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[G] kcdc's PvT FE - Page 51

Forum Index > StarCraft 2 Strategy
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Daniel C
Profile Joined October 2010
Hong Kong1606 Posts
November 13 2010 05:35 GMT
#1001
How to hold off marine/banshee/raven with 1 gate FE



TLDR: zealot phoenix, NOT stalker
In theory, theory and practice are the same. In practice, they are not.
lao
Profile Joined November 2010
United States33 Posts
November 13 2010 06:07 GMT
#1002
On November 13 2010 14:35 Daniel C wrote:
How to hold off marine/banshee/raven with 1 gate FE

http://www.youtube.com/watch?v=0ldWtVIPbdw&feature=player_embedded

TLDR: zealot phoenix, NOT stalker

what if he doesnt go for the hellion drop? just straight into raven + 3 banshees + marines? i don't know if your chargelot timing would hold.

but in general, this builds upon kcdc's strat to form this:

-if scout probe can rule out 6 rax marine all in or some other type of super super early cheese, continue. if not, do a safe one base, build sentries get ready to FF ramp, expand when youre safe, etc.
-1gate FE, poke with zealot + stalker, if you see marauders and rax with tech labs, pull back, build a second gas, get 4 gateways and a healthy mix of sentries, prepare for a 3rax. if theres a bunker and looks like no gas is being spent on rax stuff, stay on 1 gas, only get 1 sentry, go robo + 2 more gates, get some stalkers to defend drops with, and build obs
-defend drops or pokes until obs can scout what he's doing. if he's got a tech lab on the port, go with the phoenix/chargelot combo, stop all stalker production. if hes got a techlab on the fact or you see an armory, start chronoing out immortals and zealot/sentry. not sure if charge is worth it here. if he's expanding or going heavy rax, macro safely, go colossi or templar or whatever.

i think that about sums up the most popular terran builds. the problems i see though are:

1) if your obs gets there and he went straight to raven + 3 banshees + marines, you wont have time for charge and everything.
2) if your obs gets there and he went straight for thor, not sure if you can get immortals out in time.

i think the key may be to make the decision of whether to build the robo or pure gateways immediately after scouting the front.
AlexXx
Profile Joined September 2010
United States58 Posts
November 13 2010 14:35 GMT
#1003
Very nice daniel, ive been struggling with this build since MLG >.< ill try this.
Jayrod
Profile Joined August 2010
1820 Posts
November 13 2010 17:45 GMT
#1004
no way on earth does that push come out as late as the guy that attacked in the video. He was a solid 2 minutes later. Chargelots are unnecessary to defend against this push and its better to not cut unit production to rush to the upgrade you wont have against a better opponent. Charge is the next logical step after defending the first attack though, which will still be quite easy with normal zealots
SaJa
Profile Joined November 2010
France84 Posts
Last Edited: 2010-11-13 20:26:52
November 13 2010 20:24 GMT
#1005
I'm pretty agree with Jayrod.. the video is not about how to counter a banshee/Raven/marine early push, it's how to defend against mass banshee/raven/marines in midgame... (when u got all the economy to make it easily..).

Once the toss' expand is pomping for a while, and you got all what you need to be as strong as the Terran, we all know how to defend against his push with some adaptation...

Here the point is : how to resist to EARLY pressure right after making 1 gate FE. It means, before 9-10min of game.
Gradius
Profile Blog Joined May 2009
United States112 Posts
Last Edited: 2010-11-17 00:44:46
November 17 2010 00:44 GMT
#1006
Question: what do you guys do when the Terran gets his own fast-expansion and basically out-produces you in everything? I don't feel confident that some sort of early warp-gate rush would be able to punish him for his expo. What do you guys think?

[image loading]

Feel free to offer any other advice, etc. Thank you in advance.
StarCraft: Subjection: http://www.teamliquid.net/forum/viewmessage.php?topic_id=410514
lao
Profile Joined November 2010
United States33 Posts
November 17 2010 03:09 GMT
#1007
On November 17 2010 09:44 Gradius wrote:
Question: what do you guys do when the Terran gets his own fast-expansion and basically out-produces you in everything? I don't feel confident that some sort of early warp-gate rush would be able to punish him for his expo. What do you guys think?

