On September 25 2010 13:38 Protoss_Carrier wrote:
This is only good against T
Latest update: 10/17
http://topreplays.com/Replays/Download/2112This is a replay of me against a player who has much higher points than me on the ladder. As you can see blink stalker has map control and is an effective counter.
I am not doing this as a part of Day 9 exercise. In fact, I been doing this for a long time, ever since I first touched the control of a carrier 12 years ago, I could not stop. Today I am going to present you the very precise timing I've deduced, allowing a carrier push arrive at enemy base at approximately 10 min well backed up by ground forces. I suscept this strategy is a good counter of the prevalent banshee raven marauder play seen in GSL lately.
This is a micro-intensive build
First off, replays.
http://topreplays.com/Replays/Download/1524This is a PVP game I played on scrap station. I have well abused the carrier mobility, shutting down a drop as well as reducing enemy stalker numbers.
http://topreplays.com/Replays/Download/1525This is a PvZ game I played against a 1100 diamond player (I am 952 myself). He even took a super early greedy gold expansion (before pool), and went hydra, but was not able to stop the push. Mass hydra is not the answer to this strategy.
More Replays
http://topreplays.com/Replays/Download/1540http://topreplays.com/Replays/Download/1541First game I lost to a Z
Second game I won a PvP on scrap station, demostrating that this build can hold off some aggression.
http://topreplays.com/Replays/Download/1834This is another replay of my one base carrier beating a diamond 1100pt opponent. As you can see he went with 3 gate robo.
I made a few blunder in this build (blocking in my own sentry) and was behind from the get go. But I managed to pull back and won based on pure micro as well as a clutch forcefield that trapped his immortal.
Overall a very action filled game. Guy also left with GGing.
Part I
Build order (updated 10/4)
A game with the new BO
http://topreplays.com/Replays/Download/1823I opted for a fast stalker so I don't die against reaper. But reaper now have really fallen out of favor and you should most likely get a sentry first.
Why I updated it: I been opting for an even earlier push as I became a better player micro-wise. A lot of my previous build have unnecessary safe redundancy. I also opted out against phoenix scouting because a faster carrier will defeat banshee harass anyway (if you can stall that long)
New BO (edited 10/13), this is the result of hundreds of games played. I don't think I can get more efficient than this.
- my most recent replay illustrate this BO
9 pylon
12 gate
14 gas
16 pylon
- save chronoboost at 18
Cyber as soon as mineral becomes available
2nd gas as soon as mineral becomes available
When cyber is done: get one zealot, research wrap gate, start saving up chronoboost
- do not research wrap gate yet!
- at this point you should be at 22 supply, build two more probes then stop probe production
- build one sentry after the zealot is out, chronoboost it. This is the only chronoboost you will use from this point on if not harassed, save all the rest for carrier
- continuously produce zealot after
Stargate as soon as resource is available
two more gate way as soon as resource is available, add pylon as needed
- continue to produce zealot
Produce a fleet beacon as soon as stargate is done.
Produce a phoenix to scout for banshee
Produce carrier as soon as resource is ready
- continue to produce zealot until 150 gas is saved up, at this point research graviton catapult
Carrier out at 8:30 (with my new perfected BO carrier is out at 8 min) usually, select all gateway units and have them follow your carrier to maintain formation
- send out a probe to construct proxy pylon for reinforcement. Ideally below their ramp so you can reinforce right into their main
Note about viking: kill them first, and because carrier have 14 range after interceptors are launched (2 from interceptor, 8 from carrier, you can actually kite unmicroed vikings, as seen in replay)
Part II
Microing your units
Retreat your carrier as soon as it gets focus fired, and definitely retreat when your rush begin to lose steam.
Carrier micro
- Carrier has 8 range when releasing interceptors, and the range becomes 14 as the interceptors are out. Move the carrier back as soon as interceptors have been released, and they will continue to acquire new targets
- Sometimes letting your opponent to target fire carrier a bit can draw fire away from your ground troops, but don't over do it!
- It's possible to precharge void ray on your carrier.
Part III
What if my rush failed? This is extremely all in, BTW, it's hard to come back if your carrier is shot down.
Regroup and retreat right the way. You should have excess mineral, so throw down some forge right the way and park carrier above cannons. Continue to make ground force or transition into high temp + carrier.
Immediately commence a second push when your second carrier is out. As long as you managed to keep your first carrier (and sometimes even if you didn't), your rush will still be successful.
What if I got rushed?
use force field to hold off.
Part IV
Why don't I just make a mothership?
This comes out earlier than mothership and has more direct assualt fire power than mothership. You can 1A most terran with it.
Also, in the end, I like to end with some terran tears.
http://topreplays.com/Replays/Download/1526QQing Terran.
EDITED: update last replay
EDITED: so I understand my basic built was not optimal and from now on I will adapt the 9 pylon 12 gate basic build and chronoboost after 9 pylon is done.
EDITED: phoenix vs. void ray. I been modifying my build and build phoenix instead of void ray.
Reason 1: phoenix allow some scoutting, making your build more robost against other all-ins
Reason 2: phoneix can help defend by graviton beam earlier than v ray can come out. I imagine this can make a difference in some cases, especially my revision build has a cannon at ramp
Reason 3: main push comes out a bit faster
Reason 4: void ray is not cost effective if not charged.
9/29/10 EDIT:
Four Gate Domination Special!Those are two replays, first one from laddering and second one from a 1000pt diamond, arguably not the best player, but so am I. On a similar skill level I was able to hold off their 4 gate.
Replay 1: PvP, metalpolis, 4 gate
http://topreplays.com/Replays/Download/1625I got a sentry as soon as I realized that 4 gate was coming. As you can see, one carrier literally held off the 4 gate rush. Speaking of hero carrier.
Lesson learned: 1 carrier + 2 cannon can defend against a 4 gate rush
Replay 2 PvP
http://topreplays.com/Replays/Download/1626This guy actually 5 gated me, and I got a sentry as soon as I realized what's going on. Some perfect sentry micro and some shitty carrier micro later (lost 2 carriers, including one with 15 kills on it)
I believe each of my carrier has at least 10 kills, more like 15. that's 1500+ mineral and 500+ gas for each of those carrier. Speaking of cost effectiveness.
10/13 EDIT
Updated with some of the finest terran tears.
So since I been having some really good results with this build against T I decided to off race as Z. I was of course rolled over by MMM because I was not experienced enough with fungal. I asked for a rematch, and my opponent simply went "nah". I explained that I was off racing and main P, then he proceeded to say "P is too easy try I only play TvT". He then explained that MMM is so good that there is no counter to it.
Well, I beg to differ, and told him I have a strat pretty much hard counter MMM. He of course laughed at this and said that tester got rolled by MMM. I replied that tester never did this build (why would a toss hero n00b cheese like this?)
He reluctantly agreed to a rematch, and I got to witness some of the finest terran QQ. He actually put me on ignored list after the match.
Guy's APM is roughly 3 times mine and he DID scout my stargate AND fleet beacon and laid down missile turrets. Unfortunately MMM just wasn't enough in his case. I imagine you have a very small timing window to scout and pump viking. I know that 2 viking isn't enough against this build.
http://topreplays.com/Replays/Download/2046