i think mass banshee is overkill though. banshee owns colossus, but mass banshee is weak against other compositions.
[G] Synystyr's TvP Anti Colossus Build - Page 4
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hoovehand
United Kingdom542 Posts
i think mass banshee is overkill though. banshee owns colossus, but mass banshee is weak against other compositions. | ||
Synystyr
United States1446 Posts
On December 03 2010 06:50 Requisition wrote: Small error with the build order steps. When following it you get up to a 43 supply cap without being told to make another supply depot until 50 supply. Just need to throw another supply depot around the 40~ supply mark. Thanks for pointing that out! I'm planning on refining the Build order very soon. That one isn't quite optimal. It's very open to early pressure, but I do have a fix! On December 03 2010 07:08 iAmJeffReY wrote: PDD doesn't have enough mana to be effective vs 5+ phoenix and a couple stalkers. 1 shot is 10 mana, you don't start with but what 50-100 mana? I feel 4 is overkill asking to be phoenix harassed. As they can shoot and move, they can just fight you where they want to fight you, right? I wouldn't say banshees are 'fast' units. They have incredibly slow accel. I'm always more an MM+banshee guy, so of course I think this is a bit too commited to banshees. It's a personal preference with the mass banshees I suppose. There's no such thing as overcommitment if you win with it ![]() ![]() On December 03 2010 07:10 hoovehand wrote: while you build your CC, build a barracks near the toss base and float it over.... you can see if he's doing a 3-4 gate rush, then bunker/marauder as required. i think mass banshee is overkill though. banshee owns colossus, but mass banshee is weak against other compositions. Good idea! I'll have to try that! Excellent idea for scouting ![]() The only unit that truly beats banshees is phoenix, but I have the marine ball to protect my banshee stack. I find this an amazingly power composition. It's not about killing the colossi, it's about abusing the decision the Protoss made in getting colossi and capitalizing on the poor AA. Stalkers are only subpar against banshees. | ||
kcdc
United States2311 Posts
Edit: On closer inspection, you'll need to rush for a bunker at your nat to hold a zealot+stalker poke. I've killed less greedy builds than this off of one gateway. You can't set up your natural off of 1 barracks on on maps with open naturals. | ||
freetgy
1720 Posts
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iAmJeffReY
United States4262 Posts
If you keep your banshees with your marines all game, then they aren't harassing, and aren't worth nearly what ya pay for em, in my mind. And I agree, an aggressive 3 gate robo all in would crank out on you BADLY. I find 3 gate robo all ins MUCH stronger than typical 4 gate. My friend does them, and until I learned to draw him to his base, I couldn't stop it. He's 2k, and even beat my 2.6k friend with that crap. Chronos out zeals early, 5-6, 1-2 stalkers, 2 sentries and an immortal and pulls 75% probes and hits. Whenever you see a good protoss target those PDDs with sentries and they die after blocking only 2 volleys, and he eats you up, you'll understand why lol. To beat banshees, it's all about how they handle the battle in my mind as a fellow terran. I'd suggest keeping those banshees out of your base AS LONG as possible. Hit and run, hit and run. Force OBs and phoenix, as his ground army will then lack. I get 4-6 banshees max, by then they collsai up and it's a bit hard to target them vs vikings. If it works for you though brother, keep it up. Just a tip, target sentries first when you PDD down. | ||
Synystyr
United States1446 Posts
On December 03 2010 08:08 kcdc wrote: Maybe I'm the only P that does this, but I certainly don't play passively after a 1-gate expansion unless I absolutely have to. I've learned that I can't punish a 2-rax expand with marauders and bunkers, but a 1-rax expand that techs straight to banshees is a sitting duck. I cut probes after my nexus to pump as many gateway units as possible and I know I'll be behind in economy against a T that expands as quickly as you are. Without bunkers (as you've suggested you can get away with), this build dies to even the most econ-greedy Protoss builds. Even with bunkers, a FE into 6-gate all-in would kill this without losing more than a handful of zealots. Edit: On closer inspection, you'll need to rush for a bunker at your nat to hold a zealot+stalker poke. I've killed less greedy builds than this off of one gateway. You can't set up your natural off of 1 barracks on on maps with open naturals. Yeah, I'm aware I'm very open to early pressure, which is why I'll be modifying the BO to include 3 mandatory bunkers. I've just got to get around to it xD. I've played games against some very aggressive players off of 4Gate, 3Gate Robo and 1GateFEs, so I know I can hold it, it's just a matter of good scouting and such. The current build is too greedy and I am remedying that. On December 03 2010 08:22 iAmJeffReY wrote: ..and when they