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All diamond level and a couple masters level opponents. Anyway, my point is that I main protoss and I have no idea how a protoss should hold this push. I was wondering if any better protoss players than I had any ideas?
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OlorinPA
28 Posts
![]() ![]() ![]() ![]() ![]() ![]() ![]() All diamond level and a couple masters level opponents. Anyway, my point is that I main protoss and I have no idea how a protoss should hold this push. I was wondering if any better protoss players than I had any ideas? | ||
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Whitewing
United States7483 Posts
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L3g3nd_
New Zealand10461 Posts
i assume marine thor or marine banshee would be a lot earlier, and your gas would be spent more efficiently | ||
Jumbled
1543 Posts
On March 03 2011 14:59 Whitewing wrote: The push is actually stronger, I find, with tanks instead of thors. You can harass with the banshees, slow push the tanks, and if the stalkers go after your banshees, you can pull forces into your siege tank range. The OP's push does sound a little scarier than the conventional marine/tank/banshee/raven all-in, mainly because the thors also provide some extra AA and shut down force fields. It sounds like it comes out quite late for a 1-base attack, however, and that could be a big weakness. Unfortunately I haven't been able to watch any of the replays yet as GameReplays seems to be having a fit. | ||
OlorinPA
28 Posts
On March 03 2011 15:08 L3g3nd_ wrote: seems very gas heavy, how does it compare to just marine banshee or marine thor? i assume marine thor or marine banshee would be a lot earlier, and your gas would be spent more efficiently That's a good question. You open standard 1/1/1. You start the armory as soon as the first banshee is started. And a thor as soon as the armory is finished. You pretty much have enough gas to make banshees and thors continuously up until the push (minus a couple of seconds of downtime on both the factory and starport). You are more limited on thor build time than gas. So while you could skip the banshees and make the armory earlier, you will only get one extra thor out and no banshees. FF can't help the protoss b/c if he does you just move one thor forward to break it down. And banshees fly over the FF anyway. And anyway if you push earlier with just marine thor, you have waaaay fewer marines. The mass of marines is actually quite important b/c gateway heavy armies have difficulty killing off the marines. The whole build is designed around reaching a critical mass that the protoss will have a very difficult time dealing with. | ||
OlorinPA
28 Posts
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HellsHeaven
South Africa12 Posts
Also since you dont have stim, void rays should really be a pain in the for you to deal with, esp since he should have 4+. I'm not sure since you dont say, but do your thors have strike cannons? | ||
Blyadischa
419 Posts
The Marine/Thor/Banshee composition is definitely the strongest mid game composition to get. It is incredibly difficult to stop. In Synystyr's Anti-Colossus thread he has this same composition but goes 2 naked rax expand w/ 3 bunkers to have a giant push @~15 minutes. | ||
OlorinPA
28 Posts
On March 03 2011 15:20 HellsHeaven wrote: Ive used a similar push before and the one game I lost was to a really fast HT storm tech since you cant put on to much pressure before moving out. Also since you dont have stim, void rays should really be a pain in the for you to deal with, esp since he should have 4+. I'm not sure since you dont say, but do your thors have strike cannons? No, all gas goes to factory/starport/armory/banshees/raven/thors. I don't know how storm would fare against this. Almost no protoss has storm researched by the 11:00 mark. I've beaten several players who did rush HT's, but they didn't have storm finished. As far as voidrays...I push with 30+ marines, I don't think the lack of stim will matter. I have beaten a couple guys who made VRs, but none of them were massing them. The closest I've come to losing was to a guy who made stalkers/immortal/phoenix/VR. | ||
spbelky
United States623 Posts
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Phantom09
United States73 Posts
![]() Hey Olorin, I'M a high diamond Terran (rank #2 at the moment). I Actually tend to use a similar strategy, although I like doing my thor/banshee/Marine Push off of 2 base. I have to say, that's a pretty scary push you have going there. First off, I have to say, if you scout this as protoss, which you should be able to do, there are several things you can do. 1st option : early pressure. Early pressure against this sort of teching really can put the terran on his back foot. Since the terran is going 1/1/1, he isn't going to have a whole lot of units. - 4 gates have a pretty decent chance of busting this, especially if the terran doesn't have a bunker or two at the front. - A quick robo going into a 2 or 3gate + immortal push also does very well, as the marine count will be low off of 1 rax in the beginning, and the immortal can chew through the bunkers (and thors, if they are out early enough for the push.... which is unlikely if you go 1/1/1). -Another option is 2 or 3 gate stargate, with 2 void rays + gateway units to do an early push. If the terran doesn't wall off while teching like this, your zealots can get in and do loads of damage, focusing down the marines while void rays mop everything else up. If he has walled, your voids can charge on his wall and absolutely own. To survive this, a Terran has to see the pressure coming, build bunkers, and pull SCVs off the line. All this slows down and/or weakens the 11 min push, if it doesn't outright win you the game. 2nd option: econ. -If you see a terran teching like this, he is going to be unable to put any serious early pressure on you. You can probably safely 1 or 2 gate expand, and have your natural up by the 5 or 6 minute mark easy. Having a significant econ lead for that long (~5 min) should allow you to have enough forces to survive the push. As for composition - I would suggest either chargelots/stalkers/immortals or chargelot/stalker/colossi. If you get the immortals, focus down the thors then clean up the marines/banshees with the rest of your army. If you get the colossi, focus down the marines first. Because of the raven/pdd, you could cut some stalkers and add in some void rays, which do very well against thor/banshee, but you'd have to micro them properly against the marines. Whatever composition you choose, your econ lead + defenders advantage should allow you to defend successfully. Things NOT to do: Go pure gateway. Thors/marine/banshees have one thing in common - high dps. They will walk through much larger gateway armies. The key to this composition is the synergy between the units. Marines do very well against all air, and provide good ground dps - and are especially good at taking out immortals, which could counter thors. Thors do massive ground dps and have a large amount of health, helping the marines to survive, especially against things such as colossi. Banshees rounds it all out, having a very high anti-ground dps, doing well against colossi and immortal - and are protected in the air by the marines, and even the thors, who do very well against phoenixes. What I've found counters this build best is some composition that focuses down ONE of these units very well, then is able to mop up the other two afterwards. Usually, the best unit (imo) to focus down is the thor. If you kill the thors, zealots/stalkers can clean up the marines/banshees without too much trouble, especially if you are reinforcing throughout the battle. There are some other things the terran can do when he is teching like this, like cloaked banshee harass, but that was not the point of this thread, and therefore I will not address those. These aren't easy solutions - that 11 minute push looks pretty devastating. However, if you exploit its weaknesses, you should be able to handle it. TL;DR Either early pressure or FE macro builds are the best against tech based, 1base allins. | ||
OlorinPA
28 Posts
My whole point to this is that 1 base play seems so strong compared to how hard it is to hold off with economic builds. Like, I'm sure there is a way to beat this build as protoss (4 gate certainly has a chance, but it preempts the push), but to do it economically? I'm not sure... | ||
Jumbled
1543 Posts
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OlorinPA
28 Posts
I would suggest the last one as well. Typical FE and he scouts exactly what I was going for. Goes with what I think most protoss think the "counter" would be at that stage in the game. I think he was Masters level as well. | ||
Jumbled
1543 Posts
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Phantom09
United States73 Posts
On March 03 2011 15:41 OlorinPA wrote: Hey, phantom. You are absolutely right that this build has the same difficulty holding off early aggression by the protoss (4 gate, etc) as a 1/1/1 build does. However, I disagree that the economic build is necessarily the way to go. B/c the protoss' I tend to crush easiest are the ones who FE. I generally scan a couple minutes before the push and if I see an expo I know he is going to die. You should check out the replays to see what I mean. My whole point to this is that 1 base play seems so strong compared to how hard it is to hold off with economic builds. Like, I'm sure there is a way to beat this build as protoss (4 gate certainly has a chance, but it preempts the push), but to do it economically? I'm not sure... Olorin, You have a good point. I agree that this sort of push is harder to hold off if you expo. But if you expand early enough, it should put you in a better position overall if you manage to hold this push off. It's just harder to macro correctly and get the correct composition then it is to 4gate. I just watched your last game against scythe, who did a 3 gate expand. I honestly think he could have held it, had he not made these mistakes. 1) His macro slipped. He had enough money for an extra 2 immortals or so, which would have really helped. 2) He built phoenixes. Phoenixes are pretty good at killing banshees.... but void rays are better, especially since void rays do well against thors AND void rays aren't affected by the PDD. If he had had void rays instead of phoenixes, he would have done better. 3) Target fired your thors. I noticed that a lot of the time, he 1a'ed and therefore his immortal was firing on your marines. Big waste of DPS. 4) Not enough immortals. This relates to #1. If he had at 2 or 3 more immortals, and target fired your thors.... he would have done so much better. 5) He probably could have safely gone for a 2gate expo against your build. Haven't tested this or anything, but that's just what I feel from watching the replay. TL;DR It is possible to hold off your push with an economic build - it is just harder, as it requires good micro, macro, and army composition. But then again, isn't good micro, macro, and army composition what any good player wants? ![]() | ||
