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[D] TvP 2 marauder 1 marine expand - Page 2

Forum Index > StarCraft 2 Strategy
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Elanshin
Profile Joined June 2010
Australia216 Posts
March 09 2011 08:46 GMT
#21
Its to gain map control and pick up any possible units scouting around. Ive actually seen someone tech to banshees off this and auto win because the toss expected either more rax pressure or fe after seeing the marauders.
Daniel C
Profile Joined October 2010
Hong Kong1606 Posts
March 09 2011 09:09 GMT
#22
The part I don't understand is that it's only 3 units. As soon as the warp gates go up you'll have to retreat or risk losing all your units to stalkers (if you do lose everything, your FE will be seriously compromised). That's still enough time for the P to move out or to get a robo and obs. You may delay the proxy plyon in a 4 gate...but that's about it...I can't see any other tangible advantage?
In theory, theory and practice are the same. In practice, they are not.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
March 09 2011 09:40 GMT
#23
On March 09 2011 18:09 Daniel C wrote:
The part I don't understand is that it's only 3 units. As soon as the warp gates go up you'll have to retreat or risk losing all your units to stalkers (if you do lose everything, your FE will be seriously compromised). That's still enough time for the P to move out or to get a robo and obs. You may delay the proxy plyon in a 4 gate...but that's about it...I can't see any other tangible advantage?


If you don't do this poke, what's to stop P from simply not making enough units to stop this? When I go 2 gate robo and someone doesn't attack me, I simply expand off of 3 units and take an economic advantage. Poking forces me to get an immortal or possibly even a third gate before I can expand.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
WrathOfAiur
Profile Joined May 2010
Germany243 Posts
March 09 2011 10:55 GMT
#24
On March 09 2011 16:12 Lobber wrote:
Show nested quote +
On March 09 2011 12:32 Xanczor wrote:
Basically, i use this build in every tvp i play. Its so strong, adaptable, and simple. I use follow up with selects tvp but here are reasons this build is so popular and why you think its a bad build

1. 2 marauders and 1 marine give you map control for a short period of time until the protosd has a zealot and stalker. You poke, but never go up a protosses ramp. And for your information, 1 marine 2 marauders = 1 zealot 1 stalker in a microed battle

2. Obviously a very fast expansion. Now what i like to do is check if toss has an expansion when my CC finishes. if he doesnt, i make 3 bunkers and use the scan when my OC finishes to see what hes up to.

3. The reason you think its bad is because at 2200 diamond most terrans just push up the ramp, find a zealot stalker and almost a sentry out, lose all their units then dont know what to do next. The 1 marine 2 marauder poke is used to gain map control and poke, not to attack.

(3000 masters terran if you would like to know.)


K well first of all this is really old, like I'm 3500+ masters now, 2nd of all 1 stalker 1 zealot != 2 marauders 1 marine, terran wins that losing a marine, maybe a marauder if terran can't micro. 2 stalker 1 zealot wins losing a zealot, maybe a stalker if protoss can't micro.

No terran pushes up a ramp with it, they generally do it because if toss opens stalker first they get a free stalker, or if toss has 1 stalker 1 zealot, and moves out before 2nd stalker is done, you get all the protoss units for free...


3,3k master protoss here.
I just want to emphasize this, because this is the best explanation of this poke in this thread!!

you can poke up the ramp with your scouting scv. if the toss skipped the zealot: go for it! kill the stalker, maybe the sentry. check if he has more gateways (warpaget will finish at about this time), or a robo. he will most likely chrono out an immortal. retreat and expand safely. you are ahead now.

if he didn't skip the zealot, you can maybe try to kill the zealot with the sight of the scv and concussive shells, or just retreat.

if the protoss moves out with his units (zealot, stalker) these are free kills, because of concussive shells (if you micro it correctly, you will get both; at least one unit).

this is why i NEVER do this stalker poke up the terrans ramp so many people talk about. if there are marauders with shells roaming the map, you will most likely loose something.

however, what I like to do is, I try to take a xel-naga tower. if you catch 1 marine and 1 marauder with one zealot and one stalker you can easily take this. so I advance to the xel-naga tower (BUT NOT TO THE TERRANS RAMP) and retreat with the zealot after I secured it and just leave the stalker there. the stalker is faster then marauders and you can retreat if this rax pressure is coming. count the marauders you see and react based on that information.
Elanshin
Profile Joined June 2010
Australia216 Posts
March 09 2011 11:50 GMT
#25
The idea is not strictly to attack. Lets say your worried about a 4 gate, you poke out with this force, protoss will feel a bit of pressure, mayb use another chrono on gateway instead of warpgate, prehaps you'll pick up the probe walking out to place that pylon, or even sometimes catch the zeal+stalker moving to attack you with the warpgate coming up.

