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[G]PvT Naniwa build - Page 5

Forum Index > StarCraft 2 Strategy
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.Madness
Profile Joined March 2011
United States94 Posts
May 30 2011 04:51 GMT
#81
This build is amazing, even if executed at a poor level you can invoke alot of damage.

No longer will i have to be afraid of the early pressure from a terran, nor do i have to worry about falling behind by a delayed expo.
I'm not bad, I'm just incredibly good at sucking.
Snaphoo
Profile Joined July 2010
United States614 Posts
May 30 2011 04:56 GMT
#82
With void ray builds becoming less popular as a result of the WG nerf, I'm finding that more Terrans are walling off these days, making this build less effective. As the OP said, this build's poke is drastically reduced in effectiveness if your units cannot get directly up the ramp in to Terran's main.
Dariusz
Profile Joined May 2011
Poland657 Posts
May 30 2011 11:09 GMT
#83
On May 23 2011 07:26 Xanatoss wrote:
I also want to emphasize how ugly it is to use this build against full wallins. You lose a lot of oomph if your Zealot and Probe are not able to attack the bunker/scv's and you are not able to threaten a runby. Better opt for Voidrays if you intend to pressure him early on in case of wallin.


Indeed, wallin and marauders from 2 rax prevents you from doing any demage with this build and with 2 gates and resources invested in stalkers you are vunerable to any early marauder agression. But otherwise it's an excellent build.
TDC
Profile Joined May 2010
United States197 Posts
May 30 2011 15:32 GMT
#84
I almost always get a robo as I'm attacking with this build unless I see a couple of marauders. that way I can be ready against banshees, and if the scv's aren't on the ramp, I can usually kill an unsuspecting master league terran. If he has scv's on the ramp, the least I can do is check out his marine count and the lack of marauders and suspect a possible banshee play and pull back after losing 1 zealot
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
Corsica
Profile Joined February 2011
Ukraine1854 Posts
August 30 2011 02:10 GMT
#85
I do it my way, I build gate at 22 and already have 1 stalkers, i produce constantly stlakers, and then have gas for 2 sentries (once WG finishes) Then build nexus and assimilator and pressure 2nd time (1 st time i pressure with 3 or 4 stalks)

I think it actually works well with close spawns and if terran goes for banshee rush, cuz he has only rines to defend.
WeaVerPrime
Profile Joined May 2011
34 Posts
September 16 2011 14:41 GMT
#86
i hope that the 1.4 will help this build, he is skill intensive and funny to execute
ximae
Profile Joined January 2011
181 Posts
Last Edited: 2011-09-16 16:31:10
September 16 2011 16:28 GMT
#87
why would 1.4 help this build in any way? the only thing that pops into mind is the 5s nerf to Ts barraks.

anyways i have made some adjustments to this build lately to get a faster nexus and a quick robo after it but before the first warpin... this way i blind counter 2 rax and have a robo quick enough to deal with 1 1 1..... or do a 2 base histers immo timing push. Now this will benefit from 1.4 due to the immo and wp buffs.

so its my standar opener again now
Corsica
Profile Joined February 2011
Ukraine1854 Posts
December 21 2011 19:37 GMT
#88
Guys im trying to find this VoD i think it was casted by Artosis in TSL3. Map was Tal'Darim i might be wrong but he used this build i really would like to see the execution. If someone would PM me the link for vod it would be very appreciated.
bankai
Profile Joined November 2010
362 Posts
January 11 2012 22:19 GMT
#89
Silly question but is this build still viable? If not, why?
superstartran
Profile Joined March 2010
United States4013 Posts
January 11 2012 22:25 GMT
#90
On January 12 2012 07:19 bankai wrote:
Silly question but is this build still viable? If not, why?




Terran players adjusted and accounted for early WG pressure on most maps that it can be done on. Not to mention the Terran expand builds are much more refined and much safer now adays.
meadbert
Profile Blog Joined October 2010
United States681 Posts
January 11 2012 22:28 GMT
#91
The biggest reason is that Warp Gate Research was nerfed by 20 seconds, which delays the pressure until it is too late to do damage.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 11 2012 22:38 GMT
#92
I think grubby did something exactly like this on tda one of his games. i was like wtf grubby this build is terrible on this map against bunkers. and then he proceeded to trade 4 zealots for like 10 scvs and i was like O_O

nani builds are gosu
get rich or die mining
TL+ Member
WombaT
Profile Blog Joined May 2010
Northern Ireland26237 Posts
January 11 2012 22:47 GMT
#93
On January 12 2012 07:38 Alejandrisha wrote:
I think grubby did something exactly like this on tda one of his games. i was like wtf grubby this build is terrible on this map against bunkers. and then he proceeded to trade 4 zealots for like 10 scvs and i was like O_O

nani builds are gosu

Grubby's build seemed to be designed to draw SCVs to the bunkers, snipe them with stalkers while probing up at home and taking an early third, gaining him a MASSIVE economy lead. I actually quite like that concept, at least if I read it correctly. He didn't bring sentries to FF off the SCVs and bust the bunkers but was quite deliberately sniping the workers.

You're a lot better than me Alej and have a lot more experience trying different types of pressure builds, do you think as others do in this thread that the WG nerf has limited the effectiveness of such early pressure, and if not what openings do you specifically employ? I mean one build that I definitely feel is sub-optimal is the old aggressive 3 gate, expanding behind it. The warpins come that little bit later which makes the aggression less effective, and the expansion is pretty late so makes holding hardcore 1 base builds that much more difficult.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 11 2012 22:53 GMT
#94
On January 12 2012 07:47 Wombat_NI wrote:
Show nested quote +
On January 12 2012 07:38 Alejandrisha wrote:
I think grubby did something exactly like this on tda one of his games. i was like wtf grubby this build is terrible on this map against bunkers. and then he proceeded to trade 4 zealots for like 10 scvs and i was like O_O

nani builds are gosu

Grubby's build seemed to be designed to draw SCVs to the bunkers, snipe them with stalkers while probing up at home and taking an early third, gaining him a MASSIVE economy lead. I actually quite like that concept, at least if I read it correctly. He didn't bring sentries to FF off the SCVs and bust the bunkers but was quite deliberately sniping the workers.

You're a lot better than me Alej and have a lot more experience trying different types of pressure builds, do you think as others do in this thread that the WG nerf has limited the effectiveness of such early pressure, and if not what openings do you specifically employ? I mean one build that I definitely feel is sub-optimal is the old aggressive 3 gate, expanding behind it. The warpins come that little bit later which makes the aggression less effective, and the expansion is pretty late so makes holding hardcore 1 base builds that much more difficult.

on tda i love hero's 3g pressure.. he does expand behind but he commits a lot of mins to warp-ins before the nexus. maybe 3 or 4 warpins. off the top of my head its something like this
9 py
12 gate
14 gas
15 py
17 core
18 z
22s
(2 gates before 3rd pylon. i prefer getting them on 25 instead of 23 because a 12 gate WG research timing can't utilize the speed of adding the 2 gates on 23.. see tin man ^^)
nets you 1z2s
he puts a pylon low ground around the back of the terran's nat and when his warpgates are about up he walks thru the bunker with his 1z1s and warps in 3 stalkers behind the mins. you can trade extremely effectively this way as long as your micro is up to snuff. consider subbing in 1 or 2 zealots instead of stalkers for this 1st warp in if he's bum rushing your units with scvs

this is of course only if you see 1 rax cc!
if you don't, no point in going 3 gate before nexus on tda
get rich or die mining
TL+ Member
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