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yes works well,,,, if the player goes, bling, ling,muta....... which is extreamly common. in tvz
the ONLY time i have trouble is when the zerg goes roach heavy,,,,,, the trick is,,, do not let him get his 3rd base,,, if he getsa third,,, its sooo hard to deal with.
its beatable... i am still experimenting with this builld as well,, instead of a raven tho,, i get an extra banshee. against zerg
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On March 26 2011 02:22 OlorinPA wrote: Finally had a friend of mine beat it. We practiced it several times in a row and he finally held it with a 1 base colossus build. He had three colossi out by the time the push hit.
Did you have SCVs with you when you attacked?
Is it possible to scout and identify the attack while doing a normal build (3gate expand, 2gate robo) and do a transition into 1base colossi instead of expanding? Terran will actively try to deny all scouting, but is it enough to know that T is staying on one base?
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This build has worked out amazing for me, 3-0 so far. Im only a 3k diamond player though, so dunno how good it would work against mid/high masters.
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i donno if this is even possible, im not very smart at making build orders....
but against zerg, is there any way you could possibly get an extra Factory instead of the barracks... and pump out hellions or possibly blue flame hellions out of a reactored factory,,,,
and make this a deadly zerg strat? or is it wayyyy to much to do off of one base? and still push out at 11-12 mins???
Say get a few marines at the start- X amount of blue flame hellions- 3 thors 3-4 banshees. and push?
I have used the orginal strat against Zerg a lot, with about a 70% success. i also find though Banelings always just melt my marines.... and it goes downhill.... would this be possible to get this composition off of one base to strengthin the 11 min push against zerg? i dont get a raven against zerg i usually opt for an extra banshee instead.
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I believe there is already a thread on this started by sksyen.
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whats it called do you know???
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This push incorporates everything annoying about terran.
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On March 26 2011 13:17 Jumbled wrote:Show nested quote +On March 26 2011 02:22 OlorinPA wrote: Finally had a friend of mine beat it. We practiced it several times in a row and he finally held it with a 1 base colossus build. He had three colossi out by the time the push hit. That sounds about right. One-base colossus is still a very good response against a delayed 1-base all-in.
Would a push be necessary against a no expand toss?
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i think a chargelot/sentry/immortal/void or pheonix comp would destroy this push. seems like kind of a stretch to get all this but if terran can get a whole bunch of gas heavy units, why not toss? a couple of cannons would also do great. seems like either a 1 base toss or a fe toss can hold if they kno what theyre doing
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Hi Olorin,
Yet to try this build out, but look forward to doing so in my free time. 
Just a quick question, I noticed how you stop SCV production at around 16 scvs + mule (=~20scvs), but you also seem to float a few minerals (as gas is obviously the limiting factor with these tech heavy builds). Would it not be reasonable to keep producing a few extra scvs, and bring some along for the push?
I noticed there were occasions where you even had enough minerals to throw down a CC, if you truly have no plans to expand, why not just bring some scvs to strengthen the big attack? Is there any particular reason that I'm missing?
Sorry if this has been asked, I couldn't really be bothered to read through all of the 6 pages :\
Edit: *When I said 16 scvs I meant 16 mining scvs + the 6 for gas*
*actually yeah I noticed you ARE tight for minerals leading up to the push, but even if you do stop at 22 scvs I don't see why bringing a few a long for the ride wouldn't hurt :O
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VTdesrow just lost to this build on stream, was great lulz. He went for expo and had 2 colossi when the push arrived, he scouted most of terrans base with his first observer before it got sniped with marines and raven. The terran sent the first hellion he made from the factory in to scout, got picked off at the ramp but he did see army composition. At the final engagement, the terran didn't pull scvs and desrow still didn't stand a chance and lost the fight pretty marginally.
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On March 29 2011 07:19 pakman wrote: i think a chargelot/sentry/immortal/void or pheonix comp would destroy this push. seems like kind of a stretch to get all this but if terran can get a whole bunch of gas heavy units, why not toss? a couple of cannons would also do great. seems like either a 1 base toss or a fe toss can hold if they kno what theyre doing
That's quite expensive, but if you can hold down a third and not get killed after expo... Just might work!
