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[Q] TvP Best response to 3 gate DT expand - Page 3

Forum Index > StarCraft 2 Strategy
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panzzzzz
Profile Joined April 2010
United States109 Posts
July 25 2011 10:25 GMT
#41
carthac i tried to tell you man, assuming you 2 rax expanded, get an e-bay if you see a lack of gas invested in my units by poking the front with scvs or even units. If you see sentries, don't worry...if you see no sentries, get an e-bay, because it's likely going to be DTs or Voids. From there, you can get an early 3rd CC, because P just spent their entire "tech money" towards something that you are now safe against.

If the P tries to also take a fast third with his DT map control, use drops to negate the fact that he can harass you during your move-out. If he defends with DTs at your drop, just pick up and get out.

Carthac fighting!
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
July 25 2011 10:42 GMT
#42
I've seen pros throw down a ghost academy and rely on EMPs to fend off the DTs.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
July 25 2011 11:00 GMT
#43
play 1 rax expand and attack with a scv marine and maruader u can then break the ramp and punish any sort of techy opening by killing probes or killing pylons or generally just making the protoss play a little more defensibly while u get the economic advantage.
ZvP imbalanced blizzards solution nerf terran
mythe
Profile Joined April 2011
United States24 Posts
July 25 2011 11:27 GMT
#44
I personally like to go marine-thor-banshee plus a raven against dt's, which you can actually do off of 1 base. You can harass with the banshees and push as soon as you repel the first wave of dt's or just when you feel your army is ready. Thors are very difficult to beat with a pure gateway army, let alone a smaller one because of dt's.
Something like this:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=197990
Nairi
Profile Joined September 2010
Finland75 Posts
July 25 2011 12:41 GMT
#45
to op:

Taking a fast third base:
It is a good Response, however what happends if Protoss also goes for one, and vs a good Protoss you will need to spend a few scans to get up the turrets to properly protect it.

Raven Push:
What needs to be considered is that to get a raven out, the terran has to tech about as far as the Protoss has to get dt. Granted, raven is really good vs dt, but Protoss can always make archons meaning it will come down to micro. (assuming equal amounts of expanding)

Mech transition:
This Actually has nothing to do with DTs, or dealing with the harrass. In theory it sounds great, but how do you actually get there in practice? How do you deal with DTs? (getting ebay or raven is not really optimal if you want to go mech) Getting the ghosts first is ofc one option, but quite risky and somewhat hard to pull of. Also, If I were Protoss I would be pretty fast to put up a robo bay after my harrass, somekinda detection(and spotting for potential drops) is needed.

Typical MMM expand with drops:
The problem with 3 rax is that it hits too late, the dts will already be out and typicly you will not have enough scans to march to the other side of the map.

Cloak Banshee:
If he goes dt and you go cloak banshee with a wall-of. You will get an almost free win. However you cannot do this reactionally (must be pre-planned). But from what I've seen Happy does this often and he is quite succesful, from what I can figure out protoss cannot hard counter this without taking some risks himself.

The 2 rax conc push:
Is what I do vs toss, I feel its the best all-round build. Best case is that you kill him, but this is rare and moving up the ramp is very risky, 1 gate FE is shut down however. But in any case you can see his unit composition, which really should tip you off. If it seems he is teching I usually scan to see if its robo(noone hides a robo). If not I assume dt or voidray(proxied), which in either case will require a starport (raven or viking). Just to be sure I save energy for scans.
Live long and prosper -Han Solo. Twitter: @Nairisc
bunnymuncher
Profile Joined July 2011
Canada112 Posts
July 25 2011 14:44 GMT
#46
He will not have enough units to defend an early 2 rax with con. shell. He also wont have enough FFs if he's going DTs to protect his ramp. Just put up a lot of early pressure and kill him. I got bored of always pushing for the maco game and instead do pressure expands. 2 racks does fine against a DT opener.
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 25 2011 15:04 GMT
#47
either 1 rax gasless FE or 1 rax concussive shells push FE into fast ebay (5:30-6:30) followed by a ghost academy at 8 min

the most likely transition from a dt will probably be a heavy zealot/archon mix, and you'll need ghosts + upgrades to deal with it. a 10 minute push with 2-3 ghosts, plus a couple of scans saved up should be enough to win the game.

