help deal with any banshee play. You can sit back fairly comfortably, and possibly even expand, since there really isn't all that much that they can do to you. In this instance you are giving yourself an advantage for the mid-game since you are forcing 1-1-1 with cloak research, which later on zealot/templar+observer is strong against, and in the mean time are getting your upgrade advantage. This is just one scenario, based on possible tendencies your opponent may have, so it obviously won't work across all skill levels and in all situations - but it shows the way you want to think about this build, and builds in general. Sure, this is a build that can be used to all-in instant-win against many players, but if you play it as such it will have its hard counters (such as being scouted). However, it is very easy to transition out of this build since it gets you warp gates, gives you scouting, and almost certainly gives you on-going aggression options. | ||
simpliztic
United States3 Posts
| ||
rycho
United States360 Posts
On August 31 2010 06:18 simpliztic wrote: Cant seem to beat a simple 3 barracks marauder/marines all in - I usually get pushed back and then eventually get overrun. You see it alot in gold and lower since its the easiest thing to make and its simply not working using this build =( are you using force field at your ramp? if they try to leave their base early often you can just force field off a couple times while you do some good damage with the void ray(s). because of this, they often have to leave some marines at their base or turret up which means the army they're pushing with is smaller, or at least thats how it has worked in my experience. | ||
Gnial
Canada907 Posts
On August 31 2010 06:22 rycho wrote: are you using force field at your ramp? if they try to leave their base early often you can just force field off a couple times while you do some good damage with the void ray(s). because of this, they often have to leave some marines at their base or turret up which means the army they're pushing with is smaller, or at least thats how it has worked in my experience. Yeah, simpliztic, perhaps if you posted a replay I could give it a quick glimps and see what is up. It may just be a timing issue or an over-commitment towards void rays and/or stalkers or, well, I suppose it could be a million things. | ||
| ||