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[G] PvT 3 Gate Aggressive Expo - Page 9

Forum Index > StarCraft 2 Strategy
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SaJa
Profile Joined November 2010
France84 Posts
March 25 2011 22:46 GMT
#161
How do you actually manage a 3-4 rax ghost with that Bo ? I have some trouble with this rush (I have actually a problem with every single Bo against this push)
iChau
Profile Joined December 2010
United States1210 Posts
March 25 2011 22:51 GMT
#162
On March 26 2011 07:46 SaJa wrote:
How do you actually manage a 3-4 rax ghost with that Bo ? I have some trouble with this rush (I have actually a problem with every single Bo against this push)


Ghost 1 base timing push is a very bad BO, and the only time you actually win is if you get perfect EMP's. Also, it's usually an all-in (or is).

If the terran techs to ghost too early, he'll die to this build because he has no marauders (to slow zealots and destroy stalkers).

You can easily contain him with sentries, just get a robo right after containing and expanding and get an observer. As soon as he scans to check if your army's there, FF the ramp because he's trying to EMP.

So basically, contain, have good game sense (if he scans, he's gonna move out), and take down things one by one. Also, remember to spread.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
SaJa
Profile Joined November 2010
France84 Posts
March 25 2011 23:07 GMT
#163
Well it is not that all-in imo. He has the same start that the basic 3 rax push (so he will get marauders and marines before teching to ghost, the push arrived around 8-9min) and it is not that hard to not miss his emp shot..
Also, he will stim to get out of his ramp with few marines just before you have time to FF (unless you did it perfectly ~~), you will try to kill those little marines but you army is mainly composed of zealots and sentry, so once he will pull back his scv to the edge of the cliff, if you decide to kill them he will be able to EMP you since you are not out of the ghost range anymore, right after this, he will get out of his base to kill you with a second emp push :/

Maybe a replay would be good to show me ^^ (ask a friend terran to do the ghost Bo ^^)
iChau
Profile Joined December 2010
United States1210 Posts
March 25 2011 23:23 GMT
#164
On March 26 2011 08:07 SaJa wrote:
Well it is not that all-in imo. He has the same start that the basic 3 rax push (so he will get marauders and marines before teching to ghost, the push arrived around 8-9min) and it is not that hard to not miss his emp shot..
Also, he will stim to get out of his ramp with few marines just before you have time to FF (unless you did it perfectly ~~), you will try to kill those little marines but you army is mainly composed of zealots and sentry, so once he will pull back his scv to the edge of the cliff, if you decide to kill them he will be able to EMP you since you are not out of the ghost range anymore, right after this, he will get out of his base to kill you with a second emp push :/

Maybe a replay would be good to show me ^^ (ask a friend terran to do the ghost Bo ^^)


Oh, that's true. Usually, I FF for a while (continuous) and then move back when I think I'm ready to so I can start getting defenses for my expo. Also, it IS easy to miss that EMP if you're against a good protoss because a) all his units will be spread out, especially sentries, and b) if you have vision of terran (via obs), then you can forcefield before he even has time to EMP the sentries.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Jayrod
Profile Joined August 2010
1820 Posts
March 25 2011 23:29 GMT
#165
Anyone watch Minigun vs. Fenix last night? He abused an aggressive 3 gate opener + gas steal to encourage terran to sit in his base. Pretty educational series for those of you interested in succesful macrotoss vs. terran and this strong opener.
thisisSSK
Profile Joined August 2010
United States179 Posts
March 26 2011 02:43 GMT
#166
How does this build fair against the various 1-1-1 builds (i.e. marine tank banshee/raven, marine tank, etc.)? there are replays and posts both advocating and denouncing this build against 1-1-1. What is the consensus?
Zefa
Profile Joined May 2010
United States297 Posts
March 26 2011 08:39 GMT
#167
This is a build I haven't explored much enough but seems so strong. It seems like it could easily be the future stable of pvt just like 3 gate expo plays a huge role in pvz.
han_han
Profile Joined October 2010
United States205 Posts
March 30 2011 06:52 GMT
#168
I hope this doesn't count as necro bumping, but I have been trying this build out, and I found that T can hit with 2 reapers before many ranged units are out.

What is the proper adaptation to scouting 2 rax, 1 gas, 1 techlab at 3:30?
Piski
Profile Blog Joined April 2010
Finland3461 Posts
March 30 2011 06:59 GMT
#169
On March 30 2011 15:52 han_han wrote:
I hope this doesn't count as necro bumping, but I have been trying this build out, and I found that T can hit with 2 reapers before many ranged units are out.

What is the proper adaptation to scouting 2 rax, 1 gas, 1 techlab at 3:30?


You should have zealots out by then so unless he has time to micro them for few minutes he most likely will just run away from chasing zealots or start kiting them. So when you see reapers just make him do something else than kill probes and chrono out a stalker. Reapers without speed shouldn't do too much damage unless you screw something up.
If he goes behind the mineral line while the zealots are chasing him, try to cut his way with probes.
Lafer
Profile Joined April 2010
United States114 Posts
March 31 2011 02:58 GMT
#170
What would be the right thing to do if the terran has walled off the top of his ramp? I'm in gold league, and every terran i play has a supply depot, barracks, a bunker, and either another barracks or a factory walling off the ramp. Their units are then put all around these buildings.

