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

Forum Index > StarCraft 2 Strategy
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StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
Last Edited: 2011-08-22 09:59:50
August 10 2011 04:08 GMT
#1
StimmedProbe’s Unstoppable TvP 1-1-1 All-in/Contain
Last Update: August 22nd, 2011


[image loading]


Introduction
+ Show Spoiler +
Greetings TL! It’s StimmedProbe back again with another extremely strong TvP strategy which I have been trying out and tweaking the last few weeks. As you may know if you have been laddering or browsing TL the last few weeks, the 1-1-1 all-in has become the ‘flavor of the month’. There are many variations of this build out there, but below I will detail the strongest way I have found to do the build. In addition to the extremely optimized and crisp build order, I will also detail how to execute the attack properly, which may include an insane contain at his natural. The nickname my friends and I have given this style of play is “The boa constrictor” style, you’ll see why in a bit.


General Idea
+ Show Spoiler +
Traditional 1-1-1 builds are strong and often times can win a game straight off if the Protoss makes mistakes or has the wrong army composition. However extremely good players can hold it off to some degree so it is often better to setup a contain and slowly kill him. I found out that it is often better to just use the units to force yourself to a good position on the map and setup a wicked contain instead. If you can plant some supply depots, bunkers and maybe even a barracks or engineering bay, the chance of the Protoss breaking it goes down to virtually 0.


Part 1: The build/setup
+ Show Spoiler +
The build order needs to be crisp. A very crisp build order can get you to diamond/masters league without much effort. In order to beat higher level people though you will need to execute the attack and contain properly. I have experimented with a bunch of tweaks and this is the strongest build I have found. Practice with an AI for a game or two to get the flow of the build down, it is not very hard to do properly in my opinion. It requires about 50-60 apm, if you don’t poke with the hellion too much and don’t harass with the initial banshee.

Make sure you patrol with the raven/marines around the edge to prevent scouting. Also make sure the factory and starport are next to each other to swap add-ons quickly. Do not lose any units if you can help it. If the initial hellion gets hurt repair it. A final note is that if you get your gas stolen or see a void ray, you will need to skip the raven and/or build a Viking. In total you will have 3 air units when it is time to push out, the exact air composition you have will vary from game to game, but the ground composition will remain exactly the same. A final note, if you suspect a 4 gate/early pressure build 3 marines, then a bunker then a reactor. Without any further ado here is the build order:

Constant SCV Production Assumed*
10 Supply Depot
12 Barracks -> Constant Marines till you have 5
13 Refinery
15 Orbital Command
16 Supply Depot
18 Factory
20 Refinery
22 Supply
25 Starport
25 Hellion
28 Reactor on Rax -> Constant marines once done
29 Supply
29 Tech lab on factory -> send hellion to scout
31 Swap Starport onto Tech lab and make a Raven -> Make two banshees once done
35 Tech lab on factory
36 Depot
39 Seige tank from factory -> Make another once done -> Two hellions after
Keep up with depots here
66 siege mode (8 minutes)
Push at around 80 food (9 minutes)

I personally hate food numbers, and learn quicker through watching someone do it so here is a video of me performing the build. A replay of the build is located below in the replay section of this guide if you need further reference.

http://www.youtube.com/watch?v=hBeTubQ7vT4




Part 2: The push across the map
+ Show Spoiler +
Push with 20 marines, 3 hellions, 2 seige tanks, 2 banshees and 1 raven and 12-16 scvs. Rally reinforcements in, make sure you shift que through the meaty units so your rally points don’t get reset or messed up. You should leave your base before 9 minutes and arrive at around 9:40.

Scout ahead with the hellions to clear out towers and get a good sense of where the enemy army is at. Do not use PDD, your army is stronger than his no matter what and you can just force your way across the map. If your army is significantly stronger just “go fucking kill him” as day9 would say. However there is a chance that your opponent either a.) is much better than you and has macroed better (unlikely if you follow the build order guide/video) OR b.) went for a good counter to this all in (chargelot /immortal namely) OR c.) went for fast thermal-lance colo so you can’t exactly push into his base Leroy Jenkins style.

If you can’t directly kill him off, simply move into range of your opponent’s natural. Once you are within range of the natural siege up, and start building 3 bunkers.

You can bring the banshees along to force your way across the map, or you can use them to harass the back of the Protoss base. This sort of depends on your mechanics and your opponent’s army composition and size, this is something you just gotta figure out on the fly.


Part 3: The contain
+ Show Spoiler +
Once you setup your contain, make sure you rally reinforcements to there and setup everything in a good position. Once you got an iron contain setup, send one hellion around to look for hidden expos and use your banshees actively if you can as well. The main point is by now you have either won already or you are forcing one base vs. one base.

Your opponent will react in one of two ways. He might go for a base trade, in which you just lol and lift your buildings towards your contain and send your army up to go kill his main. Base trading is heavily in the Terran’s favor, so just go for it.

Alternatively he may try to break out, which is more likely. After you setup a super strong contain, they can’t get out basically. When they attempt to get out, you should have a good laugh.

If you have made an engineering bay, research building armor, if you have a barracks use it to block ground movement or scout the high ground. Try to wall-in and build as much stuff as you can to mess with the zealot ai and stalker firing. Try to make it look something like this:

http://www.freeimagehosting.net/newuploads/1e303.jpg

If your main runs out of minerals, just lift your cc and move down to your natural. When the protoss runs out, they are basically dead because they will have to long range mine (assuming they can even do that). They will be behind 400 minerals and the 60 seconds it takes to build a nexus. Another point to note is that one base vs one base you earn roughly 1000 minerals because of mules, whereas your opponent earns roughly 800. Just sit tight until your opponent either base trades with you, or attempts to run into the meat grinder.