(ofc this is dependent on you getting a turret at your mineral line by 7min otherwise you're going to waste a lot of scans and your push will be very weak)
my hair is a wookie, your argument is invalid
andis35
Profile Joined May 2011
Latvia346 Posts
July 25 2011 15:20 GMT
#48
raven is better than turrets imo because obviously turrets cant move and while you may have your mineral lines protected with turrets all the production facilities and supply depots are in danger
TimeSpiral
Profile Joined January 2011
United States1010 Posts
July 25 2011 17:59 GMT
#49
"just go f*ing kill him"
~Day9's worst contribution to the SC2 community.





p.s. Don't get all butthurt, especially if you don't even know what I mean.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Techno
Profile Joined June 2010
1900 Posts
July 25 2011 18:29 GMT
#50
On July 25 2011 12:12 BrisklyGrape wrote:
Just go fucking kill him. As Day9 would say. If he's going DTs before the 6 minute mark he just will not have enough units to hold off a standard 2 rax with conc shell push unless you engage poorly. Otherwise just out expand him, get a turret in each mineral line and your entrance and... win? I am a protoss and TBH I hate DT expand builds because of how vulnerable they are to early game pressure.

I 2 rax, reactor first, conc shell pressure/scout every TvP.

With FF's + Ramp, you would be hard pressed to kill him with a 2 rax pressure. However, if he controls poorly, you may be able to sneak an SCV up the ramp and snipe a sentry. Maybe.
Hell, its awesome to LOSE to nukes!
vnlegend
Profile Blog Joined December 2006
United States1389 Posts
July 25 2011 18:51 GMT
#51
Damn. Another Protoss build order that I'll have to worry about. I haven't really run into this yet at my lvl though (high masters), but I haven't played much.

This build looks similar to two gas 3-gate expand into 6 gate 2-base attack. Both gets 2 gases with stalkers to deny scouting. So sometimes I expect DT/Void Ray, get engineering bay/turret only to get crushed by the 6gate attack.

"Just go f'ing donate your army to cloaked units!" indeed.

You guys are talking too much about "I know exactly what's hes gonna do and going to perfectly counter it with this BO" or about what you're going to do. It's much more important to see what the Protoss is doing (the timings), what scouting info you can gather, and how you can figure out his build.

3gate DT seems like a solid build. The 3gates should give enough units to defend vs anything. Any decent Protoss can cut your army in half if you try to go up the ramp. A reaper opening might be useful in scouting this though.
Marines > everything
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
July 25 2011 19:04 GMT
#52
The best response if you know before the game that your opponent is going for a 3 gate DT expand, is of course a marine tank raven all-in off of 1 base, with some banshees for good measure.
However, you can't really scout a DT expand during a game and then be able to do your build as reaction to it, however you can save scans, build a raven, get turrets up in time, and then abuse your eco and army advantage to convert it into a win. Standard bio play with some ghost and a fast third should set you up nicely to for a win, and utilize the early e-bay for fast upgrades, you should have a sick 2-2 timing with 2-4 ghosts, and a sizeable bioball, heavy marine count will help deal with the larger number of zealots.
Carthac
Profile Blog Joined June 2009
United States393 Posts
July 25 2011 19:27 GMT
#53
On July 26 2011 00:04 k!llua wrote:
either 1 rax gasless FE or 1 rax concussive shells push FE into fast ebay (5:30-6:30) followed by a ghost academy at 8 min

the most likely transition from a dt will probably be a heavy zealot/archon mix, and you'll need ghosts + upgrades to deal with it. a 10 minute push with 2-3 ghosts, plus a couple of scans saved up should be enough to win the game.

(ofc this is dependent on you getting a turret at your mineral line by 7min otherwise you're going to waste a lot of scans and your push will be very weak)


I really like this idea. I feel the fast ebay will do great vs DTs and void ray pushes as well. I can put down the turret, then if I discover it is DTs hit him with a 3 ghost stim push on most any map while progressing my tech to aid me in the late game. The push has the capability to do a lot of damage while allowing me to start a 3rd base as well
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-07-25 19:48:25
July 25 2011 19:46 GMT
#54
Cloaked banshees isnt a good idea, please stop saying that. Every time I see a bunker wall-off when DT rushing I know to place a forge at 6:00 and a single cannon in the main. It's fine because I have a mineral surplus anyway, you just basically cut a few zealots cause you know there's not going to be any pressure. My 3 DTs are out at 6:50, cloaked banshees are out at 7:30

Just save a scan or build your CC/OC in base and get ghosts it's not that hard to defend. In fact, DT expand is pretty fragile because it loses to a lot of early pressure
Knowing is half the battle... the other half is lasers.
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 25 2011 19:48 GMT
#55
keep in mind every turret you place beyond the first one (considering that you're upgrading +1 weapons) is going to delay your factory (which means medivacs) that much sooner, if you're producing constantly out of 3 rax (which is the most normal transition from any 1 rax expand, gasless or otherwise).

