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I just tried this the first time on ladder, and won the game (opponent wasn't that good, tho). it was a PvP, and i got away with expanding, while that's really not done in that matchup.
the replay (i know i played really badly, and my opponent played even worse, but it's just to try it out): http://www.sc2replayed.com/replays/60452-1v1-protoss-blistering-sands
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On August 21 2010 03:02 Ryuu314 wrote: 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.
Early Marauder/Immortal pushes will definitely be the key to breaking this before the Phoenix harass can do significant damage.
I haven't played enough games to tell if I can hold such early aggression. Test games against the AI timing attacks (~6 Marines and ~5 Marauders at around 35 food) had good results if I was quick and accurate with the forcefields.
The early-ish Sentry should allow for two forcefields, and that maybe be enough time to warp in enough units off 3 gates to hold a ramp.
If not, I haven't even tested bringing the Phoenix back to help with the early break either. I usually have them rallied outside my opponents base to start harassing quicker. Maybe I should leave them rallied in a hidden location near my base to help with such a potential break.
As of now, I don't feel like this build is autolose to midgame timining attacks. That may be proven wrong though. I'm more worried about attacks just as the expo is up and running (~70 food mark).
If it is too fragile, scouting will be the key in order to transition before committing too heavily.
Also, like I said in the OP:
1. I'm aware that this probably isn't a "standard" build, but more of a fragile, risk/reward, situational one with potentially powerful results.
2. I know there are units comps that beat it. There have to be. But the Phoenix also give you a good scouting option, so you can adjust as needed.
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On August 21 2010 03:18 Awesomo wrote:I just tried this the first time on ladder, and won the game (opponent wasn't that good, tho). it was a PvP, and i got away with expanding, while that's really not done in that matchup. the replay (i know i played really badly, and my opponent played even worse, but it's just to try it out): http://www.sc2replayed.com/replays/60452-1v1-protoss-blistering-sands
What league was this?
Reminds me of how it looked for me the first few times I tried it out 
Some of the timings were a bit off (and you definitely should have killed that Probe in your base when you saw it with the Phoenix, or earlier with a zealot), but this is a decent example of how this is supposed to work.
You missed the third Gateway, which delays your expo until after the first round of Phoenix harass, but leaves you with a little bit of safety incase of a push.
But anyways, see how the Phoenix harrass forced his army to stay at home with his army and make cannons? That bought you time to expo, slowed any potential push/expo from him down, and let you get carriers up? That is the design, and it counters Robo tech HARD.
I personally would wait for 2-3 Carriers before moving out, and microing your Stalkers in that enagement with Carrier support definitely would have helped, but you have the basic premise down for sure.
Honestly, pretty well done for your first try. Now just work on smoothing out the timings and it will feel even better.
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I'm not exactly sure it is a good idea to go into a game thinking you'll be going carriers. I agree they are very underrated and underused but they are gaining some steam with some recent pros using them. They are good vs mech terran and surprisingly effective vs zerg due to hydra's slow speed off creep you can kite pretty well, they melt vs carriers, and due to corruptors short range you can abuse blink stalkers or void rays vs them.
In terms of stargate openings you should also consider going early voids as they can be very effective. If they counter your voids with vikings or something the option to switch to phoenix is always there.
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What league was this?
i'm diamond and my opponent was plat
Honestly, pretty well done for your first try. Now just work on smoothing out the timings and it will feel even better.
yeah, i really felt like a lot of things were off, like my +2, skipping blink and moving out with just 1 carrier, but i think i'll get a hang on it eventually.
furthermore, i really like how you can just barely hold a push before you move out, makes you feel all pro.
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Interesting! My pvt builds (500ish diamond) have been failing a lot to a recent surge in Terran mech against toss and those tanks are enough of a reason to get pheonixs should they push.
I never tried carriers against Terran due to a lot of marines annihilating interceptors but this similar stradegy works wonders against Zerg with lots instead of stalkers..
What I do is if I'm on a map with an easily defended expo (delta squad is my favorite for this) I wall him in at his ramp with 2 pylons and a cannon, throw off his Bo, snipe OL with pheonix and tech +1 ground and +2 air. I sometimes use voidrays to harass because that makes him commit to hydras.
I know people say hydras melt carriers but a critical mass of +2 carriers with +1 chargelots obliterate. By then he'll try to transition into corruptors but will have a hard time after so many hydras/pheonix harassing geysers early. And even if he does I'll have like 5. Wg ready to reinforce with stalkers. Also if you can delay for a mothership I find it makes this build so much more powerful
just for the love of god snipe nydus canals when you're vulnerable around 60-80 food lol
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Haha nice, I'll try it and post my rep for advices later :p
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i like the sound of this strategy a lot, it sounds fresh and well thought out. however, i think that chronoboosting a few early stalkers before going phoenix might be a safer play(stops reaper rush, allows you to take free shots on his wall before the phoenixes come out. might also be a good idea to scout with the first phoenix... if he's going for heavy marauder pressure you have enough time to build some zealots and CB a void ray.
i haven't tried the build for myself quite yet, but i think it is important not to neglect the void ray as just getting one or two can really bolster either an offensive or defensive army. keep in mind that just one void ray can keep T pinned to his base for some time.
so to recap, how i might like to see this build: start with 1 or 2 gate stalker pressure, shuts down reapers and forces marauders. get 1 phoenix out to scout. if T is going 1/1/1 continue with phoenix harass/expo/carriers as described in OP. if he's going for a bio push get a 3rd gate up and play defensively at ramp, CB a void ray if there are a lot of mauraders . marine/ghost push could be tricky but with guardian shield shouldn't be impossible to hold.