matrius
100 Posts
The only time I lost is when I messed up my micro and a thor or two attacked a building instead of their army ![]() I think colossi, zealots, void ray/phoenix might give this trouble, but who does that? Everyone seems to go for stalkers anyway. PDD is good for them ![]() Thanks again! PS. Held off 4 gateway push too - I had built 2 bunkers because I notice there are a few extra minerals and he attacked with the pylon close by to warp in, but was able to hold the front line, and then my thor popped. Was close though, I was a bit slow with my scvs...I'm wondering if the order was changed to get Thor building first, then SP, raven, banshee just to give you a bit more army earlier - Thors much better at helping hold off the rush than a banshee... | ||
BONE
United States176 Posts
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kusu
Sweden440 Posts
If he goes phoenix you transition into BCs. Really strong build ! http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190 | ||
NB
Netherlands12045 Posts
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Dommk
Australia4865 Posts
![]() ![]() Do you have any replays where you lose doing this? | ||
ROOTdrewbie
Canada1392 Posts
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Krikan
Norway520 Posts
This is mostly theory crafting I guess as I'm mostly on the Terran side of things, but in theory atleast it doesn't sound too bad. Like someone said earlier: the toss had mined 8k+ more resources, you should be willing to spend 500 ish on that for cannons (the forge can just upgrade +1 anyways which is always good) to give yourself a better fighting chance. | ||
ROOTdrewbie
Canada1392 Posts
why do you get a banshee out before a raven? i think that it would good vs dts and also if a protoss gets an observer in your base fast then they could scout the armory. I think that you had enough gas in the games that you could have gotten the raven first, also you had like 190 energy at the timing of your push so you couldnt quite throw down 2 pdds do you cut scvs on purpose ? you seem to stop at about 6 scvs on gas + 16 scvs on minerals for minimum saturation. it seems super allin since you have like half your opponent's scvs when you are pushing, so why dont you pull like 10~ scvs to autorepair during the fight? I don't see how you could win with a follow up push of 2 banshee 2 thor + marines if this fails since your opponent will have such a higher economy also i liked how you don't scout at all or micro in the fights really and still win easy LOL ;D nice strat im not sure but i think that a 1 base build by the protoss could stop it, if they just camped their ramp thors/marines do pretty badly going up a ramp because they are slow and dont have the greatest range. but they would only do this if they know what you are doing and just make like 36 probes but camp out on their ramp | ||
Dommk
Australia4865 Posts
This is mostly theory crafting I guess as I'm mostly on the Terran side of things, but in theory atleast it doesn't sound too bad. Like someone said earlier: the toss had mined 8k+ more resources, you should be willing to spend 500 ish on that for cannons (the forge can just upgrade +1 anyways which is always good) to give yourself a better fighting chance. Banshees weren't my problem, I managed to shoo them away with only losing 7~ Probes, which I think is an OK loss considering I 1gate FE'd. I didn't have Phoenix though, when I saw the Thors they were the last thing I wanted to make, I'm not sure what I did wrong, my entire army just vanishes, I had charge lot/ Voidray/ Immortal/Stalker/Sentry I'm not sure what the proper response is..., maybe I teched too much? But I had a 8k lead..., anyone have ANY replays of them beating this? or of them losing(as the Terran ofc)? im not sure but i think that a 1 base build by the protoss could stop it, if they just camped their ramp thors/marines do pretty badly going up a ramp because they are slow and dont have the greatest range. but they would only do this if they know what you are doing and just make like 36 probes but camp out on their ramp But what happens if you just camp the ramp at that point and expand? How am I going to bust down that ramp with Thor/Banshee/Raven situated perfectly waiting for you to run your army into the meat grinder, at that point wouldn't just a siege tank switch make it impossible for Protoss to leave? Fuck I hate Terran 1 base so much | ||
matrius
100 Posts
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ROOTdrewbie
Canada1392 Posts
Dommk if the terran does that then he will have 25 scvs vs 36ish for P and even though I guess he could switch to tanks it would be really slow though, the protoss could have like 2-3 colossus out when the push comes and just micro them from up his ramp | ||
matrius
100 Posts
On March 05 2011 01:06 Dommk wrote: Show nested quote + Banshees weren't my problem, I managed to shoo them away with only losing 7~ Probes, which I think is an OK loss considering I 1gate FE'd. I didn't have Phoenix though, when I saw the Thors they were the last thing I wanted to make, I'm not sure what I did wrong, my entire army just vanishes, I had charge lot/ Voidray/ Immortal/Stalker/Sentry I'm not sure what the proper response is..., maybe I teched too much? But I had a 8k lead..., anyone have ANY replays of them beating this? I think if you have that much extra resources, you just cannon up - 5 cannons at each base should do it, and then you will out macro him. Can you post your replay? As well, if you have an observer and you see marine/thor/banshee, just make chargelots/colossi/void ray which should counter everything (theorycraft here). Stalkers kinda sux vs this. Easiest way to test the unit comps is to use the unit tester vs similar valued army. http://www.sc2mapster.com/maps/unit-tester/ Show nested quote + im not sure but i think that a 1 base build by the protoss could stop it, if they just camped their ramp thors/marines do pretty badly going up a ramp because they are slow and dont have the greatest range. but they would only do this if they know what you are doing and just make like 36 probes but camp out on their ramp But what happens if you just camp the ramp at that point and expand? How am I going to bust down that ramp with Thor/Banshee/Raven situated perfectly waiting for you to run your army into the meat grinder, at that point wouldn't just a siege tank switch make it impossible for Protoss to leave? This is a bad idea (staying up your ramp), the terran will bunker up and you will be totally contained, and if you move out, you will funnel into a deathball. A forward pylon (with a cannon if you want some extra defense) will be better. | ||
matrius
100 Posts
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Synystyr
United States1446 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190 I like fast expanding first and then macroing. It's not so all in, and your and push only comes a little later, but it's so much more powerful AND you can take a third and transition easily out of it into BCs. What I think you could do differently with this style is: Thor + Raven before Banshee. Continue constant SCV production. Thor + Raven first will give you a lot more power to stop 1 base pushes and to deny scouting. If done perfectly, your opponent will make Immortals in response to your Thor, which is exactly what you want. Also, you can bank energy on your raven for 2 PDDs later when you engage. Don't cut SCVs. You need something to fall back on in case your push gets stomped. You'll want to expand as you attack and with constant SCV production, you'll at least be able to saturate your nat. For those wondering how to stop it.. Since this is a 1 base push, your best bet is to try and get as many Phoenix + Zealots out as fast as you can, as this is the ideal composition to stop it. Stalkers just don't trade very well at all with this army. Your AA must be Phoenix. Cannons will also be a huge help. YOU WANT TO DEFEND. Defenders advantage is what you really need here. Thor/Banshee/Raven/Marine is such a powerful mid game composition...you need to scout perfectly and get the right balance of units out to stop it, otherwise you lose in an extremely 1 sided fashion...GL | ||
Dommk
Australia4865 Posts
On March 05 2011 01:13 drewbie.root wrote: yea the OP didn't harass or scout at all lol, I think it would be best to make the raven before the banshee and deny any scouting and just camp out in your base. Dommk if the terran does that then he will have 25 scvs vs 36ish for P and even though I guess he could switch to tanks it would be really slow though, the protoss could have like 2-3 colossus out when the push comes and just micro them from up his ramp That isn't going to work. I just pulled up a game and tried to see how many Colossus I could get by 11mins with 14 and 18gas (skipping first zealot), I built 3 Observers, which I think is reasonable due to observer snipes. I built nothing other than 2gate, robo, support bay and Colossus (w/ Thermal lance). No "defense" of stalkers for early Banshee harass. By 11mins, I have 451 gas (http://i.imgur.com/Unxjw.jpg that is me trying to hit 38 workers, 2 for scouting/building, as fast as I can, so the minerals won't be that high in a real game), what exactly am I supposed to get with 451 gas to stop Banshees? Even if I skipped a Colossus and an observer, that means I have 726 Gas. If we just assume I need 5 Stalkers for early Banshee defense, that means I only have 476 gas to counter left the rest of the push, Gas is a considerably limiting factor here, I don't see how 2/3 Colossus could stop this push at all... | ||
