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[G] PvT 3 Gate Aggressive Expo - Page 3

Forum Index > StarCraft 2 Strategy
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Let it Raine
Profile Joined August 2010
Canada1245 Posts
March 18 2011 10:25 GMT
#41
i just lost to banshees, and the banshee replay posted in the original thread featured 11 minute cloak x.x

(about to watch whiteras game posted above me)
Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
Hypz
Profile Joined January 2011
Sweden25 Posts
March 18 2011 10:39 GMT
#42
At what time do you attack, seeing as you expo i assume 6-7 min mark?
I usualy open with 3rax stim/conshell push vs protoss i think i will denie your attack pretty easy with simple a move micro to denie any dmg from the zealots.
hmm
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
March 18 2011 10:45 GMT
#43
This is a fine build against the trend of FEing terrans. It either kills their expo or just contains them while having an expo up yourself.

The weaknesses lie against 1 base starport builds imo. Fast cloak banshee will absolutely murder alot of probe's while they defend the ramp with sim city and a bunker and stuff like fast hellion drop also does well against this imo (because blue flame owns high sentry counts).

I still prefer 2 gate robo over this most of the time for being a bit safer, though not being able to stop their expansion. I can see this build being extremely strong though if you can put them on a bio and/or FE opening for sure, which is what 90% of the terrans do nowadays.

Also i'm not really how well this does against the 1 rax FE as they will usually be able to set up shop outside their ramp already, I guess it depends on how open the natural is.
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
March 18 2011 10:46 GMT
#44
I have no clue how to stop builds like this pre patch with a 170 stim research :/
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
March 18 2011 10:54 GMT
#45
This is a nice build...
With the exception of the 3 rax ghost all in

Ghost all in is pretty much the reason why i stopped doing 3 gate expands

Also, a late (75 food) medivac SCV all in is really hard to stop if you are sitting outside terrans ramp

If you get to terrans base and he hasnt expanded yet, you MUST cut probes to get your robo and colossi out or you risk losing the game
mopy
Profile Joined February 2011
Australia19 Posts
March 18 2011 11:24 GMT
#46
Hopefully this build will start discouraging heavy bio builds from terran and encourage starport/tank openings and move the terran metagame forward.
Wtfux
Profile Blog Joined December 2010
Northern Ireland163 Posts
March 18 2011 11:26 GMT
#47
I really like this build too, it helps me feel safe against Terran because I am in their face quite quickly.
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-03-18 11:41:24
March 18 2011 11:37 GMT
#48
Tip: Count our force fields before you engage ^^" (totally didn't push up the ramp with GS and die trying to kill the bunker when looking for a last second force field).

Great build though, you can tell when a Terran is going banshees since he will panic and put down more than one Bunker, usually just get a Robo asap if I see more than 1 Bunker

Don't like the Zealots though, you could pull out more units by going Zealots but I don't think it would be as effective, they usually tend to die the second they get hit by conc shell, and Stalkers are better at picking off units behind bunkers/depos/barracks
ThaSlayer
Profile Joined March 2011
707 Posts
March 18 2011 13:55 GMT
#49
Hi, Im new to protoss and I tried this build, losing to a 3-4 rax. (without expand)
How would you deal with a 3 rax when using this strat? When your expo is denied?
http://drop.sc/1806
Ignore the rage at the end, got frustrated with 3 raxes all day
awwnuts07
Profile Blog Joined February 2011
United States621 Posts
March 18 2011 16:18 GMT
#50
On March 18 2011 22:55 ThaSlayer wrote:
Hi, Im new to protoss and I tried this build, losing to a 3-4 rax. (without expand)
How would you deal with a 3 rax when using this strat? When your expo is denied?
http://drop.sc/1806
Ignore the rage at the end, got frustrated with 3 raxes all day


I've died quite a bit to this too and as far as I can tell, the best solution I've found is to not put down the expansion until you're pressuring the terran at his ramp or at some choke near his base, especially if he's 1 basing. Terran T1 units are so deadly if they get that arc so fighting them in an open area (like your natural on zel'naga) is just a bad idea.

If you notice, higher level players don't expand if they think their opponent is doing a 1base all-in. Instead, they'll throw down an extra gateway or robo and fight their opponent to a draw, THEN expand. You may not be ahead, but at least you won't be behind.

I'm a noob
Riyomori
Profile Joined July 2009
Singapore316 Posts
March 18 2011 18:32 GMT
#51
i've been trying this build for a few games. how would you deal with a sealed terran base with depot and rax? ff around the depot to take it down and busting in?
Prime42
Profile Joined March 2011
2 Posts
March 18 2011 19:49 GMT
#52
I've never really been able to be aggressive early on in a TvP, I'm gonna try this out later tonight and see how it goes (Tagged so I don't lose it)
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-03-18 20:26:07
March 18 2011 20:24 GMT
#53
On March 18 2011 19:39 Hypz wrote:
At what time do you attack, seeing as you expo i assume 6-7 min mark?
I usualy open with 3rax stim/conshell push vs protoss i think i will denie your attack pretty easy with simple a move micro to denie any dmg from the zealots.

I'd like to see that move micro done when there are forcefields behind your army. And, to all of you dieing to three rax builds when you try to 3 Gate Expand, you must have absolutely terrible sentry usage. There is no way you should be losing to anything bio oriented (even if they have ghosts, as you can simply spread your units out) if you have sentries early game. I made a replay for students mine of me going 3 Gate Expand against a 3 rax stim attack, and I ended up winning with losing only a single sentry.