push you, and draw the PDDs at your base or in the middle, as they're supposed to, then what? When they do fly bys all game with phoenixs to keep your banshees in base, or make you make vikings, what then? If you keep your banshees with your marines all game, then they aren't harassing, and aren't worth nearly what ya pay for em, in my mind. And I agree, an aggressive 3 gate robo all in would crank out on you BADLY. I find 3 gate robo all ins MUCH stronger than typical 4 gate. My friend does them, and until I learned to draw him to his base, I couldn't stop it. He's 2k, and even beat my 2.6k friend with that crap. Chronos out zeals early, 5-6, 1-2 stalkers, 2 sentries and an immortal and pulls 75% probes and hits. Whenever you see a good protoss target those PDDs with sentries and they die after blocking only 2 volleys, and he eats you up, you'll understand why lol. To beat banshees, it's all about how they handle the battle in my mind as a fellow terran. I'd suggest keeping those banshees out of your base AS LONG as possible. Hit and run, hit and run. Force OBs and phoenix, as his ground army will then lack. I get 4-6 banshees max, by then they collsai up and it's a bit hard to target them vs vikings. If it works for you though brother, keep it up. Just a tip, target sentries first when you PDD down. I've found 3 gate robos especially easy to hold personally ![]() The point is, I deny scouting before I throw 3 extra starports up, and by the time they can re-scout it, they can't get enough phoenixs out before my push hits them. It's too late there, and I can transition to BCs even if they hold it off. I've got a few replays of myself doing this, will upload on next update. | ||
kcdc
United States2311 Posts
On December 03 2010 08:34 Synystyr wrote: Yeah, I'm aware I'm very open to early pressure, which is why I'll be modifying the BO to include 3 mandatory bunkers. I've just got to get around to it xD. I've played games against some very aggressive players off of 4Gate, 3Gate Robo and 1GateFEs, so I know I can hold it, it's just a matter of good scouting and such. The current build is too greedy and I am remedying that. I don't think just adding bunkers is going to cut it. There's a reason why nobody simultaneously fast expands and techs 1-1-1. Abusing your choke and without sinking minerals into an expansion, you just barely have enough units off of 1-1-1 to defend gateway pressure. If you want to secure your nat, you need more early barracks units. | ||
Antisocialmunky
United States5912 Posts
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MMello
279 Posts
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Synystyr
United States1446 Posts
On December 03 2010 08:49 Antisocialmunky wrote: I still think the proper way of doing a TvP port build is 1-1-1 or 2 Rax FE. 1-1-1 to do it before many stalkers are out or build up to about 4 barracks to start pressuring and then tech to SPs to supplement your army(3 Tech Labs, 1 Reactor). If you can pick off enough stalkers, then your slower banshees will probably perform better than faster banshees that fly into a wall of stalkers. Everyone has a style ![]() For everyone else, I updated my OP! Now with a revamped Build order for better defense and a faster, cleaner push. I also updated out of date points to make everything more current. Thanks! | ||
iAmJeffReY
United States4262 Posts
It's effective for me at 2270 or so. | ||
Synystyr
United States1446 Posts
On December 03 2010 08:41 kcdc wrote: I don't think just adding bunkers is going to cut it. There's a reason why nobody simultaneously fast expands and techs 1-1-1. Abusing your choke and without sinking minerals into an expansion, you just barely have enough units off of 1-1-1 to defend gateway pressure. If you want to secure your nat, you need more early barracks units. Well it's worked alright for me so far ![]() | ||
Antisocialmunky
United States5912 Posts
This is more for when Toss gets used to this. This also gives you a viable abort into MMM Tank if you see Toss overreact to Banshee(cannon). If I have learned one thing from Marine/Raven, people figure out opennings pretty quick especially if people start winning Tourneys with this. | ||
Synystyr
United States1446 Posts
On December 03 2010 10:36 Antisocialmunky wrote: No problem. Like I said before, one of the main issues issues you should consider is that since this is a 'reveal' type build, you're going to want to mislead Toss a much as possible. Trick him with a 2 Rax FE and pop the obs he sends with your raven. I think the timings work out pretty well for the Raven. This is more for when Toss gets used to this. This also gives you a viable abort into MMM Tank if you see Toss overreact to Banshee(cannon). If I have learned one thing from Marine/Raven, people figure out opennings pretty quick especially if people start winning Tourneys with this. Haha yeah, the build is still being worked out, the general idea is to get four starports pumping banshees out to end the game for us. There are a variety of openers that can be used to get this build flowing, I've yet to figure out the rest! A 2 Rax FE might be much safer, and I like the idea of transitioning into tanks....the 2 base funding is already there and can really catch the Toss off guard. I love it ![]() | ||
