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[G] Synystyr's TvP Anti Colossus Build - Page 26

Forum Index > StarCraft 2 Strategy
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rmAmnesiac
Profile Joined January 2011
United Kingdom185 Posts
April 26 2011 12:13 GMT
#501
i've been dying a lot to 3 gate void high ground warp ins with the second build order. any suggestions? in fairness that build seems to do extremely well vs most terran openings, but maybe there is something i can be doing differently..
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 26 2011 12:18 GMT
#502
On April 26 2011 21:13 rmAmnesiac wrote:
i've been dying a lot to 3 gate void high ground warp ins with the second build order. any suggestions? in fairness that build seems to do extremely well vs most terran openings, but maybe there is something i can be doing differently..


Post a replay for the best analysis

But yes, I can help. If you scout a second early gas, completely cut marauder production and just make marines. Void Rays work against Marauder openings simply because it renders the Marauder useless. By cutting them, you'll have many more Marines and with good micro and a bunker or two at the ramp, you should be able to hold.

Any time you expect that they might go Stargate, just go pure marine. It's still a very safe expand build and will work against just about every Protoss opener. Marauders are much, much safer however if you do happen to scout a 4 Gate.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Rexar123
Profile Joined April 2011
Croatia49 Posts
Last Edited: 2011-04-26 12:49:58
April 26 2011 12:45 GMT
#503
On April 26 2011 21:08 Synystyr wrote:
Show nested quote +
On April 26 2011 20:47 Rexar123 wrote:
exytremely good build i do it on 1 base with 2 ports cquse its safer and i love wining vs toss who think are netter than me i have atleast 90& win rate
if needed ill post every replay i have vs toss
and im 5th diamomd league playin vs diamondmaster opppnents
only counter is 3gate starhgate thays why only 90&


This build and 2 Port Banshee are worlds apart I wouldn't consider them the same at all. You'll find that once you hit higher Diamond/Masters, 2 Port Banshee won't work quite as well because it is very much a 1 Base allin that's not too difficult to defend once Protoss realizes it. Regardless, it once again displays how powerful Terran air is against Protoss


lol
i push out at 10:30 with raven 140 energy,200 mana medivac(used before for helliom drop) 6 banshees and 20 marines with stim i land CC on expo during attack and i win it 90&

btw u prob didnt hear me i am 5th diamond rexar658 on eu server with 490 pts
and your build is fragile to 3gate void ray or atleast when i try it cause void ray go and kill my main and army attacks from front and u give your opponent time to make templars
but terram air is strong vs toss
diamond terran rank 1 soon master
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 26 2011 13:15 GMT
#504
On April 26 2011 21:45 Rexar123 wrote:
Show nested quote +
On April 26 2011 21:08 Synystyr wrote:
On April 26 2011 20:47 Rexar123 wrote:
exytremely good build i do it on 1 base with 2 ports cquse its safer and i love wining vs toss who think are netter than me i have atleast 90& win rate
if needed ill post every replay i have vs toss
and im 5th diamomd league playin vs diamondmaster opppnents
only counter is 3gate starhgate thays why only 90&


This build and 2 Port Banshee are worlds apart I wouldn't consider them the same at all. You'll find that once you hit higher Diamond/Masters, 2 Port Banshee won't work quite as well because it is very much a 1 Base allin that's not too difficult to defend once Protoss realizes it. Regardless, it once again displays how powerful Terran air is against Protoss


lol
i push out at 10:30 with raven 140 energy,200 mana medivac(used before for helliom drop) 6 banshees and 20 marines with stim i land CC on expo during attack and i win it 90&

btw u prob didnt hear me i am 5th diamond rexar658 on eu server with 490 pts
and your build is fragile to 3gate void ray or atleast when i try it cause void ray go and kill my main and army attacks from front and u give your opponent time to make templars
but terram air is strong vs toss


