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[G] StimmedProbe's TvP 1-1-1 All-in/Contain - Page 3

Forum Index > StarCraft 2 Strategy
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Sated
Profile Blog Joined March 2011
England4983 Posts
August 10 2011 11:57 GMT
#41
--- Nuked ---
greggy
Profile Joined October 2010
United Kingdom1483 Posts
Last Edited: 2011-08-10 12:11:52
August 10 2011 12:03 GMT
#42
You obviously put some time into this so I guess it's only fair that I put some time to pick your guide apart.

Firstly, this isn't the strongest 111 allin possible. The (well-known) 4tanks 3 banshess no raven or hellions or cloak or any other nonsense (a la boxer v incontrol @mlg anaheim) is much stronger than this. This gets to my base - as you said at around 9:40 and I'm pretty sure that with some stalker harassment I could delay you to about 10:00. The allin I'm describing is at my base at 9:00 or so.

Secondly, 1gate fe (robo before or after the nexus) IS the correct response to this allin. See QTIP's or L3g3nd's guides to stopping it. Many other pro protosses counter this allin with expand.

Thirdly, the counters to this build you mention are somewhat laughable. Thermal lance colossi? Not a chance if the build - even as imperfect as yours - is executed well. You'll have 1 colossus with second on the way when this push hits and it's nowhere near enough, so the terran will just 1a you. Charge doesn't finish in time either.


I also find it laughable that you describe your build as "unstoppable", "strongest", "insane", etc. In addition to these statements being simply untrue, you'd expect the replays to show you win each time against the direct counter - namely mass zealot/1-2 sentries/some stalkers to kill banshees/immortals - but in none of your replays did the protoss go for the BO that wins against this.
kckkryptonite
Profile Blog Joined July 2010
1126 Posts
August 10 2011 12:22 GMT
#43
On August 10 2011 13:18 Jumbled wrote:
Slapping your name in the title when you're just describing one version of a well-known and widely-used build is pretty poor form.

I'm also not too clear on what you feel is unique about your build, other than that you include a couple of unupgraded hellions and advocate researching building armour(?).


This. The 1-1-1 all-in has a ton of variants, this is just one of them, but not nearly as innovative or new as having its own thread would lead one to believe asssuming they watch any tournaments. I mean, the Protoss either breaks it or he doesn't, if he's letting you build CC's and Ebays at his natural while he sits on one base while not doing anything - he knows he lost. this is like a guide on how to drag out a victory when a Protoss thinks he can win by letting a ridiculous contain happen. tl;dr of it is build stuff to contain him. That said I dislike getting the Helions since that means you will have slower tank production and Marines are most certainly a better investment.
RIP avilo, qxc keyboard 2013, RIP Nathanis keyboard 2014
Xequecal
Profile Joined October 2010
United States473 Posts
August 10 2011 13:37 GMT
#44
On August 10 2011 20:57 Sated wrote:
This is all good advice. You forget to mention that if you're doing this, you need sentries to help your zealots kill marines efficiently otherwise the marines can kite them.


You don't need sentries. He technically can kite with his marines, but without stim or shells, you can just disengage and he can't do anything. He can't chase you down. If he tries kiting, just kill his tanks and disengage. If he actually comes to your base you can handle the marines by just having your zealots in front and you stalkers chasing after shooting the marines as they try to kite.
Crytch
Profile Joined March 2011
Germany135 Posts
August 10 2011 13:41 GMT
#45
I would add a bunker in your buildorder... only marines in early.
Every single protossplayer will just poke with a zealot/stalker or multiple stalker at your front, and if he see no bunker and only marines he will just overroll you...

btw. whats the name of the song in your replay in which you play on shakuras against that npc?
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
Amoment
Profile Joined May 2011
Germany175 Posts
August 10 2011 13:43 GMT
#46
this happens to me in TvP always and due siege tank+raven high ground vision forcefields are useless TT
So I got 5 koloss and could clear it, but he took expo after that and had the same army again, no way for P to def.
6000 MMR/competitive Dota 2 player. SC2 LOTV Grandmaster - WoL Top 75 EU, 150 World. YouTuber.
Crytch
Profile Joined March 2011
Germany135 Posts
Last Edited: 2011-08-10 13:48:55
August 10 2011 13:46 GMT
#47
On August 10 2011 22:43 Amoment wrote:
this happens to me in TvP always and due siege tank+raven high ground vision forcefields are useless TT
So I got 5 koloss and could clear it, but he took expo after that and had the same army again, no way for P to def.


