• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:15
CET 15:15
KST 23:15
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book11Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info7herO wins SC2 All-Star Invitational14
Community News
Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker6PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)9Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April8
StarCraft 2
General
Terran Scanner Sweep How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker Behind the Blue - Team Liquid History Book Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) WardiTV Mondays $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 512 Overclocked The PondCast: SC2 News & Results Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
[ASL21] Potential Map Candidates BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea BW General Discussion Liquipedia.net NEEDS editors for Brood War
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread Diablo 2 thread ZeroSpace Megathread EVE Corporation Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Sex and weight loss YouTube Thread The Games Industry And ATVI
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2964 users

TvP 3-1-2 build. - Page 8

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 6 7 8 9 10 16 Next All
whateversclever
Profile Joined November 2009
United States197 Posts
September 02 2010 15:43 GMT
#141
On September 03 2010 00:40 clickrush wrote:
Show nested quote +
On September 02 2010 22:28 junemermaid wrote:
On September 02 2010 16:00 Yokoblue wrote:
The problem with engaging the terran army beforehand is that marauder eat almost all gateway unit. You want to stay in your base to FF the ramp... If you engage, you might lose quite a lot if he got concusive shell upgrades. 1-2 stalker less and maybe you're done...

Its just my 2 cents


Just get blink if you don't know what the Terran is doing. Since that is pretty much every game, I get blink before leg speed almost every PvT I play, since I just don't know what the hell Terran players are up to. The concussive shell problem is solved immediately (although it won't be ready for the first "poke". The fastest I can REASONABLY get blink is around the 6ish minute mark). You can play right up on the Terran's front door if you have blink after that initial push. He can't chase or snipe units at all if he is going heavy marauder given you have appropriate reaction times. Stalkers w/ blink are really effective against heavy marauder or 3rax builds. When he is moving out, you can blink on top of his base and wreak havoc. Once he starts chasing you back in his base you can FF his ramp with a sentry and harass his expansion if he has one. It really holes up Terran players until they have medivacs.

Against this 3/1/2 build, Stalkers with blink forces it to make a transition, to you know, something that kills stalkers. The fact that the raven can't get a positional pdd off means that hellions and marines are not very effective. Although the T should cut hellion production if he sees a lot of stalkers on the field. The only real threat is the banshees, but you're gonna need ~4-5 to cause problems for stalkers. At that point, protoss should either have feedback or a few phoenix, and with some decent control, should be able to hold off adequately.

It's really hard to completely shutdown this build just from the volume of troops T is making, but it isn't too difficult to defend a timing push.

Honestly, I wish people would stop making stalkers without blink. A good portion of protoss players haven't even experimented with the ability. If they do get it, they forget they have it and never use it, or use it once or twice during an entire game. Blink is like a stalker's stim, only better. I don't think Terran really has a HARD counter to early game blinking stalkers. They have a lot of soft-counters that depend on unit control and individual awareness. But as far as I'm concerned, I can open with blink stalkers every game and not be at risk against anything the Terran throws at me. That is how I open about 90% of my PvT's.


your experience with blink is quite interesting. I didnt use it at all against T because I dont like to go stalker heavy against marauders.

thats why I get charge allways. I think a good amount of chargelots+ stalkers can shut down the attack in the OP (its not a push btw. its a simple attack or timing attack).

the harass in the beginning is also not a problem. against attacks like this P can even early expand. go stalker heavy off one chronoboosted gate (a few zealots to tank marauder fire) and expand. I defended all kinds of reaper+marauder+bunker attacks and marauder cheeses with it while expanding. T is very, very weak against P early game IMO.

In practice I dont see what damage T can do with this attack against chargelots. I also saw the reps of ra fighting against it with blink vs morrow. the banshees are scary for sure. but if you defend this and get HTs/phoenix eventually then T has to get ghosts asap.