Why this build works
+ Show Spoiler +
  • Hard to scout -> the opening looks very very normal, the quick raven denies further scouting
  • Terran units work very well together -> SCV/Marine/Tank/Banshee/Raven is extremely powerful
  • SCVs are awesome -> They can tank, repair and build stuff in addition to messing up zealot AI
  • Forces one base vs one base -> 1 base play heavily favors terran since you have mules and can float your main cc if necessary
  • All of the above allows you to take any position you want on the map without resistance -> AKA their natural is your new siege tank parking spot
  • Opponent is dead once you get the contain up -> Boa constrictors terrans don’t lose =]


Why this particular army composition? *New*
+ Show Spoiler +
I have been getting a lot of comments about why I think my army composition is the strongest. I will elaborate here a little bit.

The army composition I have is as follows: 20 marines, 3 hellions, 2 siege tanks, 2 banshees, 1 raven, 12-16 scvs @8:45. No cloak, no stim/shield, only siege mode.

1.) Why siege mode? -> You may get forcefielded into your base, and having siege mode will help you break out more efficiently. In addition you will need siege mode to contain properly.

2.) Why no cloak? -> Cloak is useless and eats up a tremendous amount of gas.

3.) Why get a raven? -> The raven protects you from DTs and helps your banshees survive the battle. The raven also allows you to instantly wall in with three auto turrets if you need to (offensively or defensively!). You get 3 air units from the starport before it is time to push, I believe 1 raven + 2 banshees is stronger than 3 banshees, especially if you build the raven first.

4.) Why no infantry upgrades? -> Gas constraints, plus you need a reactor on your rax to have a decent amount of marines.

5.) Why use the factory to get hellion/tank/tank/hellion/hellion -> The first hellion is used to scout for proxy pylons and to get a little bit of map control. The two tanks after are to use the gas optimally. You will notice after you make two tanks, you will be gas broke and in order to afford siege mode and keep up with banshee production you will need to cut siege tanks after you get two of them.

6.) Why bring SCVs -> Because BitByBit does. Just kidding =] They can tank, repair, construct and mess with the zealot AI. They are a critical part of the army composition. You need them to ensure victory.


Conclusion
+ Show Spoiler +
I hope you enjoy the slight twist on the traditional 1-1-1 build that I have come up with. This style of play is quite fun and really reminded me of some old school Brood War builds I used to use. Have fun!


Replays
+ Show Spoiler +
Here are five replays to illustrate the 5 main possibilities that can happen in a game when you attempt the strategy above. I also attached a replay of the build order.

Here are the 5 possibilities:
1.) You just ‘go fucking kill him’
2.) He engages you before you get your contain up
3.) He attempts a base trade
4.) He tries to break the contain
5.) Hybrid of the above

1.) In this game I tell my practice partner what I am going to do, and he decides to go for a one gate expand into fast robo tech. Seeing as he powered too hard and his army size is small I just decide to ‘go fucking kill him’ directly, the game ends quite quickly after his army evaporates to mine. (Masters level opponent)
[image loading]


2.) This is a game from the semi-finals of a tournament I recently won. In this game my opponent expands relatively quickly and when he sees my push coming attempts to stop it with all his units and some probes. He tries twice before giving up. (GM level opponent)
[image loading]


3.) This is a game from the grand finals of the same tournament as above. In this game I push across the map and my opponent attempts to stop me. After trading armies, I have a few tanks and a few marines left and setup a contain. My opponent then decides to build up a bit then go for a base trade. Classic example of why you shouldn’t attempt a base trade with terran. (GM level opponent)
[image loading]


4.) In this game my clan mate and good friend goes 3gate robo for a gateway/immortal break. I am able to push towards his base but I am not able to push directly up into his main, so I setup a contain instead. I continue to strengthen the contain and for the luls I float my main CC over his main and land at his natural. He attempts to break the contain and dies. Good illustration of how to setup a good contain. (Masters level opponent)
[image loading]


5.) This is another game from the grand finals, in this game my opponent gets out very fast thermal lance colossus. This makes pushing quite difficult, I am able to setup half of a contain before he goes for a break. I barely hold and decide to push up the ramp. He is able to break the contain, but another wave of units allows me to setup another contain, which he attempts to break. (GM level opponent)
[image loading]


6.) Here is a replay of me against an AI executing the normal standard build for reference.
[image loading]

Jumbled
Profile Joined September 2010
1543 Posts
Last Edited: 2011-08-10 04:24:09
August 10 2011 04:18 GMT
#2
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(?).
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
August 10 2011 04:24 GMT
#3
+ Show Spoiler +
Especially when MVP did a better version just yesterday.
secret - never again
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
Last Edited: 2011-08-10 04:30:31
August 10 2011 04:26 GMT
#4
@Jumbled Its a twist on the really popular 1-1-1 build (I have no idea who first came up with this build, i think it was PoltPrime in season 1?), basically the unit composition allows you to setup something like this: http://www.freeimagehosting.net/newuploads/1e303.jpg Really good players I have found, don't directly die to this all-in anymore, so after playing around a bit I found that contains are the best way to kill off your opponent.

