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[G] Synystyr's TvP Anti Colossus Build - Page 28

Forum Index > StarCraft 2 Strategy
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Prev 1 26 27 28 29 Next All
Treehead
Profile Blog Joined November 2010
999 Posts
May 23 2011 15:20 GMT
#541
Great build Syn. It definitely lives up to it's name. I can't see anyone building Colossus with range and surviving the initial push. With the new patch it seems like everyone's trying to fit more ghosts into their play. Given that the things this build has the most problems with are HTs, phoenixes, and early sentries, have you given any thought to adding a few early ghosts into the build?
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 23 2011 15:27 GMT
#542
On May 24 2011 00:20 Treehead wrote:
Great build Syn. It definitely lives up to it's name. I can't see anyone building Colossus with range and surviving the initial push. With the new patch it seems like everyone's trying to fit more ghosts into their play. Given that the things this build has the most problems with are HTs, phoenixes, and early sentries, have you given any thought to adding a few early ghosts into the build?


Of the three units you mentioned, the only one that actually gives this build trouble is HTs. Phoenix do cause annoyance, but that is because of how good they are against Terran air, not because of their ability to pick up units. Unfortunately, a Ghost is only a liability against Phoenix with this. To add early ghosts into the build (early as in before taking a third), then you'd either have to cut Thors out of Build Order 1 or delay your tech even later for Build Order 2, where Colossi and 2/2 timing pushes will run you over.

In my opinion, it is best to see how your timing push works out and see how Protoss reacts if they hold the push off. A Stargate response should have you teching towards BCs while HTs would force out Ghosts. Either way, I don't think early Ghosts are useful in any manner.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
ChApFoU
Profile Blog Joined July 2004
France2982 Posts
June 08 2011 10:03 GMT
#543
I've tried out this build and it's definitely worth the try BUT

I really don't understand how you're supposed to stop a 3 gate robo pressure with that. I've faced it 3 times and 3 times it just raped that build, even with proper bunker repair and decent micro. (and my opponent was nothing special, like high plat/low diam)
"I honestly think that whoever invented toilet paper in a genius" Kang Min
Svizcy
Profile Joined May 2010
Slovenia300 Posts
June 08 2011 11:13 GMT
#544
ChapFou, i'm preaty sure by your description your facing the same problem i was about a month ago.
If you post a replay, i can give you better answer but i'm preaty sure that what your doing is placing your bunkers in strait line, alowing the toss to get a good FF arround them to prevent repair and force fire them down with immortals, ressulting in your loss afterwards.Instead put them behind one another, so that they form a double line of deffence, so that he needs double amount of FF to prevent your repair.

But in any case post a replay, and then we can help you easier.

good day, svizcy
SergTom
Profile Joined June 2011
United Kingdom9 Posts
June 08 2011 11:50 GMT
#545
sentry can force field the bunkers and then just kill them. i would think a 4 gate could beat this build.
Kukaracha
Profile Blog Joined February 2011
France1954 Posts
June 08 2011 12:03 GMT
#546
If you see a 4Gate and you want to make sure you'll hold it off, you can put down 2 more Bunkers. But that's a lot of Minerals until you savage them. And squeezing sentries into a 4 Gate = less Stalkers = less firepower. Squeezing enough Sentries to deny repair on 3 Bunkers = impossible.

But then again you could invest in more Bunkers since a failed 4Gate push is instawin... you've got the cloacked Banshees and the expo.
Le long pour l'un pour l'autre est court (le mot-à-mot du mot "amour").
SoftSoap
Profile Joined November 2010
United States170 Posts
June 08 2011 13:21 GMT
#547
Are archons a decent damage dealer to banshees? Are they strong against this build?
Tasteless, "IdrA always pulls out on time."
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
June 08 2011 17:12 GMT
#548
On June 08 2011 19:03 ChApFoU wrote:
I've tried out this build and it's definitely worth the try BUT

I really don't understand how you're supposed to stop a 3 gate robo pressure with that. I've faced it 3 times and 3 times it just raped that build, even with proper bunker repair and decent micro. (and my opponent was nothing special, like high plat/low diam)


Hey there,

Could you please post a replay? What it really comes down to in this is focusfiring down the Immortals quickly...would love to see the replay to check though. Immortal busts are actually quite easy to hold off if you scout it coming ahead of time. Thanks!

