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5 Zealot 8 Stalker rush - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
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Vathus
Profile Joined October 2009
Canada404 Posts
November 23 2010 14:53 GMT
#21
adding to get 3
Shadrak
Profile Joined August 2010
United States490 Posts
November 23 2010 14:54 GMT
#22
On November 23 2010 23:52 GreEny K wrote:

at 18, is that adding an additional probe to gas for a total of 3? Or removing 1?


That would have to be adding to get to 3 or else you would not have enough gas to make all those stalkers.
GreEny K
Profile Joined February 2008
Germany7312 Posts
November 23 2010 14:56 GMT
#23
On November 23 2010 23:54 Shadrak wrote:
Show nested quote +
On November 23 2010 23:52 GreEny K wrote:

at 18, is that adding an additional probe to gas for a total of 3? Or removing 1?


That would have to be adding to get to 3 or else you would not have enough gas to make all those stalkers.


On November 23 2010 23:53 Vathus wrote:
adding to get 3



Thanks
Why would you ever choose failure, when success is an option.
GreEny K
Profile Joined February 2008
Germany7312 Posts
Last Edited: 2010-11-23 14:58:19
November 23 2010 14:58 GMT
#24
double post -_-
Why would you ever choose failure, when success is an option.
Helluva
Profile Joined September 2010
United States651 Posts
November 23 2010 15:03 GMT
#25
I'd like to see a replay or VOD
<3
ZoW
Profile Blog Joined January 2009
United States3983 Posts
November 23 2010 15:18 GMT
#26
I've just won 5 games in a row on ladder with this
the courage to be a lazy bum
elkram
Profile Blog Joined October 2010
United States221 Posts
November 23 2010 15:25 GMT
#27
I don't like it when Koreans come up with all-in BO because then I have to learn how to deal with amazingness.

So frustrating.

So let me put on my theory crafting hat...5 Zealots 8 Stalkers...

That's pretty heavy stalker numbers, but I have a feeling 2 gate robo would be too slow to get units out. Maybe if you treated it like the MMM of terran from when the game was young, i.e. you FF ramp until you tech up sufficiently, maybe then 2 gate robo would work.

I don't see any reason why that couldn't work. In the 2 gate robo build you get a few sentries anyway, and I don't care if I annoy him with FF, as long as he doesn't kill me I'm happy.

So that could work actually. I know it is timing attack, but I feel that any purely ground based timing attack is stopped with FF at ramp pretty much consistently. It's all a matter of being aware of it right when you see units at your ramp, i.e. maybe get an early obs so no overreaction.

Or go the zealot archon mix, which was described in this thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=170704 and seems to work well against timing attacks once you get the archons up.

As I said before this is all theory crafting, and I don't like the idea of just thinking of a BO win to this as some in thread are describing. In my theory crafting I like to think of ways of beating my opponent with good BO that can be used into the late game.
Tiger Tiger. burning bright, In the forests of the night; What immortal hand or eye. Could frame thy fearful symmetry?
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-11-23 15:31:38
November 23 2010 15:30 GMT
#28
These kinds of builds make me wanna switch to Protoss so I can just get to 2700 on ladder without any skill and be like HURR LOOK AT ME IM A TOP PROTOSS
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
GreEny K
Profile Joined February 2008
Germany7312 Posts
November 23 2010 15:32 GMT
#29
On November 24 2010 00:25 elkram wrote:
I don't like it when Koreans come up with all-in BO because then I have to learn how to deal with amazingness.

So frustrating.

So let me put on my theory crafting hat...5 Zealots 8 Stalkers...

That's pretty heavy stalker numbers, but I have a feeling 2 gate robo would be too slow to get units out. Maybe if you treated it like the MMM of terran from when the game was young, i.e. you FF ramp until you tech up sufficiently, maybe then 2 gate robo would work.

I don't see any reason why that couldn't work. In the 2 gate robo build you get a few sentries anyway, and I don't care if I annoy him with FF, as long as he doesn't kill me I'm happy.

So that could work actually. I know it is timing attack, but I feel that any purely ground based timing attack is stopped with FF at ramp pretty much consistently. It's all a matter of being aware of it right when you see units at your ramp, i.e. maybe get an early obs so no overreaction.

Or go the zealot archon mix, which was described in this thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=170704 and seems to work well against timing attacks once you get the archons up.