@ch33psh33p Oh what build did MVP do? I didn't watch the GSL yesterday sorry.
KingFranX
Profile Joined August 2011
Canada26 Posts
August 10 2011 04:27 GMT
#5
Yeah, didn't MVP just do this in the GSL? lol
Everything went better then exception
MikeG
Profile Joined January 2011
Canada128 Posts
Last Edited: 2011-08-10 04:35:55
August 10 2011 04:27 GMT
#6
On August 10 2011 13:24 ch33psh33p wrote:
+ Show Spoiler +
Especially when MVP did a better version just yesterday.


This. Doesn't make sense to make such a thread when the world's (arguably) best terran just showed us how yesterday. You could at least make mention of where it's been seen and take your name out. It's nice to want to help people though

Edit: Shouldnt be too harsh then if you didn't watch + Show Spoiler +
MVP destroy MC with a similar build
I believe you have my stapler.
Doomblaze
Profile Blog Joined October 2010
United States1292 Posts
August 10 2011 04:44 GMT
#7
It doesnt matter what he calls it, we all know that its the most common and most effective TvP allin

All the terrans should be grateful that he wrote up a solid guide so those that don't know how to do it do, and all the protoss should be quaking in fear as now everybody will do this to you on Xel'Naga

Thank you for writing up a great looking guide with replays. This is the kind of stuff that needs to be in the strategy forum.
In Mushi we trust
theang123
Profile Blog Joined February 2011
Malaysia103 Posts
August 10 2011 04:48 GMT
#8
thanks man gonna try this once i get home =)
I live to die.
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
August 10 2011 05:00 GMT
#9
interesting! wow Such a nice guide man, i was looking for another all in!! to add in the billion all ins terran have.

thanks!
if play random i can't call any race imba?
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
August 10 2011 05:07 GMT
#10
I gotta say, all of your guides that I've read (this and MMM) have been impeccably written. I shall incorporate this into my standard play forthwith.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Myrddraal
Profile Joined December 2010
Australia937 Posts
August 10 2011 05:24 GMT
#11
I was going to point out why I think your build is inferior to others I have seen/encountered but to be honest I would prefer that the Terrans out there did your version. Nice work!

User was warned for this post
[stranded]: http://www.indiedb.com/games/stranded
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2011-08-10 05:33:39
August 10 2011 05:33 GMT
#12
On August 10 2011 14:24 Myrddraal wrote:
I was going to point out why I think your build is inferior to others I have seen/encountered but to be honest I would prefer that the Terrans out there did your version. Nice work!


Wow, man, way to subtly BM, but without any pretense of a legitimate criticism ._.

I think this is a great build! It's hard to use tanks in TvP, and by using buildings, bunkers, etc you can set up a solid contain and force a very unusual game-- a 1 base TvP. The only thing I would be worried about would be some sort of counterattack harass, but in the event that protoss overinvests in something techie and tries to take our your base (like, say, DTs) you can always just go kill him, as StimmedProbe has noted.

Nonstandard and very interesting! I'll try it on ladder and return with more replays
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Lemonerer
Profile Joined April 2011
Israel135 Posts
August 10 2011 05:33 GMT
#13
would be great if you would further explain what exacly triggers you to stop pushing and starting a contain instead.
because from my expirience (and im doing the 1-1-1 style vs protoss alot) its might get really hard to know if u can 1-A or not.
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
August 10 2011 05:43 GMT
#14
On August 10 2011 14:33 Lemonerer wrote:
would be great if you would further explain what exacly triggers you to stop pushing and starting a contain instead.
because from my expirience (and im doing the 1-1-1 style vs protoss alot) its might get really hard to know if u can 1-A or not.


Very good question. Normally I try to feel it out with my first hellion and what I can tell about their army composition. Generally I just push as far as I can then setup a contain. I recommend being careful in just 'trying to directly kill him' if you don't know much about his army composition. Better safe than sorry basically. The main point of the strategy is to just hold his natural till he does something.
RaE21
Profile Joined September 2010
United States260 Posts
August 10 2011 06:25 GMT
#15
isn't this just another version of the standard marine banshee tank raven all in popular? I see the only difference is it doesn't incorporate expoing at all while you push, so if in fact it does fail, there really is no way to come back...
Myrddraal
Profile Joined December 2010
Australia937 Posts
August 10 2011 06:28 GMT
#16
On August 10 2011 14:33 Blazinghand wrote:
Show nested quote +
On August 10 2011 14:24 Myrddraal wrote:
I was going to point out why I think your build is inferior to others I have seen/encountered but to be honest I would prefer that the Terrans out there did your version. Nice work!


Wow, man, way to subtly BM, but without any pretense of a legitimate criticism ._.

I think this is a great build! It's hard to use tanks in TvP, and by using buildings, bunkers, etc you can set up a solid contain and force a very unusual game-- a 1 base TvP. The only thing I would be worried about would be some sort of counterattack harass, but in the event that protoss overinvests in something techie and tries to take our your base (like, say, DTs) you can always just go kill him, as StimmedProbe has noted.

Nonstandard and very interesting! I'll try it on ladder and return with more replays


Any criticism would just be assisting my opponents in pulling off an all-in that is already way too easy to do. I guess it doesn't really matter, every Terran on SEA has already been pulling off similar builds for months now.
[stranded]: http://www.indiedb.com/games/stranded
Crysack
Profile Joined April 2011
Australia94 Posts
August 10 2011 06:47 GMT
#17
Forces one base vs one base


I'm sorry, but in what way does this force 1-base vs 1-base? I might be going crazy here but, as far as I know, the 1-1-1 all-in has ALWAYS been defendable with a 1-gate expo build. In fact, 1-gate expo is probably the preferable way to deal with this.
wrathchild_78
Profile Joined August 2011
Greece5 Posts
August 10 2011 06:52 GMT
#18
I don't care what others say but this is interesting and not all people know about the 1/1/1 all in.
In fact, i knew there were some builds but this is the first good written build i read here.

