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PvT dealing marine/banshee/raven timing push - Page 9

Forum Index > StarCraft 2 Strategy
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Ascendant13
Profile Joined August 2010
66 Posts
October 20 2010 06:06 GMT
#161
Why did they take the banshee cloak upgrade off of the fusion core? I mean it seems insanely easy to get given how awesome banshees are. Dark Templar are a hell of a lot harder and more expensive to get with an obvious building, and I would take banshees over DT any day of the week.
pakman
Profile Joined October 2010
United States57 Posts
October 20 2010 06:46 GMT
#162
i dunno why noones mentioned this but as soon as you scout the telltale marines on top of ramp with a possible bunker for the marine banshee raven indication, go for a preemptive strike as they are pretty vulnerable to a fast immortal push. granted when the ravens and banshees come out, its pretty much gg unless you are a micro god. Ive learned the hard way not to try and fight the marine/ban/rav and just focused on ending the game before they can assemble the toss destroyer army which i think is basically the new mmm. i guarantee t will not have a defense thats sufficient enough to hold against a 1 base 3 gate robo push when teching to raven/banshees. even if you were wrong and they were trying some kind of mech play, immortals still do well. its pretty much all i do if i suspect the banshee/rine timing push. btw i play at the 1400-1500 level so it might not be viable at higher levels
HEhatesusall
Profile Joined April 2010
Greece76 Posts
October 20 2010 07:05 GMT
#163
well,if its any help to your guys,i just stumbled into this build yesterday at ladder

Xel naga caverns, PvT, I(as protoss) FE with only 1 gas(adelscot-style).I (think) i went gate-gate-robo. With the opening im having,i have barely enough off 1 gas to make a zealot heavy army+a few stalkers+obs+immortal. I scout double port banshees, get a stargate,chrono some phoenix out and it wasn't even close(opponent was ~1500-1600 terran)

http://www.mediafire.com/?z4t6200yjhtfpzl
Raislin
Profile Blog Joined April 2010
United States144 Posts
October 20 2010 07:16 GMT
#164
I've been doing a lot of testing in the Unit Tester and, food for food, the only Protoss armies that can beat the Terran attack require some very precise micro and that's without the PDD. I need to do some actual practice against this build, but I suspect the only ways to stop it are to delay it until the Terran's best window is closed or to defeat him outright before it happens.

I don't think the second one is very reliable, but I do believe the first option has potential.
Vz0
Profile Joined August 2010
Canada378 Posts
October 20 2010 07:21 GMT
#165
I've talked with several high level players and it REQUIRES you to go phoenix.

Watch sanzenith vs ogs hypderdub on GSL S2 Ro64 Day3A for more info.
Monk___
Profile Joined March 2010
United States123 Posts
October 20 2010 07:37 GMT
#166
I used to have trouble with this but I actually am very succesfull vs this strategy. I've beat several 1900-2100 Terrans who try it. Unfortunately I had to reformat my computer recently so I don't have any replays atm. I will save some though. Here is what I do though

*13 gate chronoing nexus hard
*cybernatics core asap.
*keep chronoing nexus
*make 1 zeal then 2nd gas.
*have scouting probe outside terrans base so you can see if he is attacking.
*as soon as cybernatics core is up don't make a stalker make a robo bay asap
*then a chronoed stalker as soon as u have the 125 minerals then warp gates. for a sec you will be supply blocked and not able to make a probe, that is ok as the key is a super fast observer.
* with observer scout his base, if you see marauder start chroning Immortal. Keep in mind you still are on 1 gate at this time.
*Now you see exactly what the terran is doing the game is in your hands.
*To counter the rine/banshee strat
*citadel of adun with zeal speed upgrade ASAP
*1 stargate for phoenixes. then u just pump zeals / phoenixes This owns because the rines never get a chance to shoot the phoenixes with the zealots in their face. The Phoenixes also rape the banshees very fast.
*After the initial push slowly tech to templer usually I totally decimate their army and win there but if not a slow tech to storm finishes them off. Note after his first push he probably will change to vikings, if he does quit making phonenixes and beging making stalkers.