Dommk
Australia4865 Posts
On March 05 2011 01:46 Synystyr wrote: I play this style very heavily in TvP and have yielded amazing results...I honestly believe that the only way to play against Protoss lategame is with air. As someone posted earlier, I have a thread detailing a more macro focused version of this build. http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190 I like fast expanding first and then macroing. It's not so all in, and your and push only comes a little later, but it's so much more powerful AND you can take a third and transition easily out of it into BCs. What I think you could do differently with this style is: Thor + Raven before Banshee. Continue constant SCV production. Thor + Raven first will give you a lot more power to stop 1 base pushes and to deny scouting. If done perfectly, your opponent will make Immortals in response to your Thor, which is exactly what you want. Also, you can bank energy on your raven for 2 PDDs later when you engage. Don't cut SCVs. You need something to fall back on in case your push gets stomped. You'll want to expand as you attack and with constant SCV production, you'll at least be able to saturate your nat. For those wondering how to stop it.. Since this is a 1 base push, your best bet is to try and get as many Phoenix + Zealots out as fast as you can, as this is the ideal composition to stop it. Stalkers just don't trade very well at all with this army. Your AA must be Phoenix. Cannons will also be a huge help. YOU WANT TO DEFEND. Defenders advantage is what you really need here. Thor/Banshee/Raven/Marine is such a powerful mid game composition...you need to scout perfectly and get the right balance of units out to stop it, otherwise you lose in an extremely 1 sided fashion...GL Do you have any replays of you losing whilst doing this (not to early stuff like 4gate)? | ||
BlinkGosu
United States46 Posts
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OlorinPA
28 Posts
On March 05 2011 00:32 drewbie.root wrote: ok i have a couple questions about this strat. why do you get a banshee out before a raven? i think that it would good vs dts and also if a protoss gets an observer in your base fast then they could scout the armory. I think that you had enough gas in the games that you could have gotten the raven first, also you had like 190 energy at the timing of your push so you couldnt quite throw down 2 pdds do you cut scvs on purpose ? you seem to stop at about 6 scvs on gas + 16 scvs on minerals for minimum saturation. it seems super allin since you have like half your opponent's scvs when you are pushing, so why dont you pull like 10~ scvs to autorepair during the fight? I don't see how you could win with a follow up push of 2 banshee 2 thor + marines if this fails since your opponent will have such a higher economy also i liked how you don't scout at all or micro in the fights really and still win easy LOL ;D nice strat im not sure but i think that a 1 base build by the protoss could stop it, if they just camped their ramp thors/marines do pretty badly going up a ramp because they are slow and dont have the greatest range. but they would only do this if they know what you are doing and just make like 36 probes but camp out on their ramp Wow a response from Drewbie. Anyway, I get the banshee first b/c I initially don't have the gas saved up for a raven (since I start the armory shortly after starting the banshee). Also, I think having the banshee first will be better for holding off any early aggression than getting a raven first. And a DT rush would have to be pretty fast to beat the raven out (I think). I'm and sure some tweaks like this could potentially improve it, certainly. And it is incredibly all in. Which is not my play style at all. This has just been a giant experiment for me. I would pull the SCVs, except I have not run into a need to yet. I have not lost with the push (I've have lost to a couple 4 gates though, which obviously hit before the push). Anyway...I've been experimenting with this b/c SC2 seems so much harder to play economically than in BW. That is 1 base play in SC2 is sooo strong if you play it right. I started getting frustrated that I would so often lose to some random 10:00 push that seems completely unbeatable if I FE. So I decided to try a similar tactic for myself and this is the result. On March 05 2011 01:13 drewbie.root wrote: yea the OP didn't harass or scout at all lol, I think it would be best to make the raven before the banshee and deny any scouting and just camp out in your base. Dommk if the terran does that then he will have 25 scvs vs 36ish for P and even though I guess he could switch to tanks it would be really slow though, the protoss could have like 2-3 colossus out when the push comes and just micro them from up his ramp Yeah...again not my usual style of play. My reasoning for lack of scouting is...I simply don't care what the protoss is doing. I'm going to try and smash right in regardless. Obviously, trying to scout for a 4 gate so that you could change it up to better respond isn't a bad idea...but I usually just put a bunker at the front and call it good, lol. I originally WOULD harass with the first banshee, but I was often losing it. And I sort of came to the realization that maybe I don't even need to harass for this to be effective so I stopped doing it and just saved the banshee for the push...the more the better. | ||
OlorinPA
28 Posts
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Barca
United States418 Posts
@OP: Do you think there is anyway to stop this off a 1 gate FE? Since that build comes out before the Protoss can scout your build? By 11:00 the expo should have paid for itself, I believe. | ||
OlorinPA
28 Posts
On March 05 2011 05:54 Barca wrote: Hmmm, seems pretty powerful. @OP: Do you think there is anyway to stop this off a 1 gate FE? Since that build comes out before the Protoss can scout your build? By 11:00 the expo should have paid for itself, I believe. All, I know is that I have the easiest time beating a "typical" FE. That is FE, then mass gateway units and maybe immortals before transitioning into colossus. If you FE'ed and then rush straight to colossi as fast as possible and if you could have 2 colossi out in time...then yes I think that would hold it. But that is hardly a "typical" FE. | ||
kwan_1984
Canada58 Posts
I am in platinum, so at 11 minutes, typically all i see is maybe 4 mutas, mostly lings, blings or roaches. Would the raven even be that much more of a help in a zerg match or would it be smarter to get the extra banshee? | ||
Blamajama
156 Posts
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kwan_1984
Canada58 Posts
I have lost twice, but that is to my screw up in macro. but its a very very solid build especially if the zerg or toss fast expands i find. | ||
Klystron
United States99 Posts
In both of these games my opponent loses 2-3 times the amount of resources in army and units that I do, which just goes to show you how cost efficient this combination can be. By no means did I execute this well at all, and my opponents were nothing spectacular. I am only a 1k plat player, but I don't really ladder a lot. One of the opponents was a 2k diamond player, and the other a silver player. Feel free to comment on how bad my macro/micro/decision making was in these games. All criticism helps me improve. ![]() ![]() The one big thing is that it can be very hard to defend. I held on just by the skin of my teeth in both games, mostly thanks to mass repair on bunkers and a thor. Normally I get the raven first with the thor to deny observers, and to play mind games. The banshees follow soon after. | ||
antz0r
Australia168 Posts
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kwan_1984
Canada58 Posts
for zerg i skip out on the Raven,,, and produce an extra banshee.... im really loving this build a lot! very powerfull.... again its sorta all-in ish.... one base,,, not really my style,,,, but its nice to change things up... | ||
Sagolikt
Sweden6 Posts
There are some key factors to this tactic. The raven will most likely make the toss blind to what the terran is building, unless he sacrifises zealots or probes. It's possible there is a good unit combination for a toss player to hold their defenses against this but I have yet to seen it. If the toss goes for 2-3 colossos he will have so few stalkers that the PDDs will defend the banshees when they are hunting down the colossos. And the few stalkers will be walked over by the thors and marines so quickly. It's also common to have centrys early for toss and they are basically just a complete waste of resources against this composition of units. Some toss players have scouted me when i only have marines and 1 banshee and centry is a good unit to produce when he only knows about that. I would assume that some sort of stalker/void-ray build is the best way to go for a toss. Maybe throw in some zealots to take cheap damage as well. As others have said, this is not a one base-all-in. I sometimes throw a CC down at my natural when I move out. It will delay the reinforcements a bit, but you have something to fall back on if something goes wrong. But I'm only a Platinum player atm, so what do I know? ![]() | ||
kwan_1984
Canada58 Posts
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Abandon
United States8 Posts
I haven't tried this yet, but I need a decent TvZ build. How does this fare against baneling play? | ||
Twistacles
Canada1327 Posts
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matrius
100 Posts
As well, when done killing the VR/Colossi, just put your vikings on the ground. 1 Viking == 1 Stalker. | ||