Hm, if you have a worker/stalker at your opponents choke, which you need if he 1 base techs, you see it coming. Get mass Stalkers and kite him over the map, which delays a lot for terran.
Due to stalkerspeed which is higher then all units terran has in his mix you will only loose some shieldpoints.

If he nearly reached your natural just pull workers and catch him unsieged.

Im terran, but i would try this. I sometimes play this BO and thats the nightmare for me. Fucking kiting stalker which lower my units while he only loose shieldspoints, and getting attacked offguard mostly means gg.
If he drop down pdd pull back into your natural, so he wont have one in the next fight.
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
Huggerz
Profile Joined May 2011
Great Britain919 Posts
August 10 2011 13:56 GMT
#48
2 base contain can be just as strong, like MVP showed against MC, but requires a lot more thinking and more solid execution to work. If you sit on 1 base your opponent is 100% going to be preparing for this sort of contain whether he scouts your base or not, assuming he's any good. Guess I'll try it anyway, thanks for posting
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
p1cKLes
Profile Joined November 2010
United States342 Posts
August 10 2011 16:38 GMT
#49
You guys are giving him so much crap when he took the time to put the post together to try to help the community.

I think it's a great post thank you!
eieio
Profile Blog Joined November 2009
United States14512 Posts
Last Edited: 2011-08-10 17:52:42
August 10 2011 17:46 GMT
#50
Thank you for this guide. I really appreciate the effort on what to do when you push out and the advice on getting a contain. However, I do not think that your build is optimal for getting the composition you talk about. Here is the fastest way I know of to obtain your desired composition (20 marines, 3 hellions, 2 tanks, siege tech, raven (before banshees), 2 banshees):

+ Show Spoiler +
10 Supply Depot
11 Refinery
14 Barracks
18 Supply Depot
18 Factory
19 Barracks (begin to cut scvs unless you see it specified)
19 Orbital Command
19 Marine
20 Starport
20 Marine
21 Refinery
21 SCV
22 Marine
23 Marine
24 Supply Depot
24 Factory Tech Lab
24 Starport Tech Lab
24 Marine
25 Marine
26 Marine
27 Hellion
29 Raven
31 Supply Depot
31 Marine
32 SCV
33 Marine
34 Hellion
36 Marine
37 Supply Depot
37 Marine
38 Marine
39 Banshee
42 Hellion
44 Marine
45 Marine
46 Siege Tank
49 Supply Depot
49 Siege Tech
49 Marine
50 Marine
51 Marine
52 Banshee
55 Calldown Supplies
55 Marine
56 Siege Tank
59 SCV
60 Marine
61 Marine
62 SCV


This gives you 23 scvs, 20 marines, 3 hellions, 2 tanks, siege tech, raven, and 2 banshees at about 8:29, which seems significantly faster than your build.
(The main differences are that it cuts scvs, goes gas first, and gets 2 rax instead of a reactor)

edit: That being said, I'm not convinced that the build I posted is optimal either; it's just a faster way to get the exact composition you discussed. With riskier play and fewer marines I think you can push out closer to the 8 minute mark, which could be very very brutal.
LiquidDota Staff
TL+ Member
D_K_night
Profile Joined April 2010
Canada615 Posts
August 10 2011 18:30 GMT
#51
I enjoyed the guide but I'm also worried about being hit with 4-gate just before you leave your base. I suppose that's what the scouting hellion is for - to check the dark corners for any proxy pylons.

I also notice that in the video, you didn't wall in. I suppose for a map with a ramp, you won't need to(?) but what about the maps where there's no ramp?
Canada
Bonham
Profile Joined November 2010
Canada655 Posts
August 10 2011 18:37 GMT
#52
Guides like this make we want to proxy 2-gate every PvT. I feel like P can only really hold this if he's a better player than T, but I suppose that's the idea behind most one-base all-ins.

Anyway, thanks for writing it up (and thereby stimulating a bunch of discussion on how to beat it.)
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
August 10 2011 18:58 GMT
#53
Well, I'm a big fan of StimmedProbe for his work on Million Man Marine, so I thought I would take some time to address the haters who are hating, as well as people offering legitimate criticisms. I hope to help spark an interesting and fruitful discussion of this build.

