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TvP DT Cheese into Chargelot???

Forum Index > StarCraft 2 Strategy
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1 2 3 Next All
psp219
Profile Blog Joined August 2010
United States315 Posts
March 27 2011 23:51 GMT
#1
Hey guys I'm a 3400 diamond terran. In this one particular game the toss opened with a DT cheese. I scouted it and took almost no damage. However, when I went to go attack him his chargelots absolutely raped me even though I had the superior upgrades in that battle. After cheeses like this, how should I transition to get more ahead or should I just attack him immediately after stopping his DT cheese?

http://www.sc2replayed.com/replays/155068-1v1-terran-protoss-metalopolis
Scaryman
Profile Joined June 2010
United States70 Posts
March 27 2011 23:55 GMT
#2
banshees "cheese" beats dt "cheese"
divito
Profile Blog Joined January 2011
Canada1213 Posts
March 27 2011 23:58 GMT
#3
If they went fast DT, they most likely won't have another base up and little to no other units. It's generally best to attack right away. If they delayed it even a bit in time to throw up their expo or add tech, it could be risky to approach.

That they had DTs, and had already tech'd to charge, I'm thinking there was significant delay and a different approach should have been taken.
Skype: divito7
Volka
Profile Joined December 2010
Argentina410 Posts
March 27 2011 23:59 GMT
#4
Lol loved the title...

You didn't have any upgrades for the battle. In fact, your EB was idle a long time, that may cost you the game I'm afraid. Other than that, game was pretty even.
http://www.starsite.com.ar
Graknato
Profile Joined March 2011
Canada7 Posts
March 28 2011 00:03 GMT
#5
Frst off please realise that the DT "cheese" isn't really cheese
Second, I think you should have tryed to get more ahead, just scout, expand and drop him
Also, you might wanna kill off the dark shrine and council, just so that if he wants to use them, he has to reinvest in them.
Herp derp LAZERZ!!?!?
Acridice
Profile Joined December 2010
United States298 Posts
March 28 2011 00:05 GMT
#6
Well... honestly I wouldn't call dt's cheese. If that's the case, then banschees = cheese too. The thing about dt's is that most of the time it is some sort of dt tech into expand. The reason it is safe is because you have to wait till you get detection before you can move out, which usually gives them time to expand and tech charge/templar.

Your opening dictates how you proceed from the defense of dt rush. Just do what ever you would normally do against gateway units. There is no need to push out too soon, because you should be ahead in econ if you defended it without taking any damage. As people always say. If you're ahead get more ahead. Take another base when his rush fails. I assume you're on two base?

In answer to your question. The thing is.... you CAN'T attack immediately because you don't have detection. So take a third and build up your army. You're already ahead on econ.
The superior man is modest in his speech, but exceeds in his actions. - Confucius
asd125172
Profile Joined December 2010
United States52 Posts
March 28 2011 00:20 GMT
#7
3200 Master Protoss here.

DT isn't cheese. Sure, it's cool if the Protoss goes DT and ends up killing a lot of workers, but Protoss's main goal with going DT is to be able to contain the terran while teching and expanding safely at the same time. It's basically a strategy meant for transitioning into something (Most infamously into HT shown by SanZenith in the previous GSL). Also, it prevents you from making MULES until turrets are up because you have to save the energy for scan.

I watched your replay and the problem with your play was the fact that you didn't have a single Medivac. Sure, pushing with Raven could be great, but the army size was about equal by the time you engaged, so pushing without any medivacs against mass chargelots especially with the charge buff is a suicide. This is why you always scan the enemy base before pushing. You had slightly greater economic advantage, you should've kept it and push out when your DPS is at highest in midgame (MMM).
psp219
Profile Blog Joined August 2010
United States315 Posts
March 28 2011 00:23 GMT
#8
On March 28 2011 09:20 l46kok wrote:
3200 Master Protoss here.

