Since i had to reinstall windows all my folders are empty , but Ill try to upload some of them today if i play some zergs ^^
[G] PvZ Quick 3 Base Templar/Immortal - Page 2
Forum Index > StarCraft 2 Strategy |
dafnay
Angola375 Posts
Since i had to reinstall windows all my folders are empty , but Ill try to upload some of them today if i play some zergs ^^ | ||
genstallik
United States10 Posts
On May 19 2011 16:22 Aleister wrote: IST its a very reliable composition. But jump over the midgame without colossi, its only a zerg fault (imho). You do some kind of damage in early game like deny the third expansion? Ok, you can do it. You engage him on a choke and you'r FF are awesome? Ok, you can do it. And things like this.. Yeah, the stargate open can be successfull for your goal of early damage to prevent midgame crushes, but also can push him to idras, the only thing you cant really hold, except your micro can. I think the better way to do it, its a coucil way, give you out all micro chanches with blink and FF to resist before the 5\6 gas. Also let you the possibilities to do some kind of really good damege, like snipe idra's den or deny the 3\4 expansion. Im pretty sure archons are not a solution, if the zerg ctrl-click idras and then right click on the archon. Anyway, you can hold the new zerg styles with infestors, lings, banelings etc etc really well, but if you survive a roach\hydra (pure, with no gas\supply spent on corruptors because you havent colossi) imho its only a question of circumstances. It's very hard to understand what you're saying. Please replace idra with hydra and fix your post better. I don't know what it is, maybe it's the bad grammar, the strange use of 'awesome', maybe its how it was constructed. I had to read it like 4 times to kind of get it. Anyway, what i get from this is that you can't skip colossus and it's the zerg's fault if you are able to pull it off? [Edit] I still don't get it | ||
Fleuria
England466 Posts
| ||
TomTomTom.965
Germany62 Posts
2gate halu first expand. with haluzination u can easily scout every all in and u can still make a transition to that 3 base ht immo style. also a 3 gate dt expand can be good, because its easier to make a transition to the mentioned style | ||
CcCFlu
Switzerland68 Posts
if your opponent gets some baneling drops on top of your ht's, you're kinda screwed. oh and hydras on creep actually arent that bad against storms. | ||
Sahand
United Kingdom114 Posts
On May 19 2011 22:14 Fleuria wrote: Wasn't this the build idra was constantly whining about on stotg? you mean the one he mentioned (ONCE) that had a good timing but was difficult to execute well so everyone goes colossi anyways? then ye i dont recall him talking about it for more than 2 minutes | ||
dakka
8 Posts
Robo is a waste of money imo if you are using it to scout and build blind immortals. Hallu is cheap and faster to spot for roach tech and if no roach tech, you won't need immortals that early nor do you need detection. -> I also go speedlot before blink vs infestor ling/bling because it spreads out your army quickly and forces wasted fungals on zealots (instead of expensive sentries and stalkers) allowing your HT's to catch up and storm the lings and FB the infestors. Fungal does minimal against zealots since they recieve no bonus damage nor do they care since they are melee unit anyways, their job is to block shit and after being fungaled they still block shit | ||
GomJabbar
United States161 Posts
Really fun way to play! | ||
CecilSunkure
United States2829 Posts
The ultimate PvZ combo of units is voidray, immortal, high templar, archon. You have immortal for all armour units, splash for everything else, and voidrays for broodlords. If you know this, you can create a gameplan to acquire these, and I think the build you shared is pretty similar to what I've been doing for a while now (except I haven't been sharing my builds lately). I like to go 3 gate expand, into robo + forge. Get 1/1, and you want a twilight to finish once 1/1 finishes. The robo gives you the option of immortals in case of a lot of roaches, and 1/1 + blink, sentries, and immortals can easily hold roach/hydra/ling mid-game. The next step is either DT + warp prisms, or high templar tech. Then once you know the zerg is going for broodlords, slap down 2-3 stargates and chrono out a lot of voidrays. Pretty solid gameplan imo. In case of muta/ling, you should see this coming with hallu/obs, and go to whichever templar tech path you prefer, but you'll need blink and more stalkers than usual (pretty much no more immortals until your stalker count is high). | ||