When I poke up the ramp and see this, I run away because I can't kill any building without suffering heavy losses. When he sees me run away, he comes after me with his army, already having stim and conc. shells.

Any info?
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
March 31 2011 03:11 GMT
#171
On March 31 2011 11:58 Lafer wrote:
What would be the right thing to do if the terran has walled off the top of his ramp? I'm in gold league, and every terran i play has a supply depot, barracks, a bunker, and either another barracks or a factory walling off the ramp. Their units are then put all around these buildings.

When I poke up the ramp and see this, I run away because I can't kill any building without suffering heavy losses. When he sees me run away, he comes after me with his army, already having stim and conc. shells.

Any info?

Sounds like you are doing something very fundamentally wrong. Post up a replay and I'll take a look.
Inkydog22
Profile Joined March 2011
United States2 Posts
March 31 2011 19:26 GMT
#172
This build is extremely successful. Very helpful, and versatile. There is one problem though, how do you counter the iechoic tvp build? i did the regular push, and the two bunkers defending held off, while a helion drop in main killed off over half of my probes. Id show a replay, server is down.
Nobody's Perfect. Hi I'm Nobody
Mithriel
Profile Joined November 2010
Netherlands2969 Posts
March 31 2011 19:36 GMT
#173
Oh wow nice, i must have missed this thread initially. So this and the double forge build will be my go to builds for PvT!!

More things to practice

Thank you for the guide <3
There is no shame in defeat so long as the spirit is unconquered. | Cheering for Maru, Innovation and MMA!
RandomAccount#106470
Profile Joined September 2010
Lithuania1506 Posts
March 31 2011 19:46 GMT
#174
--- Nuked ---
StreetHeat
Profile Blog Joined May 2010
United States225 Posts
April 03 2011 06:10 GMT
#175
Can't wait to try this build out! thank you for posting!
“If you want to learn to swim jump into the water. On dry land no frame of mind is ever going to help you” -Bruce Lee
manicshock
Profile Joined November 2010
Canada741 Posts
April 03 2011 15:49 GMT
#176
I think Thors are definitely a good answer, or mediv lowering. It's hard to break a FF contain otherwise, just tech and double expand has been my response.
Never argue with an idiot. They will just drag you down to their level and beat you with experience.
BronzeKnee
Profile Joined March 2011
United States5226 Posts
April 03 2011 16:11 GMT
#177
I love this build, thank you for posting it!
CardinalSC
Profile Joined January 2011
United States145 Posts
April 03 2011 16:25 GMT
#178
What are the benefits of this build vs 2 Gate Robo expand? I get crushed by ghosts with the other one, but Banshees crushed me twice with this one. Is it a good transition to drop two forges, robo + gate, and go for colossus heavy, or gateway heavy to DT/HT?
BronzeKnee
Profile Joined March 2011
United States5226 Posts
Last Edited: 2011-04-03 16:41:41
April 03 2011 16:34 GMT
#179
On April 04 2011 01:25 CardinalSC wrote:
What are the benefits of this build vs 2 Gate Robo expand? I get crushed by ghosts with the other one, but Banshees crushed me twice with this one. Is it a good transition to drop two forges, robo + gate, and go for colossus heavy, or gateway heavy to DT/HT?


The benefit vs a 2 Gate Robo expand is that you can get more units out and thus pressure your opponent a lot more, while maintaining the same economy.

The drawback is that you aren't teching as much as if you went for the Robo, so you'll be behind in tech. And this would be a problem if you saw an M-M-M army build because you'd want Colossus as soon as possible to defend your expansion.

If you do the 3 Gate Pressure Expand build in OP, and Terran is going for early Banshee, don't bother containing them, just run up the ramp FF around the bunker to stop SCV repair and straight up kill him. I actually do this all the time. The Terran player simply won't have enough units to stop a three gate push assuming both players timings are equally tight.

Alternatively, you can prevent early Banshee (especially cloaked), if you gas steal the Terran player early.
threehundred
Profile Joined July 2009
Canada911 Posts
Last Edited: 2011-04-03 16:45:58
April 03 2011 16:43 GMT
#180
i might have a solution

my standard 'rax-hellion fe' Tvp

12rax13gas15orbital
marine
supply
@100gas factory (all scvs off gas)
@400mins command in-base
@100% factory make hellion
26/27 supply and put 3 scvs back on gas
start 2nd gas
4 marines and incoming hellion can defend choke against early pressure (yes you can micro 4 marines against 1 zealot/stalker, anything earlier and you need to pull scvs like usual)
@50gas reactor rax
@25gas/after hellion tech lab fact
a blind bunker (do it if you don't know what's up with your opponent)

-> hellion scout (it will be out in time, look for an expansion if 0 expansion - or if you get in and see 3 gates anyway go 2nd bunker right away then a siege tank (you should have 6-8 marines + 1 tank and scvs ready to repair) by the time of the protoss attack. if you see a gas heavy comp sentries/stalkers research siege, if not, assume 3gate voidrays and go for a quick starport / viking (marines kiting voidrays with tons of stalkers on the field is terrible).

anyway point is, hellion scouts, and quick bunkers in-time with pure marines with siege tank follow-up defense which i assume denies sentry forcefield choke crap with a command center already finished in base.
KimTaeyeon MEDIC MU fighting! ^^;;
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