On August 10 2011 19:10 Micket wrote:
Show nested quote +
On August 10 2011 18:38 cilinder007 wrote:
On August 10 2011 17:59 bokeevboke wrote:
On August 10 2011 17:11 spbelky wrote:
If he takes a warp prism of 4 zealots to your main, how do you respond?


1. Lift your base.
2. Go fucking kill him.



lol and he just FF's the ramp and techs to colossi

the best was to respond to that is the second he warps in zealots just amove all the scvs and use the next few marines that spawn to kill the warp prisim


Nah you can still go kill him. Siege tank contain ftw. Protoss will have no units because of the investment in the stupid drop.

Warp prisming 4 zealots to the main is actually a smart move by the protoss player. I think that drop play is a good, if rarely used, answer to a siege tank contain in TvP. Protoss isn't gonna "just FF the ramp and tech to colossi, but tanks are definitely much better at defending than attacking, and without the benefits of your statics, and walking up the ramp against a guy who may have sentries makes it a very dangerous proposition to actually kill him.

This is the primary distinction between, say, a 4 zealot drop and a base trade is that in the case of a 4 zealot drop, he hasn't committed any GAS to attacking you, just some robo time and some minerals/food. If he ferries his entire army to the lowground in secret and tries to base trade, you'll win because you're terran and terran is good at base trades-- but if he tries to drop you, even with a fairly small number of zealots, and conserves his gas for sentries and immortals at home, he MIGHT be able to hold a doom push from your contain, and slow down mining enough or force enough at-home units that he could make something happen with a bust.

If he has a full energy sentry at home, or even 2 or 3, he can try to forcefield you out, but then it becomes the most dangerous game, where the 10.7 effective range of the forcefield is pitted up against the 13 range of the Siege tank.

Really, though, when we ask "what does Protoss do in this situation, when he is contained and up against many bunkers and tanks?", we are asking the wrong question. If you bear with me for a moment, I will offer a quotation from economist Brad Delong:
Professor Delong wrote: My great uncle Phil from Marblehead Massachusetts used to talk about a question on a sailing safety examination he once took: "What should you do if you are caught on a lee shore in a hurricane?" The correct answer was: "You never get caught on a lee shore in a hurricane!" The answer to the question of what you should do when conventional monetary policy is tapped out and you are at the zero interest rate nominal bound is that you should never get in such a situation in the first place.
Applied to this situation, asking what to do when a bunker-tank contain goes up in your natural is the wrong question; the correct question is "what can I do to prevent this from happening?" and the answer is basically to attack before the bunkers get up or the tanks are sieged or whatever defense you can muster when doing a safe FE. If you have to pull 20ish probes or something, do what you have to-- the terran player has pulled 15 scvs, and you have an extra nexus, so it might not be a bad idea to bring some workers to the fight.


On August 10 2011 19:41 gejfsyd wrote:
Why do you say its unstoppable?
Why do you assume protoss will stay on 1 base?
Why do you call it "StimmedProbe's 1-1-1"?
WHY???

But its still a well written guide for an already existing build that many people didnt know before.

1) He says it's unstoppable because if it gets up, it's unbelievably difficult to break.
2) He doesn't; he actually assumes that protoss fast expands. But regardless of the protoss play, this sort of contain is brutal and will usually take down the nexus.
3) Because there are a lot of 1-1-1s out there, and he needs to specify it. This is a pretty specific unit composition, and push. There's even a lot of 1-1-1 tank contains out there, and this si a specific one among them.


On August 10 2011 20:57 Sated wrote:
Show nested quote +
On August 10 2011 19:27 Xequecal wrote:
The key to beating this is +1 armor and mass zealots. Do a 1 or 2 gate FE with 1 gas. Get a zealot and stalker and go poke with it. If you see only marines or a bunker with only marines, assume this is coming. Get 4-5 gates and forge ASAP after your expo is up, chain boost +1 armor, and just make nothing but spam zealots after you have 5 stalkers. The +1 armor is key, it will keep your zealots alive far, far longer against his unupgraded marines. You do not need to get a robo or ever take a second gas. The robo is just a waste of money. Put a cannon in the middle of both mineral lines, with two stalkers next to each. This will save you from cloaked banshees. Sure he can go shoot at random buildings if he gets cloak but your economy is safe, he has a limited supply of cloak, and you have an expansion so you can easily eat this loss. It will also save you from a blueflame hellion drop if he does that instead off his tech build.