Tynan
Canada111 Posts
-Thors are slow as hell. -PDD doesn't move. -No Stim means Collossi and Stalkers have good hit and run potential vs Marines. If you can see them moving out, then engage them with Stalkers enough to make them drop a PDD or two in the middle of the map, you can then just run away. Even further, with some mass Blink stalkers you might be able to just send half the army to blink into the base and smash stuff while the other half plays scrappy and tries to delay the Thor push. Get a head start on the base trade. | ||
LaserTurken
Sweden17 Posts
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kwan_1984
Canada58 Posts
Usually after they lose the first set of bangs to the banshees,,, they basically give up on that strat, i have yet to see a persistant zerg constantly going bangs after he gets his first batch just annhilated. I always fly my banshees in first if i know they are going speedling/bang play.... obvi micro away from queens..... if they have mutas and bangs,,,i always just take my thors up with the banshees,,, once the bangs are done,,, then bring in your whole fleet of marines, its GG from there... I cant really find a good reason to make the raven, maybe if u see heavy muta play, but at this point in time,, u rarely see to many of them..... 95% of the time (mind u this is in platinum low/diamond leval). once they see your walled off and not expanding,, they will go for the FE,,,,, when u hit,,, all they usually have is a bunch of speedlings/bangs/roaches or like 4-6 mutas... I have an easy time winning when they FE. I have yet to come upto a roach rush,, but obvi if u see any of this cheese about to happen just throw down some bunkers,,,, taht should but u enough time until your first banshee comes out to play..... I have only played maybe 10 or so zergs with this strat, so take my advice with a grain of salt as of right now,,,, but the out come has been the same. I have an easier time with zerg than I do protoss with this strat. Im loving it though.... the only time I lost was when i first started playing with the strat and messing it up, and when I was not paying attention and got 4 gate, warp rushed on a crappy close distance map. Again my mistake........ | ||
b0urne420
Canada112 Posts
http://www.sc2replayed.com/replays/148891-1v1-terran-protoss-metalopolis its just a polt push, nothing new. but i think its safer than thors. | ||
kwan_1984
Canada58 Posts
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matrius
100 Posts
On March 11 2011 12:41 b0urne420 wrote: tank/marine/raven/banshee works better imo http://www.sc2replayed.com/replays/148891-1v1-terran-protoss-metalopolis its just a polt push, nothing new. but i think its safer than thors. I disagree. I watched the replay too, the main reason you won was macro - you were up 1000 minerals in army size when you fought, which means you could have almost anything in your army and still win. 2 thors are stronger than the 4 tanks you had, 2 thors would do more damage, and cost slightly less. Chargelots aren't as much of a problem, they can't be lifted up by phoenix, they break through force fields, can fire at flying stuff, don't damage your own army with splash and don't require any micro really. You can't be surprised and caught unsieged and lose because of it, and they can be more easily repaired, if you bring along scvs (tanks don't have as many HP, so will off die to focus fire without repair doing much, but not so for thors). I'm not saying that tanks aren't good, but in smaller numbers I prefer Thors. If you had 10+ tanks, well, thats a different story. | ||
OlorinPA
28 Posts
On March 11 2011 06:49 Tynan wrote: Seems Protoss could get a lot of mileage out of abusing mobility vs this build instead of simply smashing into it head on at their base. The same way Z deals with tank marine rolling across the map. Hit it before it arrives. Consider: -Thors are slow as hell. -PDD doesn't move. -No Stim means Collossi and Stalkers have good hit and run potential vs Marines. If you can see them moving out, then engage them with Stalkers enough to make them drop a PDD or two in the middle of the map, you can then just run away. Even further, with some mass Blink stalkers you might be able to just send half the army to blink into the base and smash stuff while the other half plays scrappy and tries to delay the Thor push. Get a head start on the base trade. I don't think that would work all that well. You can't abuse the mobility while the terran is holed up in his base. Your only window is while the terran army is moving to your base...and your game plan is to split your army up? So what if you are attacking my base? I'm planning on winning with this one single push (and it is nasty to hold...there is no way you will hold it if you split your army up). And besides, terran...floating buildings...usually not a good idea to go for a base race unless you have a significant advantage. I mean the whole point of this build is to go in with the one push and wreck shit. You can't delay it. I'm going to push on to your base regardless of what you do to try and stop it. A far more sound tactic would be to manage to hold the push after an FE. Then you are lightyears ahead. But I have yet to run into a protoss who has managed it successfully. The only thing that gives me trouble is a 4 gate. | ||
Co-lol-sus
Bulgaria141 Posts
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kwan_1984
Canada58 Posts
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kwan_1984
Canada58 Posts
Anyways,, in the past, i always found 2 thor pushs, always held off 4 gates very well. So i found, if I saw a 4 gate happening, id get my armoury right after the fact and get out one thor.... then continue on witht he build.... One thor plus the marines, will hold off the 4 gate rush welll... of course with some repair scvs,, if u feel more comfortable get some bunks. | ||
OlorinPA
28 Posts
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OlorinPA
28 Posts
On March 16 2011 08:17 Co-lol-sus wrote: Couldn't this build be crippled by an early gas steal? Not unless you double gas steal. You don't need the second gas until after you start the factory. A gas steal will slow it down somewhat, but it certainly won't cripple it. | ||
matrius
100 Posts
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kwan_1984
Canada58 Posts
I always push when i have 3 thors, 3-4 banshee, 1 raven. and I take 6-10 scv for the ride...... if u woulda broug[ht a couple scvs,,,, that would have been yours to win i think | ||
Ironsights
United States196 Posts
I have been experimenting with a 2rax (non-upgraded) marine expand followed by fast ups for thors. Marines supporting 3/3 thors is EVIL and with scouting you can add in counters such as vikigns for collosi or a raven or two for mass stalkers. Trouble is a 3gate robo tends to cripple me. This build, however, sounds like it would kick a three gate robo in the teeth. | ||
kwan_1984
Canada58 Posts
I showed my buddy this build,,, he has been using it for zerg and toss,,,, with the addition of a couple scvs for healing.... he went from bronze to diamond, in less than 2 weeks. that just goes to show how strong this build is.... now that he is in diamond,,, hes gunnna clearly be garbage hahah because his micro and all that is noobish.....he owes it all to the build really,, not his skill. | ||
Cheerio
Ukraine3178 Posts
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getpicture
141 Posts
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TheSurgeonTV
United States131 Posts
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OlorinPA
28 Posts
On March 18 2011 17:05 Cheerio wrote: I would suggest 1 gate FE into mass zealot immortal + voidrays. Some sentries for guardian shield also needed. On March 18 2011 21:39 getpicture wrote: we need high level protosses to fight against this. theorycrafting void rays and stuff, lets see it in action. On March 18 2011 21:57 TheSurgeonTV wrote: First replay really shows the power of the build. No micro needed it seems for this unit comp. I might have to try this at the master's level. I have yet to come up against a protoss composition that beats it....and I've seen a lot by now. The closest I have come to losing with it (I'll have to post the replay later) is against a protoss who went for a three gate robo expand and had two colossus out in time. The marines melted and almost cost the game. Though I still don't bring SCV's...so if I had some for repair it might not even have been close. I have not lost yet, once I hit with the push. The only times I have lost with this build is against some forms of early aggression. I've also started branching out into using this build in all matchups. TvT: Looks promising. Pretty much smash standard bio and standard tank compositions. Haven't come across anything weird yet. TvZ: Noooot so much. Depends on what the zerg does. If he does not make banelings...or only a handful...then I've won every single time (roaches meeeeelt, and sometimes he scouts the banshees so makes hydras....not a good decision). But if he makes a lot of banelings....all the marines melt and he's able to clean up. However, I still haven't really tried microing. I pretty much just send my big blob of units over and expect to win. If I could block the banelings with the Thors...well then it might remain quite effective. | ||
LesPhoques
Canada782 Posts
Blink stalkers with colossi will be enough to win this. Eazypeazy. BTW terran guy was 3100 masters (if my memory isnt wrong), can't post replays since he asked me not to. | ||
getpicture
141 Posts
also reactored rax opening FE, add two tech labs pump marauders beats any forge opening. | ||
Jumbled
1543 Posts