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I would be very interesting in seeing some good replays of this.
I tried it a handful of times against AI but my Toss is very weak haha
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I just tried this in diamond... and it ended up with me just harassing with phoenixes while he smashes his 4gate push into a critical mass of sentry force fields on my ramp. It got to a point where I couldn't stop laughing and pretty much forgot to tech further. He eventually ran out of steam on his push and left... he sure was persistent- he wanted to believe that one day there would not be a forcefield there.
Overall I like the idea of trying to work carriers into my play, I just need to get more comfortable with expanding smoothly to support it.
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I've opened Void Ray against Terran and then transitioned into Carriers before. Mass Zealots as a mineral dump with some stalkers, worked really well. He tried to mass marines but it didn't even matter.
I got a Mothership for shits and giggles but it died instantly. -_-
A decent ground army supported by a few Carriers is stronger than most people think.
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i'm not a toss player but a terran player. i can see tht the build could work nice for my 2v2 partner who is toss. maybe we could win more idk
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The thing you have to remember though is that the "+16" damage is negated by +1 armor and it's more likely that they'll be pumping their upgrades faster than you.
Not that I'm necessarily doubting the Carriers, but the damage upgrade can be negated fairly easily. Though, it probably would shift the Vikings vs Carriers battle a lot since I highly doubt they'll get armor for Vikings.
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A weak side of your build is... No detector for almost 3/4 of the game... Other than that, surviving will be hard put its worth a try... GL
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On August 22 2010 13:44 Yokoblue wrote: A weak side of your build is... No detector for almost 3/4 of the game... Other than that, surviving will be hard put its worth a try... GL I assume a few Zealots could be cut to make a Forge and some Cannons, if Phoenix scout reveals cloaking. The smaller army would be balanced out by the loss of money from ineffective cloaking.
I wouldn't say this build is a great one to have as your starting game plan, but rather a very solid choice after scouting far positions and/or a highly defensive, economic build from your opponent. If things seem more aggressive, then a different build might be better. Your build has the charm of being quite neutral up to 22 food, allowing for a free switch if needed (and weakening scouting).
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Ive done a 1 base carrier build that involves 1 gate cyber stargate then 2nd gate. Its mostly zealots and sentry and stalkers with available gas. I forget numbers (havnt done the build in a week) but the second your stargate finishes you throw down a fleet beacon while constantly making units off the 2 gateways. Ideally save exactly 100 energy for when your carrier starts.
Right as your carrier pops out you have about 400 minerals so you can expand with your new firepower. This build has put me at even footing with 1 rax expands, and 10 marine 5 marauder stim pushes. It is like a voidray thats not bad vs unstimmed marines. Its expensive and slow but its more firepower and great at harassing.
+attack upgrades do scale very well on carriers, +1 is 20% more damage
I typically go storm and charge after setting up my expo because the best counter to this build is mass stimmed marines or a TON of vikings, so storm/blink is good against either of those situations. Get the occasional phoenix to scout the terran base. Be aware he may go banshee so get a robo as you expand even if its only for observers.
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1v1 this is very weak to clever cloak play as has been pointed out. On the other hand, I have enjoyed a carrier build in my 2v2 games, though with charge zelots instead of blink stalkers. Your ally can cover ranged units, ground-to-air, and detection.
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I like the build and I hope that it can become a viable option for protoss. One big issue I see is that you aren't getting any detection. How would this build fare against a cloaked banshee or dt rush? Can you see it coming fast enough with your phoenix to throw down a forge or robo? Against protoss you would definitely want to use another build if you scouted a possible 4 warpgate, but your probe scout should see that before you commit to anything.
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I think that this build has a few weaknesses. First, I think that a good bio drop will be good against this. Another thing is 4 turrets at a terrans mineral line pretty much negates your pheonix harassment. Finally, if they get an early expand you are economically behind.
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I think going carriers is most viable vs Terrans who turtle mech. This allows you to expand safely and you can use a phoenixes to scout and harass works well here. The only thing Terrans have that carriers aren't good against is battlecruisers.
Vs Zerg it's tricky as corruptors armor and hp is hard for carriers to eat through unless you can outpace his armor with your weapon upgrades. Carriers do surprisingly well vs hydras. Main thing here is if you can handle the zerg pressure while you're teching, which IMO isn't possible w/o teching colossi or HT vs hydras.
Vs Protoss is again the issue of pressure. Most PvP already end up having late expos due to highly aggressive 1-base plays not allowing expos, I can't see how you will be able to have the time and resources necessary. Though if you can get a sizable carrier fleet up it is very hard for protoss to stop due to their weak AA options.
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