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[D] PvZ super sentry heavy early composition?

Forum Index > StarCraft 2 Strategy
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Shadrak
Profile Joined August 2010
United States490 Posts
November 09 2010 13:56 GMT
#1
1600 P here

I've been watching a lot of pro replays in an attempt to take my play to the next level and noticed a strat that Nony often uses during PvZ. In the two games I have posted below he goes extremely sentry heavy early on and then slowly adds other gateway units during a 3gate->expo. At one point in the first game (~4:30) his army consists of 1 zealot and 6 sentries.

Nony vz Idra:

Nony vz Moonglade:


When I 3 gate I usually start with a mixture of all 3 units and this got me thinking about the pros and cons of early sentry making. I'm curious to see what some other think about it.

Pros:
More energy on the sentries in the long run
Less minerals spent on units enables faster expo
FF can be used to keep a fairly large Z force at bay

Cons:
Delays tech as every bit of gas is going to sentries
Low attacking power may make Z comfortable droning hard if he scouts the comp
Requires early double gas with all of it going to one unit type
Less able to do real damage to an early force of Z without supurb FF micro

I'm most surprised to see this build after the changes which were made to roaches as I'd expect more Stalkers earlier now. So is super sentry heavy a good idea for the average player, or does it work for Nony because he's Nony?
epicopter
Profile Joined May 2010
Canada177 Posts
November 09 2010 14:07 GMT
#2
I've seen a lot of pros openeing heavy sentry zealot but all the Zergs I am facing are just opening straight to roach and even with good forcefields roaches are hard to deal with.
VdH
Profile Joined May 2010
Romania78 Posts
Last Edited: 2010-11-09 14:29:55
November 09 2010 14:28 GMT
#3
I actually did this kind of sentry-heavy opening against a Zerg yesterday. He went ling/roach/muta and the backbone of my army consisted of about 15-17 sentries and 5 immortals. I added some stalkers and zealots for the kicks and I totally owned him...was really surprised how well sentries do against mutas when you constantly have guardian shields up. (Platinum level game)
PsykoMantis
Profile Joined June 2010
United States203 Posts
Last Edited: 2010-11-09 14:37:39
November 09 2010 14:36 GMT
#4
I have been thinking, (I play protoss btw) this composition can be so easily countered by baneling drops. A few reasons would be, one sentries are VERY weak against banelings, two since you can toss down force fields protoss generally leave all their sentries clumped up, and lastly if you are that heavily invested in sentries you wont have enough anti air to kill overlords with banelings.
edit: After killing all the sentries, all the zerg would have to do is just mass lings and win.
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
November 09 2010 14:38 GMT
#5
i haven't watched these games yet but the reason why he gets so many sentries (imo) Is

-Early protection + energy (sentries deal some damage dont forget)
-Minerals to expand quickly and safely, rather than getting a bunch of mineral heavy zealots/stalkers. then he can get more probes, his expo up quicker and have 2x the gas and mineral income faster.
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
sleepingdog
Profile Joined August 2008
Austria6145 Posts
November 09 2010 14:45 GMT
#6
I'm still waiting for my new internet-connection, so I'm stuck in low-diamond, maybe my advice is still helpful:

I found the 3 gate sentry-expand to be extremely viable depending on scouting.

Your scouting-probe (pylon-scout) should determine your opening, if you DO NOT open with 15 nexus, which is definitely viable btw:
a) You scout EARLY GAS: open with 3 gate zealot/sentry-expansion. There's a 99% chance zerg goes speedlings, the remaining 1% is some weird stuff like delayed roach rush with hidden expo, there's never 100% certainty obviously. Goal is to get enough zealots to deal with any amount of speedling-pushs and to get lots of sentries which will enable you to put down an expansion quite early. I also like to research hallucination quite early because normally I will have excess on gas if zerg doesn't commit (few do). 2 Gate stalker is bad because early speedlings will just prevent any kind of stalker-aggression.
b) You scout early expo or early pool into expo with later gas: open with 2 gate core double chrono stalker (nexgenius vs luffy on blizzcon, if you need a BO). The later ling-speed will enable you to be VERY annoying with two stalkers, you should be able to force lots of lings and should be able to pull back safely. 3 Gate sentry isn't perfect because zerg wants to produce just drones - 3 Gate sentry allows them to do just that.