I fear any bio+ghost composition 10times more than this. this catches people off guard for sure, but it isnt strong itself IMO. yes ghosts vs P comes down to micro and positioning but its way more flexible and strategically defends all kinds of compositions P has.

so may I ask if the OP played with this against a chargelot heavy build?


What the heck are Chargelots going to do against Banshees?
Yokoblue
Profile Joined March 2010
Canada594 Posts
September 02 2010 15:46 GMT
#142
they gonna tank everyshot from all the other unit so you can focus fire the banshee
Master League playing Protoss and Zerg
H3r0
Profile Joined September 2010
Canada3 Posts
September 02 2010 15:48 GMT
#143
Thank for this build. I like this one base strategy with production on six building, sound effective.

I didn't check each replay carefully but in the first one (Xelnaga Caerne) at the time you are pushing with your two banshee and 'rines you are already accumulating way too much gas, which sound weird when talking about a Banshee based strategy. When you're engaging you've around 800gas excess, that make me think their is a way to better use the unit combination for the second push.

So let's think about a way to improve the building order by consuming more gas. Would the answer be a ghost academy along with a Tech lab? This being created after the starports, will be an extra 200min 75gas resources in buildings, this probably mean sacrificing one hellion for the push with banshee and two 'rine. Then the ghost will consume an other hellion + marine in the push. Will the ghost with is EMP be as important as two hellion and 3 marines? Probably not at the time of the push with banshee, but it might be more effective if the second push is not finishing him as a ghost will only replace an hellion and a 'rine. You will also be ready when his high templar will pop out.

What do you think?
Zalfor
Profile Blog Joined October 2005
United States1035 Posts
September 02 2010 15:50 GMT
#144
i greatly like this build idea. gonna try it out.
555, kthxbai
whateversclever
Profile Joined November 2009
United States197 Posts
September 02 2010 15:52 GMT
#145
On September 03 2010 00:46 Yokoblue wrote:
they gonna tank everyshot from all the other unit so you can focus fire the banshee


With what? PDD + Banshee can take out low Stalker numbers easily. Heck, Banshees can take on Stalkers fine on their own. Stalkers have more HP, but Banshees out DPS them.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
September 02 2010 15:55 GMT
#146
On September 03 2010 00:43 whateversclever wrote:
Show nested quote +
On September 03 2010 00:40 clickrush wrote:
On September 02 2010 22:28 junemermaid wrote:
On September 02 2010 16:00 Yokoblue wrote:
The problem with engaging the terran army beforehand is that marauder eat almost all gateway unit. You want to stay in your base to FF the ramp... If you engage, you might lose quite a lot if he got concusive shell upgrades. 1-2 stalker less and maybe you're done...

Its just my 2 cents


Just get blink if you don't know what the Terran is doing. Since that is pretty much every game, I get blink before leg speed almost every PvT I play, since I just don't know what the hell Terran players are up to. The concussive shell problem is solved immediately (although it won't be ready for the first "poke". The fastest I can REASONABLY get blink is around the 6ish minute mark). You can play right up on the Terran's front door if you have blink after that initial push. He can't chase or snipe units at all if he is going heavy marauder given you have appropriate reaction times. Stalkers w/ blink are really effective against heavy marauder or 3rax builds. When he is moving out, you can blink on top of his base and wreak havoc. Once he starts chasing you back in his base you can FF his ramp with a sentry and harass his expansion if he has one. It really holes up Terran players until they have medivacs.

Against this 3/1/2 build, Stalkers with blink forces it to make a transition, to you know, something that kills stalkers. The fact that the raven can't get a positional pdd off means that hellions and marines are not very effective. Although the T should cut hellion production if he sees a lot of stalkers on the field. The only real threat is the banshees, but you're gonna need ~4-5 to cause problems for stalkers. At that point, protoss should either have feedback or a few phoenix, and with some decent control, should be able to hold off adequately.

It's really hard to completely shutdown this build just from the volume of troops T is making, but it isn't too difficult to defend a timing push.

