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[D] Stalker rush - 5 stalkers at 5 mins - Page 9

Forum Index > StarCraft 2 Strategy
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GaliX
Profile Joined November 2010
Germany380 Posts
Last Edited: 2010-11-25 14:07:12
November 25 2010 14:05 GMT
#161
Here :
[image loading]
pvp at about 2000 points diam.

close but worked well...
the key is to not lose more than a few stalker why making damage.



and i have to agree with Mysterymeat, its even hard to make it if the zerg does 15 hatch, when the zerg has wicked micro skills => its simply gg for the protoss


terra can only be beaten if he hasn't got any wallin... or even no bunker.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
November 25 2010 14:12 GMT
#162
I really feel like against any decent player, this is 100% cheese - would never work if properly scouted.

It MIGHT be viable against Protoss, but both T and Z have very hard counters to an army w/o Zealots/Sentries.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
painprophet
Profile Joined July 2010
Romania33 Posts
November 25 2010 16:58 GMT
#163
On November 25 2010 16:29 Mysterymeat wrote:
Just thought id mention the only reason you won that game is because the zerg had terrible micro and the zerg forgot to put his drones back on minerals when he killed your stalkers, realized he had no money, and left. Only a viable strat if they go 14/15 hatch.


In my opinion it is a guarantied win if zerg goes 14/15 hatch and you opened with any build that allows you to get 5 stalker at his door steppes at around 5:30. I honestly don't see what zerg can do to defend, the speed upgrade will be finished way too late.

I am surprised to see so many zergs going 14 hatch at GSL without being punished by protosses.
tetramaster
Profile Joined July 2010
Canada253 Posts
November 25 2010 17:02 GMT
#164
On November 25 2010 23:12 Stratos_speAr wrote:
I really feel like against any decent player, this is 100% cheese - would never work if properly scouted.

It MIGHT be viable against Protoss, but both T and Z have very hard counters to an army w/o Zealots/Sentries.



The timing works out such that the following is true when you hit at 5:10-5:25

vs TERRAN
-If going for banshee or thors, will likely have started/have a bunker. In this case, back off and get a stargate/robo depending on how you want to proceed. If no bunker is present and marine count is less than 2x your stalker count, push the attack and add a zealot+stalker or 2 stalkers on next warp in. Minimize your stalker losses and micro the hurt ones back and force the marines that target fire to come closer to the rest of your stalkers.

-If bioball is present, marauder count is LESS than 3 (2 marauder, 2-3 marines)

Push. I know it sounds counter-intuitive, that marauders "destroy" stalkers, but by god, if you're hitting at this point, you won't have to contend with Stim. FOCUS DOWN MARAUDERS, MARINES, TECH LABS , SUPPLY DEPOTS, REACTORS. In that order. Once the enemy forces are either in rout or destroyed, kill off the tech labs to prevent any more marauders from being produced and kill off what you can (if they've bunkered close to their min line to prevent you from pushing further.

-If bioball + bunker is present
Back off. Proceed to expand, add sentries and zealots when possible and treat as a 2 gateway expand.

vs ZERG
Dependent on what you scouted at the start. Early gas+pool indicates speedlings or roaches.

-For 1 basing Zerg (har har)

-If speedlings (pool is in action, if you can spot it, that's good)
You have a VERY narrow timing, where you want to attempt to force as many zerglings out on the field as possible. If you must, sacrifice one stalker at the front to watch when speed kicks in. When it does, fall back and warp in zealots for the next few rounds. Proceed to expand if viable on map, and if not, go for sentry/zealot heavy mix to complement your living stalkers.

-If roaches
5 stalkers vs 6-7 roaches is a no contest of the stalkers as long as you don't just A-move into the roaches. Stop and shoot, micro the hurt ones away from the front, and you'll win as long as you aren't forced into a corner.

-For 2 basing, roughly the same, although they may be caught off-guard and over-drone if you hide your stalkers until you push.

Do NOT attempt this build on maps with narrow chokes though, as 2-3 spines will easily defuse the push on maps like Lost Temple. On a map like Metal or Xel-naga, with the wide open natural, you can dance around the spines and go for drone/queen kills if possible.

Responses vary, though the key thing for defending this is

-SCOUT
if your scout finds this build in action, throw down a bunker/2-3 spines and proceed to beat them in the macro game.
If you're a protoss player, if you scout it, send 2-3 zealots early to delay the push (stalkers in base will need to micro to stay alive and kill zealots), or cause econ damage (no mining time or destroyed probes).
vladonof
Profile Joined December 2010
Romania15 Posts
December 20 2010 07:16 GMT
#165
yea, it's a great build won some games.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
January 05 2011 01:54 GMT
#166
Been doing this in a lot of PvP's, loving it hard.
Kudo
Profile Joined December 2009
United States31 Posts
Last Edited: 2011-01-05 05:00:40
January 05 2011 04:38 GMT
#167
Tried one of the variation build with p practice partner~2300 diamond. Very powerful in tvp I think, and like tetramaster says, the p can simply back off if bunker/wall is present, and proceed to macro/expo/void/dt, since I am stuck in my base, and the p is sitting at my ramp with pylon. Nothing for me to punish if p doesn't push in. And if I don't wall, well....... It is very ugly.

This is one of the reasons why I have started to wall again. I can deal with voids usually.
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
January 05 2011 10:54 GMT
#168
I know how much we all love replays as evidence for builds, rather than just theorycraft, so here's three games of me in ladder matches executing this build.

I will not be posting the two losses using the build because they were due to me foolishly trying it out before practising it in YABOT, so I was concentrating too much on the build and not enough on the game, and the build was much slower too.

These ones I think are pretty solidly timed, with some small mistakes (I know in the Terran game the assimilator went down slightly late and so I didn't quite have 100 gas as the core finished.)