If he does the thor variant, the key to beating that is +2 armor. The attack with thors instead of tanks comes much later so you can get out +2 armor. If he's smart, he will have his thors in front of his marines so your zealots attack them first and let the marines get in free damage. This is where +2 armor comes in. If you see Thors, make a council so you can start +2 as soon as +1 finishes, and chain boost it as well. This build is gas heavy so he's unlikely to have any upgrades, and if he does it will be the thors that are upgraded. 0/0 marines don't do anything to +2 armor zealots so they'll easily be able to chop down all the thors and then finish off at least most of the marines. If he waits until he has like 4 thors to attack you could probably finish Charge research and really crush him.

Remember, the key is just lots and lots of zealots. Just keep pumping them out as fast as you can while making probes and pylons. Don't supply cap. You don't ever need more than 1 gas. It might seem like it's impossible to get +2 armor on 1 gas but it really isn't, you get 110 gas/minute from a single geyser and you're only spending a total 250 gas on combat units, you will have the 425 extra gas needed in time for +1, council, and +2. 5 stalkers is enough. If you kill all his stuff and he still has banshees alive you can just warp in 5 stalkers at home and be fine, you have the two cannons protecting your economy. You don't need to make a robo unless you see him actually cloak his banshees, and making one reactively to this is perfectly fine. The only way you'll be in trouble is if he actually went 2 port banshee, but this is pretty rare.

This is all good advice. You forget to mention that if you're doing this, you need sentries to help your zealots kill marines efficiently otherwise the marines can kite them.

Again, I think the key to stopping this is to just not let the contain get up. If you pull probes or make a lot of units and engage when/where the dude has no bunkers, you'll do pretty well-- or at least better than you will once he was a heroic wall of buildings and bunkers in front of repairscvs to eat your attacks.


On August 10 2011 21:03 greggy wrote:
You obviously put some time into this so I guess it's only fair that I put some time to pick your guide apart.

Firstly, this isn't the strongest 111 allin possible. The (well-known) 4tanks 3 banshess no raven or hellions or cloak or any other nonsense (a la boxer v incontrol @mlg anaheim) is much stronger than this. This gets to my base - as you said at around 9:40 and I'm pretty sure that with some stalker harassment I could delay you to about 10:00. The allin I'm describing is at my base at 9:00 or so.

Secondly, 1gate fe (robo before or after the nexus) IS the correct response to this allin. See QTIP's or L3g3nd's guides to stopping it. Many other pro protosses counter this allin with expand.

Thirdly, the counters to this build you mention are somewhat laughable. Thermal lance colossi? Not a chance if the build - even as imperfect as yours - is executed well. You'll have 1 colossus with second on the way when this push hits and it's nowhere near enough, so the terran will just 1a you. Charge doesn't finish in time either.


I also find it laughable that you describe your build as "unstoppable", "strongest", "insane", etc. In addition to these statements being simply untrue, you'd expect the replays to show you win each time against the direct counter - namely mass zealot/1-2 sentries/some stalkers to kill banshees/immortals - but in none of your replays did the protoss go for the BO that wins against this.

When he says this is the strongest all-in possible, he's not saying it has the most units-- it just has the most tanks and the best amount of scvs to set up statics and walls.

A big thing to note is that unlike MOST marine tank banshee allins, this one pulls 15 scvs. That's actually really huge, and the fact that they can repair and screw up the AI, as well as build statics, meshes really well with the siege tanks and marines.

There was a time when 2 gate robo expand into super fast colossus rush was totally a thing. There was a time when 1 base colossus was also totally a thing. Unupgraded marines are amazingly bad against even non-lance colossi, since there's no stim, no combat shields, and no marauders.

The request for replays against certain BOs is reasonable-- but ALSO NOTE that this build specifically denies scouting, using raven and marines, making it difficult for protoss to find a BO win. It's hard to go for a mass immortal chargelot build when you're blind.


On August 10 2011 21:22 kckkryptonite wrote:
Show nested quote +
On August 10 2011 13:18 Jumbled wrote:
Slapping your name in the title when you're just describing one version of a well-known and widely-used build is pretty poor form.

I'm also not too clear on what you feel is unique about your build, other than that you include a couple of unupgraded hellions and advocate researching building armour(?).