So, thanks for posting this. I am very intrigued to try it.

So far, I have been fixing my TvZ and neglected my other matchups which I suck so hopefully this build might help me a bit in the process of becoming a better gamer!!
OmegaKnetus
Profile Blog Joined October 2010
Germany431 Posts
August 10 2011 06:58 GMT
#19
On August 10 2011 15:25 RaE21 wrote:
isn't this just another version of the standard marine banshee tank raven all in popular? I see the only difference is it doesn't incorporate expoing at all while you push, so if in fact it does fail, there really is no way to come back...



wut? allin and expo?
Myrddraal
Profile Joined December 2010
Australia937 Posts
August 10 2011 07:05 GMT
#20
On August 10 2011 15:52 wrathchild_78 wrote:
I don't care what others say but this is interesting and not all people know about the 1/1/1 all in.
In fact, i knew there were some builds but this is the first good written build i read here.

So, thanks for posting this. I am very intrigued to try it.

So far, I have been fixing my TvZ and neglected my other matchups which I suck so hopefully this build might help me a bit in the process of becoming a better gamer!!


I think it would help you become a better all-in-er and win more matches yes. Builds like this take a lot out of the game in my opinion. Where is the decision making? You have one decision to make; kill or contain.
[stranded]: http://www.indiedb.com/games/stranded
Crysack
Profile Joined April 2011
Australia94 Posts
August 10 2011 07:07 GMT
#21
On second thoughts, I don't see the point of this build at all. The standard Protoss response to this should be a 1-gate expo into gateway/immortal (which he can easily crush this build with - assuming he has good micro). The contain should really only be a knee-jerk reaction when your push fails to perhaps buy some time for your own expo to get up (although, good luck with that because you should be behind by a reasonable margin).

Spamming more units at the contain just seems to be playing into the Protoss' hands when he already has an expo up on you.
Nexic
Profile Blog Joined May 2010
United States729 Posts
Last Edited: 2011-08-10 07:39:01
August 10 2011 07:37 GMT
#22
On August 10 2011 16:07 Crysack wrote:
On second thoughts, I don't see the point of this build at all. The standard Protoss response to this should be a 1-gate expo into gateway/immortal (which he can easily crush this build with - assuming he has good micro). The contain should really only be a knee-jerk reaction when your push fails to perhaps buy some time for your own expo to get up (although, good luck with that because you should be behind by a reasonable margin).

Spamming more units at the contain just seems to be playing into the Protoss' hands when he already has an expo up on you.
The 1/1/1 style all-in is pretty much specifically intended to beat a 1 gate expo build, so I don't see how that's the proper response nor 'easy to hold' o_o.
rebotfc
Profile Joined March 2011
United Kingdom144 Posts
August 10 2011 07:41 GMT
#23
On second thoughts, I don't see the point of this build at all. The standard Protoss response to this should be a 1-gate expo into gateway/immortal (which he can easily crush this build with - assuming he has good micro). The contain should really only be a knee-jerk reaction when your push fails to perhaps buy some time for your own expo to get up (although, good luck with that because you should be behind by a reasonable margin).

Spamming more units at the contain just seems to be playing into the Protoss' hands when he already has an expo up on you.


Pushing out at 9 minutes punishes a 1 gate expo hard.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
August 10 2011 07:42 GMT
#24
This is basically the 1-1-1 contain that korean all terrans have started to use against Protoss now. The only difference is that you're bringing SCVs and making 2 hellions... Build is shamelessly ripped off other players??
133 221 333 123 111
Crysack
Profile Joined April 2011
Australia94 Posts
August 10 2011 07:42 GMT
#25
On August 10 2011 16:37 Nexic wrote:
Show nested quote +
On August 10 2011 16:07 Crysack wrote:
On second thoughts, I don't see the point of this build at all. The standard Protoss response to this should be a 1-gate expo into gateway/immortal (which he can easily crush this build with - assuming he has good micro). The contain should really only be a knee-jerk reaction when your push fails to perhaps buy some time for your own expo to get up (although, good luck with that because you should be behind by a reasonable margin).

Spamming more units at the contain just seems to be playing into the Protoss' hands when he already has an expo up on you.
The 1/1/1 style all-in is pretty much specifically intended to beat a 1 gate expo build, so I don't see how that's the proper response nor 'easy to hold' o_o.


See here QTIP's guide:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=250379

There are also a number of replays of Huk that you may want to dig up from Dreamhack. He faced this build several times over the course of the tournament and he defended it with 1 gate expo every single time.
spbelky
Profile Blog Joined October 2010
United States623 Posts
August 10 2011 08:11 GMT
#26
Soooo... questions:
Do you ever stop SCV produciton? If so at what point?
Do you leave all 16 SCVs at your contain? If not, how many?
If he takes a warp prism of 4 zealots to your main, how do you respond?
wrathchild_78
Profile Joined August 2011
Greece5 Posts
August 10 2011 08:49 GMT
#27
Many times protoss come to Terran base and start FF the ramp and stop you from expoing
and you have to have medivacs to drop him and tanks to get out.