I'll make sure to save the replay next time I face this, if you can find a terran you want me to play I'll do that to. Feel Free to message me if you have any questions.

sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-10-20 08:27:11
October 20 2010 08:25 GMT
#167
@Monk:
tested it vs the reactor first mass-marine-style that eg. demuslim plays (much more marine-heavy than the tech-lab style, goes slower on banshees); doesn't work because zealots - even with charge and unmicroed marines - die too fast; at the ~11 minute mark T can have 26-28 marines; this is just brutal with stim, in my testing I always needed at least one colossus to win;
theory-craft of course, but then again I didn't kite a little bit in the unit-tester, so T could potentially be even stronger when they wait for charge THEN stim and kite;
banshees aren't really the problem because either your ground cleans up the marines or other way round - either way you can clean up with phoenixes/stalkers or are dead anyways
"You see....YOU SEE..." © 2010 Sen
wxwx
Profile Joined May 2010
527 Posts
October 20 2010 08:33 GMT
#168
from what i learned from GSL matches:

assuming you have expansion, go phoenix and mass cannons to defend.
Monk___
Profile Joined March 2010
United States123 Posts
October 20 2010 08:36 GMT
#169
ok, obviously there is different ways they can push u. if he has 26-28 marines he is doing an all in vs u. Basically you survive the attack u win. In Pvt when terrans have had mass marines vs me, I will cannon up so if he is going ridiculous amount of marines simply cannon up and either tech to collosus or storm then you have huge tech advantage and will rape mass rines. Remember you have the observer in his base so you know exactly what he is doing. Worst case scenario when he does his push u use probes right away with zeals (im talking at least 10 probes) and the zeals will last a lot longer and u will win the fight for sure. This has happened to me and I've seriously lost like 12 probes and still won just cause I then had storm which obliterates marines.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-10-20 08:44:59
October 20 2010 08:39 GMT
#170
On October 20 2010 17:33 wxwx wrote:
from what i learned from GSL matches:

assuming you have expansion, go phoenix and mass cannons to defend.


I didn't wanna write it earlier because TL-admins don't like QQ....but after this recent GSL-match I'm deeply convinced that it's NOT possible to beat the T-combo in a cost-effective way when it is at its strongest (11 minute mark);

protoss is best off bunkering on 2 base (which is possible to establish because banshee/marine consists by definition just of marines early), getting enough phoenixes to kill banshees fast and kill terran by having the better economy: which means you can support a big enough gateway/colossi/phoenix-force

@Monk: problem with storm is, it comes "so" late that terran has a window to expand; if he uses this window then you are in a world of kaka because you are forced to move out; I found that you can get at least one colossus out before his attack arrives which will be enough damage to enable your ground to clear up; in low numbers banshees need surprisingly long to kill colossi, so I'd sack the colossus and just do as much damage as I can vs the marines because vs the banshees I'll have the phoenixes ready anyways
"You see....YOU SEE..." © 2010 Sen
Monk___
Profile Joined March 2010
United States123 Posts
October 20 2010 09:21 GMT
#171
I dunno what to say man, personally I've done very well vs this. Maybe what your talking about is a little different. If you have a terran that does this I'd like to play him. Something to think about though, if the terran expands you can expand as well. With your phoenixes harrassing him he is forced to stay in his base, while ur doing this u can put a pylon at ur natural and make several cannons. Anyways as soon as I happen to face this win or lose I'll let you know how it goes.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-10-20 10:25:07
October 20 2010 10:23 GMT
#172
On October 20 2010 18:21 Monk wrote:
Anyways as soon as I happen to face this win or lose I'll let you know how it goes.