Honestly, I wish people would stop making stalkers without blink. A good portion of protoss players haven't even experimented with the ability. If they do get it, they forget they have it and never use it, or use it once or twice during an entire game. Blink is like a stalker's stim, only better. I don't think Terran really has a HARD counter to early game blinking stalkers. They have a lot of soft-counters that depend on unit control and individual awareness. But as far as I'm concerned, I can open with blink stalkers every game and not be at risk against anything the Terran throws at me. That is how I open about 90% of my PvT's.


your experience with blink is quite interesting. I didnt use it at all against T because I dont like to go stalker heavy against marauders.

thats why I get charge allways. I think a good amount of chargelots+ stalkers can shut down the attack in the OP (its not a push btw. its a simple attack or timing attack).

the harass in the beginning is also not a problem. against attacks like this P can even early expand. go stalker heavy off one chronoboosted gate (a few zealots to tank marauder fire) and expand. I defended all kinds of reaper+marauder+bunker attacks and marauder cheeses with it while expanding. T is very, very weak against P early game IMO.

In practice I dont see what damage T can do with this attack against chargelots. I also saw the reps of ra fighting against it with blink vs morrow. the banshees are scary for sure. but if you defend this and get HTs/phoenix eventually then T has to get ghosts asap.

I fear any bio+ghost composition 10times more than this. this catches people off guard for sure, but it isnt strong itself IMO. yes ghosts vs P comes down to micro and positioning but its way more flexible and strategically defends all kinds of compositions P has.

so may I ask if the OP played with this against a chargelot heavy build?


What the heck are Chargelots going to do against Banshees?


did you read the OP? he attacks with a couple banshees, a raven and lots of marines. chargelots tank all the banshee and marine fire while destroying the marines. with a smaller stalker amount the PDD will ofc save the banshees for quite a while but the main army consinsts of marines. this attack better does a shitload of damage if P is early expanding.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-02 16:03:53
September 02 2010 15:55 GMT
#147
A PDD will defend itself. It just seems like there's a limit to show many shots it can shoot down per second.

About 1-6 Stalkers firing at it will pretty much never get a shot through.

About 10 Stalkers can pretty much instagib it if they all fire together.

That's the trick. If everything fires together, the PDD can't catch all of the shots. If they keep firing in some random pattern it'll stop it every single time. Even 11 Stalkers can't get a shot through until it runs out of energy if you send them to attack the thing.
SkullOne
Profile Joined April 2010
United States52 Posts
September 02 2010 16:09 GMT
#148
I actually combined part of this build with iEchoic's 1/1/2 build in a match early this morning. Started off with the 3/1/2 and did the poke. Killed two zealots and wounded his stalkers. He retreated but kept his army at his choke so instead of another frontal push I did a 3 hellion drop and killed 6 probes. He tried to counter-push after that but ran into my MM ball, a bunker and 4-5 banshees on my choke.

He managed to kill most of my bio ball but I still had 4 Marauders and nearly all my Banshees. I pushed right back with those Banshees and Marauders while pumping more MM, a Raven and a Banshee and lifting off my newly built CC in order to expand.

Didn't even get to pull SCV's and send them to the new CC as his blink stalkers died quite quickly to my Banshees and Marauders. If I had gotten a Raven out earlier (which I will do next time) his push would have done far less damage making it an even easier win.

If I was Protoss right now I'd be very scared of a fully functional combination of 1/1/2 and 3/1/2 because I just don't see how it can be countered at the moment. Early poke, followed by Hellion drop, followed by MM/Raven/Banshee ball. Scary...
I dont need no stinking quote
whateversclever
Profile Joined November 2009
United States197 Posts
September 02 2010 17:37 GMT
#149
On September 03 2010 00:55 clickrush wrote:
Show nested quote +
On September 03 2010 00:43 whateversclever wrote:
On September 03 2010 00:40 clickrush wrote:
On September 02 2010 22:28 junemermaid wrote:
On September 02 2010 16:00 Yokoblue wrote:
The problem with engaging the terran army beforehand is that marauder eat almost all gateway unit. You want to stay in your base to FF the ramp... If you engage, you might lose quite a lot if he got concusive shell upgrades. 1-2 stalker less and maybe you're done...