Not that it really matters, but I'm Masters so I have a pretty good understanding of what you're doing and how it works. A 10:30 expansion is extremely, extremely late and if you do not do absolutely terrible damage, you will be behind. It is a VERY powerful push however. And 3 Gate Void Ray isn't that bad....Repaired bunkers + marine/Thor deals with it nicely. Just be sure to scout a delayed expansion and double gas early and you know what to expect.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
RukKus
Profile Joined October 2010
United States197 Posts
Last Edited: 2011-04-26 20:50:25
April 26 2011 20:49 GMT
#505
Just lost my first game using this build, it was a tournament match and it was tied 1-1. I pulled this build out on Tal'Darim hoping to get an unexpected victory (I used bio the other 2 games). I shouldn't have, as both games prior my opponent pulled a LOT of early aggressive play bringing chrono'd out Stalker+Zealot to safely secure his fast expansion.

I placed the 3 bunkers in a diagonal line to equally cover attack paths from TDA's natural ramp and 3rd base location -- this Bunker placement I feel is optimal for this map. I barely held off very early aggression, and even some scouting around my base I was able to pluck off Proxy Pylon.

However, it was the push that came around 10:30 that did me in -- just as my first set of Banshees were half done, and Raven was mere seconds away from a PDD. A large Stalker/Sentry army came, FF spam my bunkers, preventing retreat. Took out my natural and all my marines. My Banshees came, seconds too late. PDD+Banshee pushed his attack back, but I knew I had lost momentum. I could not recover economically, and after defending wave after wave I was finally overwhelmed.

I'll provide a replay for analysis when I get home, but I feel 10:00-11:00 is definitely a weak moment for pushes. 3 Bunkers are great early on... perhaps I needed an early Thor. I was saving up for constant Banshee production and perhaps was a bit too over confident. I'd like to know how to refine this build and prevent pushes like that from overwhelming me again. Anyways, expect replay soon
Micro... Kill Kill! Macro ... Build Build! ... Micro ... Kill Kill! Macro ... Build Build... Stim...RAAAAAGE!
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 27 2011 13:18 GMT
#506
On April 27 2011 05:49 RukKus wrote:
Just lost my first game using this build, it was a tournament match and it was tied 1-1. I pulled this build out on Tal'Darim hoping to get an unexpected victory (I used bio the other 2 games). I shouldn't have, as both games prior my opponent pulled a LOT of early aggressive play bringing chrono'd out Stalker+Zealot to safely secure his fast expansion.

I placed the 3 bunkers in a diagonal line to equally cover attack paths from TDA's natural ramp and 3rd base location -- this Bunker placement I feel is optimal for this map. I barely held off very early aggression, and even some scouting around my base I was able to pluck off Proxy Pylon.

However, it was the push that came around 10:30 that did me in -- just as my first set of Banshees were half done, and Raven was mere seconds away from a PDD. A large Stalker/Sentry army came, FF spam my bunkers, preventing retreat. Took out my natural and all my marines. My Banshees came, seconds too late. PDD+Banshee pushed his attack back, but I knew I had lost momentum. I could not recover economically, and after defending wave after wave I was finally overwhelmed.

I'll provide a replay for analysis when I get home, but I feel 10:00-11:00 is definitely a weak moment for pushes. 3 Bunkers are great early on... perhaps I needed an early Thor. I was saving up for constant Banshee production and perhaps was a bit too over confident. I'd like to know how to refine this build and prevent pushes like that from overwhelming me again. Anyways, expect replay soon


Yes, I would love to see this replay and analyze it for myself Maybe there was something you missed and I'd like to find out. I don't recall many instances of this happening in my games where I was just flat out broken with a timing push from Protoss. I've been able to hold off most aggression with what I have at the time. It's all about surviving by the skin of your teeth
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
icclown
Profile Blog Joined July 2009
Denmark270 Posts
April 28 2011 15:59 GMT
#507
Just lost on Shattered Temple... Got pushed at choke, when there was only 12 rines - the P simply FF'ed the entire repair field -_- so that my SCV's were unable to repair. any tips?
He who controls the past commands the future, He who commands the future, conquers the past. BUFFER INTO GG
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 28 2011 16:05 GMT
#508
On April 29 2011 00:59 icclown wrote:
Just lost on Shattered Temple... Got pushed at choke, when there was only 12 rines - the P simply FF'ed the entire repair field -_- so that my SCV's were unable to repair. any tips?