would appreciate it

my experience comes from a loss (tourney) against a 1,7k-ish terran and theory-craft; what I did was basicly: I looked at the unit-counting in my rep and wrote down his units;
then I went to the unit-tester and tried a variety of combos that could potentially beat his combo;
here I found storm to be very good (of course) also colossi....zealots always lost even with charge, I only won when I individually microed sentries with guardian shield towards the charged zealots; impossible in real matches ofc;

then I went to yabot and tried which unit-combos I could "actually" get - and found that storm comes a full minute after his push; if I tech to storm too fast I'd just die against an earlier push like the "polt-style"; if I tech at "normal-speed" the timing will arrive at 10:30-11, which is before I get my first storms ready.....if I play "normal" of course and open with 2 gate robo;
obviously it's possible to get storm MUCH faster if you open with TC after 1-2 gate;
but getting robo...AND stargate....AND storm I found to be not do-able fast enough; I'd really appreciate reps on your style
"You see....YOU SEE..." © 2010 Sen
Monk___
Profile Joined March 2010
United States123 Posts
October 20 2010 12:06 GMT
#173
OK I actually found a replay I posted like 2 weeks ago of this strat. Hope this helps. http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=159130
eu.exodus
Profile Blog Joined September 2010
South Africa1186 Posts
October 20 2010 12:24 GMT
#174
okay I know that this is maybe a stupid thing to do but and its something you have to basically do blindly and it would slow down your first gate but uhh...

Wouldnt a double gas steal real early on shut this build the fuck down? Seriously, no gas means no harass, late banshees, late ravens no labs or reactors only barracks.

Im probably shooting myself in the foot here but i know for sure since i play terran that that doing that would delay the timing harras and timing push by at the very least 2 mins. Any terran who then even tried to go through with that build would be a fool. That build depends on very specific timings. Miss the build order slightly and everything is screwed.

Please correct me if Im wrong...
6 poll is a good skill toi have
monk
Profile Blog Joined May 2009
United States8476 Posts
October 20 2010 12:30 GMT
#175
On October 20 2010 21:24 eu.exodus wrote:
okay I know that this is maybe a stupid thing to do but and its something you have to basically do blindly and it would slow down your first gate but uhh...

Wouldnt a double gas steal real early on shut this build the fuck down? Seriously, no gas means no harass, late banshees, late ravens no labs or reactors only barracks.

Im probably shooting myself in the foot here but i know for sure since i play terran that that doing that would delay the timing harras and timing push by at the very least 2 mins. Any terran who then even tried to go through with that build would be a fool. That build depends on very specific timings. Miss the build order slightly and everything is screwed.

Please correct me if Im wrong...


lol wtf? That's 150 minerals down the drain, which delays your first gateway. You're basically dead vs everything else. Terran can either push you with scv + marine and win or do a marine expand. You're not going to lose to marine banshee, but you're putting yourself way behind and still going to lose. Also, if terran sees you stealing one gas, he's going to take the other.
Moderator
eu.exodus
Profile Blog Joined September 2010
South Africa1186 Posts
October 20 2010 12:42 GMT
#176
okay 4kmonk. Just making sure that you know there is a cancel button, and that probes can start warping in buildings super fast. I really think it could work. Just before they are done cancel repeat. Just keep the probe hidden.

What would you rather face? Marines only or rine banshee raven?
6 poll is a good skill toi have
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-10-20 13:02:59
October 20 2010 12:57 GMT
#177
first of all it's near impossible to steal both gas unless you send the probe super-early

second of all yes....you can die vs mass-marines and that's exactly what you are going to be up to if you delay your gate; he'll just ralley his first marines together with 2 scvs to your base and wait for your first unit to come out of your gateway; gl with that;
sorry, no way this could "ever" work

On October 20 2010 21:06 Monk wrote:
OK I actually found a replay I posted like 2 weeks ago of this strat. Hope this helps. http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=159130


will watch it when I get home, very curious to compare the timings and the compositions...if this is the build we are talking about;
btw just fyi because I've been throwing random stuff around, THIS is the build I was talking about before, if you are interested and wanna check:

http://www.sc2win.com/starcraft-2-replays/tvp-pvt/demuslim-vs-naniwa-1/

obviously naniwas response was very bad, but that's not the point: just wanted to show you the composition I was mentioning that I've had a hard time beating; you may/can replace the medivacs with banshees, doesn't change much though (same gas-cost, minerals don't limit this strat)

"You see....YOU SEE..." © 2010 Sen
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2010-10-20 13:14:50
October 20 2010 13:05 GMT
#178
Even assuming that you're canceling, your gate is going to be very delayed, at 15 supply at best(assuming constant probe production). Also, your gas is going to be very late. Because your gas is late, you'll only have about 1 sentry instead of 2 against a scv + marine all in.