imho, even all ins teach something to every player.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
August 10 2011 08:59 GMT
#28
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.
Its grack
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
August 10 2011 09:01 GMT
#29
Thanks for this guide. I've been offracing Terran lately and wanted to try 1-1-1ing a bit on ladder, but I wasn't too sure of a good build order so I was just winging it and... to say the least, it turned out less than optimal
jjhchsc2
Profile Joined December 2010
Korea (South)2393 Posts
August 10 2011 09:18 GMT
#30
doesnt matter if MVP did this build least SP made a build order and showed us how to execute it properly.
thanks for this guide.
Lee Ssang/ Lee Shin/ Kim Jung Woo/ Kim Min Chul/Jun Tae Yang/Park Soo Ho/Lee Jung Hoon/Choi Sung Hoon/ Moon Sung Won/Park Ji Soo/ Lee Ho Joon/ Jang Min Chul/ Kim Seung Chul/SaSe/IdrA/Ret Fighting! BW4Life
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
August 10 2011 09:37 GMT
#31
On August 10 2011 15:47 Crysack wrote:
Show nested quote +
Forces one base vs one base


I'm sorry, but in what way does this force 1-base vs 1-base? I might be going crazy here but, as far as I know, the 1-1-1 all-in has ALWAYS been defendable with a 1-gate expo build. In fact, 1-gate expo is probably the preferable way to deal with this.



lolol what, this is like almost the direct counter to the 1 gate FE, similar skill level the protoss can almost never hold it doing it
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
August 10 2011 09:38 GMT
#32
On August 10 2011 17:59 bokeevboke wrote:
Show nested quote +
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
Myfsk
Profile Joined December 2010
Luxembourg6 Posts
August 10 2011 09:45 GMT
#33
I think the correct response to this is pheonix, just 4-5, to lift the 3 tanks and help with banshees, but it require good micro to manage the marines, immortals are not a good solution since the number of marines.
But i prefer the thor version of this push, the push is delayed by 2-2,5 min but this push is stronger :
3 Thors 3 banshees 1 Raven and marines
medic_ro
Profile Joined July 2011
Romania105 Posts
Last Edited: 2011-08-10 09:57:10
August 10 2011 09:53 GMT
#34
--- Nuked ---
jjhchsc2
Profile Joined December 2010
Korea (South)2393 Posts
August 10 2011 10:08 GMT
#35
On August 10 2011 18:53 medic_ro wrote:
U can see how it's countered right now on GSL !

/// LE ... shit ... toss lost


spoiler it or get banned troll
Lee Ssang/ Lee Shin/ Kim Jung Woo/ Kim Min Chul/Jun Tae Yang/Park Soo Ho/Lee Jung Hoon/Choi Sung Hoon/ Moon Sung Won/Park Ji Soo/ Lee Ho Joon/ Jang Min Chul/ Kim Seung Chul/SaSe/IdrA/Ret Fighting! BW4Life
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-08-10 10:09:52
August 10 2011 10:09 GMT
#36
--- Nuked ---
Micket
Profile Joined April 2011
United Kingdom2163 Posts
August 10 2011 10:10 GMT
#37
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


Nah you can still go kill him. Siege tank contain ftw. Protoss will have no units because of the investment in the stupid drop.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
August 10 2011 10:16 GMT
#38
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.


Don't even have to kill him. Just contain his ramp because there's no way he can hold his natural, and once there with siege tanks, it's impossible to break out.
Porouscloud - NA LoL
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2011-08-10 10:36:38
August 10 2011 10:27 GMT
#39
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.
gejfsyd
Profile Joined September 2009
Poland156 Posts
August 10 2011 10:41 GMT
#40
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.
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 ?
quote unquote
tainted muffin
Profile Joined August 2010
United States158 Posts
Last Edited: 2011-08-11 00:57:36
August 11 2011 00:57 GMT
#61
I'm pretty sure this is the original Tasteless build.
kckkryptonite
Profile Blog Joined July 2010
1126 Posts
August 11 2011 01:16 GMT
#62
On August 11 2011 03:58 Blazinghand wrote:
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.


This was kind of my point, every 1-1-1 all-in pulls SCVs and has the potential to turn into a contain (which happens a ton in the GSL) and when you're building two/three bunkers, he's either going to break you then or he isn't - most likely.
RIP avilo, qxc keyboard 2013, RIP Nathanis keyboard 2014
epicanthic
Profile Joined July 2011
Hong Kong295 Posts
August 11 2011 01:29 GMT
#63
The tank in the image has got the cannon of a PF. That's probably another way to win TvP.

Jokes aside, this variation of the 1/1/1's interesting, but I'm still going to stick with the 2base version of it. If you 1base, protoss is instantly going to know that an allin's on its way, with how the current metagame is going. If I'm going to allin, I prefer make it even a little bit unexpected rather than completely prepared for. Great writeup though!
DaemonX
Profile Joined September 2010
545 Posts
August 11 2011 01:55 GMT
#64
Good guide, haters shush - his build is specific, it's a slightly different style from other 1-1-1's.

Questions:

1) How do you deal with a hard 4-gate? I don't see how 5 marines and maybe a bunker can keep you alive. I mean you may see the initial force move out with the hellion, but you have less than the 45 seconds required to get bunkers up to respond. Normally you survive 4-gates by using marauders to keep you alive long enough for bunkers to get up...

2) What do you do if he uses early gateway aggression ie pokes your ramp with stalker at 4 mins, picks off marines and micros, then when you push, stalker kites you ALL THE WAY back to his natural? That shit is what put me back onto bio in the first place.

juw
Profile Joined August 2010
76 Posts
Last Edited: 2011-08-11 05:55:08
August 11 2011 02:01 GMT
#65
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.


