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[D] PvZ: 1 gate sentry FE - Page 2

Forum Index > StarCraft 2 Strategy
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TheThinkingGamer
Profile Joined August 2010
United States48 Posts
September 16 2010 18:11 GMT
#21
Thank you sir this is a great post and I plan on giving this a go!
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
September 17 2010 13:47 GMT
#22
On September 17 2010 02:33 iamke55 wrote:
I like how the wall blocks baneling busts. I've been fast expanding in pvz for ages and I never figured out to make my pylon on the far side of the bottom of the ramp instead, so that the wall would be made exclusively of sturdy buildings. I had to place an awkwardly positioned 2nd pylon at the bottom of my ramp to wall with a zealot, thus not having any pylon power in my main to put gateways and tech buildings, but your building placement is cleaner. I also had to quit a few times because my first forge/gateway blocked my nexus spot XD "gg i messed up my building placement" *has left the game*

Since I don't have internet to test anything out, I have some questions.

How quickly can you get a +1 weapons zealot/sentry push, and is it necessary? When I went 15 nexus, I could punish double expoing zergs by hitting with around 8 zealots and 5 sentries leaving my base at 8:50-9:00 just as +1 weapons finished. What 15 nexus gains in economy, you make up for by having more units out earlier, so I'm wondering if zergs are able to pull off the 22 hatch 21 hatch response or 14 hatch "eco cheese" that they often try against my expo. If the threat of an early attack prevents the Zerg from using these eco cheeses, then I can see how you transition to mid-game without being forced to do some +1 timing push.

How can you deal with mass speedlings off of multiple hatcheries? You go stalker as a safety net while waiting to scout what the Zerg player is teching. In my experience, mass speedlings will let Zerg contain stalkers for a long time while they take a 3rd. Hiding their tech at their 3rd will let speedlings contain you even longer, as you are still cannot commit to colossi until you know whether mutas are coming.

How do you deal with a mass hydra all in, assuming you didn't get lucky with a 2nd scouting probe? You can't tech colossus blindly unless you know mutaling isn't coming, and if you wait for your observer to find their hydra den, your robotics bay is too late. Any scouting units you send to check for assimilator counts before obs can get sniped by speedlings.

These are mostly weaknesses I've found with my normal cannon-defended FE, that I would like to know how you deal with before I can test out your build.

edit: once I have internet I can try to find the adel vs huk replay to see how a PvP FE is done


You can get a forge right after or before the nexus that is not really a issue. THe build order of your buildings isn't really set in stone, it's just that you open with sentries which are always good (and great if full on energy which they usually are with this build) and CAN make a nexus without a forge/cannon if you want to (like against 14 hatch). I usually add the forge right after the nexus (blocking off a potential weak pylon in my build).
As for quick scouting hallucination is really the answer. It costs about the same as 1 observer and if you get it quickly after warpgate (and chrono it a few times) you can easily see what they are doing. Just send 2 hallucinated phoenix to the common places for their 3rd and also scout their tech, after that I usually go:
spire -> put down 1 stargate and go stalker/sentry/zealot/phoenix. Getting +2 attack quite quickly and usually blink.
hydra and/or roach -> put down robo bay. In case of roach some immortals otherwise fast colossi.

A hydra push usually isn't the biggest problem as they are really slow without a creep highway (which they usually won't have up to your base yet). And stalker/zealot is quite good against hydra if they are slow.
phantaxx
Profile Joined May 2010
United States201 Posts
September 17 2010 19:04 GMT
#23
I've been trying this build in practice matches and it seems like it can't withstand a 6pool. The positioning of the buildings at the bottom of the ramp instead of the top just gives the zerglings too much free space to hit everything. Tried defending a 6pool with this build 3 times in a row, including a Metalopolis cross-spawn, and still no luck. Any advice on this?
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
September 17 2010 19:42 GMT
#24
Koreans do this all the time. It is definetaly a great build and thanks for the wallin pictures.
When the new patch comes out this will become increasingly popular as zealot pressure-> expand will be nerfed.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
September 21 2010 00:26 GMT
#25
Just bumping this thread because I updated it quite a bit.
XCLuSive
Profile Joined November 2009
Canada121 Posts
September 23 2010 13:20 GMT
#26
Hey i've been trying out this, do you put any pressure on the zerg at all after your expansion goes up? I find that turtling in your base until you get collosi/phoenix (tier3) is really really passive and would allow for the zerg to drone up too much.

Would it be possible to move you with your sentry/stalker force to put a little bit of pressure once your +1 is done? Would I die to mass zerglings if I move out with that force?
nothing less than legendary
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 23 2010 14:07 GMT
#27
This is a pretty good build. I've been grabbing fast +1 with my forge and started making zealots again after the expansion starts since I don't need to save minerals anymore. It makes for a nice little +1 zealot/sentry push that clobbers any greedy zerg who goes only lings.

I prefer forge FE since it is more economy, but this is probably a safer and less map dependent build.
Half man, half bear, half pig.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-09-23 14:37:29
September 23 2010 14:25 GMT
#28
on blistering sands (and new desert oasis) I definitely prefer a complete wall-off, get my eco going and break my own stones later; it's much safer and doesn't really hurt you since you'd have to keep track of your stones anyways; especially if you spawn south your attak-path will be really smooth

EDIT: just re-checked your exact build order and now I'm quite sceptical.....I really don't see the point of putting the buildings down below;
you aren't getting a very quick expansion, an expansion at 31 is a pretty straight forward play; what I mean is, if you put down the nexus at 31 you need 2 more gateways+ pylons at this point; so why not simply get a forward pylon at this point and create a "new" wall while your nexus is warping in? economical zerg players won't have the units to kill the nexus and against 1-basing zerg I'd recommend getting 3 gates before expo anyways;

all this does NOT hold true if you indeed go for a "very" fast expansion at 19-21; in this case walling off below early does help you to hold off early ling-shenanigans; no offense, but I just don't see why you would want to expose you with buildings below if you don't plan on getting a FE at around 19-21....
in other words: I think the timings of your builds are really neat, but I simply don't think that you need to wall-off your expansion that early unless you get an FE around 19-21
"You see....YOU SEE..." © 2010 Sen
kandalf
Profile Joined August 2010
12 Posts
September 25 2010 23:38 GMT
#29
How does this opening work with a transition into six gate and then moving to 2 robo collossi?
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