Its just my 2 cents


Just get blink if you don't know what the Terran is doing. Since that is pretty much every game, I get blink before leg speed almost every PvT I play, since I just don't know what the hell Terran players are up to. The concussive shell problem is solved immediately (although it won't be ready for the first "poke". The fastest I can REASONABLY get blink is around the 6ish minute mark). You can play right up on the Terran's front door if you have blink after that initial push. He can't chase or snipe units at all if he is going heavy marauder given you have appropriate reaction times. Stalkers w/ blink are really effective against heavy marauder or 3rax builds. When he is moving out, you can blink on top of his base and wreak havoc. Once he starts chasing you back in his base you can FF his ramp with a sentry and harass his expansion if he has one. It really holes up Terran players until they have medivacs.

Against this 3/1/2 build, Stalkers with blink forces it to make a transition, to you know, something that kills stalkers. The fact that the raven can't get a positional pdd off means that hellions and marines are not very effective. Although the T should cut hellion production if he sees a lot of stalkers on the field. The only real threat is the banshees, but you're gonna need ~4-5 to cause problems for stalkers. At that point, protoss should either have feedback or a few phoenix, and with some decent control, should be able to hold off adequately.

It's really hard to completely shutdown this build just from the volume of troops T is making, but it isn't too difficult to defend a timing push.

Honestly, I wish people would stop making stalkers without blink. A good portion of protoss players haven't even experimented with the ability. If they do get it, they forget they have it and never use it, or use it once or twice during an entire game. Blink is like a stalker's stim, only better. I don't think Terran really has a HARD counter to early game blinking stalkers. They have a lot of soft-counters that depend on unit control and individual awareness. But as far as I'm concerned, I can open with blink stalkers every game and not be at risk against anything the Terran throws at me. That is how I open about 90% of my PvT's.


your experience with blink is quite interesting. I didnt use it at all against T because I dont like to go stalker heavy against marauders.

thats why I get charge allways. I think a good amount of chargelots+ stalkers can shut down the attack in the OP (its not a push btw. its a simple attack or timing attack).

the harass in the beginning is also not a problem. against attacks like this P can even early expand. go stalker heavy off one chronoboosted gate (a few zealots to tank marauder fire) and expand. I defended all kinds of reaper+marauder+bunker attacks and marauder cheeses with it while expanding. T is very, very weak against P early game IMO.

In practice I dont see what damage T can do with this attack against chargelots. I also saw the reps of ra fighting against it with blink vs morrow. the banshees are scary for sure. but if you defend this and get HTs/phoenix eventually then T has to get ghosts asap.

I fear any bio+ghost composition 10times more than this. this catches people off guard for sure, but it isnt strong itself IMO. yes ghosts vs P comes down to micro and positioning but its way more flexible and strategically defends all kinds of compositions P has.

so may I ask if the OP played with this against a chargelot heavy build?


What the heck are Chargelots going to do against Banshees?


did you read the OP? he attacks with a couple banshees, a raven and lots of marines. chargelots tank all the banshee and marine fire while destroying the marines. with a smaller stalker amount the PDD will ofc save the banshees for quite a while but the main army consinsts of marines. this attack better does a shitload of damage if P is early expanding.


How exactly are you going to "tank Banshees with Zealots"? Is there some taunt function to the Zealot that I'm unaware of? Once the Stalkers are dead, who cares what happens to the Marines? You're not going to slaughter those Marines so badly that your Zealots will be anything other than dead if you don't take those Banshees out.

It's totally in Terran's favor. Protoss CAN'T just magically make Banshees try to shoot Zealots. But Banshees can force Stalkers to come after them, by making a b-line for the minerals. You don't even need to send in the Marines. The only reason why you build Marines is to defend against air and mass Stalkers. You could just leave them in your base if you want.

