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[PvX] Phoenix harrass into Blink and +2 Carriers

Forum Index > StarCraft 2 Strategy
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BOOWOO
Profile Joined March 2010
United States83 Posts
Last Edited: 2010-08-22 18:58:09
August 20 2010 08:23 GMT
#1
OMG BFFS



[image loading] [image loading] [image loading]

EDIT: Replay added and general strategy/BO tweaked:

Replay: http://www.sc2replayed.com/replays/61824-1v1-protoss-lost-temple

I know I lost the expo, and my opponent wasn't very good. I was harrassing with my Phoenix right as he pushed, so the Chargelots got were in my face before I could react with FF(remember, only 60 APM here )

I also shouldn't have gotten the second Stargate, as it didn't see much use and I could have used the Gates to hold the push better. Will try and remember that for next time.

Also, I should have brought my Phoenix back to help with the push. Forgot about them under the pressure .

DISCLAIMER: 600 Plat, 60 APM Laddertoss here

I don't expect this to be a standard build. Maybe it will be. But it is very fun, and can catch people off guard.

I also feel like this build is very map dependant, as it is a very heavy macro/tech build. 4-Player cross positions will be best to deal with rush distance. LT is ideal, because your Nat and Ramp are easy to defend, and Phoenix will help with potential cliff harass.

I'm also aware that every build has a counter. Don't just reply with "but this is countered by x and x unit comps". Of course it is. However, it may be too vulnerable against standard builds. If that's the case, then I'm open to that kind of criticism.

I also don't have any reps just yet, haven't had time to ladder since I've gotten it more refined. Will post them ASAP.

Onward:

After spending the majority of my laddering adventures focusing on 3GateExpand, 2/3GateRobos and 4Gates, I decided it was time to give Stargate tech a shot. Until recently, I hadn't even tried a Stargate opener. I feared my multitasking skills just weren't up to snuff to be able to pull off some sexy Phoenix harass.

I also felt like transitioning out of Stargate tech wasn't going to be as smooth, because I assumed the word of mouth and forumspeak I'd heard about Carriers being medicore for the cost was true.

But one day, I decided to give Phoenix into Carrier a shot...and I was pleasantly surprised with the results.


Theory behind the build: (New stuff added, more detailed)

This build, which I feel will work best against Terran (also very good against a Robo Toss), is designed to take advantage of the awesome power that upgrades add to Interceptors. (+2 per, +16 total for fully loaded Carrier at level 1. +4 and +32 total at level 2). Seriously, the upgrade scaling on Interceptors is INSANE, and +2 Carriers do a TON of damage.

The reason I think it will work best against Terran is beacuse it will force lots of Vikings, which is where the Stalkers fit in. Stalkers, as well as the Phoenix will help support, and the Viking count will mean fewer tanks. A few Graviton beams can help make the relatively low tank count even easier to deal with.

If they go with lots of Marauders to deal with the Stalkers, it becomes a micro fight. Blink into good positions to avoid Marauders and help deal with the Vikings. Carriers giving vision on the high ground could definitely lead to good positioning options for the Stalkers. Use the Carriers to try and whittle down the Marauder force.

The ups also give the Phoenix a boost. Keep them alive during the harass and they'll provide some nice support later in the push.

I use Chronoboost primarily on army production early, as opposed to Probes, to help defend my ramp against early pushes and get Phoenix out faster.

The Phoenix harrass helps buy time to get an expansion running and force static defenses to slow the opponent down.

Once my expo is up, I begin focusing on Carrier production and upgrades, then get the Blink and Stalkers running.


Very rough build order: (EDIT 8/22)

After fighting through tons of cheeses and all ins, usually winning or losing before I got to Carriers, I tweaked the strat a little bit. I decided rushing Stargate before a 2nd Gateway was leaving me too vulnerable. So I now open with 2 gates into Stargate, and try and scout more actively with my inital Phoenix. Before, I was waiting till I had 2-3 before I showed them and started harassing.

9 Pylon (Scout)

13 Gate (Stop Chronoboosting Probes after Gate goes up)

14 Gas

16 Pylon (Move Probe out at 15 to get Pylon out of Scan range)

18 Core

19 Stalker (Boost)

22 Gateway

22 WG research (Boost)

23 Zealot (Boost)

25 Pylon

25 Stargate

27 Sentry (Boost)

27 Phoenix (Continue production as desired. I found 4 to be a nice sweet spot. Begin harrass at 2 or 3)

30 Stalker (Boost)

34 Gate

36 Pylon

38 Stalker x2

At this point, Phoenix production is about wrapped up and you can begin harrassing. You'll have a 3rd gate almost finished to get extra troops out if necessary. Use forcefield to defend your ramp, and go wreck havoc in the mineral lines.

From this point, go with the feel of the game. These suggestions are rough. The ideal goal is to maintain steady Stalker production and keep up the harass without losing any Phoenix.

Constantly poke back in to scout and abuse any weak spots, but its more important to keep the Phoenix alive than suicide them in to try and get an extra worker kill or two. They will provide nice support during the push that follows.

