a 1/1/1 would be the biggest hard counter imo.
[G] Gnial's PvT Stalker-Void Ray Strategy - Page 9
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Homerclese
Australia30 Posts
a 1/1/1 would be the biggest hard counter imo. | ||
Fruscainte
4596 Posts
On August 31 2010 09:19 Homerclese wrote: If I scout the 2 Stalker opening, It's easily beatable with a 3 rax MM opening. P have to invest to many resources into Void Rays and I can have around 8 Rauders and 10 Marines before you can get a void ray out. a 1/1/1 would be the biggest hard counter imo. "I can do X to counter your Y!" Of course there will be counters, there is no unbeatable strat. But this strat is still a fantastic opening. | ||
Gnial
Canada907 Posts
On August 31 2010 09:19 Homerclese wrote: If I scout the 2 Stalker opening, It's easily beatable with a 3 rax MM opening. P have to invest to many resources into Void Rays and I can have around 8 Rauders and 10 Marines before you can get a void ray out. a 1/1/1 would be the biggest hard counter imo. Post a replay if you can. I am certain that a void ray can come out before you have that many units, but it would still be useful to see exactly what your protoss opponent did to allow your push to work so well. Heck, if you have a great counter to this build, I'd love to post it in the OP in the replays section. However, I have had conflicting experiences with your own against the 1-1-1 and 3-rax builds. I think you may just be playing opponents that have made big mistakes, or maybe you just aren't giving your own micro enough credit. My experience against MM 3-rax pushes is it comes down largely to a micro/terrain/composition battle - hopefully with the P having an advantage due to map control, positioning, harassing options, etc. | ||
Homerclese
Australia30 Posts
It was only in Oceania Platinum, so I guess It could have been done better. I've only seen it 2-3 times and all of those times it must have been executed poorly, because the harrassing stalkers couldn't take the 2 maurauders and 2 marines I have out, and I push and either supply block him or take one of his gateways. It's GG after that. *EDIT* It wouldn't have been your exact build either. I can't really remember, but he didn't get to my base until around 5 mins, maybe a bit over, and got blink very early. was on scrap station as well so that didn't help. Maybe 8 Rauders is a bit much. But Terran would have the upper hand when Protoss is going for Rays if Terran does a 3 rax, 2 tech 1 reactor opening. You'd be suprised how easy it is to Micro rauders with CS. But as I said, Great strat, reading it has me worried as Terran that's for sure. | ||
Asdkmoga
United States496 Posts
nice write up. ty. | ||
habermas
United Kingdom304 Posts
One of my opponents after scouting this placed a bunker on the ramp, a few towers and went for two fast factories and armory. Got about 6 tanks, 2 thors and some marines, was pretty fast gg. | ||
iThaos
Australia3 Posts
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Lordcamel
17 Posts
Now that I hit the top 5 plat it starts to get countered .. or maybe it doesn't work that good on big maps but still 75% Wins against T ! | ||
Omegaspecter
United States2 Posts
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slam
United States923 Posts
EDIT: And another thing that is great about this build is that it allows for a very easy transition into phoenix which can do wonders picking off ghosts, scouting, and lifting up tanks during large engagements. | ||
Jayrod
1820 Posts
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slam
United States923 Posts
another very important thing: Micro your voidray!!!! Voidrays will keep their charge for about 3 or 4 seconds so do not be afraid to disengage. If he chases your voidray with his marines then your stalkers will be getting a ton of free shots while he is moving and if he does not chase then the marines will target the stalkers (which have 1 armor so marines will be doing significantly less damage) in which case immediately start attacking with your voidray again. Don't be afraid to micro stalkers either when they are damaged (this means pulling them back so fire is directed at other/more healthy stalkers then instantly attacking again with said stalker). With micro you can win the game with the first push by a landslide a lot of the time. EDIT: and getting an early sentry while it does delay the voidray slightly will allow you to put up guardian shield which helps soooo much against marines. Marines do six damage, and if they are attacking stalkers then its down to 5 damage, and if you have guardian shield up its down to 3 damage! Thats half of what they normally do. And also if you mis-micro your voidray and it dies the terran may get eager to do a counter push and with you sentry you can cast forcefield on his ramp as he goes down to split off a few units to pick off with your remaining stalkers. | ||
dusters
United States57 Posts
Some of the weaknesses are if you notice the Terran player is going Banshee's or a lot of early marines. When that happens you need to adapt and possibly tech switch really quick. | ||
pugowar
United States142 Posts
A second game the dude did not make anything but marines so I tech switched and instead of making a starport made colossi. Worked liek a dream but it is the early pressure that really get the terrans. And terran players are so smug they dont even try to wall off because they think they will own me b/c I am a protoss. I wish i could see the look on their face when the two stalkers first arrive! So thanks for the build! | ||
FreeZEternal
Korea (South)3396 Posts
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puppybash
United Kingdom3 Posts
I know I've loads of areas I need to improve on but this one I need some guidance: What factors do you consider when deciding when to transition from vr stalker to the next tech/expand? How do you ensure you will not get demolished by a counter while you are building buildings and not units? | ||
Kwaa
Sweden91 Posts
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iThaos
Australia3 Posts
edit: On Kulas Ravine. I think I won 1/3 PvT on that map. | ||
whateversclever
United States197 Posts
On September 08 2010 08:13 Jayrod wrote: How many marines can a fully charged VR take out? It's less how many it can take out, it's more how many are needed to keep it out. Any units kept in base to defend against Void Rays are functionally dead, since they can't do anything else. The only unit that shoots back that you'd really want to go after in my opinion are Missile Turrets. If you micro right and split the damage on to the shields (just pull back so it targets the other one), 2 Void Rays can take down a Missile Turret with 0 damage to hull. Once full charged, 2 Void Rays can can take out Missile Turrets without taking any hull damage. | ||
DarQraven
Netherlands553 Posts
Still, something to consider. If there's no wall, this strat fails hard. | ||
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