Oh and you're expanding with your Zealot army to defend? Say hello to every probe you own dying.
bearpole
Profile Joined August 2010
Canada3 Posts
September 02 2010 17:38 GMT
#150
On September 01 2010 15:07 superbabosheki wrote:

First Poke
The first "poke" comes in the early game. This is very similar to the 1 marine, two marauder, 1 reaper play, however this consists of 1 marine, 3 marauders, and 1 hellion at around the exact same timing.

This simple poke in with 5 units can end the game many times vs a greedy protoss, but it will at the very least let you know exactly what you're opponent is up to(by seeing what he is defending with). Watch replay or try it yourself to see just how effective it can be.



Yeah, tried this last night and he had 2 stalkers, 1 zealot and 1 sentry on his ramp. WTFPWND my 5 guys (1 hellion, 3 rauders, 1 marine) and basically marched into my base and destroyed me.

Then again, I'm not very good, but I thought I followed the early build pretty strictly...



Bagi
Profile Joined August 2010
Germany6799 Posts
September 02 2010 17:44 GMT
#151
On September 03 2010 02:38 bearpole wrote:
Show nested quote +
On September 01 2010 15:07 superbabosheki wrote:

First Poke
The first "poke" comes in the early game. This is very similar to the 1 marine, two marauder, 1 reaper play, however this consists of 1 marine, 3 marauders, and 1 hellion at around the exact same timing.

This simple poke in with 5 units can end the game many times vs a greedy protoss, but it will at the very least let you know exactly what you're opponent is up to(by seeing what he is defending with). Watch replay or try it yourself to see just how effective it can be.



Yeah, tried this last night and he had 2 stalkers, 1 zealot and 1 sentry on his ramp. WTFPWND my 5 guys (1 hellion, 3 rauders, 1 marine) and basically marched into my base and destroyed me.

Then again, I'm not very good, but I thought I followed the early build pretty strictly...




If those were the exact army compositions, you certainly should not be getting WTFPWND.

In early game skirmishes with few units like this, you need to micro heavily.
shutdown_exploded
Profile Joined June 2010
United States133 Posts
September 02 2010 17:46 GMT
#152
On September 01 2010 17:01 superbabosheki wrote:
[
It is impossible to get to storm without dying to the 1 raven 2 banshee push, plus what kind of protoss would blindly rush for templar(which would mean no robo). So if I did scout a P rushing for psi storm I would do a barrel roll.


if you get pushed with an MM group early I might expect another early push and go for citadel to get charge and then just throw down the temp archives.
Feedback on the raven and the banshees would really ruin your push.
SPYTE
Profile Joined August 2010
United States289 Posts
September 02 2010 18:37 GMT
#153
i really like this build. posting so i can come back and review the replays when i get out of work! :D
"The original SPYTE"
tGhOeOoDry
Profile Joined August 2010
United States48 Posts
September 02 2010 18:39 GMT
#154
On September 03 2010 02:38 bearpole wrote:
Show nested quote +
On September 01 2010 15:07 superbabosheki wrote:

First Poke
The first "poke" comes in the early game. This is very similar to the 1 marine, two marauder, 1 reaper play, however this consists of 1 marine, 3 marauders, and 1 hellion at around the exact same timing.

This simple poke in with 5 units can end the game many times vs a greedy protoss, but it will at the very least let you know exactly what you're opponent is up to(by seeing what he is defending with). Watch replay or try it yourself to see just how effective it can be.



Yeah, tried this last night and he had 2 stalkers, 1 zealot and 1 sentry on his ramp. WTFPWND my 5 guys (1 hellion, 3 rauders, 1 marine) and basically marched into my base and destroyed me.

Then again, I'm not very good, but I thought I followed the early build pretty strictly...





As has been said, with low unit number, micro is key. If you just 1a up the ramp, you're screwed. But if you poke the ramp, goad him down, kite with the hellion and focus the stalkers with the marauders, you might win right there. I've started playing with this build and I just won a game with the poke where his composition was identical to that which you described. Remember: this early, with one sentry, he gets two ff max. No need to run up against it and play into his hand.