I've never had problems with roach-openings (~1.4-1.6k zerg opponents) because I can normally get my first 3-stalker-warp in time. Together with non-crappy force-fields you can kill some roaches and force zerg to retreat. Notice that zerg at this point can NOT have roach-speed, their roaches will be super-slow off creep, really easy to force-field - also you'll have tons of sentry-energy to do just that. You can't screw up force-fields "that" bad, even mediocre platinum-players should be able to do that. You basicly have enough energy to cast a whole circle all around you at this point.
"You see....YOU SEE..." © 2010 Sen
Skyro
Profile Joined May 2010
United States1823 Posts
November 09 2010 17:47 GMT
#7
Zealot + heavy sentry play easily transitions into a fairly early expo in PvZ, with multiple timings (you can do 1, 2, or 3-gate expand). With good sim-city your expo is easily defended vs speedlings, though you will need cannons and/or stalkers vs most roach aggression. Zealot + sentry armies can also be effective in putting a lot of pressure on zerg players early on if they are relying on only lings as defense.

Zealot + heavy sentry comps in PvZ has been around since beta so it's not some pro-only unit comp or something ridiculous like that. It's just not seen as much nowadays due to the popularity of roaches lately. Good sentry/FF micro is something every protoss player should learn because of how incredibly versatile it is, in all match-ups.
Shlowpoke
Profile Joined August 2010
United States102 Posts
November 09 2010 17:55 GMT
#8
Aside from the force fields and ability to use all the minerals on more gateways/expo, 6 sentries is a good number to get to because 6 damage x 6 sentries = 36 damage which one-shots a zergling. The 6 sentries + zealots push seems like a very solid way to get your natural up. It's not so good against roaches, but you can just FF them back and retreat.

I've seen Huk do a similar 3 gate sentry push with a forge for +1 attack, which should decrease the sentry critical mass to 5 and lets him throw down cannons if he needs to.
KuBa
Profile Blog Joined October 2010
Poland98 Posts
November 09 2010 18:06 GMT
#9
On November 10 2010 02:55 Shlowpoke wrote:
Aside from the force fields and ability to use all the minerals on more gateways/expo, 6 sentries is a good number to get to because 6 damage x 6 sentries = 36 damage which one-shots a zergling. The 6 sentries + zealots push seems like a very solid way to get your natural up. It's not so good against roaches, but you can just FF them back and retreat.

I've seen Huk do a similar 3 gate sentry push with a forge for +1 attack, which should decrease the sentry critical mass to 5 and lets him throw down cannons if he needs to.


I really like that style by HuK's, just because it feels more safe against a Roach attack, but still it's tough to defend vs many Roaches on close positions. I really like to play like that on maps like LT and Shakuras with that strategy, as you can FF the whole entrance and be safe for quite a while, while building cannons or stalkers against Roaches.
Check out my stream: http://www.justin.tv/kubathebear
Roaming
Profile Joined May 2010
United States239 Posts
November 09 2010 18:09 GMT
#10
Im pretty sure those games are before the sentry nerf. At any rate, if you're good enough to micro them, they're pretty stellar. I think hallucinate is vastly underused, if you have a large number of stalkers and sentries, hullucinate a bunch of zealots and a-move for the gg. The zealots were going to die anyway.
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.
Khaladas
Profile Joined May 2010
United States223 Posts
November 09 2010 18:09 GMT
#11
I'm trying to incorporate more sentries in early game, I think initially the benefit is it frees up more minerals to expand and gives you a relatively easy get out jail free card to forcefield early aggression out of your base. Sure it delays T3 a little, but then again you really can't get a decent T3 army going without a second base anyway and early sentries allow you to take that 30-35 food expansion safely.