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On March 29 2011 06:26 Whathe wrote:Show nested quote +On March 26 2011 13:17 Jumbled wrote:On March 26 2011 02:22 OlorinPA wrote: Finally had a friend of mine beat it. We practiced it several times in a row and he finally held it with a 1 base colossus build. He had three colossi out by the time the push hit. That sounds about right. One-base colossus is still a very good response against a delayed 1-base all-in. Would a push be necessary against a no expand toss? Not sure what you're asking here. This Terran build is a hard one-base attack. If you abort it and expand instead, the protoss can scout it quickly and expand himself without being behind.
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On March 29 2011 07:19 pakman wrote: i think a chargelot/sentry/immortal/void or pheonix comp would destroy this push. seems like kind of a stretch to get all this but if terran can get a whole bunch of gas heavy units, why not toss? a couple of cannons would also do great. seems like either a 1 base toss or a fe toss can hold if they kno what theyre doing The difference lies in the tech trees. Getting a variety of high-tech units is a much bigger investment of time and resources for the protoss player because they have a much more spread-out tech tree. One-basing is by far the safest response for the protoss player, but they'll almost certainly need to focus on a single tech branch to beat this push, otherwise they simply won't be ready when it comes.
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On March 30 2011 09:00 Jumbled wrote:Show nested quote +On March 29 2011 06:26 Whathe wrote:On March 26 2011 13:17 Jumbled wrote:On March 26 2011 02:22 OlorinPA wrote: Finally had a friend of mine beat it. We practiced it several times in a row and he finally held it with a 1 base colossus build. He had three colossi out by the time the push hit. That sounds about right. One-base colossus is still a very good response against a delayed 1-base all-in. Would a push be necessary against a no expand toss? Not sure what you're asking here. This Terran build is a hard one-base attack. If you abort it and expand instead, the protoss can scout it quickly and expand himself without being behind.
Well sopposedly you have a cc finished when you push, and he didn't expand yet scenario.
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I would get phoenix as they are amazing in dealing with banshees and ravens. A few immortals and zealots should clean up the rest easily. If you have enough gas for it stalkers would do even better than the zealots. You should be able to see this coming with your observer if you go robo so it should be easy to prepare for. GLHF
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i have been practicing this strat against some fellow terran friends, Gold leval guys, im diamond, but we play for shits and giggles. It gives me a chance to practice strats without to much stress.
Anyways I thought id give this build a whirl...
It definatly handles MMM pretty darn good. throwing down 2 PDD's during a big battle, makes even stim rauders useless as old dried up tits.
with decent Micro its beat a Marin, rauder, tank medivac push as well...
I think it would hold its down against a marine tank viking with some decent micro with the banshees getting tanks, pdd blocking vikings, and thors cleaning up marines.
like i said im still fiddling around with this against terran. before Id even consider it a viable strat, i have been searching for a good tankless tvt build for some time. So i thought why not give this build a try....
So far it beats toss like 95% of the time in diamond league Zerg 80-90% diamond league
still practicing it with terran tho, before i give her a whirl on ladder.
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Thanks for the post. I have had great success with this comp. Past couple of days though I switched it up to 2-3 base. I just added another fac techlab and star techlab to continue production of Thors and banshees. For the mineral dump I either go rines or hellions. I thought about adding ghosts but there just not enough gas unless I go 3 base.
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With 1 gate fe, 3-5 cannons + 2 gateways once I see no expo by 8:30 minute mark. Mass zealots/sentries, rendering PDD quite useless. I also chronoboost only gateways if my +1 armor did not finish yet.
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I have tried this build with great success. Of course, I also really enjoyed Janook's two thor push...and since I do that with +1 armor and strike cannons it seemed more powerful to me...so I started alternating. I found this build to be superior when playing against protoss. The reason is, when you lose with the 2Thor push it is usually because the toss chooses to engage on his ramp...isolating your thors from most of the scv's, getting massive concave advantages and the like. However, if you saw this coming you could fight from the low ground using a scan and be OK... With OLorin's push you have banshees...this is so critical in my eyes. Not only can they do pretty good damage to and robo units, they provide vision up cliffs makinging ramps FAR less scary to thros AND on top of that can be pulled out of the fight to go unpower tech structures or slaughter probes...with a rave dropping PDD's making stalekrs lol worthy... Lets just say that when I have lost with this push it was my fault, not the strategy I used.
Thanks for adding another weapon to my arsenal against toss!
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