[image loading]

Feel free to offer any other advice, etc. Thank you in advance.

well this was clearly a custom game. the terran was just way better than you. this looks like about a 700 diamond vs. a platinum player.

after scouting mass marines, you never built a single sentry. you built a robo and didnt build an observer until past 10 mins, you never transferred probes, in fact, doesnt look like you even built probes out of your expansion nexus.

in any case, the point is you shouldnt have fallen behind. against someone of equal skill, this terran with that marine ghost push at ~11min would have gotten demolished.
SaJa
Profile Joined November 2010
France84 Posts
November 17 2010 04:57 GMT
#1008
What about my replays ?
Gradius
Profile Blog Joined May 2009
United States112 Posts
November 17 2010 23:30 GMT
#1009
On November 17 2010 12:09 lao wrote:well this was clearly a custom game. the terran was just way better than you. this looks like about a 700 diamond vs. a platinum player.

after scouting mass marines, you never built a single sentry. you built a robo and didnt build an observer until past 10 mins, you never transferred probes, in fact, doesnt look like you even built probes out of your expansion nexus.

in any case, the point is you shouldnt have fallen behind. against someone of equal skill, this terran with that marine ghost push at ~11min would have gotten demolished.

Thanks for the sage advice, I'll keep it in mind: "be more skilled than your opponent next time".

Yeah, my skills definitely aren't up to par since I haven't played in a while, but I wanted to hear what people thought of this opening from Terran, not elitist rank nonsense (I'm ahead of him in diamond not that it makes any difference). Also, I definitely transferred probes and built them out of my expo.
StarCraft: Subjection: http://www.teamliquid.net/forum/viewmessage.php?topic_id=410514
sechkie
Profile Blog Joined January 2010
United States334 Posts
November 17 2010 23:40 GMT
#1010
terran outproduces protoss due to mm being cheap and mules. so imo the p has to get fast tech, chargelots or collosi out to negate this problem and keep them alive. if u keep trading armies the terran will win due to faster and cheaper reinforcements.
lao
Profile Joined November 2010
United States33 Posts
November 18 2010 04:11 GMT
#1011
On November 18 2010 08:30 Gradius wrote:
Show nested quote +
On November 17 2010 12:09 lao wrote:well this was clearly a custom game. the terran was just way better than you. this looks like about a 700 diamond vs. a platinum player.

after scouting mass marines, you never built a single sentry. you built a robo and didnt build an observer until past 10 mins, you never transferred probes, in fact, doesnt look like you even built probes out of your expansion nexus.

in any case, the point is you shouldnt have fallen behind. against someone of equal skill, this terran with that marine ghost push at ~11min would have gotten demolished.

Thanks for the sage advice, I'll keep it in mind: "be more skilled than your opponent next time".

Yeah, my skills definitely aren't up to par since I haven't played in a while, but I wanted to hear what people thought of this opening from Terran, not elitist rank nonsense (I'm ahead of him in diamond not that it makes any difference). Also, I definitely transferred probes and built them out of my expo.

i don't know why you're upset or feel insulted. you played with not just worse mechanics than your opponent, but so much worse that no conclusion re: the overall strategy can be made from the results.

i'd like to point out that i said nothing close to "be more skilled than your opponent." don't put words in my mouth please. it'd be more accurate to say my answer is "be not too much worse than your opponent."
kcdc
Profile Blog Joined April 2010
United States2311 Posts
November 18 2010 04:18 GMT
#1012
Again, against any late 1-base push, all you need to do is survive the big push and you've won. Poke at the front as often as you can so you'll have a sense for whether he's expanding or going for an all-in. If the expansion isn't down at a reasonable time, cut economy and tech and simply mass units. The key is having a lot of zealots to kill the marines and just enough stalkers so you can reinforce and not die to the remaining banshees.
SaJa
Profile Joined November 2010
France84 Posts
November 18 2010 17:51 GMT
#1013
How many gates we should get on 2 bases ? How many with 3 bases ? How many max with b4 to spend properly our economy ?
kaztah
Profile Joined September 2010
Norway1221 Posts
November 18 2010 18:08 GMT
#1014
On November 19 2010 02:51 SaJa wrote:
How many gates we should get on 2 bases ? How many with 3 bases ? How many max with b4 to spend properly our economy ?


Load up a game vs a very easy computer, macro up to 2 bases and try it out, proceed to macro up to three bases and try it out. It shouldn't take you more then a few minutes to find out how much you can support and when you can support it fully.
I speak fluent sarcasm.
Legion710
Profile Joined November 2010
Canada423 Posts
November 18 2010 19:40 GMT
#1015
Seems I can't create a new topic yet, so I'll post here.


I am a 2000 diamond Brotoss and I just hit a huge wall (at least versus my 2400 practice partner). It seems I can not handle a simple mm push when my FE is almost done (if I don't FE I simply lose because he does, and it's a strategy that is supposed to work and that I'm supposed to pin down anyways).