DT isn't cheese. Sure, it's cool if the Protoss goes DT and ends up killing a lot of workers, but Protoss's main goal with going DT is to be able to contain the terran while teching and expanding safely at the same time. It's basically a strategy meant for transitioning into something (Most infamously into HT shown by SanZenith in the previous GSL). Also, it prevents you from making MULES until turrets are up because you have to save the energy for scan.

I watched your replay and the problem with your play was the fact that you didn't have a single Medivac. Sure, pushing with Raven could be great, but the army size was about equal by the time you engaged, so pushing without any medivacs against mass chargelots especially with the charge buff is a suicide. This is why you always scan the enemy base before pushing. You had slightly greater economic advantage, you should've kept it and push out when your DPS is at highest in midgame (MMM).


So Medivacs is the main counter to chargelots correct? (assuming there are marines/marauder
asd125172
Profile Joined December 2010
United States52 Posts
March 28 2011 00:26 GMT
#9
On March 28 2011 09:23 psp219 wrote:
Show nested quote +
On March 28 2011 09:20 l46kok wrote:
3200 Master Protoss here.

DT isn't cheese. Sure, it's cool if the Protoss goes DT and ends up killing a lot of workers, but Protoss's main goal with going DT is to be able to contain the terran while teching and expanding safely at the same time. It's basically a strategy meant for transitioning into something (Most infamously into HT shown by SanZenith in the previous GSL). Also, it prevents you from making MULES until turrets are up because you have to save the energy for scan.

I watched your replay and the problem with your play was the fact that you didn't have a single Medivac. Sure, pushing with Raven could be great, but the army size was about equal by the time you engaged, so pushing without any medivacs against mass chargelots especially with the charge buff is a suicide. This is why you always scan the enemy base before pushing. You had slightly greater economic advantage, you should've kept it and push out when your DPS is at highest in midgame (MMM).


So Medivacs is the main counter to chargelots correct? (assuming there are marines/marauder


Remember, gateway units are like the shittiest unit in the game. Roach/Hydra and Marine/Marauder with stim have incomparable DPS compared to the shitty gateway units. Zealot charge mitigates the shittyness to a degree, but they still need a tier 3 unit to be able to compensate for the lack of DPS vs MMM, such as Colossus or HT. (The only exception to this rule is double forge build).

This is another reason why Protoss loses map control momentarily in the current metagame once Marine Marauder Medivacs are out in the map. Thats why as a protoss player, they are forced to camp in base until colossus is out, then push out to contest for map control again.

In this particular game though, if I were you, along with the raven I would've made medivacs, take third base and then push out to deny protoss's third base.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
Last Edited: 2011-03-28 00:37:43
March 28 2011 00:37 GMT
#10
On March 28 2011 08:51 psp219 wrote:
Hey guys I'm a 3400 diamond terran. In this one particular game the toss opened with a DT cheese. I scouted it and took almost no damage. However, when I went to go attack him his chargelots absolutely raped me even though I had the superior upgrades in that battle. After cheeses like this, how should I transition to get more ahead or should I just attack him immediately after stopping his DT cheese?

http://www.sc2replayed.com/replays/155068-1v1-terran-protoss-metalopolis

Cheese cheese cheese cheese.

By your logic I am assuming making anything tech oriented is cheese.

DTs are not cheese. The point of them is so that you CAN'T get ahead of the Protoss.





cheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeese
Laboof
Profile Joined July 2010
United States113 Posts
March 28 2011 00:45 GMT
#11
a dt cheese would have no followup; having people call things cheese when they are just used to safely progress tech / expansions is the most frustrating thing in the world to me.
bgalang92
Profile Joined February 2011
United States155 Posts
March 28 2011 03:35 GMT
#12
So Medivacs is the main counter to chargelots correct? (assuming there are marines/marauder


No... Medivacs simply help your MMM live longer against the chargelots... Have you never faced chargelots before getting to 3400 diamond? Pretty much anything that can kite counters chargelots. If you want to be so direct get banshees. Banshees "counter" zealots.
ccJroy
Profile Joined April 2010
United States483 Posts
March 28 2011 04:02 GMT
#13
First off, saying DT "Cheese" is wrong.