High Masters here and yeah I agree. This is mostly standard composition (minus the hellions which IMO makes your push weaker). I have been countering reliably with FE and zealot heavy army. Unstoppable? More like a free win.

And all those who don't understand the matchup, please don't post just to say the guide is "well written". I know you like pretty pictures and formatting but you are not adding anything useful.

Jesushooves
Profile Joined November 2010
Canada553 Posts
August 11 2011 04:22 GMT
#66
On August 11 2011 09:57 tainted muffin wrote:
I'm pretty sure this is the original Tasteless build.

Agreed, please change title to "Tasteless 1/1/1 allin"
Lose its good, after will be win.
chipman
Profile Joined February 2011
United States139 Posts
August 11 2011 06:47 GMT
#67
Lol, pretty much. Not sure about the specifics of the old "tasteless" build, if they got the reactor back then or not etc...


But I might just add a disadvantage of this build. If you get a raven instead of banshee you will have aprox 1 less banshee and 1 less tank, and probably be floating some extra minerals. I suppose you can use these to use an offensive scan for good positioning or get a random backup command or something... It probably won't be that many minerals being floated/not a big deal.

Also the moment the observer sees a raven the protoss knows he doesn't need a second observer, he doesn't need to make more than his initial stalkers (additional should only be warped in after the tank/marine army is dead). I have seen 1/1/1 lose straight up to 1 offensive dt 1 defensive dt without raven though so there's that for a positive, but you already mentioned that. Dt's easily come in time, even with an expand in the time it takes for a 9 minute push to cross the map.

Doesn't Afraid of Anything
rfoster
Profile Joined December 2010
United States1005 Posts
August 12 2011 14:46 GMT
#68
I really like this build, its really refined and specific, but one problem with that is that there is no bunker worked in. A 4-gate would kill this build if you followed the video/food count exactly. Perhaps you could add a bunker into the build, or how to alter the build if you scout a 4-gate coming.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
August 12 2011 16:13 GMT
#69
This is a great guide. My only complaint, like most great guides, is slapping your name onto the build like you own it.

The 1 base SCV/Marine/Tank/Raven/Banshee has been around ever since the first season of GSL. The first player I saw use it was PoltPrime, and its a big reason why his TvP winrate is so high. Either his opponents fear it so he outmacros, or they don't prepare sufficiently and he crushes. MVP also used relatively the same build recently in the GSL. I'm sure plenty of foreigners have done similar builds.

I understand that if you haven't seen those games and you came up with this build on your own, you might be mistaken into thinking that your build is unique. But if you're going to write a guide and claim credit for the idea, please do some research before posting. The fact that it has been so successful in the GSL adds to the guides' credibility, and mentioning speciic GSL matches would really help readers understand the different variations.
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
August 12 2011 16:52 GMT
#70
not yours
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
vicml21
Profile Joined May 2007
Canada165 Posts
August 12 2011 17:56 GMT
#71
Interesting build, I just wonder if others have figured out ways that have beat it consistently yet?
"Meow" - Probe
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
August 12 2011 18:15 GMT
#72
On August 13 2011 01:13 RoboBob wrote:
This is a great guide. My only complaint, like most great guides, is slapping your name onto the build like you own it.

The 1 base SCV/Marine/Tank/Raven/Banshee has been around ever since the first season of GSL. The first player I saw use it was PoltPrime, and its a big reason why his TvP winrate is so high. Either his opponents fear it so he outmacros, or they don't prepare sufficiently and he crushes. MVP also used relatively the same build recently in the GSL. I'm sure plenty of foreigners have done similar builds.

I understand that if you haven't seen those games and you came up with this build on your own, you might be mistaken into thinking that your build is unique. But if you're going to write a guide and claim credit for the idea, please do some research before posting. The fact that it has been so successful in the GSL adds to the guides' credibility, and mentioning speciic GSL matches would really help readers understand the different variations.


I'm fairly sure this isn't a guide to 1-1-1 in general, or the more specific (Wiki)Polt Timing Attack (named after Polt) but rather a variation that gets siege mode and builds statics and walls in/near the protoss natural to make a contain.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
DaemonX
Profile Joined September 2010
545 Posts
August 17 2011 23:43 GMT
#73
Having experimented with this build quite a bit in the last few days, I can definitely state that it is stylistically distinguishable from other 1-1-1 variants.

Specifically:
- the relatively late banshee means you don't harass as much with it, but
- the early raven to cancel scouting, and just the general emphasis on information denial.
- Bringing a high scv count to the push and
- skipping cloak,
- fast siege mode and
- an odd 9 minute timing that comes after most 1-1-1 move outs but well before 2-base 1-1-1 pushes.

I quite enjoy it, it handles a large variety of protoss compositions and isn't answerable by cheese.
itkovian
Profile Blog Joined March 2011
United States1763 Posts
August 18 2011 03:58 GMT
#74
Thanks for the guide! Well done

I'll be practicing this, with some other new builds, against cpus next week since I won't have internet in my apt lol
=)=
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
August 22 2011 09:59 GMT
#75
I have updated the OP a little bit with extra information in the build order and the execution.
wheelchairs
Profile Joined February 2010
United States145 Posts
August 22 2011 15:31 GMT
#76
When a protoss determines that a 1-1-1 pressure/contain is coming and they choose to FE and go with a zealot heavy army, I prefer to swap the factory to reactor hellions, maybe that is why stimmedprobe incorporates some hellions. Although, i normally would not add hellions unless i had scouted heavy zealot + expand.
Squigly
Profile Joined February 2011
United Kingdom629 Posts
August 22 2011 16:10 GMT
#77
On August 11 2011 02:46 eieio wrote:
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.