Check this replay out: http://www.mediafire.com/?11fd1lm6akc5kdf

You want to spread your bunkers out on that because the choke is wide. If possible, 1-2 squares apart for each bunker. That forces the Protoss to use more forcefields to cover the surface area to repair. I believe in the replay I posted, I scouted the push coming and pulled my SCVs earlier and spread them around all of the bunkers so that it was impossible to forcefield all of the SCVs from repairing.

If at all possible, could you also post a replay of that game? I'd love to take a look at it for myself. Thanks!
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
DevanT
Profile Joined November 2010
United States71 Posts
April 28 2011 18:01 GMT
#509
i'd just like to say that i've been using this build to great effect at the diamond level. I'll even post some replays when i get home.

My play is sloppy because i'm so used to doing an early one base push, but when you hold off an early stalker/zealot push with your bunkers and then just macro/mass up and then push out with banshees, raven, marines...no protoss has come close to defending it.

My last game the guy just said "lol" and left.

It's great. Thank you syn.
tosog
Profile Joined March 2011
64 Posts
April 28 2011 18:02 GMT
#510
Hey. I really like this build(like, it's renewed my love for starcraft)
But!
I actually do lose!!!!!!
This is not acceptable. I lose to most types of all ins.
Here's a recent example: http://www.2shared.com/file/hpLpkjrs/Tosog_v_paradox_TvP_2_rax_FE_v.html

Is there something I can do? I'm not 100% pre-pulled SCV's could even stop that with 2 immortals.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
April 28 2011 21:24 GMT
#511
I've been thinkin of a way to transition out of lzgamers build once collsai come into play, and I think because I only 3 fac, I could easily 2-3 port transition out because I only need 1 gas, 2 max for the 3 fac heavy hellions..

Don't you think that the 3 fac opening could be a good leeway into a 3-4port, as the timing push is so EPICLY strong if they don't have 1-2 collsai out.

It would be a late transition, but off 2 base with 4 gas only 2 being needed, you could stock pile a tonnn of gas, and just banshee hellion tank raven as the counter to mass hellion/tank/marine does not counter banshees all too particularly well.

I gotta work an at least 2 port transition so I can banshee those god damn collsai transitions. It's really the only time I lose with that 3 fac build is those damn 1 base collsai.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 29 2011 01:19 GMT
#512
On April 29 2011 03:02 tosog wrote:
Hey. I really like this build(like, it's renewed my love for starcraft)
But!
I actually do lose!!!!!!
This is not acceptable. I lose to most types of all ins.
Here's a recent example: http://www.2shared.com/file/hpLpkjrs/Tosog_v_paradox_TvP_2_rax_FE_v.html

Is there something I can do? I'm not 100% pre-pulled SCV's could even stop that with 2 immortals.


Okay, I reviewed your replay for you. The biggest mistake you made was using the wrong build order. On maps with open naturals such as Slag Pit, you need to 2 Rax Stim Expand, not Bunker Expand. This is because runbys and focusfiring of bunkers are so so much easier. The point of the 3 bunkers at a choke is so you can combine firepower, prevent runbys and make it easier to repair.

With Stim Expand, you have a mobile force + a couple backup bunkers to cover the open ground. Otherwise, to deal with that push, you need to have an SCV scout it right before it pushes, preemptively bring SCVs to your bunkers to repair and then use your bunkers to focus fire down the Immortals first and you should be good to go.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
gondolin
Profile Blog Joined September 2007
France332 Posts
April 29 2011 14:04 GMT
#513
To continue with pro using 4 starport banshee: here is an exemple with TLO against Grubby (Game 1)
http://sc2casts.com/cast3564-Grubby-vs-TLO-Best-of-3-All-in-1-video-Copenhagen-Games-Round-of-16
TLO goes for a 1 rax expand into 4 rax stim into 4 starport banshees.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 30 2011 02:16 GMT
#514
On April 29 2011 23:04 gondolin wrote:
To continue with pro using 4 starport banshee: here is an exemple with TLO against Grubby (Game 1)
http://sc2casts.com/cast3564-Grubby-vs-TLO-Best-of-3-All-in-1-video-Copenhagen-Games-Round-of-16
TLO goes for a 1 rax expand into 4 rax stim into 4 starport banshees.