~40 Nexus (Use a boost or two on Probes to get more for transfer. Also, get both Assimilators immidiately running after completion. Its gas heavy from here on out)

~48 Fleet Beacon

~60 Carrier (Boost)

~65 +1 Air Attack (Continually boost this, and get to +2)

~75 Twilight Council/Graviton Catapult research (Boost)

Timing Push:

The ideal push is 5 Carriers with +2 along with a nice-sized Stalker force, with a few Zealots/Sentries mixed in if desired. You can also go with a 3 Carrier push with +1, but considering how the upgrades make Carriers exponentially better, I like to wait for the +2 and more Carriers.

Hopefully your Phoenix made it out of the harass alive, and they can Graviton key units or help focus down enemy air support during the push.

Don't forget to micro this push! Too many Tanks/Marauders? Blink those Stalkers outta there and let the Carriers go to work! Too many Vikings? Blink up and Focus them down! Carriers are also awesome at focusing down Immortals, because they don't activate the Hardened Shield (pretty sure).

How to beat it:

1. A strong 1Base all-in, very early aggression, or maybe just a well-timed attack right before the Phoenix harass starts would probably do the trick.

2. A good timing attack at around 70 food, before the expo is fully saturated and before the Carriers start to pop.

How to stay alive:

vs1. Scouting obviously is important here, which is why I go on 9. Since you have to get such an early 2nd gas and commit to early tech, if you sense lots of early aggression with the Probe scout, just abandon this build and go with something more standard. A long-lasting probe scout is extremely important here.

If you sense something relatively normal, then Forcefields will be the key to surviving a standard-ish 35-40 food push. Since you are cheap on the Gateways and slow on WG tech, you have to cut Chronoboost on Probes early. Use CB on the Gateways to get an early Sentry and enough Stalkers to have a solid ramp advantage.

vs2. The goal is to have this push significantly slowed by the Phoenix harass. If you can force static defenses and keep his army at home to ward off the Phoenix, you should be able to safely expand and tech to Carriers. At least that is the goal, and I have had it work.



Now, go give it a shot! I would love to see lots of replays of people trying it in here.

I'll try not to rage too hard at the criticism, too.







WildFrost
Profile Joined August 2010
United States11 Posts
August 20 2010 08:43 GMT
#2
I am not sure how much input I can give. But, as a toss player I see this being susceptible to a few strong standard plays from terran. Mainly with such a fast expansion and a hard tech path you would need to watch out for a 3 rax push or even the 1/1/1 could give you some trouble.

Its iffy but if the Terrans open 1/1/1 they can adjust to such fast carriers with vikings before your blink stalkers come out. However, that situation comes down to micro and skill. I would just be worried about strong one pase or 2 base timing pushes before your numbers are up. Mainly a very strong 2 base Bio push before you have big carrier numbers.

Ghost/Marine would also definitely stop your expand and maybe straight up kill you for such a fast expand/tech. Then again you can scout well with the phoenix and adjust to their BO.

The carrier switch is a good idea however im not sure how viable it is to rush them so quickly before you have a sizeable army + interceptors are rather expensive to support on 2 bases. Their also quite fragile in small numbers unlike BC's that can be repaired

But, I do like the idea and will need to give it a try. However, the main concerns are simply aggresive terran play. Im glad you posted this and its nice to see some experimentation.

Nobody can stop me from becoming the best. The only way I will fail is if I allow myself to fail.
[HalcyoN]
Profile Joined May 2010
United States163 Posts
August 20 2010 10:50 GMT
#3
This build sounds really fun =D

I can definitely see it being used against banshee openings that I feel are pretty common. I just got rolled by one today...

But as the previous poster said, this build would be pretty hard-pressed against early aggression, as you'd be dumping a lot of resources into tech. The main unit composition (Stalkers/Carriers) are fairly expensive units. Adding that to the cost of blink, graviton catapult, and upgrades, you'll definitely be having a difficult time holding off aggressive pushes from any race.

But I am glad to see carriers be incorporated into a strategy. They didn't get very much love in the beta, so hopefully you can turn that around (:
"I'm already dead"
Deafjams
Profile Joined August 2010
United States14 Posts
August 20 2010 12:09 GMT
#4
Like the sound of this build, and I've used carriers in PvZ a bit, with varying success. Think it could have some trouble with 3rax builds, as previously mentioned, but the phoenix harass could be the trick to getting past that.

I'll have to try this out a bit.
Awesomo
Profile Joined June 2010
Netherlands206 Posts
August 20 2010 12:32 GMT
#5
This looks nice enough, i'll definitely go try this out.