On March 18 2011 19:25 Let it Raine wrote:
i just lost to banshees, and the banshee replay posted in the original thread featured 11 minute cloak x.x

(about to watch whiteras game posted above me)

You all are talking about banshees like it's the bane of this build, but in reality if you just have some sort of defense against a cloaked banshee by 7 minutes 30 seconds you are absolutely fine, and that's like worst case scenario. Often times if you are attacking up their ramp they need that banshee to prevent them from dieing anyways. You should be able to pretty easily already have a robotics facility constructing (I usually construct mine when my nexus is being created), and in the event you see a banshee just chrono out an observer. You only need two Stalkers and an observer to stop a cloaked banshee.
panzzzzz
Profile Joined April 2010
United States109 Posts
Last Edited: 2011-03-18 20:36:05
March 18 2011 20:30 GMT
#54
Hi Cecil, what is your response to a player that went 1 base thor? Its impossible to scout the armory with a bunker up, and the sentry heavy mix will get annihilated. 1 thor will be out in time to hold off that bust up the ramp.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
March 18 2011 20:34 GMT
#55
On March 19 2011 05:30 panzzzzz wrote:
Hi Cecil, what is your response to a playing that went 1 base thor? Its impossible to scout the armory with a bunker up, and the sentry heavy mix will get annihilated. 1 thor will be out in time to hold off that bust up the ramp.

I've never had this happen because it must be a really terrible strategy, but I'd just back off to my natural and chrono out immortals from that robotics facility that should be up very soon thereafter.
panzzzzz
Profile Joined April 2010
United States109 Posts
Last Edited: 2011-03-18 20:39:01
March 18 2011 20:38 GMT
#56
On March 19 2011 05:34 CecilSunkure wrote:
I've never had this happen because it must be a really terrible strategy, but I'd just back off to my natural and chrono out immortals from that robotics facility that should be up very soon thereafter.


I dunno about terrible, but 2 thors, strike cannons, marines, and scvs will be in my natural before I get more than 1-2 immortals up...from there, strike cannons deal with those in less than 3 seconds. I don't know how you can hold that without scouting it (assuming the 5ish sentries you invested in during the 3 gate expand).
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
March 18 2011 20:40 GMT
#57
On March 19 2011 05:38 panzzzzz wrote:
Show nested quote +
On March 19 2011 05:34 CecilSunkure wrote:
I've never had this happen because it must be a really terrible strategy, but I'd just back off to my natural and chrono out immortals from that robotics facility that should be up very soon thereafter.


I dunno about terrible, but 2 thors, strike cannons, marines, and scvs will be in my natural before I get more than 1-2 immortals up...from there, strike cannons deal with those in less than 3 seconds. I don't know how you can hold that without scouting it (assuming the 5ish sentries you invested in during the 3 gate expand).

I've held it pretty easily. One time on the Korean server I did this opening and saw thors. I immediately got two robotics facilities out and double chrono'd out immortals. It worked extremely well as I was able to one shot the thors despite losing two immortals to strike cannons.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
March 18 2011 20:42 GMT
#58
On March 19 2011 05:24 CecilSunkure wrote:
You all are talking about banshees like it's the bane of this build, but in reality if you just have some sort of defense against a cloaked banshee by 7 minutes 30 seconds you are absolutely fine, and that's like worst case scenario. Often times if you are attacking up their ramp they need that banshee to prevent them from dieing anyways. You should be able to pretty easily already have a robotics facility constructing (I usually construct mine when my nexus is being created), and in the event you see a banshee just chrono out an observer. You only need two Stalkers and an observer to stop a cloaked banshee.


I agree 100%, it's important to realize that, when doing the 3 gate build, you actually don't need an early observer above their base since you can attack/contain them anyways.

I like to think about it similar to the 2 gate stargate 5 stalker/voidray poke developed by MC. MC always adds/added (haven't seen him do the build for a while) a robo exactly in time so he wouldn't die vs any cloak play. With 3 gate your goal must be exactly the same. The one gate robo actually gets the observer super early so it can spot cloak tech while it isn't even finished. But in reality you only need the observer out when any cloaked banshee would arrive at your base. This can easily be done with a 3 gate build.
"You see....YOU SEE..." © 2010 Sen
panzzzzz
Profile Joined April 2010
United States109 Posts
March 18 2011 20:44 GMT
#59
On March 19 2011 05:40 CecilSunkure wrote:
I've held it pretty easily. One time on the Korean server I did this opening and saw thors. I immediately got two robotics facilities out and double chrono'd out immortals. It worked extremely well as I was able to one shot the thors despite losing two immortals to strike cannons.


Hmm, I will practice this with my buddy some more then, do you cut probes during your poke up the ramp in order to get 2 robos (or some other deviation) out?
Snaphoo
Profile Joined July 2010
United States614 Posts
March 18 2011 20:45 GMT
#60
1 base Thor could present troubles for this build, but on a map like Xel'Naga, the rush distance is such that you can warp in ~3 more cycles of units easily before the Thors reach your base, + chrono'd immortal(s). With some micro and decent number of zealots, you should be able to hold.

If you're incredibly afraid of this build, consider a gas steal. In fact, since Cloakshees and Thors are both very viable counters, is it not a terrible idea to consider gas-stealing in general with this build? Or would that be overkill?
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