This. The 1-1-1 all-in has a ton of variants, this is just one of them, but not nearly as innovative or new as having its own thread would lead one to believe asssuming they watch any tournaments. I mean, the Protoss either breaks it or he doesn't, if he's letting you build CC's and Ebays at his natural while he sits on one base while not doing anything - he knows he lost. this is like a guide on how to drag out a victory when a Protoss thinks he can win by letting a ridiculous contain happen. tl;dr of it is build stuff to contain him. That said I dislike getting the Helions since that means you will have slower tank production and Marines are most certainly a better investment.

I think that this build order is pretty specific and doesn't have an entry in liquipedia or an existing thread on TL. Warden's TvP, for example, is "go 1-1-1 and make every unit" which doesn't sound that innovative either until you give it a try.

Stimmedprobe also wrote the Million Man Marine guide, which is hilarious and excellent. The 1-1-1 all in has a tone of varients, and this is just one of them, but it's not just a push-- it's a contain. There are a lot of tank-based 1-1-1 style contain plays, but the idea of pulling this many scvs and making these buildings is pretty smart. The guide includes information that you can't find easily on TL, which is, how to muscle your way to the protoss front and spam some buildings to really get the contain going-- and how the 1-base play favors terran.

It's not an issue of Protoss "breaking" this contain. Once you've arrived at the protoss base, he has about 30 seconds before you're unbreakable, and he has to attack then. Once you have a bunch of bunkers and wall pieces laying around, it becomes impossible for the short-ranged protoss units to fight tanks effectively.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Derez
Profile Blog Joined January 2011
Netherlands6068 Posts
Last Edited: 2011-08-10 19:16:30
August 10 2011 19:12 GMT
#54
For those of you wanting to have fun with the 2 base version, this is the (rough) bo MVP used vs MC. I've been having quite a bit of fun with it on maps that only have 1 exit out of the natural.


+ Show Spoiler +
10 depot
12 rax
15 oc
15 marine (1)
16 CC
17 depot (and throughout)
18 marine (and throughout)
20 refinery x2
22 bunker @ nat
25 oc
26 fact
26 reactor on rax
29 refinery @ nat
34 techlab @ fact (tanks + siege when finished, and tanks throughout)
34 starport
45 lab @ port (banshee when finished, followed by raven, followed by banshee)
53 rax x3 (add lab x2 and reactor x1 when done, marines from all of them)

hit about a 100 food, move out (with 5ish SCV's) and contain. From thereon out, adapt your contain to what your opponent has. Generally, try and transition into infantry upgrades, add vikings if there's colossi, ghosts aren't a neccesity against storm due to bunkers and the ineffectiveness of 2 base templar play in the first place, but they're awesome to have incase of archons.


Sorry for slightly hijacking the thread, but it can't hurt to have another option out there, plus it's similar in a lot of ways as many have pointed out.
iChau
Profile Joined December 2010
United States1210 Posts
August 10 2011 19:17 GMT
#55
On August 10 2011 18:38 cilinder007 wrote:
Show nested quote +
On August 10 2011 17:59 bokeevboke wrote:
On August 10 2011 17:11 spbelky wrote:
If he takes a warp prism of 4 zealots to your main, how do you respond?


1. Lift your base.
2. Go fucking kill him.



lol and he just FF's the ramp and techs to colossi

the best was to respond to that is the second he warps in zealots just amove all the scvs and use the next few marines that spawn to kill the warp prisim


There is a reason why this build has siege mode.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
statikg
Profile Joined May 2010
Canada930 Posts
August 10 2011 19:19 GMT
#56
There are alot of variations of powerful 2base timing pushes on TvP I use one myself all the time.

I definitely feel like in masters alot of toss have got this one figured out. Obviosuly once the contain is up they are screwed, and this is a great description of a good FAST push that gets you there. When I do this strategy, I try to do it with just 2 tanks and no starport asap. I find most protoss try to go for some robo tech units to defend it. I definitely think the guy talking about the mass zealot armor ups FE has the best counter figured out, but that would definitely not put you in a great spot for my 2base timing push.
greggy
Profile Joined October 2010
United Kingdom1483 Posts
Last Edited: 2011-08-11 00:09:16
August 11 2011 00:08 GMT
#57
On August 11 2011 03:58 Blazinghand wrote:



Show nested quote +
On August 10 2011 21:03 greggy wrote:
You obviously put some time into this so I guess it's only fair that I put some time to pick your guide apart.