kcdc
United States2311 Posts
On December 03 2010 10:18 Synystyr wrote: Well it's worked alright for me so far ![]() Do what works for you. 1-rax expand with lots of bunkers followed 2 additional rax might be safe. The most difficult part would be getting that first bunker up against a zealot+stalker poke with rallied stalkers. I suspect you'll lose some games against well executed early aggression, but that's okay. 2-rax expand is a lot safer tho, and the banshee transition would work just as well. | ||
MLG_Wiggin
United States767 Posts
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MockHamill
Sweden1798 Posts
3 Bunkers is a good idea but since Protoss so easily can bypass the bunkers with warp prisms I am not sure if this build is viable. You do not have enough units to defend against an attack that skips your bunkers. | ||
Synystyr
United States1446 Posts
On December 04 2010 02:41 w_Ender_w wrote: I saw this yesterday and decided to try it out against my Protoss practice partner. I opened each time with a 2 rax expand (with some bunker pressure with my first few units when he let me get away with it) against his 1 gate FEs. I was able to really consistently find a nice timing where I would add two Starports basically as soon as I could afford it after placing the expansion, letting me get a little harassment in and delay any sort of aggression. Add two more Starports after that and roll over to his base with a very significant amount of banshee with MM support. It seems pretty hard for the Protoss to hold it. I actually dont mind if they overreact to the banshee because transitioning into MMM is quite easy and most players will overreact to the harassment and not particularly consider the banshee as an army unit. I love all these different options people are coming up with ![]() ![]() On December 04 2010 03:54 MockHamill wrote: I have tried it out twice so far. First time I got cannon rushed followed by DTs so GG. Next time he used a warp prism to take out my main base before I could mass enough units. 3 Bunkers is a good idea but since Protoss so easily can bypass the bunkers with warp prisms I am not sure if this build is viable. You do not have enough units to defend against an attack that skips your bunkers. The bunker wall is supposed to deflect any attacks from the front. Which means of course the Protoss may try to bypass the wall with other means. This includes proxy pylons in your base, warp prisms or blink stalkers. I don't think I mentioned it, but this is one of those things you have to be very aware of all the time. Excess minerals is something I find in this build. I usually burn it on marines + supply depots, but another option is to turret the sides of your bases to prevent such tactics. It's a matter of scouting in this situation, not the strength of the build. | ||
MLG_Wiggin
United States767 Posts
On December 04 2010 03:59 Synystyr wrote: I love all these different options people are coming up with ![]() ![]() Glad you like it. I saved the replays from the games we played last night, if you're particularly interested. Its certainly a fun build, and a nice change of pace from the usual pure bio play you're often forced to rely on in the match up. On December 04 2010 03:54 MockHamill wrote: I have tried it out twice so far. First time I got cannon rushed followed by DTs so GG. Next time he used a warp prism to take out my main base before I could mass enough units. 3 Bunkers is a good idea but since Protoss so easily can bypass the bunkers with warp prisms I am not sure if this build is viable. You do not have enough units to defend against an attack that skips your bunkers. Yeah, but these are things you need to take into account no matter what build you do. The nice thing about an FE build is that by the time you need to make a decision on what tech you go you should be able to scout these plays. Edit: Oh and Antisocialmunky, I love your TvZ Marine/Raven build. If people like this kind of build for some alternate playstyles, they ought to check his thread out as well. | ||
Synystyr
United States1446 Posts
On December 04 2010 04:24 w_Ender_w wrote: Glad you like it. I saved the replays from the games we played last night, if you're particularly interested. Its certainly a fun build, and a nice change of pace from the usual pure bio play you're often forced to rely on in the match up. Yeah, but these are things you need to take into account no matter what build you do. The nice thing about an FE build is that by the time you need to make a decision on what tech you go you should be able to scout these plays. Edit: Oh and Antisocialmunky, I love your TvZ Marine/Raven build. If people like this kind of build for some alternate playstyles, they ought to check his thread out as well. I support this bolded statement wholeheartedly ![]() | ||
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