Its an opening, the fact that your not doing the new 24 expand with a fast engi bay and having 1 turret scares me.

99% of the terrans im facing 3500+ have one turret at there front and can stop any DT i send at them in plenty enough time with a 24 expo into mass rax play.

TvP IMO is quite one sided, make 4 vikings for any colossi/VR, then get a few ghost, boom, you counter every single T3 that toss can throw at you.

To be blunt, one turret, all u need to hold off the DT "Cheese" which is an opening, not cheese. Cheese = win games, opening = pressure/harass.
Lol Rly?
Barca
Profile Blog Joined October 2010
United States418 Posts
March 28 2011 04:40 GMT
#14
DTs punish greedy play.

Scans will not be enough against a DT expand, it's plain and simple. But it goes both ways - Protoss always get observers in fear of Banshees.

If you fear them enough go Raven first, or put up a turret.
- I hate threads that end with "Thoughts?" -
hocash
Profile Joined December 2010
United States82 Posts
March 28 2011 10:30 GMT
#15
On March 28 2011 13:02 justinsroy wrote:
First off, saying DT "Cheese" is wrong.

Its an opening, the fact that your not doing the new 24 expand with a fast engi bay and having 1 turret scares me.

99% of the terrans im facing 3500+ have one turret at there front and can stop any DT i send at them in plenty enough time with a 24 expo into mass rax play.

TvP IMO is quite one sided, make 4 vikings for any colossi/VR, then get a few ghost, boom, you counter every single T3 that toss can throw at you.

To be blunt, one turret, all u need to hold off the DT "Cheese" which is an opening, not cheese. Cheese = win games, opening = pressure/harass.


I'm 3300 diamond Toss and I have never seen anyone do this 24 expand with fast engineering bay you're talking about. Nobody has a turret until after my dts reveal themselves.

Do you have a replay of this new Terran build? Doesn't seem like it'd survive against most Toss builds like 3 gate robo. Anyone who scouts that turret will know Terran is behind quite a bit. Also doesn't prevent a delayed dt drop in which case if you're out of energy it's just about always gg.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
March 28 2011 10:44 GMT
#16
On March 28 2011 19:30 hocash wrote:
Show nested quote +
On March 28 2011 13:02 justinsroy wrote:
First off, saying DT "Cheese" is wrong.

Its an opening, the fact that your not doing the new 24 expand with a fast engi bay and having 1 turret scares me.

99% of the terrans im facing 3500+ have one turret at there front and can stop any DT i send at them in plenty enough time with a 24 expo into mass rax play.

TvP IMO is quite one sided, make 4 vikings for any colossi/VR, then get a few ghost, boom, you counter every single T3 that toss can throw at you.

To be blunt, one turret, all u need to hold off the DT "Cheese" which is an opening, not cheese. Cheese = win games, opening = pressure/harass.


I'm 3300 diamond Toss and I have never seen anyone do this 24 expand with fast engineering bay you're talking about. Nobody has a turret until after my dts reveal themselves.

Do you have a replay of this new Terran build? Doesn't seem like it'd survive against most Toss builds like 3 gate robo. Anyone who scouts that turret will know Terran is behind quite a bit. Also doesn't prevent a delayed dt drop in which case if you're out of energy it's just about always gg.


I'm not sure but, all the TvP games I've seen Fargo do goes for 2 rax expand in base, get eng bay and turret at ramp before expanding. Eng bay + turret is relatively cheap and fast to get, but ofc this is after OC is up on second cc. Since he blocks off first with bunker and depots if he isnt sure what tech route you are going, he is relatively safe against DTs.
Stop procrastinating
FataLe
Profile Joined November 2010
New Zealand4517 Posts
March 28 2011 11:05 GMT
#17
DT cheese, sorry, I stopped there.
hi. big fan.
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
March 28 2011 13:05 GMT
#18
There are 3 builds that pretty much deflect me when I try to 3gate DT into expand HT Chargelot.