SeaSwift
Scotland4486 Posts
On June 11 2011 04:13 CecilSunkure wrote: You rely solely on stalkers to kill broodlords? I think having voidrays lategame is way smarter, and better. On May 19 2011 18:59 SeaSwift wrote: If you get an early Stargate, I would begin making Void Rays from that as soon as you feel safe on 2base. That should easily deal with the main problem with this build (Fast Hive ---> Broodlords). Immortal/Templar also relies heavily upon scouting constantly, so that you can get the required unit composition (Immortals>Ultras, Templar>Hydras, VRs>BLs etc). But you're a blue post, so people will listen to you Relying on Stalkers to kill Broodlords is definitely a bad idea most idea most of the time, as Stalkers scale really badly, so you will have to switch out eventually. | ||
Bkennedy
United States266 Posts
On May 19 2011 21:12 Nolot wrote: So what do you do on a map like scrap station where it's pretty hard to tkae your 3rd? A different build? It's probably not a good idea to have a "one build for all maps" mentality, unless you're new. | ||
Jankem
Canada42 Posts
| ||
Aterons_toss
Romania1275 Posts
| ||
KingofGods
Canada1218 Posts
On May 19 2011 11:15 Flameling wrote: I've also been trying this build on ladder, where you skip colossus completely, and go with a mostly gateway, but some immortal army. It works pretty well, since a lot of zergs are trying Spanishiwa's build lately, because of the apparent high win-rate using that build. With templars, a few storms or feedbacks can do terrible damage to their army, while also allowing you to reinforce your army by morphing archons. Gateway + immortals is RangeD's favourite unit comp vs. zerg. It's hard to deal with infestors though. | ||
-Cyrus-
United States318 Posts
I don't really see how this build can hold against a mass brood lord switch, however. So I'm curious how you answer to that. Also, are there any windows for aggression with this build? | ||
_-NoMaN-_
Canada250 Posts
| ||
dakka
8 Posts
| ||
Jayrod
1820 Posts
On June 11 2011 04:29 SeaSwift wrote: But you're a blue post, so people will listen to you Relying on Stalkers to kill Broodlords is definitely a bad idea most idea most of the time, as Stalkers scale really badly, so you will have to switch out eventually. I have to disagree with the both of you and say that comp is powerful but overall less effective as a game plan than just mass upgraded blink stalker with a little templar support. Its more versatile, it can be quickly rebuilt, its mobile, and its only weakness is ultras, which zealots can hold in place for a very long time while you get an additional robo for immortal. Your comp is slow, vulnerable, hard to replace, and not nearly invincible like a standard max deathball. You won't come out of a fight with only small losses and you will lose a the war of attrition due to running out of templar energy on your amuletless templar. That was a great comp when we had amulet though | ||
Jayrod
1820 Posts
On June 11 2011 04:29 SeaSwift wrote: But you're a blue post, so people will listen to you Relying on Stalkers to kill Broodlords is definitely a bad idea most idea most of the time, as Stalkers scale really badly, so you will have to switch out eventually. I have to disagree with the both of you and say that comp is powerful but overall less effective as a game plan than just mass upgraded blink stalker with a little templar support. Its more versatile, it can be quickly rebuilt, its mobile, and its only weakness is ultras, which zealots can hold in place for a very long time while you get an additional robo for immortal. Your comp is slow, vulnerable, hard to replace, and not nearly invincible like a standard max deathball. You won't come out of a fight with only small losses and you will lose a the war of attrition due to running out of templar energy on your amuletless templar. That was a great comp when we had amulet though | ||
JL_GG
Canada249 Posts
| ||
| ||