On March 19 2011 09:01 LesPhoques wrote: This is easy to stop as protoss. Played twice against a terran guy who did exactly this build. All you gotta do this 1 gate, robo then add 2 gates. You gotta go contain with your first stalker and zealot. Get observer and try to keep them on one base as much as possible. Get your expo up and add double forge + robo bay. Chronoboost upgrades while terran won't be able to do that because he will have to upgrade bio,mech AND air which is impossible in this build b/c it is too gas dependent. Blink stalkers with colossi will be enough to win this. Eazypeazy. BTW terran guy was 3100 masters (if my memory isnt wrong), can't post replays since he asked me not to. With this much tech and upgrading, it sounds like it might not be ready in time for the push Olorin uses. IF you can't post the replay, would you be able to post the times that various parts of the build finish? Blink, +1 upgrades, range, multiple colossi out, etc. | ||
RaE21
United States260 Posts
http://www.sc2replayed.com/replays/151631-1v1-terran-protoss-gutterhulk | ||
Squigly
United Kingdom629 Posts
It really does look like a good 4 gate would to, however apart super aggressive rushes it looks solid. | ||
turdburgler
England6749 Posts
On March 17 2011 14:45 kwan_1984 wrote: Ohhh does it ever,,, own the 3gate robo..... lay down those PDD's. Snipe collsi or immortals.... then its basically GG right there,, once those are gone. I showed my buddy this build,,, he has been using it for zerg and toss,,,, with the addition of a couple scvs for healing.... he went from bronze to diamond, in less than 2 weeks. that just goes to show how strong this build is.... now that he is in diamond,,, hes gunnna clearly be garbage hahah because his micro and all that is noobish.....he owes it all to the build really,, not his skill. because half of diamond isnt people carried by 4gating right? ![]() | ||
kwan_1984
Canada58 Posts
Post some of your TVT asap if you could.... I am haveing a easy time with Zerg and toss..... beat master league players with this strat..... Muta-roach heavy armys give the build some havoc...... but tahts because I dont get the raven in zerg play,,, i get an extra banshee.... but I tried this TVT without any sucess mind u i have tried this ONCE..... post some replays i am very curious. | ||
kwan_1984
Canada58 Posts
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HeroFighter
United States51 Posts
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tarath
United States377 Posts
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kwan_1984
Canada58 Posts
we want the toss to FE,,, makes our job 100000000 times easier and favouring us | ||
kwan_1984
Canada58 Posts
nor is it cheese,,,,, i think cheese is something 8 mins and less,, this puppy comes at u after 11 mins..... gives u a lot of time to prepare. | ||
kwan_1984
Canada58 Posts
i have had some early agression from close spawning points,,, really mess up my groove,, but i still come out on top,,,,, there was one time when i was just starting to play with this build,,,, budsy made a 3-gate robo,,, FE..... kept pressure with stalkers,,,,, kept attacking my wall off,,,,, from the the very first stalker he made,,,, threw me right off,,,,, he got his second,,, got greedy got a third,,,,, byt the time i could catch up on the build,,, i knocked off 2 of his bases,,, he did some nice damage to me..... sneaky bastard made a 3rd,,, with 3 stargates,,, pumped out some voids,,,,, i had to GG..... that loss willl always be stuck on my brain,,,, to always always always scout the whole map,,,, and to make bunkers for christ sakes... i was such a cheap bastard then,,,, i relied on pulling scvs to repair my walll,,, instead of just making 1-2 bunks,,,,, until my army was stronger.... | ||
visselli
Canada76 Posts
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kwan_1984
Canada58 Posts
came up JUST SHORT,,,, because of me being over excited and shitty macro,,,, it was my game to win,,,,, u know how it is,,, first game of the day,,,, u just woke up,,,, u attack,,,, he pulls off all his drones to take out your last Thor,,,, u look back at your base,, with your eyes half glued shut because u just woke up,,,, sitting in your base, is about 15 marines, 1 banshee and 2 thors.... yeahhhh thats what happend to me this morning,,,,, fuckkkk,,,, i felt like rapeing little boys after seeing that...... and noticing that I had rallyed all my shit to my orginal thor,, he died,,, and forgetting to re-rally my stuff........ it was my game to win...... but id like to see how a protoss "easily" beats this,,,, u must be butchering this build badly. | ||
hi im new
Germany150 Posts
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Squigly
United Kingdom629 Posts
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`Zapdos
United States935 Posts
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kwan_1984
Canada58 Posts
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kwan_1984
Canada58 Posts
i find collosis falll hard with this build,,, with some decent macro, i always focus the collosi.... with 4 banshee and 3 thor,,, she drops like a sack of patatoes in like point five four seconds. this is my personal experience,,, and like the OP i have used this prolly close to 100 times now. so I have seen just about every single variation. How many v-rays, collsi, and gateway units do you plan on even having at 11 mins anyhow? both of those are pretty damn pricey units,,,, and u wont really know what to build until u march that observer over to my base,,,, by the time he rolls over tehre,, i have a raven sitting there waiting for u. by then it still leaves u pretty clueless.... U will prolly think mech play. or some sort? at that time when most guys send there obs over,,, alll we have really is our rines, and raven,,,, and thor on its way out,, or 1 poppin out..... so u may see that,,, or if u really wanna risk a v-ray death,,, just to scout me. that usually works in my favour. when that happens,,, at most, u usally get one marine and a scv kill. if that. | ||
Jumbled
1543 Posts
On March 21 2011 01:29 `Zapdos wrote: As toss all you have to do is go 3gate robo stargate just like your preparing against anyother banshee all in, only you get voidrays instead of pheonix. Voidrays gateway units and 1 collosus destroys this build completely. That's just not going to work. You can't even sustain 2 gates plus a robo and stargate off one base, and that's assuming you don't build a robo bay. If you tried to go both colossus and voids you'd simply have no units when this push came, and there's no chance you would stop it. | ||
OlorinPA
28 Posts
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Squigly
United Kingdom629 Posts
Also if you scout them 1 basing, you can probably just expand because its not like they can really attack into you. A couple thors on cliffs can SC any colossi walking past. Get a pdd or 2 down so the thors dont get wrecked and your golden | ||
Abandon
United States8 Posts
On March 21 2011 01:29 `Zapdos wrote: As toss all you have to do is go 3gate robo stargate just like your preparing against anyother banshee all in, only you get voidrays instead of pheonix. Voidrays gateway units and 1 collosus destroys this build completely. LOL yeah, all you have to do as Protoss to defend is 1base colossus+void. No big deal or anything. | ||
PowerKock
46 Posts
when do u ever asee a toss go collosi/void? its more rare than seeing a unicorn. | ||
Pookie Monster
United States303 Posts
On March 21 2011 01:29 `Zapdos wrote: As toss all you have to do is go 3gate robo stargate just like your preparing against anyother banshee all in, only you get voidrays instead of pheonix. Voidrays gateway units and 1 collosus destroys this build completely. this guy is right, this push is too late against a really good toss, ive been winning with a variation that hits much sooner its basically two thors a raven two banshees and about 12 marines and a handful of scvs its very effective against a wide vareity of openings from toss | ||
iAmJeffReY
United States4262 Posts
On March 26 2011 05:38 Pookie Monster wrote: Show nested quote + On March 21 2011 01:29 `Zapdos wrote: As toss all you have to do is go 3gate robo stargate just like your preparing against anyother banshee all in, only you get voidrays instead of pheonix. Voidrays gateway units and 1 collosus destroys this build completely. this guy is right, this push is too late against a really good toss, ive been winning with a variation that hits much sooner its basically two thors a raven two banshees and about 12 marines and a handful of scvs its very effective against a wide vareity of openings from toss Well don't just leave it at that dude. As a horrible TvP player I gotta know. I hit at about 12-13 with 3-4 thors with strike, 2-4 banshees, raven, and 15-20 marines and 10 scvs. Would love to hit earlier lol | ||
RaE21
United States260 Posts
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PowerKock
46 Posts
since we know that 2 thor pushes hard counter 4 gate rushes.... or at least in my experience anyways. after u hold off the 4 gate bullshit,,, go on with your macro.... Command and conquer.... | ||
Jumbled
1543 Posts
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. | ||
Cyaxis
7 Posts
Has anyone tried this successfully at a diamond+ level vs Zerg? I think it could be effective. | ||
PowerKock
46 Posts
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 | ||
slmw
Finland233 Posts
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? | ||
Tailss
Sweden233 Posts
Im only a 3k diamond player though, so dunno how good it would work against mid/high masters. | ||
PowerKock
46 Posts
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. | ||
ReachTheSky
United States3294 Posts
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PowerKock
46 Posts
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Bonham
Canada655 Posts
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Whathe
United States60 Posts
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? | ||
pakman
United States57 Posts
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Tonem
Australia91 Posts
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 | ||
HoMM
Estonia635 Posts
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. | ||
Whathe
United States60 Posts
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! | ||
Jumbled
1543 Posts
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. | ||
Jumbled
1543 Posts
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. | ||
Whathe
United States60 Posts