On June 08 2011 20:50 SergTom wrote:
sentry can force field the bunkers and then just kill them. i would think a 4 gate could beat this build.


You'd think so, but not if you spread your bunkers and SCVs to repair like shown in this replay:

http://www.mediafire.com/?11fd1lm6akc5kdf

4 Gate push with sentries forcefielding the bunkers is exemplified here. I crush it without even losing a bunker. Take a look

On June 08 2011 22:21 SoftSoap wrote:
Are archons a decent damage dealer to banshees? Are they strong against this build?


They're excellent against Banshees because of their high splash damage....but realistically an Archon should never be able to hit a Banshee. The Archon moves about ..06 faster than the banshee but has 3 less range. With decent kiting, archons pose little threat. Just be careful you don't get a shot off against your stacked Banshee clump.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
tcheepin
Profile Joined June 2011
Malaysia1 Post
June 09 2011 04:19 GMT
#549
Good job Synystyr , one of the best strategy ever. I am a gold terran player, been suffering alot when dealing with Protoss Death Ball.

I used this strategy against Protoss and Zerg,, and All I can say I enjoy the game more than ever now.
Becasue it seems like with Banshee we are controlling the game pace, and opponent need to react on what we are actually building.

I will definately upgrade my building armor, range, PDD duration, and StarPort Attack, for better bunker tank, and also PDD and Harrasse with Auto Turret, if change to raven build at late game.

This is the best guide ever, game that I lose is mostly I din defend my base well, build enuf marine and bunker to tank their stalker and zealot.

For HT jsut ignore them or kite them and fly straight to their mineral line.

Once again thanks for the great guide.








Terran
takkatakka
Profile Joined August 2010
United States48 Posts
June 09 2011 07:27 GMT
#550
On June 09 2011 02:12 Synystyr wrote:

Show nested quote +
On June 08 2011 20:50 SergTom wrote:
sentry can force field the bunkers and then just kill them. i would think a 4 gate could beat this build.


You'd think so, but not if you spread your bunkers and SCVs to repair like shown in this replay:

http://www.mediafire.com/?11fd1lm6akc5kdf

4 Gate push with sentries forcefielding the bunkers is exemplified here. I crush it without even losing a bunker. Take a look



That replay shows a 3 gate expand. Wrong replay?
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
June 09 2011 14:13 GMT
#551
On June 09 2011 16:27 takkatakka wrote:
Show nested quote +
On June 09 2011 02:12 Synystyr wrote:

On June 08 2011 20:50 SergTom wrote:
sentry can force field the bunkers and then just kill them. i would think a 4 gate could beat this build.


You'd think so, but not if you spread your bunkers and SCVs to repair like shown in this replay:

http://www.mediafire.com/?11fd1lm6akc5kdf

4 Gate push with sentries forcefielding the bunkers is exemplified here. I crush it without even losing a bunker. Take a look



That replay shows a 3 gate expand. Wrong replay?


Right you are. I'll have to double check...I think I labelled that one a 3 Gate Sentry push...my bad. This is a little bit more standard but less powerful than a 4 Gate. Either way, the same push occurs and you should be able to defend that in the same manner.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Nibbler89
Profile Blog Joined May 2011
884 Posts
Last Edited: 2011-06-26 03:59:31
June 15 2011 05:11 GMT
#552
.
Diabolegal
Profile Joined June 2011
United States110 Posts
July 09 2011 15:53 GMT
#553
Limiting Marine production to 13 in the "easy-to-defend-expo" build order variation makes no sense. I pulled off this build making Marines the entire time. If you don't make more than 13 Marines, your minerals stack up like crazy b/c you're on 2 bases early on and making higher-tech units. The Marines are more important in the early game than the Thors are for the late game b/c the former holds off early aggression, while the latter really just exists to snipe Observers.
Diamond Terran (NA)
nface
Profile Joined June 2011
106 Posts
July 09 2011 20:55 GMT
#554

