[D] PvT 6 Gate - Page 2
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ShAdOw_LaNcE
United States5 Posts
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YourGoodFriend
United States2197 Posts
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OnFire
324 Posts
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GinDo
3327 Posts
On June 11 2011 01:53 grudgeStar wrote: TvP is already turning into a more defensive Siege Tank based play. This will likely just speed up the process of that, soon everyone will be doing a more mech style based play. EDIT: A bit off topic Its nice to see toss expanding outside the Collosi as they discover the power of Gateways. Personally i feel this and Plexas shock and Awe tactics would be a benefit for all toss to look through. | ||
AGIANTSMURF
United States1232 Posts
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Perplex
United States1693 Posts
On June 11 2011 02:23 AGIANTSMURF wrote: I prefer going for a +1 armor w/ charge when i 6 gate and i make almost nothing but zealots and sentries.... I add the stalkers right when im ready to attack Could you share your build order? Or anyone else? I've yet to find a concrete build order for a 6 gate | ||
ForTheDr3am
842 Posts
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SethDrone
United States51 Posts
I've been losing my expo against this push (comes right before its really up and running but has finished warping in), both armies get traded so that pretty much kills the plan of hitting with a strong 6 gate off 2 bases. It would seem like you need to check if he expo'd or not, but either way your reacting after his choice and will probably be behind. If you re-expo you lose it to his follow up push if he doesn't expo...just wondering what the best plan is after your intial trade if the natural falls. | ||
YourGoodFriend
United States2197 Posts
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loklok
Germany161 Posts
On June 10 2011 12:18 YourGoodFriend wrote: Yeah I have basically been trying this out to add to my group of builds and wanted input. I prefer to do it not as a all in but as a way to punish fast expanding terran and I am taking the advice and throwing in a twilight council and and robo (robo as needed) grabbing a fast third while pressuring/killing them then going heavy ht's into mass expo and from there robo coli since i can support multiple robo's and they wont have time to get high viking counts. But so far it tends to just kill them, granted i am only in diamond. @loklok is that 1 gate FE build on TL somewhere? is it similar to what huk does? thanks for the help and ideas guys No huk is doing this http://www.teamliquid.net/forum/viewmessage.php?topic_id=223726 | ||
W2
United States1177 Posts
On June 11 2011 06:15 SethDrone wrote: Whats the plan against an early pressure Terran with 3rax +ghosts? I've been losing my expo against this push (comes right before its really up and running but has finished warping in), both armies get traded so that pretty much kills the plan of hitting with a strong 6 gate off 2 bases. It would seem like you need to check if he expo'd or not, but either way your reacting after his choice and will probably be behind. If you re-expo you lose it to his follow up push if he doesn't expo...just wondering what the best plan is after your intial trade if the natural falls. If you scout him not expanding and going MM then you can be aggressive with your first units and engage him at his ramp. His army > yours and he may get some emp's off but all you need is 1 FF to give him a good fucking. Split your sentries! | ||
Catchafire2000
United States227 Posts
@ the 5.30 mark, poke a probe in the front of their base to gage unit composition. If only marines, build a robo before building the nexus. If you see a marauder sprinkled in, then you can do the sentries thing. | ||
Scila
Canada1849 Posts
Are you supposed to scan to know its coming or what? and then make 4 bunkers? | ||
Honeybadger
United States821 Posts
As with anything else, scouting is key. 3 bunkers won't do it. You need a BUNCH of bunkers. They cost a whopping net 25 minerals. Scout aggressively and don't be afraid to pull all your natural's SCV's to hold on. Defending a seriously massive attack and being down 15 scv's is better than losing. Also, cloak banshees. He won't have an observer. And if he does, your regular old bio ball in a few bunkers will crush him for teching and attacking. I've also been building tanks and hellions to combat the chargelots. Nothing dissuades a gateway army quite like two seige tanks, and four or so blueflame hellions beats infinity zealots. | ||
Dracover
Australia177 Posts
On July 27 2011 14:27 Scila wrote: Anybody know how to BEAT this build as Terran? I just watched sixjaxmajor lose to it REALLY BADLY with 3 bunkers, stim, and medivacs. It just seems like the number of units is absurd. I've been completely destroyed by this build on ladder as well. I had both stim and medivacs by the time it happened. Are you supposed to scan to know its coming or what? and then make 4 bunkers? Put more bunkers down. I've found anywhere up to 5 is necessary. This build dies to tanks, of course depends on the map. With a wide open natural, tanks cant cover everywhere compared to say sharkuras but in general tanks will hold this sort of build. Also dont lose ur initial bio ball. Far too often as toss, i will go 1 gate expo vs a 1/2 rax expo or something along those lines. The terran scouts the nexus and tries to "punish" it. Every time as toss u destroy the army, get 6 gateways immediately and "a" move. With correct use of FF you cannot "punish" a 1 gate expo with a 1/2 rax opening. Just macro there's no need to try to win. Any slight advantage u had in army size because u have 2 rax vs 1 rax is negated by the time you walk to their base. | ||
Lobotomist
United States1541 Posts
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Exists
United States32 Posts
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Dingobloo
Australia1903 Posts
On July 27 2011 14:27 Scila wrote: Anybody know how to BEAT this build as Terran? I just watched sixjaxmajor lose to it REALLY BADLY with 3 bunkers, stim, and medivacs. It just seems like the number of units is absurd. I've been completely destroyed by this build on ladder as well. I had both stim and medivacs by the time it happened. Are you supposed to scan to know its coming or what? and then make 4 bunkers? It's a pretty well understood concept in Starcraft that teching will leave you with less units if your opponent just builds unit producing structures, your tech has to have time to pay off, and safety during the teching has to be bought through information or efficiency. Why head for the starport if you havent' seen a robotics? You might be over-estimating how important medivacs are vs just more unit producing structures. | ||
chaopow
United States556 Posts
The reason its so strong is because of all the resources the terran spends on teching towards medivacs. If the terran went 4 or 5 rax mass marine marauder with stim, then it would be a pretty even fight. Very viable timing attack, just try not to let it get scouted, and spread out your gateways. Don't let 1 scan catch all your gateways. | ||
Catchafire2000
United States227 Posts
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