time flies like an arrow, fruit flies like a bananna
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
November 09 2010 18:15 GMT
#12
5 sentries means an infinite rampblock, it's a useful talent toi have versus Zerg
I think esports is pretty nice.
ShamTao
Profile Joined September 2010
United States419 Posts
November 09 2010 18:22 GMT
#13
Since the patch, i've had good success with 2/3 gate robo pushes into expand. I get an obs but then immediately get an immortal. Since almost every zerg player i've encountered just gets ridiculous amounts of roaches, incorporating more immortals into my play has punished them pretty hard. Because of this, i find a good mix of zealots, sentries, with only a few stalkers with an immortal or two can really control the pace of an attack, and expanding behind the push usually sets up a strong economy, although half of my games end from my attack.
In the game of drones, you win or you die!
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
November 09 2010 20:05 GMT
#14
I get 6sentries as fast as i can and no more after, its enough if u dont waste ff and very safe.
Valor is a poor substitute for numbers.
Shadrak
Profile Joined August 2010
United States490 Posts
November 09 2010 21:31 GMT
#15
Thanks for all of the feedback on this. I hadn't realized heavy sentry was as common as it is. I'm probably one of the few protos who often forgets to even include them units in their composition ><

Will try using this build to make me practice with them if nothing else.
Ziggitz
Profile Joined September 2010
United States340 Posts
November 09 2010 21:58 GMT
#16
I have been thinking, (I play protoss btw) this composition can be so easily countered by baneling drops. A few reasons would be, one sentries are VERY weak against banelings, two since you can toss down force fields protoss generally leave all their sentries clumped up, and lastly if you are that heavily invested in sentries you wont have enough anti air to kill overlords with banelings.
edit: After killing all the sentries, all the zerg would have to do is just mass lings and win.


There is not a chance in a million years of having baneling drops ready in time for early sentry pressure. The sentry heavy play is something you transition out of or change the composition by adding stalkers and a higher tech unit or as your economy picks up. By the time banelings could be ready your army will be mostly armored units.
Polatrite
Profile Joined August 2010
United States135 Posts
November 09 2010 22:11 GMT
#17
On November 10 2010 02:55 Shlowpoke wrote:
Aside from the force fields and ability to use all the minerals on more gateways/expo, 6 sentries is a good number to get to because 6 damage x 6 sentries = 36 damage which one-shots a zergling.


How valid IS data like this, though? Unless you're manually targeting every individual Zergling through an entire engagement, there's a high probability the sentries will fire on separate targets by locking on to the closest unit. It seems like this kind of data is potentially "good to know" but not necessarily that useful all the time.
I'm not going to cut my hair any time soon. I'm gonna let it grow out - I'm gonna become a shag monster. Shaggy monster, I guess, is what I should have said. I will ALSO be a shag monster. day[9] the shag monster, who plays both games and girls *snap*
Shadrak
Profile Joined August 2010
United States490 Posts
November 10 2010 03:10 GMT
#18
On November 10 2010 07:11 Polatrite wrote:
Show nested quote +
On November 10 2010 02:55 Shlowpoke wrote:
Aside from the force fields and ability to use all the minerals on more gateways/expo, 6 sentries is a good number to get to because 6 damage x 6 sentries = 36 damage which one-shots a zergling.


How valid IS data like this, though? Unless you're manually targeting every individual Zergling through an entire engagement, there's a high probability the sentries will fire on separate targets by locking on to the closest unit. It seems like this kind of data is potentially "good to know" but not necessarily that useful all the time.


In a small scale engagement I imagine it would make an impact. Just leave your zealots to do their thing while you focus fire lings down one at a time w/ the sentries. Course it would be made more difficult by the fact that you also need to force field with those same units.
Proto_Protoss
Profile Joined September 2010
United States495 Posts
November 10 2010 05:01 GMT
#19
Its become really difficult to go sentry heavy many zergs favor getting the roach warren and not everyone can throw down FF like huk and make zealots work against roaches
"Our greatest glory is not in never falling, but in getting up everytime we do." - Confucius
douglashv
Profile Blog Joined April 2007
Venezuela73 Posts
November 10 2010 07:38 GMT
#20
It's not about gettting a shit load of sentrys, just enough of them to make the expo, then you should build stalkers or immortals if you see the zerg going mass roaches. After 2-3 warp cycles you should make 3 more gateways and push.
Just Be!
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