CUT MARINES AT 13


I'm sure this is wrong, do you mean at 16?
CCalms
Profile Joined November 2010
United States341 Posts
July 09 2011 21:05 GMT
#555
On July 10 2011 05:55 nface wrote:
Show nested quote +

CUT MARINES AT 13


I'm sure this is wrong, do you mean at 16?


three full bunkers is 3x4=12
add one for scouting and holding a tower is 12+1=13

FUCK math is hard >_<
nface
Profile Joined June 2011
106 Posts
July 10 2011 09:24 GMT
#556
On July 10 2011 06:05 CCalms wrote:
Show nested quote +
On July 10 2011 05:55 nface wrote:

CUT MARINES AT 13


I'm sure this is wrong, do you mean at 16?


three full bunkers is 3x4=12
add one for scouting and holding a tower is 12+1=13

FUCK math is hard >_<


Well I thought he sticks to the Supply count.
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
July 10 2011 10:53 GMT
#557
Thanks for that, I sometimes use a 1rax FE to 3 port banshee but this looks safer and refined
How devious | http://anartisticanswer.blogspot.com.au/
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
July 11 2011 08:56 GMT
#558
Used this twice today, worked twice
I didn't adhere strictly to the BO provided by OP (because I couldn't remember it word for word) but I had Thors, Marines, Banshees and Ravens
My my, it ripped
How devious | http://anartisticanswer.blogspot.com.au/
13JackaL
Profile Joined March 2011
United States577 Posts
July 11 2011 09:04 GMT
#559
IMO, this build is incredible abusive against protoss, 100% winrate with it so far.
and my axe
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
July 11 2011 15:01 GMT
#560
On July 10 2011 18:24 nface wrote:
Show nested quote +
On July 10 2011 06:05 CCalms wrote:
On July 10 2011 05:55 nface wrote:

CUT MARINES AT 13


I'm sure this is wrong, do you mean at 16?


three full bunkers is 3x4=12
add one for scouting and holding a tower is 12+1=13

FUCK math is hard >_<


Well I thought he sticks to the Supply count.


Well obviously it doesn't have to be absolutely precise...those are just the build order timings up to the point where worker and unit deaths start to come in, so numbers become inconsistent. No big deal.

On July 10 2011 00:53 Diabolegal wrote:
Limiting Marine production to 13 in the "easy-to-defend-expo" build order variation makes no sense. I pulled off this build making Marines the entire time. If you don't make more than 13 Marines, your minerals stack up like crazy b/c you're on 2 bases early on and making higher-tech units. The Marines are more important in the early game than the Thors are for the late game b/c the former holds off early aggression, while the latter really just exists to snipe Observers.


Really? I've always found myself starving for minerals once I get my Factory and Starport down. There is a very brief period where money piles up, but that is the point where you drop a Factory, Starport, Armory and a supply depot at the same time.

Whenever I get any extra money, I throw down up to three more barracks. This allows for 5 rax production and if need be, I can add tech labs on to them and make Marauder/Ghost as a transition. 3 bunkers with marines is enough to hold off any pressure until your Thor/Banshee combo arrive.

On July 10 2011 19:53 DisaFear wrote:
Thanks for that, I sometimes use a 1rax FE to 3 port banshee but this looks safer and refined


On July 11 2011 17:56 DisaFear wrote:
Used this twice today, worked twice
I didn't adhere strictly to the BO provided by OP (because I couldn't remember it word for word) but I had Thors, Marines, Banshees and Ravens
My my, it ripped



On July 11 2011 18:04 Ghostfoot wrote:
IMO, this build is incredible abusive against protoss, 100% winrate with it so far.


I love seeing these kinds of posts =>
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
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