Tbh imo marine banshee all in isn't all that good cause it's so predictable once you see 2 tech lab starport. There's a replay of nexgenius beating it with pure stalker + 2 collosi without range. Also, as we've seen from gomtv, phoenix + cannons + zealots + good forcefields can beat it.

I personally have more problem with the poltprime timing push with raven + 2 banshees + 2 rax marine heavy bio.
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
October 20 2010 13:10 GMT
#179
Btw, I saw the replay. You put up the twilight council before scouting him. The terran lost a few banshees before doing that push. Also, he didn't put up a bunker at the front and would have just died to stalker pressure.
Moderator
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2010-10-20 14:01:07
October 20 2010 13:54 GMT
#180
you shouldn't bother with twilight council or templar at all vs this build they hardly do anything. Charge is a minor upgrade that early in the game, it won't make a big difference really. Charge is good against marauder slow and later on in the game, early on it's just a waste.

Phoenixes are the best way to stop this build. With their dual attack and high attack rate they are hardly effected by the PDD.
A phoenix shoots 2 projectiles every 1.11 secs. A stalker shoots 1 projectile every 1.44 secs. Needless to say phoenixes empty and kill the PDD much faster then stalkers. Besides that both the PDD itself and banshee's are light so phoenixes absolutely rock against them and also important they can't be targeted by the banshee's itself. So as long as you kill all marines, you only need to have 1 phoenix left to take care of the banshee's (or just chronoboost one out you had making).
I wouldn't really advise cannons against this build, they are notoriously bad against PDD (relatively low rate of fire for their DPS) and are hard to position well. They are also very hard to time as you need to wait 45 seconds for the forge and then 40 for each cannon, scouting afterall is quite hard after they have a raven out... Cannons are also static making it much easier for the terran to choose the perfect spot for PDD, with a mobile army you have a better chance to force him into a bad PDD, ie. retreating and nullifying the PDD.
Just throw down a stargate if you see a tech lab starport, against cloaked banshee harass the phoenix is quite useful as well as they can just tail the banshee and scare it back to base. If you followup with colossi you can always keep using the stargate for phoenix. Phoenixes are cost even against vikings so it's really not a bad deal.


Obviously a stargate takes 60 seconds and a phoenix chronoboosted takes 30 so you do need to scout in time. In general against terran tech builds are pretty easy to scout though, just pressure with your first zealot and stalker. If they have a bunker or just marines expect some kind of tech build and just get a robo (the robo is good vs any tech build really), a blind stargate against a bunker isn't a bad move either, phoenixes obviously rock vs stargate builds and they are quite decent against tank pushes and hellion drops as well. If they have a fast marauder you can usually be quite confident they aren't going for this raven/banshee push.
If they do go for a raven/banshee push with marauders it's much weaker and you can generally hold it off with zealot/sentry/stalker. If you are somehow forced to fight it off without phoenixes you are usually in trouble but if you are a bit better then the terran it's manageable:
- use your probes in the fight
- try to engage him just a bit earlier then he would have liked, if he doesn't have concussive shell you can often retreat then and fight outside the range of the PDD.
- try to focus the PDD with sentries if possible, a few sentries kill it really quickly and this allows your stalkers to be good again.

Any terran going a fast marauder severely delays this push though as they need to wait for a extra 50 gas for their stargate and usually can't afford a 2nd refinery as fast either. That should usually give you enough time to still scout it fast enough to get phoenixes in time. A good trick against a fast marauder is just to send one probe up the ramp, it will get shot but if you see it's slowed down (the marauder usually shoots it first as it outranges the marines) you know they have concussive shells and are very unlikely to raven/banshee push you (and if they do it's a crappy build).
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