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. | ||
Blu Mercenary
United States1 Post
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PowerKock
46 Posts
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. | ||
spybreak
United States684 Posts
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iChau
United States1210 Posts
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Ironsights
United States196 Posts
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! | ||
PowerKock
46 Posts
On April 01 2011 09:47 iChau wrote: 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. PDD will render your cannons useless... your composition will get ROLF-stomped-crushed... been there done that,,, its not that good. | ||
PowerKock
46 Posts
Very deadly. Once I have the build order in concrete I will share it. | ||
PowerKock
46 Posts
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Quotidian
Norway1937 Posts
It's a perfect push for XNC, but has anybody tried this on one of the much larger maps - Typhon or altar for instance? | ||
thedonkpunch
3 Posts
For protoss, I think the solution is to very actively scout/poke/pressure, and try to get as much shit out on one base as possible. Perhaps blink stalker harass? Terran it loses its effect if they go fast tanks. If they FE it's usually fairly easy to finish them off. I have not tried it against zerg but I suspect it will be equally effective. Lack of pressure from T usually makes Z drone up real hard and that is not helping their army composition. 10 or so minutes is generally when mutas pop out, and if Z invests too heavily in mutas, they are in real trouble from marines/thors. If they go roach heavy that may work, but then there are banshees. I'm excited to try it out. edit: I have only played against low diamond high plat players. Judging from other posts it looks to be somewhat effective at higher leagues as well. I only lost once to a very well timed 4gate that I had failed to scout. | ||
PowerKock
46 Posts
defending 4 gates, fuck the bunkers, scrap them, what i do, is push to get the thor out asap, take 4-5 scvs off the line for repair, and defend. easily makes the toss run home like little girls... they lose to many units attempting to even break down your wall. im still fiddling around with this in terran, in my post above it tells you what comps i have played against and have done well against. PDD works awesome against rauders (a thors worst enemy). dealing with tanks, usually takes some micro and a bit of patience, like any tvt, wait for them to be unsieged or catch them undfended and let the banshees take them out one by one. This build really just eats up iechoics build to pieces.... by the time they even see you have thors, its way to late for him to go BCs. I usually keep a banshee or a thor back at the mineral line, until the attack, just incase of the sneaky drops. Hell even a 2 thor push 97 percent of the time will rolfstomp a iechoic strat, but thats just me, or maybe my luck lol. Not saying id beat iechoic himself, but everyone who usually goes this route and i scoute it, i just giggle inside. because I know exactly what hes doing. | ||
Quotidian
Norway1937 Posts
On April 01 2011 11:49 Quotidian wrote:It's a perfect push for XNC, but has anybody tried this on one of the much larger maps - Typhon or altar for instance? guess I'll answer my own question. It's still really good cross possitions on a map like typhon peaks. Even a horribly executed, slightly confused version of the build will do well against a lot of standard protoss builds http://www.sc2replayed.com/replays/157574-1v1-terran-protoss-backwater-gulch (name of the link is wrong for some reason - it's on typhon) | ||
PowerKock
46 Posts
I taught my buddy it who is a low leval bronze player, but i made him practice the build like 30 times until he had it down pat, together we are a silver team, that just got bumped to gold. But in 2v2 TT VS PP, we got steam rolled by a toss who made 2 collosis each, so 4 total, and both had a handfull of stalkers. So no matter what the splash from 4-5 colosis just wrecks this build. Its definatly a lot harder to pull off in 2v2 even when both players are doing the exact same build, well i get more units than he does because hes clearly a bit slower with his macro. we then had a PZ match, we did really well, infestors are a bitch! jesus christ. Anyways the point of my post, is even with only 4-5 collosis, vs our 8 collosis , marines and banshees, we some how still got rolled pretty damn bad. IM almost starting to think for 2v2, if it would be a good idea to get a shield upgrade and maybe the 250mm cannon, if the mins and gas is there, and maybe push 1 min later. What do you guys think? 2v2 PP Vs TT i almost always see a rush from protoss to build as many collosis as possible, so what do you guys think I should do? when both of us are using this build? Opt for the 250mm cannon? or is it better off to get shield. i should stated we both did bring our SCVS... maybe 8-10 each.... i was wondering also for 2v2. When i set my scvs to repair, whats the best way to keep them on my thors, instead of my scvs running to my buddies thors and scvs. nothing more annoying when my scvs are healing his shit instead of mine. | ||
Scila
Canada1849 Posts
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joeppp
Netherlands10 Posts
My winrate against protoss is absurdly high (mid diamond) using this build, against FE it's almost an autowin at my level. I include a preemptive bunker to stop early stalker pressure or 4WG. I don't like Banshee first for harass (it won't do significant damage anyway) but prefer Raven first to get the extra PDD when attacking. I move out right when the third Thor is finished, and take ~12 SCVs with me. Right behind me is the fourth Thor being produced, and additional Banshees and Marines from three barracks. With minimal micro to focusfire Colossii you just roll the Protoss as they usually don't have enough stuff to stop this when executed perfectly. As an alternative you could move out when the second Thor is finished, especially against FE this seems a bit stronger due to hitting earlier as the Protoss is outproducing you. | ||
Anomandaris
Afghanistan440 Posts
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KenZo-
Faroe Islands190 Posts
Good build vs toss for sure, no doubt about it. | ||
skunk_works
United States109 Posts
On April 28 2011 08:06 KenZo- wrote: Someone said that it works great against Z aswell, but I tried it against Z (mind you only one time) and he massed lings, and it destroyed it hard, he had around 4 queens and spines aswell, scouted banshee I guess. But 1st game vs z did not work out 0-1 vs Z 5-1 vs Toss Good build vs toss for sure, no doubt about it. i do this build vs z and on low low diamond level it has worked ok so far, i usually open 1-1-1 with reactor on factory, get out 2-4 hellions and 1 viking from starport, send viking to snipe overlords etc. and send out 4 hellions and 5-6 marines to take towers and poke into zerg expo. if spines pull back and try to prevent him from getting a ling to ur base to scout what ur doing, as im doing this little poke im grabbing my natural, and adding 2 more factories, while still pumping marines from 1 rax. get ur expo going and try to see if hes going ling/bling/muta or roach infestor (very important). if going roach i cut a few thors and get more tanks with siege. move out right after zerg gets his third going, you can usually take care of his third and theres not much he can do. also try to get a raven in there somewhere to help snipe creep spread. | ||
DNB
Finland995 Posts
We traded armies, but I was more cost efficient. I also started my second CC after I started pushing out (@11 mins), and I had my natural up when he just started it (I won it later) Is it a good idea to start a CC when you push out? I mean, if you can get your opponent's natural down along with the army while losing your own, you could still be ahead because your CC is about 50-75% done? I'm now talking about situations where you can't kill your enemy outright... Or is is just too all-in? | ||
skunk_works
United States109 Posts
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gejfsyd
Poland156 Posts
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DNB
Finland995 Posts
However, the only time I lost was when my opponent went for a relatively fast expo and a super fast psi storm. I was on my way to his base while he attacked, he stormed my marines and feedbacked my raven and some banshees. His zealots did some noticeable damage, and I was left over with 3 medium HP thors and a low hp banshee... My opponent however blind-countered my build because he had no idea what was going inside my main. Question is, how would I fight off (if possible) this kind of a counter? Here is the replay: http://www.sc2replayed.com/replays/171253-1v1-terran-protoss-backwater-gulch My build order still needs bit refinement, but I'm sure that counter would've done sick damage to my rush anyways. | ||
joeppp
Netherlands10 Posts
Some notes: - Always be producing scvs, every second of the game, until you have 30. - Always be producing marines out of your first barracks. - Use factory to build techlab for starport to get your Raven out faster. - You want three barracks fully running when you push out, you had two. - I personally like to walloff with SD-Rax-SD, and only add one bunker to protect against early agression. I suggest you practice the build a lot more against the AI, until you can consistently get to at least 85 food at 10:00, and have your third Thor out shortly after. | ||
DNB
Finland995 Posts