At the higher levels, usually theres no tangible benefit to moving out but 1 in like 5 games you'll catch something for free. Also almost every good player knows the timings when warpgate finishes approximately and pulls away well in advance of that. If you do not know this timing, i suggest you either grab a pro's 4 gate (all in version) or just try it out against a computer.

Think of it similar to vZ, if you dont move out you let toss do whatever he wants whether it be expo, 4 gate, 3 gate, dt, blink stalkers etc. you have 0 map presence. By moving out you force pressure on him and depending on his build he will generally have to make something to account for this small force. every advantage gained however small is useful.
Daniel C
Profile Joined October 2010
Hong Kong1606 Posts
March 09 2011 12:36 GMT
#26
Thanks for all the good advice, from p players, no less ... I'm all for interracial cooperation lol, definitly going to give it a try. Thanks again!
In theory, theory and practice are the same. In practice, they are not.
JamesSwift
Profile Joined May 2010
United States71 Posts
March 09 2011 16:14 GMT
#27
@Daniel C - Adebisi recently did a good video that uses this opening to expand (well it is actually him doing a video on a style used by SelecT). Maybe it can help you:
你好
BullocH
Profile Joined December 2003
Canada51 Posts
March 09 2011 20:31 GMT
#28
Somethng important to recognize in this situation is that the subtlties of build order optimality come into play more than ever. Every little macro choice and delay during the opening 25ish supply for both players in this spot changes the dynamic of the engagement - not to mention the most important factor - travel time. Also, where the toss uses the chronos.

If a toss does an optimal open, ie: he doesn't F up and have tiny delays between probes, or slightly mistimed building placements etc, if he opens zealot stalker stalker w/ some level of chronos on his gate, almost irregardless of travel time, terran cant come up the ramp and hope for much. With exception being very close travel time and/or [i wanna say AND but might be an or] if terran drops his rax on 11 instead of 12, and his gas on 12 instead of 13, they can squeeze that rauder out a little quicker.

Goody will use his scouter scv, in conjunction with another scv w/ 1 rine +1 rauder, w/ rally pt rauders reinforcing, and he'll often do the 11 rax, if toss screws up and buys a sentry, or is a bit slippery on his build and isn't optimal, or doesnt use chronos, then suddenly theres a flat out problem for toss, and he'll likely lose 2-6 probes and 0-2 pylons in addition to a few units that he mis macrod.

Even with best case scenerio timings with both players builds, and terran gets to your ramp/up your ramp as fast and optimal as possible, bring 4 probes w/ your zealot + stalker, and chronos the 3rd unit you have making, and you should hold this w/o problem, and often if you have 2 surviving stalkers, you can rush past your kill and catch the reinforced maurader that was rally pted on route but was since turned around - often allowing you a short window to hold their lower ramp and/or delay an expo plan, since this build is often an opener to rax/CC play.

cheers



tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-03-09 20:50:50
March 09 2011 20:49 GMT
#29
Just want to say that a 2 probe harass really hurts this since the marine can be hurt or killed just by microed probes and mining is hurt by sending the probes early. Point is you don't even need 1z2s to fend this off since if you delay it long enough you can have 3z2s by the time they are ready to move out.

Build order: 1v1 maps
send all probes to mine, then after the first return trip of one of the far patch probes, take him and go to Terran base, he will usually arrive before or right as the depot is going down
9 pylon --> send this probe as 2nd probe
cb x2
14 gate
15 gas
16pylon
17gate
17cybercore
zeal
probe
probe (this probe can be substituted with an assimilator if you mean to tech)
float minerals/gas
2x cb stalkers when core is done
pylon
warpgate

You can force the pulling of a lot of scvs doing this, and can micro vs that first marine to do about 20 damage to him. He won't ever get this health back and you can return both probes home to mine again with full shields and maybe slight hull damage. Don't be overzealous though.
Knowing is half the battle... the other half is lasers.
scrub96
Profile Joined August 2010
United States76 Posts
March 09 2011 22:01 GMT
#30
On March 10 2011 01:14 JamesSwift wrote:
@Daniel C - Adebisi recently did a good video that uses this opening to expand (well it is actually him doing a video on a style used by SelecT). Maybe it can help you:
http://www.youtube.com/watch?v=S9KpvXkKRfg


I have been doing this build for the past few days. Fending off one base toss and early void ray pushes is proving to be difficult for me (high diamond).
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