Could you comment on this? Also im worried about the hard 4 gate owning this
Hydrox911
Profile Joined October 2010
United Kingdom261 Posts
August 23 2011 05:15 GMT
#78
Thanks for the excellently well written out guides. Yes this isn't so "new" in terms of the current TvP, but its guides like this that allows most of the Teamliquid population to play better and learn a build easily.
No, Your Quote.
Tonem
Profile Joined January 2011
Australia91 Posts
Last Edited: 2011-08-23 12:22:22
August 23 2011 12:06 GMT
#79
On August 23 2011 01:10 Squigly wrote:
Show nested quote +
On August 11 2011 02:46 eieio wrote:
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.


Could you comment on this? Also im worried about the hard 4 gate owning this


Although faster, I don't think this would be optimal for the 1-1-1 variation stimmedprobe is going for. An important part of the strategy is being able to bring those 12+ scvs, and still having scvs left home mining allowing you to continue constant production. Cutting scvs would either force you to bring a lot less scvs or pretty much halt your reinforcement capabilities.

Also as for raven vs extra banshee, there's definitely pros for both, however I think getting the raven first is slightly better. The first pro is that it blind hard counters any dt play (this has happened twice for me using this build - admittedly if you normally get an extra banshee you could probably just get a raven instead if you scout fast double gas). If the Protoss sees the Raven when they scout with obs (or other) they are probably less likely to build as many stalkers as they might have. This will allow your banshees that you have to dominate even more as they can take out the stalkers and they are free to wreck terror. And I've found that just generally the PDD is much better then having an extra banshee because it soaks up so much damage. Seriously if you keep rallying banshees while you contain, the opponent can literally not beat you for AA if you have 2 PDD's up, and the occasional damage stalkers will take from walking into tank range.

Edit:

@4gate comments, the 4 gate is pretty easy to scout, tbh. If you aren't scouting the 4 gate in time to get up bunkers then you will lose with pretty much any build, i think this is a non factor. I have faced a 4 gate with this build my self and honestly all you need is a couple (or 3 to be safe) bunkers +wall + scvs. By the time the 4 gate hits you should have enough units to fill up the 2 bunkers (or at least mostly fill them - Thank-you 4gate nerf). Usually I will build my 3rd bunker after i've already started my first two, this means if one of them goes down I have another bunker to fall back into. Get seige tank + seige as fast as possible if they try to set up a contain, then just seige up and it will force them to back away, now you proceed to kill them once you've got your raven/couple banshees. Remember you are on one base and only have one small narrow choke to defend so bunkers do very well. This is free win once you hold off the 4 gate (Protoss cannot support 4 gates for extended time for 1), and 2) will probably cut units to get their economy back after the failed 4 gate - unless of course they are expecting you to all-in them, in which case it still doesn't matter because you will roll them ).
Kevincible
Profile Joined February 2011
Canada70 Posts
August 23 2011 17:12 GMT
#80
In IEM finals.. I saw Puma getting out a banshee first then a raven against MC.

Could it be because he wants to harass MC's mineral line ASAP?
VincendioS
Profile Joined March 2011
Belgium107 Posts
August 23 2011 17:29 GMT
#81
Yes. Banshee can harass mineral line & force protoss to make stalker instead of zealot. Then PDD is better in fight.
MMXMoto-X17
Profile Joined July 2011
Barbados23 Posts
Last Edited: 2011-08-24 00:13:55
August 24 2011 00:12 GMT
#82
This is one of the best Tvp guides I ever read. Very well written to, Nice! I'm only gold but after practicing this build a few times I'm starting to beat platinum and even low diamond protoss. I'm finding this strategy even works vs zerg, or at least the gold/platinum zergs I play vs.

But I have a question, what do I do vs warp prism harass? This protoss dropped 4 zealots in my main as soon as I moved out, and I was forced to retreat and defend. He then did this happened again, etc. I ended up losing the game because he got 2 colosuses out by the time I got to his base.

thanks
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
August 24 2011 07:19 GMT
#83
On August 24 2011 09:12 MMXMoto-X17 wrote:
This is one of the best Tvp guides I ever read. Very well written to, Nice! I'm only gold but after practicing this build a few times I'm starting to beat platinum and even low diamond protoss. I'm finding this strategy even works vs zerg, or at least the gold/platinum zergs I play vs.

But I have a question, what do I do vs warp prism harass? This protoss dropped 4 zealots in my main as soon as I moved out, and I was forced to retreat and defend. He then did this happened again, etc. I ended up losing the game because he got 2 colosuses out by the time I got to his base.

thanks


If he drops 4 zealots in your main you just take your army + all your base scvs and go kill him. Lift your CC towards your army, and pump out one last round of units from your rax/fact/starport, then lift those too towards your army. If they invest 600 in 4zealots/warp prism they will have much less stuff at home to deal with your push.
OutlaW-
Profile Blog Joined July 2010
Czech Republic5053 Posts
August 24 2011 09:12 GMT
#84
On August 24 2011 02:12 Kevincible wrote:
In IEM finals.. I saw Puma getting out a banshee first then a raven against MC.