On May 01 2011 23:38 joeppp wrote: You lost that game because of huge macro failure. Your foodcount at 10:00 should be around 85 with this build (against easy AI even 90 is doable!), yours was only 60. Even worse, you only had 26 scvs. That's just bad. You were also pretty slow, moving out at 11:30ish while this should be 10:45 latest (with three Thors that is). Some notes: - Always be producing scvs, every second of the game, until you have 30. - Always be producing marines out of your first barracks. - Use factory to build techlab for starport to get your Raven out faster. - You want three barracks fully running when you push out, you had two. - I personally like to walloff with SD-Rax-SD, and only add one bunker to protect against early agression. I suggest you practice the build a lot more against the AI, until you can consistently get to at least 85 food at 10:00, and have your third Thor out shortly after. Yes, I'm still not mastering the build yet. I haven't figured out the exact order how to build my stuff, but I find it really hard to produce constantly from all buildings while not getting supply blocked. A detailed version of the exact build order till the 10:45 mark would be appreciated... | ||
joeppp
Netherlands10 Posts
Remarks - Continuous scv production until you hit ~30, only then should you cut some. - Continuous marine production from all barracks. - Raven first to get enough energy for an extra PDD. - Banshee after Raven, then Thor, Thor, Banshee, Thor, Banshee. - Your third Thor should be finished around 10:30. Build order - 10 SD, 12 Rax, 13 Gas, 15 OC, 16 SD, 18 Fact, 20 Gas (superstandard) - 22 SD, 25 Starport, 26 Bunker, 27 Techlab@Factory, 30 Swap Factory & Starport, 30 SD, 35 Armory. - 37 2xSD, 42 Techlab@Factory, 43 Rax, 56 Rax. - From 53 onwards nonstop SD. This buildorder is very tight, and you can absolutely not get supply blocked or you're screwed. I find it easier to execute to look at the specific orders for the constructing SCVs themselves: - i: 10 SD, Rax, SD, Factory, Starport, SD, Armory, wait 20s, SD, SD, SD, ... - ii: 22 SD, Bunker, Back to mining - iii: 37 SD, Rax, Rax, Back to mining - iv: 37 SD, Back to mining Hope this helps;) | ||
DNB
Finland995 Posts
On May 02 2011 00:41 joeppp wrote: This is how I do it. Remarks - Continuous scv production until you hit ~30, only then should you cut some. - Continuous marine production from all barracks. - Raven first to get enough energy for an extra PDD. - Banshee after Raven, then Thor, Thor, Banshee, Thor, Banshee. - Your third Thor should be finished around 10:30. Build order - 10 SD, 12 Rax, 13 Gas, 15 OC, 16 SD, 18 Fact, 20 Gas (superstandard) - 22 SD, 25 Starport, 26 Bunker, 27 Techlab@Factory, 30 Swap Factory & Starport, 30 SD, 35 Armory. - 37 2xSD, 42 Techlab@Factory, 43 Rax, 56 Rax. - From 53 onwards nonstop SD. This buildorder is very tight, and you can absolutely not get supply blocked or you're screwed. I find it easier to execute to look at the specific orders for the constructing SCVs themselves: - i: 10 SD, Rax, SD, Factory, Starport, SD, Armory, wait 20s, SD, SD, SD, ... - ii: 22 SD, Bunker, Back to mining - iii: 37 SD, Rax, Rax, Back to mining - iv: 37 SD, Back to mining Hope this helps;) Yeah it definately helped, thanks! By the way, the reason I don't like wall-offs because I have bad memories from protosses who go some sort of early void rays. I find that if I block my wall with bunkers, the voidrays cant really harass my ramp... But then again I don't know if 1 bunker without a wall is enough to hold some sort of committed pressure from the toss (4gate, 3gate robo et cetera). | ||
Kukaracha
France1954 Posts
On May 02 2011 02:06 DNB wrote: By the way, the reason I don't like wall-offs because I have bad memories from protosses who go some sort of early void rays. I find that if I block my wall with bunkers, the voidrays cant really harass my ramp... But then again I don't know if 1 bunker without a wall is enough to hold some sort of committed pressure from the toss (4gate, 3gate robo et cetera). I don't think so, while doing a 1-1-1 build I'd personnally recommend 2 bunkers to be safe against any strong pressure. FF can prevent repairs, and I don't know if you'd have a Thor early enough to stomp them (and even then, moving a Thor = lack of DPS). But I think that the key to hold off any sort of early pressure is repairs. Having a control group of SCVs with autorepair on can win you the game. Hence the 2 bunkers to make sure everything can be repaired! Once the pressure is over, you can salvage the bunkers and use the money to expand/get an extra rax. In the end, I don't think you can really go overboard with the bunkers if it's not high masters play... | ||
SxYSpAz
United States1451 Posts
On May 02 2011 02:54 Kukaracha wrote: Show nested quote + On May 02 2011 02:06 DNB wrote: By the way, the reason I don't like wall-offs because I have bad memories from protosses who go some sort of early void rays. I find that if I block my wall with bunkers, the voidrays cant really harass my ramp... But then again I don't know if 1 bunker without a wall is enough to hold some sort of committed pressure from the toss (4gate, 3gate robo et cetera). I don't think so, while doing a 1-1-1 build I'd personnally recommend 2 bunkers to be safe against any strong pressure. FF can prevent repairs, and I don't know if you'd have a Thor early enough to stomp them (and even then, moving a Thor = lack of DPS). But I think that the key to hold off any sort of early pressure is repairs. Having a control group of SCVs with autorepair on can win you the game. Hence the 2 bunkers to make sure everything can be repaired! Once the pressure is over, you can salvage the bunkers and use the money to expand/get an extra rax. In the end, I don't think you can really go overboard with the bunkers if it's not high masters play... thors crush ffs? | ||
spybreak
United States684 Posts
On May 02 2011 10:42 SxYSpAz wrote: Show nested quote + On May 02 2011 02:54 Kukaracha wrote: On May 02 2011 02:06 DNB wrote: By the way, the reason I don't like wall-offs because I have bad memories from protosses who go some sort of early void rays. I find that if I block my wall with bunkers, the voidrays cant really harass my ramp... But then again I don't know if 1 bunker without a wall is enough to hold some sort of committed pressure from the toss (4gate, 3gate robo et cetera). I don't think so, while doing a 1-1-1 build I'd personnally recommend 2 bunkers to be safe against any strong pressure. FF can prevent repairs, and I don't know if you'd have a Thor early enough to stomp them (and even then, moving a Thor = lack of DPS). But I think that the key to hold off any sort of early pressure is repairs. Having a control group of SCVs with autorepair on can win you the game. Hence the 2 bunkers to make sure everything can be repaired! Once the pressure is over, you can salvage the bunkers and use the money to expand/get an extra rax. In the end, I don't think you can really go overboard with the bunkers if it's not high masters play... thors crush ffs? Yes all massive units do such as Ultras and soon to be massive Archons | ||
Ryder.
1117 Posts
I missing something completely obvious? | ||
SxYSpAz
United States1451 Posts
On May 02 2011 11:15 Ryder. wrote: Maybe I'm just a complete noob but how does 1 base collosus beat this? Sure you fry the marines, but how are you gonna deal with a handful of banshees and thors? Collo aren't that great against thors, and how will you deal with the banshees? You will barely have any gas for stalkers, and the PDD will just make things even harder for them...am I missing something completely obvious? holy shit is ur name really ryder? and no 1 base collo will get destroyed | ||
jlai
Hong Kong63 Posts
On May 02 2011 02:54 Kukaracha wrote: Show nested quote + On May 02 2011 02:06 DNB wrote: By the way, the reason I don't like wall-offs because I have bad memories from protosses who go some sort of early void rays. I find that if I block my wall with bunkers, the voidrays cant really harass my ramp... But then again I don't know if 1 bunker without a wall is enough to hold some sort of committed pressure from the toss (4gate, 3gate robo et cetera). I don't think so, while doing a 1-1-1 build I'd personnally recommend 2 bunkers to be safe against any strong pressure. FF can prevent repairs, and I don't know if you'd have a Thor early enough to stomp them (and even then, moving a Thor = lack of DPS). But I think that the key to hold off any sort of early pressure is repairs. Having a control group of SCVs with autorepair on can win you the game. Hence the 2 bunkers to make sure everything can be repaired! Once the pressure is over, you can salvage the bunkers and use the money to expand/get an extra rax. In the end, I don't think you can really go overboard with the bunkers if it's not high masters play... I have great success with this build in ladder. I think proxy void ray and early pressure would be the threat. I would highly recommend 2 bunkers instead of 1. There's a timing where you only have 1 rax producing marine and a raven. Thor/banshee isn't out. Need 2 bunkers to hold the pressure. | ||
DNB
Finland995 Posts
On May 02 2011 10:42 SxYSpAz wrote: Show nested quote + On May 02 2011 02:54 Kukaracha wrote: On May 02 2011 02:06 DNB wrote: By the way, the reason I don't like wall-offs because I have bad memories from protosses who go some sort of early void rays. I find that if I block my wall with bunkers, the voidrays cant really harass my ramp... But then again I don't know if 1 bunker without a wall is enough to hold some sort of committed pressure from the toss (4gate, 3gate robo et cetera). I don't think so, while doing a 1-1-1 build I'd personnally recommend 2 bunkers to be safe against any strong pressure. FF can prevent repairs, and I don't know if you'd have a Thor early enough to stomp them (and even then, moving a Thor = lack of DPS). But I think that the key to hold off any sort of early pressure is repairs. Having a control group of SCVs with autorepair on can win you the game. Hence the 2 bunkers to make sure everything can be repaired! Once the pressure is over, you can salvage the bunkers and use the money to expand/get an extra rax. In the end, I don't think you can really go overboard with the bunkers if it's not high masters play... thors crush ffs? But thors come a few minutes later after the usual 4gate timing | ||
Powerkock84
Canada24 Posts
