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[G] PvZ Quick 3 Base Templar/Immortal - Page 2

Forum Index > StarCraft 2 Strategy
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dafnay
Profile Joined May 2010
Angola375 Posts
Last Edited: 2011-05-19 12:45:34
May 19 2011 12:44 GMT
#21
On May 19 2011 21:40 Nolot wrote:
Show nested quote +
On May 19 2011 21:36 dafnay wrote:
Im using a similar build but different timings , I stealed it from nAniwa when he crushed someone on TSL :

You start with a 3gate sentry , you get like 6 sentries and 3 zealots , you put a very early Robo ( at 6min30) and a forge at uour natural , chrono +1 and an obs.
After you chrono immortals , and when +1 is at 50% put a twilight council and 2 moe gates ( you will have 5 gates and 1 robo ).
Start blink and +2 , keeping making immos and warping stalkers , when +2 and blink is over put a templar archives and push the zerg with your 4/5 immos , 6 sentries , 3 zealots and mass stalkers ( it's near 12min30)
Try to do some damage , if you cant kill the zerg dont worry , start a 3rd and storm research , you will be fine againts any late game with your upgrades (blink , +2) and HT's.

I guess this build may be vulnerable againts any ling/roacha all in or fast hydra push , but I think with 1/2 canons and some good FF you should be fine , but I need to experiment this build more.
Also since you have blink and upgrd attack early , its fine vs any mutas.

What do you guys think of this build?


got some replays from that?


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
Profile Joined December 2010
United States10 Posts
May 19 2011 12:48 GMT
#22
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
"All warfare is based on deception" - Sun Tzu
Fleuria
Profile Joined April 2011
England466 Posts
May 19 2011 13:14 GMT
#23
Wasn't this the build idra was constantly whining about on stotg?
TomTomTom.965
Profile Joined October 2010
Germany62 Posts
May 19 2011 13:26 GMT
#24
jusst for all those who are scary of some all ins, there is a nice thread from travis.
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
You just need a mule ti be succesful
CcCFlu
Profile Joined February 2011
Switzerland68 Posts
May 19 2011 13:42 GMT
#25
there is a counter to this build
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.
For the fucking sworm!!!
Sahand
Profile Joined November 2010
United Kingdom114 Posts
May 19 2011 15:19 GMT
#26
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
Profile Joined April 2008
8 Posts
Last Edited: 2011-06-10 17:30:50
June 10 2011 17:22 GMT
#27
This is a great build, I use a variation of this which goes 3 gate sentry expand w/ hallu into +1 weap 6 gate or 5 gate twilight depending on if scouted. If not scouted then 6 gate will 90% kill/deny Z's 3rd. If scouted, cancel last gate and go twilight + gold base or any 3rd. Assuming you scout mass speedling/bling infestor with your hallu, you throw up templar as soon as council finishes and research storm while pressuring with your heavy zealot, light sentry light stalker combo.

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
Profile Joined February 2011
United States161 Posts
June 10 2011 17:50 GMT
#28
Thanks for bumping this. I've been seeing this more and more lately in pro games, and I feel like it's a more fleshed out strategy now. Seems that after whichever expansion build you do, you should work up to a quick +2 attack blink stalker timing with an observer. You can do a 7 gate and snipe Zerg's third (blink helps you NOT sacrifice all your stalkers to do that). Expanding after this push puts you in a fantastic spot economically and most Zergs will try to all-in. It's also possible to forgo the push and just expand quickly. Once on 3 base you can get templar and storm ASAP while making immortals constantly. Don't need a big immortal number, but they do help against pure roach compositions. The blink stalkers give you a lot of map control, too, and with the observer you can blink into the main and snipe tech buildings very fast.

Really fun way to play!
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 10 2011 19:13 GMT
#29
You rely solely on stalkers to kill broodlords? I think having voidrays lategame is way smarter, and better.

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
Profile Blog Joined February 2011
Scotland4486 Posts
June 10 2011 19:29 GMT
#30
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
Profile Joined April 2011
United States266 Posts
June 10 2011 20:52 GMT
#31
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
Profile Joined March 2010
Canada42 Posts
June 10 2011 21:16 GMT
#32
This build seems really weak to early Hydra/ling pressure, and I feel this is very map dependent as 3 gate expand seems to be getting abused more and more by aggressive zerg play!
Terran. Period.
Aterons_toss
Profile Joined February 2011
Romania1275 Posts
June 10 2011 21:23 GMT
#33
I always use HT/immortal if the zerg masses roachs/corruptor or in late game when im 4+ bases, il sure try this later 2night, thx for the build.
A good strategy means leaving your opponent room to make mistakes
KingofGods
Profile Joined July 2010
Canada1218 Posts
June 10 2011 22:35 GMT
#34
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-
Profile Joined June 2011
United States318 Posts
Last Edited: 2011-06-11 00:52:59
June 11 2011 00:51 GMT
#35
Very interesting build, I'll have to try it. I'm at rank 1 in my diamond division atm with a 70% win rate vs. both P and T, but only a 40% win rate vs. Z. Hopefully this build is good enough to raise my win % vs. Z so I can get into masters.

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-_
Profile Joined May 2011
Canada250 Posts
June 11 2011 01:22 GMT
#36
I was wondering if u have ever faced mass MASS (like 60+) banes with this build. it seems like the zealot/sentry heavy mix would die very quickly, allowing any reinforcements (I have been favoring ling/muta) to take care of the immo/archon.
dakka
Profile Joined April 2008
8 Posts
June 11 2011 01:43 GMT
#37
60 banes is 10 infestors worth of gas, and all that goes down within seconds to psionic storm if microed properly (like funnel them with some FF's). 10 infestors would do sooo much more damage not to mention once those banes go down, zerg won't have much more than lings or some insignificant amount of gas units left.
Jayrod
Profile Joined August 2010
1820 Posts
June 11 2011 01:47 GMT
#38
On June 11 2011 04:29 SeaSwift wrote:
Show nested quote +
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.


Show nested quote +
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.

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
Profile Joined August 2010
1820 Posts
June 11 2011 06:38 GMT
#39
On June 11 2011 04:29 SeaSwift wrote:
Show nested quote +
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.


Show nested quote +
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.

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
Profile Joined March 2010
Canada249 Posts
June 11 2011 06:48 GMT
#40
as a zerg i absolutely hate this build one game i was at 6 base against 3 base and lost TT and some blink stalkers with this build takes care of broodlords absolutely unstoppable still haven't figured out how to counter it yet
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