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[H] 4v4 Protoss Builds

Forum Index > StarCraft 2 Strategy
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Dyslexia
Profile Joined July 2010
United States11 Posts
August 05 2010 11:27 GMT
#1
So I've been stuck at gold league 3v3 / 4v4 (top 3 in division, fluctuates because of stupid losses) and I can't seem to get over the barrier into platinum. I was wondering if there were any builds that I can try out to destroy enemy bases on my own with. What I've been doing lately is just mass stalker / dark templar rushes. Teammates help but sometimes they don't, and that's where I lose. Anything exotic I can try that could give me more versatility and survival when I'm attacking? I need to carry myself into platinum I guess.
Perfi
Profile Blog Joined May 2010
Poland349 Posts
August 05 2010 11:44 GMT
#2
I've found blink stalkers to be particularly effective as Protoss, gives you some of that much needed mobility. You can always transition into High or Dark templars, mass Chargelots or whatever you'd like.
Soulthirsty
Profile Joined August 2010
France4 Posts
August 05 2010 13:28 GMT
#3
I'm currently platinum, playing protoss only.

My build on 4v4 are very dependent on position (are we all alone, or grouped together), and the ability to a player next me to build a wall.
Sometime i wall to protect me and a zerg, and i explicitly ask him to focus on making units.

Some plans that use to work:
. If your initial scouting probe is not detected, it worth trying a pylon rush, but you have to warn your mates. (And pylon rush does not work well on terrans).
. When i'm really alone, i build a strong wall, even with let say 2 pylons. I focus on the idea that if i survive the first rushes, my protoss units can be very usefull in mid and late game.
. When i'm grouped with a zerg only on an island, i offer to wall us both, but ask him to make some units fast.
. Blinking stalkers are indeed a very nice unit for early/mid game. But i tend to lose when i forgot to tech further.
. When i focus on ground units, i build 2 forges, in order to upgrade attack and defense in parallel.
. A good stack of DT (10?) can really win a match .. or do absolutely no effect (terran scan with siege tanks around). I use it as an optional move, only when i have a good advance in gas.

The few things that does not work:
. Insisting on pylon rush. It often just buy some time, and allows your teammates to finish the job.
. Tech upgrade before extending. Your units need a lot of gas, and a second base is really mandatory before launching a mass production.
. As a group, being denied extensions is a slow but efficient way to lose. If opponents are tying this, you might need to secure extensions, one by one.

Dyslexia
Profile Joined July 2010
United States11 Posts
August 05 2010 22:09 GMT
#4
Sounds good thanks...

One thing though, what are your thoughts on building cannons around your mineral line vs ling / reaper rush instead of a quick stalker?
Morayfire73
Profile Joined April 2010
United States298 Posts
August 05 2010 22:40 GMT
#5
If you are in a secure position I like to go voidrays and get quick speed. If I can snipe a town hall or production facility it pretty much forces my opponents to be wary that if they ever leave their main, they will lose buildings. If they already have counter units, a good way to use them is to deny expansions to keep your team ahead economical.

Quick stalker is better then cannons in the mineral line, as having stalkers allows you to attack if needed, and protect your entire base instead of just your mineral line. But versus early lings, zealots are much better then stalkers or cannons.
[Insert witty comment here]
VonLego
Profile Joined June 2010
United States519 Posts
August 05 2010 22:47 GMT
#6
Honestly I go into every game planning to mass stalkers and do very well. My brother and I are the only two on our four player team that even play the game seriously.

Fast blink, throw up a robo bay when you have a comfortable amount of stalkers and work from there. Once in a rare while you'll want a lot of zealots, in which case you should pick up charge or forever have the slowest army in the world.
Dyslexia
Profile Joined July 2010
United States11 Posts
August 06 2010 02:19 GMT
#7
thanks guys
xbankx
Profile Joined July 2010
703 Posts
August 06 2010 02:37 GMT
#8
I block off my choke while teching to mothership. Never failed me once.
Telperion
Profile Joined May 2010
Romania39 Posts
August 06 2010 12:04 GMT
#9
My suggestion is for you to give up on trying to do soemthing by yourself and to use your allies more effective. You have several options:
> One would be to have shared control and to ask your allies to send any extra units to a specific rally point from which you can take them and go ahead attacking. This should clearly let you pack a much more effective and devastating punch o whoever you're attacking. This way you're not taking away your allies attention from what they're doing.
> Second option is to ask at least one more ally to come and assist with his army. Again, reasons are obvious - strength in numbers! But as you say that sometimes they won't come help, you can try...
> Third option is for you to build at the start more gateways/warpgates than usual and ask your allies to send as much resources as possible as fast as possible. This way you'll be able to mass produce units at a much faster pace than usual, or to reinforce faster an attack. The same as the first option, should reduce the pressure on your allies by not being forced to micro armies.

Also I strongly suggest you and your buddies to read this section on SC2 Multiplayer
It might help improve your gameplay a little.
The future is a thing to be shaped.
Telperion
Profile Joined May 2010
Romania39 Posts
August 06 2010 12:08 GMT
#10
sure, also mass VR and upgrades should do the trick
before any combat you should try and charge them up on something - rocks, critters, buildings, etc. - charged-up VR's opening fire are simply devastating
The future is a thing to be shaped.
Petshop
Profile Joined May 2010
Canada73 Posts
August 06 2010 13:20 GMT
#11
I've won several games where one of my buddies would go mass phoenix in 3v3 and 4v4. Their fast movement and the lift beam are incredible support in fights. Tanks become much less of a threat and they can react to air attacks that will inevitably occur in your mineral line.
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