Yeeeeessssss :D This makes me SO happy because it is nearly identical to my build Thanks for posting! Will add to the Replays section
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
OSM.OneManArmy
Profile Joined April 2011
United States509 Posts
April 30 2011 07:08 GMT
#515
One quick question: Sentries using hallucinated phoenix's could really be detrimental to this build! :O but other than that i like it, Ive been doing the tank marine raven banshee build and it works decently, but this looks even better. Thanks for the guide!! ^^
Admin of High School Starleague // hsstarleague.com // https://www.facebook.com/HSStarleague // UCI Dota2 President https://www.facebook.com/groups/ucidota/
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 02 2011 11:12 GMT
#516
On April 29 2011 06:24 iAmJeffReY wrote:
I've been thinkin of a way to transition out of lzgamers build once collsai come into play, and I think because I only 3 fac, I could easily 2-3 port transition out because I only need 1 gas, 2 max for the 3 fac heavy hellions..

Don't you think that the 3 fac opening could be a good leeway into a 3-4port, as the timing push is so EPICLY strong if they don't have 1-2 collsai out.

It would be a late transition, but off 2 base with 4 gas only 2 being needed, you could stock pile a tonnn of gas, and just banshee hellion tank raven as the counter to mass hellion/tank/marine does not counter banshees all too particularly well.

I gotta work an at least 2 port transition so I can banshee those god damn collsai transitions. It's really the only time I lose with that 3 fac build is those damn 1 base collsai.


I have yet to actually try the 3 Fact build yet, but it does sound really strong and fun. As long as I could transition into heavy Air play later if Protoss commits heavily into Robo, then I think this would work absolutely fine. It would probably be something I would transition into after taking a 3rd. I'd be a little worried about heavy Void Ray play so I'd be prepared to get Starports down earlier in case Vikings need to come into play quickly. Definitely something I'd like to play around with :D

On April 30 2011 16:08 OSM.OneManArmy wrote:
One quick question: Sentries using hallucinated phoenix's could really be detrimental to this build! :O but other than that i like it, Ive been doing the tank marine raven banshee build and it works decently, but this looks even better. Thanks for the guide!! ^^


Hallucinated Phoenix are by far the best way to scout this build, and if you don't notice that it's a hallucination, then you might overcommit in viking production and severely hurt your Banshee numbers. That being said, just because I get scouted out doesn't mean that this unit composition is any less scary. Just build what you need to deal with what Protoss has and you should always come out ahead
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Despicatus
Profile Joined January 2011
34 Posts
May 02 2011 13:08 GMT
#517
I kinda wonder how this does against a 3 gate expand on maps with open chokes, since you seem to expo pretty fast and tech pretty heavily. If I go 3 gate I usually cotain while going for an expansion at the same time until the usualy mediavac timing hits, I guess your going to be pretty gast starved if your expo is late.
gondolin
Profile Blog Joined September 2007
France332 Posts
May 02 2011 14:00 GMT
#518
On May 02 2011 20:12 Synystyr wrote:
Show nested quote +
On April 29 2011 06:24 iAmJeffReY wrote:
I've been thinkin of a way to transition out of lzgamers build once collsai come into play, and I think because I only 3 fac, I could easily 2-3 port transition out because I only need 1 gas, 2 max for the 3 fac heavy hellions..

Don't you think that the 3 fac opening could be a good leeway into a 3-4port, as the timing push is so EPICLY strong if they don't have 1-2 collsai out.

It would be a late transition, but off 2 base with 4 gas only 2 being needed, you could stock pile a tonnn of gas, and just banshee hellion tank raven as the counter to mass hellion/tank/marine does not counter banshees all too particularly well.

I gotta work an at least 2 port transition so I can banshee those god damn collsai transitions. It's really the only time I lose with that 3 fac build is those damn 1 base collsai.