I've played a half dozen games with this build. The one game I lost (first I played) was to what I thought was a zealot heavy force until he popped his void rays out of his hidden stargate. By the time my marines got back to my base the void rays were charged and that's all she wrote.

The most recent game I played was against a very zealot heavy force. And I agree: zealots don't tank banshees. For my first push, he had a half dozen stalkers and 10ish zealots. PDD, focus fire the stalkers, let the marines die, and then when only zealots and banshees are left, clean up. The game lasted quite a while, actually, because without the marines, and having already used the PDD, the warped-in stalkers were able to repel the remaining banshees. The game lasted long enough for him to get High Templar. And those HURT. But with proper micro and constant pressure he'll never have enough energy for more than two at once, so I was okay.

I have yet to see Phoenixes when I use this build. Do PDD's stop Phoenix shots? If not, wouldn't Phoenix/Zealot by the hard counter?
shutdown_exploded
Profile Joined June 2010
United States133 Posts
September 02 2010 18:44 GMT
#155
pdd does not work on phoenixes. If they knew you were doing this and went phoenix zealot they'd probably wreck you.
It's tricky to predict this push is coming, and by the time they got a real lot/nix force, with 3/1/2 you could techswitch so easily.
TheGreenMachine
Profile Joined March 2010
United States730 Posts
September 02 2010 18:48 GMT
#156
Ive actually lost to a very similar build but it was 2 rax with reactor+1 rax no addon+2 starports with techlabs. Making 100% marine+banshee. No early pressure but it involves a factory float roughly the time when a templar archives would be starting. The factory lands and starts making hellions as you push forward with your 1 raven, 5 or 6 banshee, and bunch of marines. I found it very hard to stop with zealots, stalkers. In my opinion, if a terran is on 1 base just go for tech. You NEED HT or phoenix vs this push. Next time I run into it im going to tech 1 base to HT, skip storm, make like 10 zealots, 4 stalkers, and like 4 HT to feedback then become archons.

If I went phoenix id have to worry about microing away from marines and PDD will block phoenix shots. Fast HT and rushing archons (until someone expands). After one expands the game could go in a million different directions.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
SiN]
Profile Blog Joined February 2010
United States540 Posts
September 02 2010 18:48 GMT
#157
On September 03 2010 03:44 shutdown_exploded wrote:
pdd does not work on phoenixes. If they knew you were doing this and went phoenix zealot they'd probably wreck you.
It's tricky to predict this push is coming, and by the time they got a real lot/nix force, with 3/1/2 you could techswitch so easily.


Phoenix zealot doesn't work because you will be able to tell whether they are building out of a stargate or not fairly early on. If there is a stargate, then you can simply get cloaked banshees and win.
TheGreenMachine
Profile Joined March 2010
United States730 Posts
September 02 2010 18:56 GMT
#158
On September 03 2010 03:48 GoSu] wrote:
Show nested quote +
On September 03 2010 03:44 shutdown_exploded wrote:
pdd does not work on phoenixes. If they knew you were doing this and went phoenix zealot they'd probably wreck you.
It's tricky to predict this push is coming, and by the time they got a real lot/nix force, with 3/1/2 you could techswitch so easily.


Phoenix zealot doesn't work because you will be able to tell whether they are building out of a stargate or not fairly early on. If there is a stargate, then you can simply get cloaked banshees and win.