I simply cannot figure how I can survive his first stim conc shell push with around 5 marauders and 2 marines... By that time I will have a sentry, one or two zealot and two or three stalkers, which is basically a joke vs conc shell and stim...

Now I go and watch some pro replays but I never see this situation exactly and I really don't know why, because this just seems so imba to me. I either see the terran try to push with only marines and 1 marauder, which obviously fails, or him simply not attacking at all. I don't understand why pros would be less agressive, because that push is hell. I have lost about 25 games in a row against this and I'm about to throw my monitor out of the window.

I'd provide some replays but I'm at work.
Tyrion Lannister
kyarisan
Profile Joined May 2010
United States347 Posts
November 18 2010 19:47 GMT
#1016
well you shouldn't get a sentry when you FE, that's your first mistake if you did so... also your numbers are very loose and uncertain, with a FE timing like this one you should really know the exact number of units you have at all points during the construction of your nexus.

with more specific information (as well as a replay) you will get an answer, otherwise there's nothing that can be said.
Legion710
Profile Joined November 2010
Canada423 Posts
November 18 2010 19:55 GMT
#1017
I pretty much go one gate then expand around 30 and throw a second gate and I just get as many units as I can the whole time, but he always has the bigger army, so I can't really defend my expansion. He comes right before my immortal comes out as well and I get it before obs.

And sentry is pretty crucial... I'm gonna disregard that comment.
Tyrion Lannister
iamke55
Profile Blog Joined April 2004
United States2806 Posts
November 18 2010 20:05 GMT
#1018
On November 19 2010 04:40 Legion710 wrote:
Seems I can't create a new topic yet, so I'll post here.


I am a 2000 diamond Brotoss and I just hit a huge wall (at least versus my 2400 practice partner). It seems I can not handle a simple mm push when my FE is almost done (if I don't FE I simply lose because he does, and it's a strategy that is supposed to work and that I'm supposed to pin down anyways).

I simply cannot figure how I can survive his first stim conc shell push with around 5 marauders and 2 marines... By that time I will have a sentry, one or two zealot and two or three stalkers, which is basically a joke vs conc shell and stim...

Now I go and watch some pro replays but I never see this situation exactly and I really don't know why, because this just seems so imba to me. I either see the terran try to push with only marines and 1 marauder, which obviously fails, or him simply not attacking at all. I don't understand why pros would be less agressive, because that push is hell. I have lost about 25 games in a row against this and I'm about to throw my monitor out of the window.

I'd provide some replays but I'm at work.


The build to hold this off is as follows:
cut probes at 20
20 stalker
20 warpgate research
22 nexus
22 pylon
22 zealot
resume probe production
25 gate
25 gate
25 gate

Just let your nexus take damage while you camp on top of your ramp waiting for your 4 gates to finish. Warp in a round of 4 units and you have a total of 7 units to defend.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
monk
Profile Blog Joined May 2009
United States8476 Posts
November 18 2010 20:10 GMT
#1019
I'm not going to provide a build like the poster above me, but I agree with his general idea. Don't build pylons on low ground and let your 2k hp nexus tank damage until your first round of warpgates comes up. Also, 1 sentry is useless in this situation. You need at least 2 sentries to make a decent forcefield concave and guardian shield is pretty useless at this stage.
Moderator
lao
Profile Joined November 2010
United States33 Posts
November 18 2010 20:11 GMT
#1020
On November 19 2010 04:40 Legion710 wrote:
Seems I can't create a new topic yet, so I'll post here.


I am a 2000 diamond Brotoss and I just hit a huge wall (at least versus my 2400 practice partner). It seems I can not handle a simple mm push when my FE is almost done (if I don't FE I simply lose because he does, and it's a strategy that is supposed to work and that I'm supposed to pin down anyways).

I simply cannot figure how I can survive his first stim conc shell push with around 5 marauders and 2 marines... By that time I will have a sentry, one or two zealot and two or three stalkers, which is basically a joke vs conc shell and stim...

Now I go and watch some pro replays but I never see this situation exactly and I really don't know why, because this just seems so imba to me. I either see the terran try to push with only marines and 1 marauder, which obviously fails, or him simply not attacking at all. I don't understand why pros would be less agressive, because that push is hell. I have lost about 25 games in a row against this and I'm about to throw my monitor out of the window.

I'd provide some replays but I'm at work.

he gets both stim and conc shell? are you poking with your initial zealot + stalker (+stalker #2 potentially)? it sounds like he makes 2 marines out of the first rax, then when the second is finished, builds tech labs on both immediately, then double-researches and starts making marauders? if you're poking with your first zealot and stalker, you will kill the two marines no problem and force SCVs to be pulled.
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