i can post a replay of me doing a +1 ghost timing hit vs a mid-ranked GM player on SEA when i get home if you like. from memory, however, my macro is a bit sloppy in places so i don't have quite as many units as i should (i think im about 10-15 supply short).
my hair is a wookie, your argument is invalid
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
July 25 2011 19:49 GMT
#56
On July 26 2011 04:48 k!llua wrote:
keep in mind every turret you place beyond the first one (considering that you're upgrading +1 weapons) is going to delay your factory (which means medivacs) that much sooner, if you're producing constantly out of 3 rax (which is the most normal transition from any 1 rax expand, gasless or otherwise).

i can post a replay of me doing a +1 ghost timing hit vs a mid-ranked GM player on SEA when i get home if you like. from memory, however, my macro is a bit sloppy in places so i don't have quite as many units as i should (i think im about 10-15 supply short).

If you know DTs or Voids are coming the medivacs aren't really a priority, though, right?
Knowing is half the battle... the other half is lasers.
k!llua
Profile Blog Joined March 2010
Australia895 Posts
Last Edited: 2011-07-25 20:06:34
July 25 2011 19:53 GMT
#57
On July 26 2011 04:49 tehemperorer wrote:
Show nested quote +
On July 26 2011 04:48 k!llua wrote:
keep in mind every turret you place beyond the first one (considering that you're upgrading +1 weapons) is going to delay your factory (which means medivacs) that much sooner, if you're producing constantly out of 3 rax (which is the most normal transition from any 1 rax expand, gasless or otherwise).

i can post a replay of me doing a +1 ghost timing hit vs a mid-ranked GM player on SEA when i get home if you like. from memory, however, my macro is a bit sloppy in places so i don't have quite as many units as i should (i think im about 10-15 supply short).

If you know DTs or Voids are coming the medivacs aren't really a priority, though, right?


DTs, not so much, but Vikings will help a lot against the Voids.

edit: i'm not saying you'll get the vikings out in time for the void rays, but if you're facing sustained 3 gate VR pressure, you might have a situation where you're still fending off the pressure and then you have the option of getting the vikings out instead of a medivac.
my hair is a wookie, your argument is invalid
Carthac
Profile Blog Joined June 2009
United States393 Posts
July 25 2011 22:56 GMT
#58
On July 26 2011 04:48 k!llua wrote:
keep in mind every turret you place beyond the first one (considering that you're upgrading +1 weapons) is going to delay your factory (which means medivacs) that much sooner, if you're producing constantly out of 3 rax (which is the most normal transition from any 1 rax expand, gasless or otherwise).

i can post a replay of me doing a +1 ghost timing hit vs a mid-ranked GM player on SEA when i get home if you like. from memory, however, my macro is a bit sloppy in places so i don't have quite as many units as i should (i think im about 10-15 supply short).


That would be great thanks
rmAmnesiac
Profile Joined January 2011
United Kingdom185 Posts
July 25 2011 23:02 GMT
#59
On July 26 2011 02:59 TimeSpiral wrote:
"just go f*ing kill him"
~Day9's worst contribution to the SC2 community.





p.s. Don't get all butthurt, especially if you don't even know what I mean.


indeed. possibly the most missunderstood and missquoted soundbite.
rmAmnesiac
Profile Joined January 2011
United Kingdom185 Posts
July 25 2011 23:02 GMT
#60
On July 26 2011 03:51 vnlegend wrote:
Damn. Another Protoss build order that I'll have to worry about. I haven't really run into this yet at my lvl though (high masters), but I haven't played much.

This build looks similar to two gas 3-gate expand into 6 gate 2-base attack. Both gets 2 gases with stalkers to deny scouting. So sometimes I expect DT/Void Ray, get engineering bay/turret only to get crushed by the 6gate attack.

"Just go f'ing donate your army to cloaked units!" indeed.

You guys are talking too much about "I know exactly what's hes gonna do and going to perfectly counter it with this BO" or about what you're going to do. It's much more important to see what the Protoss is doing (the timings), what scouting info you can gather, and how you can figure out his build.

3gate DT seems like a solid build. The 3gates should give enough units to defend vs anything. Any decent Protoss can cut your army in half if you try to go up the ramp. A reaper opening might be useful in scouting this though.


high masters and you haven't played vs 3 gate dt expand? hmm.
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