I have yet to actually try the 3 Fact build yet, but it does sound really strong and fun. As long as I could transition into heavy Air play later if Protoss commits heavily into Robo, then I think this would work absolutely fine. It would probably be something I would transition into after taking a 3rd. I'd be a little worried about heavy Void Ray play so I'd be prepared to get Starports down earlier in case Vikings need to come into play quickly. Definitely something I'd like to play around with :D



That's exactly what I have been doing, I take a quick third after my push (protected by siege tanks), and I transition to banshees while adding some thors for defense. I have to work the exact timings yet, but it helps a lot against mass collossi.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 02 2011 14:23 GMT
#519
On May 02 2011 22:08 Despicatus wrote:
I kinda wonder how this does against a 3 gate expand on maps with open chokes, since you seem to expo pretty fast and tech pretty heavily. If I go 3 gate I usually cotain while going for an expansion at the same time until the usualy mediavac timing hits, I guess your going to be pretty gast starved if your expo is late.


There are no medivacs in this build. I don't mind if you contain me when I expand. I have no urges to push out of my base until I reach a critical mass of banshees. The only excursions I'll make from my base is a single unit scout or cloaked Banshee harass. The expand I'm doing is very safe and shouldn't be broken by 3 Gate pressure. Once the midgame push happens, it's all down to unit compositions and who could eke out the most economically. I take a third when I push and get a Fusion Core + air upgrades out.

On May 02 2011 23:00 gondolin wrote:
Show nested quote +
On May 02 2011 20:12 Synystyr wrote:
On April 29 2011 06:24 iAmJeffReY wrote:
I've been thinkin of a way to transition out of lzgamers build once collsai come into play, and I think because I only 3 fac, I could easily 2-3 port transition out because I only need 1 gas, 2 max for the 3 fac heavy hellions..

Don't you think that the 3 fac opening could be a good leeway into a 3-4port, as the timing push is so EPICLY strong if they don't have 1-2 collsai out.

It would be a late transition, but off 2 base with 4 gas only 2 being needed, you could stock pile a tonnn of gas, and just banshee hellion tank raven as the counter to mass hellion/tank/marine does not counter banshees all too particularly well.

I gotta work an at least 2 port transition so I can banshee those god damn collsai transitions. It's really the only time I lose with that 3 fac build is those damn 1 base collsai.


I have yet to actually try the 3 Fact build yet, but it does sound really strong and fun. As long as I could transition into heavy Air play later if Protoss commits heavily into Robo, then I think this would work absolutely fine. It would probably be something I would transition into after taking a 3rd. I'd be a little worried about heavy Void Ray play so I'd be prepared to get Starports down earlier in case Vikings need to come into play quickly. Definitely something I'd like to play around with :D



That's exactly what I have been doing, I take a quick third after my push (protected by siege tanks), and I transition to banshees while adding some thors for defense. I have to work the exact timings yet, but it helps a lot against mass collossi.


I'm a big fan of double expands, and on certain maps they are very easy to pull off. I think turtling up with mech early on and then transitioning quickly into air once your third is fully established is the best way of pulling this off. Will have to play with this much more. I want to have an arsenal of expansive Air based plays that can either start off with Bio or Mech expands. Thorzain's Thor/Viking build REALLY struck an impression on me and I think I could pull of a variation of it with my openers. Can't wait to test it out =]
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 03 2011 15:02 GMT
#520
I'm really bummed I was so busy over the week and didn't get a chance to submit a Funday Monday entry for this week, but it was one that was really frigging excited to see happen. For those who didn't know, it was a limitation on Terran where you could only have one Barracks and one Factory (MASS AIR!!). I LOVE THIS STYLE!! You guys should REALLY check this out as an awesome example as to why this rocks so much

I recommend Game 1 extremely. It shows how badly mass Banshees dominates an unsuspecting Protoss. Nothing is more one-sided than this. (Is this the same Debo that's friends with Destiny?) Check it out!!

http://day9tv.blip.tv/file/5097368/
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
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