As I said before this is all theory crafting, and I don't like the idea of just thinking of a BO win to this as some in thread are describing. In my theory crafting I like to think of ways of beating my opponent with good BO that can be used into the late game.


Archons at 6:12? I think that would be too tech heavy, and you would lose because of a lack of army.
Why would you ever choose failure, when success is an option.
tetramaster
Profile Joined July 2010
Canada253 Posts
November 23 2010 15:35 GMT
#30
On November 24 2010 00:30 ChickenLips wrote:
These kinds of builds make me wanna switch to Protoss so I can just get to 2700 on ladder without any skill and be like HURR LOOK AT ME IM A TOP PROTOSS


Not quite no skill, just micro heavy.

In fact, most of these protoss early all-ins require micro to make or break it (get zealots to the front, focus fire down key targets asap like sentries or enemy stalkers while avoiding as much damage as possible, etc)

Against better opponents, and well-prepared ones, you'll need more micro to even come away even (do some damage), or else you're screwed and behind on tech/econ.
PkP
Profile Joined April 2010
Sweden54 Posts
November 23 2010 15:36 GMT
#31
I played around using this and it works surprisingly well against terran o_o


Sure does, 1st game I used it after mastering it I completely steamrolled a terran, second game; same dude, I did the same build again and even though he had a ramp block and 3 bunkers I almost busted through. It's insanely strong and even leaves you with enough money to grab an expo right after you start pushing. Great stuff lol.
Growing old is mandatory, growing up is volunteery!
oBlade
Profile Blog Joined December 2008
United States5893 Posts
November 23 2010 15:36 GMT
#32
On November 23 2010 22:14 OriginalBeast wrote:
This is bullshit, im not going to memorize a huge build order like that, Ill stick to getting an early gas and plenty of sentries


Note that much of the build listed is just common sense producing units out of your gates and making pylons. Important stuff is earlier.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
citi.zen
Profile Joined April 2009
2509 Posts
November 23 2010 15:39 GMT
#33
I love the deceptive look. A fast two gate rush or korean 4 gate is very easily scoutable, but a gas + 14 gate makes you think econ/tech. I bet most people would open robo in response to that, which is exactly what you want with this build. Sneaky!
Aut viam inveniam, aut faciam.
Offhand
Profile Joined June 2010
United States1869 Posts
November 23 2010 15:44 GMT
#34
On November 24 2010 00:39 citi.zen wrote:
I love the deceptive look. A fast two gate rush or korean 4 gate is very easily scoutable, but a gas + 14 gate makes you think econ/tech. I bet most people would open robo in response to that, which is exactly what you want with this build. Sneaky!


You can't deny scouting until a stalker comes out though. This build is very scoutable.
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
November 23 2010 16:03 GMT
#35
this build works very well verse very easy ai
Disciple....Top 3 control in Clarion County
trNimitz
Profile Joined October 2010
204 Posts
November 23 2010 16:04 GMT
#36
This build is fucking awesome. Absolutely rapes any sort of defensive bunker play from Terran.
Brandus
Profile Joined September 2010
148 Posts
November 23 2010 16:15 GMT
#37
is he saying they all in attack with the probes coming along for the push too?
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
November 23 2010 16:19 GMT
#38
i dont even think this is all in, if you attack with just this force then you are open to expand pretty freely. get in, do damage, determine whether you want to keep attacking or not, and then expand depending on this decision. good build
Disciple....Top 3 control in Clarion County
tetramaster
Profile Joined July 2010
Canada253 Posts
November 23 2010 16:20 GMT
#39
On November 24 2010 01:19 FrankWalls wrote:
i dont even think this is all in, if you attack with just this force then you are open to expand pretty freely. get in, do damage, determine whether you want to keep attacking or not, and then expand depending on this decision. good build


Noticed this too; cutting only 1 round of reinforcements nets you 400+ mins easily, since 16 probes is pretty good saturation for one base.
Pitsot
Profile Joined October 2010
Russian Federation20 Posts
November 23 2010 16:23 GMT
#40
14 gate is dangerous in case if opponent goes 2 gate pressure or 10 gate & chrono zealots, but gas before gate is not a bad idea. I use it when I want to get many sentries early on.

What piss me off a little bit, is that many people call such builds as "no skill needed". It actually requires good micro, which is a skill I suppose. I like micro and I like to be aggressive as soon as possible so I don't get why people would want me to play it other way.
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