If i scout early star gate, ill throw down 2-3 barracks early. and get some marines. 4 gate, I always always pump out the thor as fast as I possibly can, it always holds it off. High diamond player, been useing this strat for months, have ran into just bout every damn toss strat I can think of. I have only ever lost to cheese, (lack of scouting) in the early stages of learning the build. but since then I learned my mistakes and scout scout scout. So i know which way to do the build. I have very high sucess with this as well against zerg, soemtimes i dont get the raven...I always fly out my flock of banshees out first, and ping off as many Bangs and lings as I can. Not as much success as protoss, about 80-85%.... Definatly gotta do a shit ton of macro to make this work. Its not like protoss where you can go flying in there with your death ball.... Gotta be smart with your scv placement, marines thors etc.... Also I never ever stop scv production, for 2 reasons, for some reason the push fails. I can get a expo up and saturate it faster, and I Always always always bring repair scvs with me,,, in both toss and zerg games. I dont need too, i think its a personal preference. Plus it helps your thors out a lot, and more meat shield. | ||
Powerkock84
Canada24 Posts
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thesums
Taiwan257 Posts
Somehow i feel this build cannot hold 4gate, and like 90 percent of protoss at this level does 4gate....ppl just want more points, they dont care about playing a fun game. (it seems that way for all races, zerg 1 base banes, terran 3 rax) | ||
Powerkock84
Canada24 Posts
does awesome with a 4 gate push, if u read the posts, it will tell u how to deal with it. and it deals with it very well.... most people just get 2 bunks, to hold it off... some people will right into getting their 3 rax earlier me myself, I try to get my thor out as fast as possible, with a few scvs out front for repair. Usually holds it off well. U clearly need to be scouting tho and have everything at your wall, scvs ready to rock and repair. This strat will own gold league, if done properly. U shouldnt lose a single game if you do it right, and scout. | ||
sicarii
United States93 Posts
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Powerkock84
Canada24 Posts
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thesums
Taiwan257 Posts
i guess i am not brave enough with all-ins (unless i lost many scvs already) | ||
thesums
Taiwan257 Posts
Edit: 4 gate comes fast though, i believe around 5 min in game time, and they just keep reinforcing | ||
Powerkock84
Canada24 Posts
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DNB
Finland995 Posts
I held off his cannon rush first and then proceeded to macro up normally. At the attack I didn't assume storms so I forgot to split my units. But even with splitting, would I still have lost that? Replay uploading doesn't work at the moment on sc2replayed.com, but if anyone has ever gone against this build and won, how did you do it? | ||
AmericanUmlaut
Germany2576 Posts
Before finding this thread, I had already worked out that a four-gate or proxy void rush would take it out, but I'm trying to work out a way to survive it using my standard PvT BO; gate, robo, gate, expand. This gets my obs into his base around the 7:00 mark, at which point it's pretty obvious what's going on (armory building, raven out, factory and starport both with tech labs but neither upgrading), and I have about four minutes to greet his army as it moves out, or 4:45 to meet it at my front door. I've tried teching to blink and massing stalkers to snipe marines and banshees as the army crosses the map. I felt like this could actually work given sufficient micro, especially if you can force the PDDs out. I've tried teching to HTs and getting four out to feedback the raven and banshees, this also seemed like it had potential. I'm considering adding a starport at 7:00 and just pumping voids, but I'm concerned about the marine numbers. I think this thread has arrived a consensus about which builds straight up counter this push, but since I don't want to blind counter this very specific push every game, I'm curious what better players would consider a good response to seeing this coming at the 7:00 mark with and expo, three warp gates and a robo out. | ||
owenowens33
United States94 Posts
On May 12 2011 03:42 AmericanUmlaut wrote: This DNB fellow is a regular practice partner of mine and also a rat bastard who keeps kicking my ass with this build. Before finding this thread, I had already worked out that a four-gate or proxy void rush would take it out, but I'm trying to work out a way to survive it using my standard PvT BO; gate, robo, gate, expand. This gets my obs into his base around the 7:00 mark, at which point it's pretty obvious what's going on (armory building, raven out, factory and starport both with tech labs but neither upgrading), and I have about four minutes to greet his army as it moves out, or 4:45 to meet it at my front door. I've tried teching to blink and massing stalkers to snipe marines and banshees as the army crosses the map. I felt like this could actually work given sufficient micro, especially if you can force the PDDs out. I've tried teching to HTs and getting four out to feedback the raven and banshees, this also seemed like it had potential. I'm considering adding a starport at 7:00 and just pumping voids, but I'm concerned about the marine numbers. I think this thread has arrived a consensus about which builds straight up counter this push, but since I don't want to blind counter this very specific push every game, I'm curious what better players would consider a good response to seeing this coming at the 7:00 mark with and expo, three warp gates and a robo out. I wanted to bump this post, I understand that there are some hard counters to this build, such as a blind FE into charglot HT, but blind FE's are unstable. I would really like to find out how to hold off this push starting with a 1 gate robo and seeing the armory around the 7 minute mark. Thanks | ||
Catchafire2000
United States227 Posts
The pros such as Drewbie, how has the build work for you? Anyone? | ||
Catchafire2000
United States227 Posts
http://s3.majorleaguegaming.com/2011-columbus-starcraft2-champ.html | ||
General_Winter
United States719 Posts
I find that if you open 3 gate robo and scout this you can just refuse to expand and keep making zealots stalkers and imortals off one base until they come down their ramp. You cant beat them in a choke, but once they move into the open zealots really wreck up the place. Particulalry with immortals to help. Have your force down and back from the ramp, watch with an observer, and just be willing to wait. | ||
Regan123
20 Posts
Gonna use this build until I get bored of winning toss ![]() | ||
Cyaxis
7 Posts
Fast expands are also good against this. The attack hits pretty late and gives the toss a lot of time to build a larger force. | ||
getpicture
141 Posts
1 gate FE will die to quick marine tank (no reactored raxes) and the other good allin is the dual port banshee+ 3 rax assuming protoss expands at late timing and gets robo. | ||
IBTabs
New Zealand20 Posts
Furthermore you dont have enough marines to hold of a zealot stalker push and your tech path could be revealed so easily. | ||
getpicture
141 Posts
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Diabolegal
United States110 Posts
On June 28 2011 15:15 IBTabs wrote: looking at your replays, you instant lose to a 4 gate and would probably lose to any sort of one base all in actually, you have such a small army in the first 8 minutes of the game. Furthermore you dont have enough marines to hold of a zealot stalker push and your tech path could be revealed so easily. Wrong. Two bunkers full of marines + SCVs repairing + 1 Banshee stops 4 Gate pretty easily. Keep in mind that Warp Gate research takes longer now than it did when the OP played those games. I'd like to know if the OP has found any new weaknesses with this build in light of the other patches/changes. | ||
Carbonara
Singapore3 Posts
Do take note it is a blind build and I hit very early that his raven pop out after everything is dead. Pls pardon my low APM in game http://www.sc2rep.com/replays/(T)MarinePower_vs_(P)Carbonara_the_shattered_temple_sc2rep_com_20110704/10796 | ||
Diabolegal
United States110 Posts
Edit: I lost. | ||
Stipulation
United States587 Posts
On July 05 2011 01:42 Carbonara wrote: Hi, I am Master 1.3k protoss on sea server. This terran build is very common on the ladder nowadays and it is very difficult to beat. I have attached the replay of me beating it. Do take note it is a blind build and I hit very early that his raven pop out after everything is dead. Pls pardon my low APM in game http://www.sc2rep.com/replays/(T)MarinePower_vs_(P)Carbonara_the_shattered_temple_sc2rep_com_20110704/10796 I don't understand why you uploaded this game. I can't see how a replay of a blind proxy stargate helps the discussion. What am I supposed to take away from that? This should be my new standard if I have trouble against this build? | ||
Enigmoid
United States48 Posts
EDIT: Sorry, didn't check what page this was on. Hope it wasn't too old for a bump. | ||
Jumbled
1543 Posts
On July 09 2011 06:51 Enigmoid wrote: EDIT: Sorry, didn't check what page this was on. Hope it wasn't too old for a bump. The last post was only 3 days before yours. Besides, if a strategy is still in use then there's absolutely nothing wrong with posting in its thread, even if it's been around for a while. | ||
Harmonized
57 Posts
Like as soon as you scout this you go 6/7 gate zealot(charge)/archon This is theorycrafting though so keep that in mind. But honestly that seems like the way to go. Sry for bumb but i really have problems with this and it´s still a rly popular strategy! | ||
Teacher74
United States47 Posts
Any replays of how to hold this after you 1 gate expanded? (No Blind counters) | ||
dHsn
Brazil26 Posts
Does anyone have a recent replay or a video with this build? | ||
`dunedain
653 Posts
The raven has since gone through major changes. For example, the pdd (which is an integral part of this build) has been removed from the game. Although you can still try to do a 1/1/1 variation against protoss these days and can get substantial results, especially in the lower leagues. | ||
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