Analysis of ThorZain's Bio TvP - Page 3
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Quant
United States9 Posts
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Frequencyy
United States344 Posts
On May 07 2011 08:23 Quant wrote: Has anyone gone up against some two base all ins against this build? Because all your gas is used on upgrades and tech after expanding, how have you dealt with aggressive two base colossus or gateway builds? Is there any deviation to the build at all to help prevent it? Also, is there a good way to scout if a protoss is going for a big two base timing? Hm thorzain himself said there are some scary 2 base allins but I imagine you should be able to hold with efficient scouting. If you can get your upgrades started then you should be fine and if you scout colossus you can always do 2port vikings. Scouting is pretty essential to this build as you want to know if you should make vikings or ghosts and when it is safe to get your third and if you need to delay your upgrades. | ||
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KiLL_ORdeR
United States1518 Posts
I've played a few games against players who went fast zealot charge with pretty heavy immortals/ sentry and sunk the leftover minerals into zealots, and were able to hold off the initial push. In practice, I tried a heavier marine comp, but zealots sorta rape that, but it seems that Marauders aren't viable since immortals negate the bulk of their damage, regardless of upgrades. My question would be, 1) how do you definitively know if a player is sticking with Immortals and not getting a few for defense, and 2) what the approproiate response without massively changing tech ofc. I suppose more drop play to abuse the immortal's immobility, and maybe delay +2/+2 to get ghosts? | ||
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Quant
United States9 Posts
I also have lots of trouble scouting protosses as well. Good players hide their beefy units from scans.nothing makes me rage harder than scanning to see 1 colossus, then once I get to their base half a minute later theres 4 tearing up my army and I'm left with retreating after losing some of my army for free. I think a good way to scout might be to just drop 1 marine and stim it around the main to see tech. | ||
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Frequencyy
United States344 Posts
On May 08 2011 08:29 KiLL_ORdeR wrote: Has anyone used this style against heavy Immortal play? I've played a few games against players who went fast zealot charge with pretty heavy immortals/ sentry and sunk the leftover minerals into zealots, and were able to hold off the initial push. In practice, I tried a heavier marine comp, but zealots sorta rape that, but it seems that Marauders aren't viable since immortals negate the bulk of their damage, regardless of upgrades. My question would be, 1) how do you definitively know if a player is sticking with Immortals and not getting a few for defense, and 2) what the approproiate response without massively changing tech ofc. I suppose more drop play to abuse the immortal's immobility, and maybe delay +2/+2 to get ghosts? Drop play is a must regardless of the protoss using immortals or not. You really can't know if he's definitely massing immortals or not, the biggest thing I can tell you is to scout the front before you engage him if you so choose to engage him after you see his army. The appropriate response to immortals/zealots/sentry composition is ghosts for sure. | ||
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Lionbacker
United States47 Posts
a) How do I hold off a 4-gate rush with 1 bunker and a few units using this build? Any specific tips on the dynamics of that battle would be greatly appreciated. b) Is this build not viable on small maps? I want to develop 1 strategy vs. terran/vs. protoss/vs. zerg and master them. I want to know my system inside and out. Is this worth investing into? P.S. I play gold divison. P.S. My current strategy vs. protoss is a 2 rax early pressure transition into MMM, but I have no rhyme or reason for when I expand and I lose every game that goes into the later stages. The upgrades are very appealing to me in this build. Thanks in advance! Take care. | ||
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awakenx
United States341 Posts
a) You hold off a 4 gate rush by scouting it. Once you scout it, you throw up another bunker or two. If you just build one bunker and find yourself being 4gated, good luck, you've probably lost. Sending an SCV to their natural at around 5-6 minutes to check their expo is a good idea. If there is none, go up their ramp and check the number of gates (if you can) or the amount of gas intensive units he has. If he has little to no sentries, throw up a second bunker, as he is most likely 4gating you. b) Why wouldn't be viable on small maps? Bio is playable basically, on all maps. | ||
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Lionbacker
United States47 Posts
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VictorJones
United States235 Posts
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