Firstly, this isn't the strongest 111 allin possible. The (well-known) 4tanks 3 banshess no raven or hellions or cloak or any other nonsense (a la boxer v incontrol @mlg anaheim) is much stronger than this. This gets to my base - as you said at around 9:40 and I'm pretty sure that with some stalker harassment I could delay you to about 10:00. The allin I'm describing is at my base at 9:00 or so.

Secondly, 1gate fe (robo before or after the nexus) IS the correct response to this allin. See QTIP's or L3g3nd's guides to stopping it. Many other pro protosses counter this allin with expand.

Thirdly, the counters to this build you mention are somewhat laughable. Thermal lance colossi? Not a chance if the build - even as imperfect as yours - is executed well. You'll have 1 colossus with second on the way when this push hits and it's nowhere near enough, so the terran will just 1a you. Charge doesn't finish in time either.


I also find it laughable that you describe your build as "unstoppable", "strongest", "insane", etc. In addition to these statements being simply untrue, you'd expect the replays to show you win each time against the direct counter - namely mass zealot/1-2 sentries/some stalkers to kill banshees/immortals - but in none of your replays did the protoss go for the BO that wins against this.

When he says this is the strongest all-in possible, he's not saying it has the most units-- it just has the most tanks and the best amount of scvs to set up statics and walls.

A big thing to note is that unlike MOST marine tank banshee allins, this one pulls 15 scvs. That's actually really huge, and the fact that they can repair and screw up the AI, as well as build statics, meshes really well with the siege tanks and marines.

There was a time when 2 gate robo expand into super fast colossus rush was totally a thing. There was a time when 1 base colossus was also totally a thing. Unupgraded marines are amazingly bad against even non-lance colossi, since there's no stim, no combat shields, and no marauders.

The request for replays against certain BOs is reasonable-- but ALSO NOTE that this build specifically denies scouting, using raven and marines, making it difficult for protoss to find a BO win. It's hard to go for a mass immortal chargelot build when you're blind.


None of your points are actually valid I'm afraid. This isn't the strongest allin possible not because it has most tanks (and the reason it might have most tanks, which I'm not even particularly sure about, is because it is delayed by up to a minute, as I mentioned previously), but because a) it hits later; b) raven and particularly hellions just aren't all that useful. They're both 'ok', as in, yeah, hellion does extra to zealots and raven sorta nullifies stalkers (and provides detection vs obs), but they use up valuable factory/starport time which could be used to make tanks and banshees. Marines are really rather good anyway so you might as well make them instead of hellions.

Pretty much every 111 allin pulls some amount of scvs. Usually it's between 10 and all, I've seen less but I feel T needs quite a few to do fast repairs.

Colossi have less range than tanks and take bonus damage from them. Unless you get caught with your pants down, colossus shouldn't do that much damage. You have banshees to spot high ground.

There isn't that much scouting that needs to be done against this build. If I see bunker with marines when I poke with repeatedly probe/first stalker (esp if I scouted gas before), I know something's up. Yes, raven might deny obs, but this already tells me this isn't, for example, thor allin. Moreover, pretty much every variation of 111 does banshee harassment. It's not hard to put 2+2 and deduce that since there's no expo, he's allining.



Any variation of 111 is damn hard to hold as P, make no mistake. But if you're making a guide about it, you might as well make the guide to be about the best one.
Theeakoz
Profile Joined July 2011
United States1114 Posts
August 11 2011 00:14 GMT
#58
OOOH you are amazing, this is beautiful... this is... AMAZING oh my God thank you very much.
Please change the luck dependancy of spawning locations on rotationally symmetric maps.
IMLyte
Profile Joined November 2010
Canada714 Posts
August 11 2011 00:33 GMT
#59
I think you should also post a link leading to Mvp's game against mc because he does the the exact same think but insanly refined
I'ma show you how great I am ~ Muhammed Ali
drcatellino
Profile Blog Joined April 2010
Canada346 Posts
August 11 2011 00:51 GMT
#60
I am working on a more macro style version of this build (1-1-FE-1 instead of 1-1-1) that relies on also getting stim and a few marauders, and pushing at around the 12 minute mark while getting a third base. I am having huge success with it. Anyone interested in learning more about it ?
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