IMO 3 gate+1 robo fast tech to HT is best counter to this. If the terran sees this coming he can switch a techlab on his factory and get igniter hellions or in the build i talked about 2 posts above, he can switch a reactor onto his factory. Hopefully by then protoss has started an expansion and is keeping the terran from expanding to gain an advantage going into lategame.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
knyttym
Profile Blog Joined December 2006
United States5797 Posts
Last Edited: 2010-09-02 19:02:24
September 02 2010 19:00 GMT
#159
you can support 6 production facilities off of 1 base!?

edit: and you can transition into an expand... How is this possible?
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
Last Edited: 2010-09-02 19:25:25
September 02 2010 19:23 GMT
#160
On September 03 2010 03:44 shutdown_exploded wrote:
pdd does not work on phoenixes. If they knew you were doing this and went phoenix zealot they'd probably wreck you.
It's tricky to predict this push is coming, and by the time they got a real lot/nix force, with 3/1/2 you could techswitch so easily.

Why do people keep saying things that are not true? PDD DOES WORK ON PHEONIX.

On September 03 2010 04:00 kNyTTyM wrote:
you can support 6 production facilities off of 1 base!?

Marines cost 50 minerals, hellions cost 100. You are producing out of 3 raxes and 1 factory that is only 250/0 a cycle, very low cost basically. Basically 4 out of 6 production facilities are cheap as heck.

Banshees are 300/200 and take very long to build.

After your first engagement you will without a doubt lose supply, this is when you can cut supply depot and hellion production and easiliy have a huge excess in minerals while either reinforcing are starting up a defense at your natural(ravens cost 100/200 and you will have a lot of excess gas).
Prev 1 6 7 8 9 10 16 Next All
Please log in or register to reply.
Live Events Refresh
LiuLi Cup
11:00
Group A
Reynor vs Creator
Maru vs Lambo
RotterdaM1272
IndyStarCraft 285
TKL 205
Rex160
IntoTheiNu 21
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1272
IndyStarCraft 285
TKL 205
Rex 160
StarCraft: Brood War
Sea 7255
Calm 5267
Bisu 3049
Horang2 1548
Jaedong 1304
Larva 905
BeSt 685
Stork 490
actioN 399
Soma 397
[ Show more ]
Hyuk 346
Light 345
Mini 344
firebathero 291
GuemChi 282
Snow 249
ggaemo 247
EffOrt 243
Rush 130
hero 124
Mong 96
Pusan 85
Sharp 85
Sea.KH 73
sorry 64
Barracks 58
PianO 53
Aegong 49
JYJ 38
Shinee 34
ToSsGirL 33
Killer 31
JulyZerg 31
Free 28
Movie 28
910 22
Hm[arnc] 19
HiyA 18
soO 17
Shine 16
scan(afreeca) 16
Terrorterran 15
zelot 10
ajuk12(nOOB) 9
Sacsri 6
Dota 2
qojqva1902
Gorgc756
Dendi190
Counter-Strike
x6flipin560
byalli520
Other Games
hiko743
B2W.Neo741
olofmeister501
crisheroes277
Pyrionflax173
Fuzer 164
Sick138
ArmadaUGS82
Mew2King59
Organizations
Other Games
gamesdonequick266
StarCraft: Brood War
Kim Chul Min (afreeca) 6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 83
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 9
• HerbMon 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota266
League of Legends
• TFBlade432
Upcoming Events
PiGosaur Monday
10h 45m
Replay Cast
18h 45m
LiuLi Cup
20h 45m
Clem vs Rogue
SHIN vs Cyan
Replay Cast
1d 9h
The PondCast
1d 19h
KCM Race Survival
1d 19h
LiuLi Cup
1d 20h
Scarlett vs TriGGeR
ByuN vs herO
Replay Cast
2 days
Online Event
2 days
LiuLi Cup
2 days
Serral vs Zoun
Cure vs Classic
[ Show More ]
RSL Revival
3 days
RSL Revival
3 days
LiuLi Cup
3 days
uThermal 2v2 Circuit
3 days
RSL Revival
4 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
LiuLi Cup
4 days
Replay Cast
5 days
Replay Cast
5 days
LiuLi Cup
5 days
Wardi Open
5 days
Monday Night Weeklies
6 days
Replay Cast
6 days
WardiTV Winter Champion…
6 days
Liquipedia Results

Completed

Proleague 2026-02-09
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.