I am kind of questioning how this buid holds up to pressure right after you get your expo up, but that's probably just because i have a fear of expanding.

anyhow, could you add a replay?
I have an ice-cold beer, everything is possible.
Shaithis
Profile Joined March 2010
United States383 Posts
August 20 2010 12:39 GMT
#6
Would be interesting to see how this fares vs ghostmech. The early expo is probably a bad idea for PvT.
Thaddaeus
Profile Joined July 2010
Germany107 Posts
August 20 2010 12:46 GMT
#7
besides the pressure you might get if this is scouted, add a second forge to your BO and also upgrade the armor at least once.
I think this might get you a whole better stand when a bunch of marines gets to close to the carriers.
im fine :)
BOOWOO
Profile Joined March 2010
United States83 Posts
Last Edited: 2010-08-20 12:49:03
August 20 2010 12:48 GMT
#8
I will be working on getting better quality reps soon. Have been very busy lately and haven't had time to ladder.

I have a two older ladder reps that I could add where the play is very sloppy. They are from when I was winging this build before taking time to try and smooth it out a bit. Both are wins though; one vs terran and one vs protoss.

There is also one pretty good one against the AI where I have to forcefield to barely survive a 35-food-ish food push from the Terran, and then have to survive another push just as my first carrier pops, not too long after the expo is done.

If you think those would be worth watching, I'll throw them in.
shawabawa
Profile Joined May 2010
United Kingdom417 Posts
August 20 2010 12:53 GMT
#9
Uh.. where do all your minerals go?
Pheonix and carriers and upgrades are all really gas heavy, and stalkers are gas neutral.

Surely you'll just end up floating ridiculous amounts of minerals with this?
BOOWOO
Profile Joined March 2010
United States83 Posts
Last Edited: 2010-08-20 13:46:48
August 20 2010 13:29 GMT
#10
Not really. I never have a problem keeping the money low during this build. Each production cycle requires 3-4 Pylons and 700 minerals for the Carriers. Add in the 100 minerals for each Carrier's Interceptors and Probe/Stalker production, and I never have a problem.

There is a point right as I'm putting the second Stargate up and start upgrading Blink/Grav Catapult/Air Attack where I get a little gas blocked. In that case I throw down a few more Gateways to prepare for my push. Or you could grab a 3rd.

It runs pretty smoothly to be honest. Risky, but smoothly.
Shaithis
Profile Joined March 2010
United States383 Posts
August 20 2010 13:57 GMT
#11
Honestly, if I ever saw a carrier / phoenix / stalker army as Terran, I would be pretty freakin' scared. Our only real way to fight carriers are with vikings, and they are not dominating b/c they cannot kite (unlike vs BC) and get shredded very quickly. Just a small group of phoenix and stalkers will tip the scales in your favor. I think that I would have to make a huge amount of vikings and add thors, ghosts and marines to stand a chance. Of course, this presumes that I let you survive that long.
BOOWOO
Profile Joined March 2010
United States83 Posts
August 20 2010 14:06 GMT
#12
Edit: Just added more to the OP
Jonray
Profile Joined August 2010
United States37 Posts
August 20 2010 14:23 GMT
#13
I like the idea. Something different to toss into the mix once I'm better with my standard builds. I'll have to keep a bookmark here.
Anything is possible, if we're willing to lose our minds to it.
DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
August 20 2010 14:26 GMT
#14
The mothership could be extremely handy to recall just as your carriers run out of most of their shield, not to mention breaking pushes with vortex.
mikki
Profile Joined May 2010
United States9 Posts
August 20 2010 14:39 GMT
#15
This sounds really good for team play. I'll try it out!
BOOWOO
Profile Joined March 2010
United States83 Posts
August 20 2010 16:19 GMT
#16
I actually was trying this build alot in teams two nights ago. I don't feel it works very well for teams, because defending your ramp and the hard teching you have to do in this build leaves your teammate in a very bad spot against two ground armies.

It worked against weaker players (my teammate isn't very good, so we're in Silver 2v2), but against stronger players I don't see it being very feasible.
0mar
Profile Joined February 2010
United States567 Posts
August 20 2010 17:56 GMT
#17
are freaking kidding me!?

I've been working on a very similar strategy for the past couple of weeks. I've actually had some success against Zerg with this; I'm currently like 12-1 against my practice partners and 2-0 on the ladder with it.
agorist
Profile Joined July 2009
United States115 Posts
Last Edited: 2010-08-20 18:00:09
August 20 2010 17:59 GMT
#18
Upgrades really really help carriers.

Dps increase based on upgrade for a fully loaded carrier (8 interceptors):

{0..3} upgrades:
[26.67, 32.0, 37.33, 42.67]
Ryuu314
Profile Joined October 2009
United States12679 Posts
August 20 2010 18:02 GMT
#19
Seems okay, but going for carriers just screams "attack me!"

I'd imagine it'd fall really fast to early marauder aggression. Also, stimmed marines with raven support will crush this build very quickly. PDD shuts down both stalkers AND pheonixes, while stimmed marines eat interceptors for breakfast, ie faster than you can rebuild them.
Kwaa
Profile Joined June 2010
Sweden91 Posts
August 20 2010 18:13 GMT
#20
I'd rather get my gas at 12, and get one or two stalkers, rather then the two zealots.

Other then that, sounds like a fun strategy. I will try it out, for sure.
MACRO HARD!
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