1. Cloakshees. Simply put, no forge no robo. GG
2. Fast Expand with turrets at nat ramp. This forces me to either abandon DTs or find another way up (Warp Prism, proxy pylon)
3. Early Marauder pressure (3 marauders 2 marines) Since you are saving your gas for DS, you are going to have only 1/no sentries to FF the ramp)

If you survive the DT rush, but don't have enough of an army to go kill him, get MMM with a few ghosts and hellions mixed in. If he is going for a chargelot heavy build, blueflame roasts them alive. HTs are EMP-able along with sentries, and an energyless-shieldless protoss army is no match for terran.
Survival is winning, everything else is bullshit.
Provocateur
Profile Joined October 2010
Sweden1665 Posts
March 28 2011 13:17 GMT
#19
On March 28 2011 09:26 l46kok wrote:
Show nested quote +
On March 28 2011 09:23 psp219 wrote:
On March 28 2011 09:20 l46kok wrote:
3200 Master Protoss here.

DT isn't cheese. Sure, it's cool if the Protoss goes DT and ends up killing a lot of workers, but Protoss's main goal with going DT is to be able to contain the terran while teching and expanding safely at the same time. It's basically a strategy meant for transitioning into something (Most infamously into HT shown by SanZenith in the previous GSL). Also, it prevents you from making MULES until turrets are up because you have to save the energy for scan.

I watched your replay and the problem with your play was the fact that you didn't have a single Medivac. Sure, pushing with Raven could be great, but the army size was about equal by the time you engaged, so pushing without any medivacs against mass chargelots especially with the charge buff is a suicide. This is why you always scan the enemy base before pushing. You had slightly greater economic advantage, you should've kept it and push out when your DPS is at highest in midgame (MMM).


So Medivacs is the main counter to chargelots correct? (assuming there are marines/marauder


Remember, gateway units are like the shittiest unit in the game. Roach/Hydra and Marine/Marauder with stim have incomparable DPS compared to the shitty gateway units. Zealot charge mitigates the shittyness to a degree, but they still need a tier 3 unit to be able to compensate for the lack of DPS vs MMM, such as Colossus or HT. (The only exception to this rule is double forge build).

This is another reason why Protoss loses map control momentarily in the current metagame once Marine Marauder Medivacs are out in the map. Thats why as a protoss player, they are forced to camp in base until colossus is out, then push out to contest for map control again.

In this particular game though, if I were you, along with the raven I would've made medivacs, take third base and then push out to deny protoss's third base.

Gateway units, shittiest in the game? Herpaderpderp.
(TSL)+ Show Spoiler +
Watch the shittiness of gateway units showcased in Adelscott vs MVP in the TSL


In this particular game you would've been better off expanding more and harassing the protoss player with drops instead of just straightup attacking him. Also don't think too hard in the terms of direct counters, "medivacs counter chargelots?", just extending your economical advantage and getting more stuff than him would've been the best move here.
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
March 28 2011 13:26 GMT
#20
DT openings aren't cheese. They're perfeclty viable, and it's a strategy I like to use when the distance to my opponent is far. I'd open one gate twilight-dark shrine, get 4 gates, then get a nexus/forge while attacking with 2 or 3 DT's. One cannon in my mineral line and if he gets a banshee, then I get a robo and an ob.

Get charge off 4 gates, go zealot/sentry, push right in or catch him while he's out of position while expanding.

It's not instant loss to banshee though versus someone with good control u'll be at a disadvantage.

Also, the most straightforward transition is forge/upgrades off 2 bases, get +2/+2 while getting a much later robo.

I find that works for me.

But to answer your question, you should transition into standard MMM with a couple ravens.
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