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=178479
PvT

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=178481
PvP

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=178482
PvP
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
January 05 2011 15:05 GMT
#169
On January 05 2011 19:54 Dhalphir wrote:
I know how much we all love replays as evidence for builds, rather than just theorycraft, so here's three games of me in ladder matches executing this build.

I will not be posting the two losses using the build because they were due to me foolishly trying it out before practising it in YABOT, so I was concentrating too much on the build and not enough on the game, and the build was much slower too.

These ones I think are pretty solidly timed, with some small mistakes (I know in the Terran game the assimilator went down slightly late and so I didn't quite have 100 gas as the core finished.)

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=178479
PvT

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=178481
PvP

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=178482
PvP



Hey.

I only wached the first reply, but thats quite a standard 4 gate. The idea behind the build in this thread is that your 5 stalkers are supposed to be out allmost a full minute faster, sacrificing economy and production capability.
GT
Profile Blog Joined January 2011
Korea (South)141 Posts
January 05 2011 15:16 GMT
#170
On November 15 2010 10:05 Dudemeister wrote:
Show nested quote +
On November 15 2010 09:57 DragonDefonce wrote:
any sort of scouting would shut this down.... thats why every cheese needs to have a layer or two of deception, something that this lacks.


I totally agree, thats why I need your help to refine this


no amount of refinement is going to make this work if it gets scouted. if it gets scouted theyll cut workers, etc, kill it with their economy and the games over.
ForTheDr3am
Profile Joined November 2010
842 Posts
January 05 2011 18:51 GMT
#171
I have been playing around with a version that hits around 5:15 - 5:25, with 3 Gateways and a bit more eco. Works like this.

9 Chrono
10 Pylon
10 Gateway -> scout -> 1 chrono on nexus
13 gas
15 core
16 pylon
stalker + wg when core finishes, continuously chronoboost wg research
stop probe production at 20 (18 probes)
2 Gateways
stalker
proxy pylon, resume probe production

I know the chrono on 9 looks awkward, but from my tests it has worked out better than chronoing later. Mainly a pvp build, hits before conventional 4gates with same economy but 1 gate less. So even if you don't kill him on the spot, you will be ahead if you cause damage while still building probes.
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
January 05 2011 22:06 GMT
#172
ForTheDr3am,

I'm quite sure that as long as you skip the second stalker for another warpgate you get 5 stalkers at the same time with an extra gateway =)
Playguuu
Profile Joined April 2010
United States926 Posts
January 05 2011 23:01 GMT
#173
Roach rush happens around the same time (might be a bit slow because they have to walk to your base), but seems easily scoutable
I used to be just like you, then I took a sweetroll to the knee.
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
January 06 2011 00:29 GMT
#174
Just to re-emphasize from those who've stated before, I don't think this build is really viable vs Terran. A 1Rax FE can hold this (at 5:12 the T can have 3 marines, 2 marauders, and 1-2 bunkers up or halfway done).
Administrator
ForTheDr3am
Profile Joined November 2010
842 Posts
January 06 2011 00:58 GMT
#175
On January 06 2011 07:06 Tsabo wrote:
ForTheDr3am,

I'm quite sure that as long as you skip the second stalker for another warpgate you get 5 stalkers at the same time with an extra gateway =)


Not really, as the second Stalker comes substantially after the 2 gateways. I'd have to cut 2 or 3 more probes to get the 4th gate done in time for warpgate at 5:10, which is a lot more allin and has less reinforcement potential. If you macro perfectly out of three gates it swallows all your ressources anyways.
Conrose
Profile Joined October 2010
437 Posts
January 06 2011 01:24 GMT
#176
Couldn't you beat a wall in with this build by putting a proxy pylon closer to the ramp? Just close enough to warp in on the nearby ledge when your push up the ramp reveals the top?
divinesage
Profile Joined April 2010
Singapore649 Posts
Last Edited: 2011-01-07 07:48:58
January 07 2011 06:40 GMT
#177
On January 06 2011 03:51 ForTheDr3am wrote:
I have been playing around with a version that hits around 5:15 - 5:25, with 3 Gateways and a bit more eco. Works like this.

9 Chrono
10 Pylon
10 Gateway -> scout -> 1 chrono on nexus
13 gas
15 core
16 pylon
stalker + wg when core finishes, continuously chronoboost wg research
stop probe production at 20 (18 probes)
2 Gateways
stalker
proxy pylon, resume probe production

I know the chrono on 9 looks awkward, but from my tests it has worked out better than chronoing later. Mainly a pvp build, hits before conventional 4gates with same economy but 1 gate less. So even if you don't kill him on the spot, you will be ahead if you cause damage while still building probes.


I have a slight variation with your build, as yours seems to emphasize a later rush with more gates.

9 Chrono
10 Pylon
10 Gate > Scout > Chrono
12 Gas
14 Core (immediately once Gateway is done) > Chrono non-stop Warp Gate
14 Gate (cut probes temporarily)
14 Stalker
Proxy pylon near opponent's base (If probe dies, Pylon at base and send out another probe)
Second stalker once second Gate is done
Third stalker once first stalker is out (Chrono this stalker once)
Pylon at base
Gateway
2nd Assimilator?

This build ensures the timing is very close to the original timing. So you still get 5 stalkers to pressure the opponent, and also ensures that you're on 3 gates by the time you warp in your second/third wave of stalkers. Personally I feel that this rush should strike as soon as possible while your opponent has a low amount of units to contend with you.
Smurfz
Profile Joined May 2008
United States327 Posts
January 07 2011 06:45 GMT
#178
speaking for high level play, this build is only viable in PvP, and even then it can be easily defended if your opponent knows what is going on. I beat Mankeyz with this build when he was #9 in USA, PM for replay
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