Could it be because he wants to harass MC's mineral line ASAP?

yes, that allows for harassment, if youre careful u dont lose anything except 50 energy on your raven, and ull still have enough for pdd if u go raven 2nd
so the only thing that really means is some harassment + stalker force for 1 auto turret
Delete your post underage b&. You're incestuous for you're onee-chan so you're clearly not a bad guy, but others might not agree
DaemonX
Profile Joined September 2010
545 Posts
Last Edited: 2011-08-24 09:52:58
August 24 2011 09:51 GMT
#85
On August 24 2011 16:19 StimmedProbe wrote:
Show nested quote +
On August 24 2011 09:12 MMXMoto-X17 wrote:
This is one of the best Tvp guides I ever read. Very well written to, Nice! I'm only gold but after practicing this build a few times I'm starting to beat platinum and even low diamond protoss. I'm finding this strategy even works vs zerg, or at least the gold/platinum zergs I play vs.

But I have a question, what do I do vs warp prism harass? This protoss dropped 4 zealots in my main as soon as I moved out, and I was forced to retreat and defend. He then did this happened again, etc. I ended up losing the game because he got 2 colosuses out by the time I got to his base.

thanks


If he drops 4 zealots in your main you just take your army + all your base scvs and go kill him. Lift your CC towards your army, and pump out one last round of units from your rax/fact/starport, then lift those too towards your army. If they invest 600 in 4zealots/warp prism they will have much less stuff at home to deal with your push.

With all respect, this is not valid in masters Stimmed. 4-zeal warp prism - or more likely, hidden-pylon-and-he-just-runs-them-over-to-your-ramp-zeals don't invest enough that a good player that isn't losing too much stuff will let you break in suddenly. He can force a base-swap with very little investment indeed sometimes, leaving you in a very uncomfortable position.

The best example I can think of is a protoss that forced a lift-off with zealot warp ins into my main (he had a probe and observer out on the map when I established contain, did a low-ground pylon warp-in), and had a single voidray that took out my Orbital and barracks on-route! I was forced to try and crack him and ended up pushing into 3 colossi which picked off all my marines. I wasn't dead but neither was I mining - nasty game. I'll try and dig up the replay.

StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
Last Edited: 2011-08-24 10:00:13
August 24 2011 09:59 GMT
#86
On August 24 2011 18:51 DaemonX wrote:
Show nested quote +
On August 24 2011 16:19 StimmedProbe wrote:
On August 24 2011 09:12 MMXMoto-X17 wrote:
This is one of the best Tvp guides I ever read. Very well written to, Nice! I'm only gold but after practicing this build a few times I'm starting to beat platinum and even low diamond protoss. I'm finding this strategy even works vs zerg, or at least the gold/platinum zergs I play vs.

But I have a question, what do I do vs warp prism harass? This protoss dropped 4 zealots in my main as soon as I moved out, and I was forced to retreat and defend. He then did this happened again, etc. I ended up losing the game because he got 2 colosuses out by the time I got to his base.

thanks


If he drops 4 zealots in your main you just take your army + all your base scvs and go kill him. Lift your CC towards your army, and pump out one last round of units from your rax/fact/starport, then lift those too towards your army. If they invest 600 in 4zealots/warp prism they will have much less stuff at home to deal with your push.

With all respect, this is not valid in masters Stimmed. 4-zeal warp prism - or more likely, hidden-pylon-and-he-just-runs-them-over-to-your-ramp-zeals don't invest enough that a good player that isn't losing too much stuff will let you break in suddenly. He can force a base-swap with very little investment indeed sometimes, leaving you in a very uncomfortable position.

The best example I can think of is a protoss that forced a lift-off with zealot warp ins into my main (he had a probe and observer out on the map when I established contain, did a low-ground pylon warp-in), and had a single voidray that took out my Orbital and barracks on-route! I was forced to try and crack him and ended up pushing into 3 colossi which picked off all my marines. I wasn't dead but neither was I mining - nasty game. I'll try and dig up the replay.



Just for reference, I'm in grandmasters =] Anyways at the highest level of play if you waste 600 minerals on an attack that doesn't do much, you will lose. In addition that warp prism eats up robo build time. The first hellion should poke around for these pylons anyways.

I have never had problems with 4 zealot drops with this build. Yes it is extremely annoying to get 4 zealot dropped, but you just simply send all your scvs now instead of just 12-16 of them. It's sorta how in TvZ, if 20+ mutas keep poking your base, you just say 'ok i've had it, and take your whole army and march across the map and force him to come back to defend your push'.

edit: Terran's almost always win base trades btw =]
nOObie74
Profile Joined August 2011
United States3 Posts
August 30 2011 20:28 GMT
#87
how do you respond to a 3 gate/stargate VR build?
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-08-31 13:21:50
August 31 2011 13:12 GMT
#88
On August 24 2011 18:59 StimmedProbe wrote:
Show nested quote +
On August 24 2011 18:51 DaemonX wrote:
On August 24 2011 16:19 StimmedProbe wrote:
On August 24 2011 09:12 MMXMoto-X17 wrote:
This is one of the best Tvp guides I ever read. Very well written to, Nice! I'm only gold but after practicing this build a few times I'm starting to beat platinum and even low diamond protoss. I'm finding this strategy even works vs zerg, or at least the gold/platinum zergs I play vs.

But I have a question, what do I do vs warp prism harass? This protoss dropped 4 zealots in my main as soon as I moved out, and I was forced to retreat and defend. He then did this happened again, etc. I ended up losing the game because he got 2 colosuses out by the time I got to his base.

thanks


If he drops 4 zealots in your main you just take your army + all your base scvs and go kill him. Lift your CC towards your army, and pump out one last round of units from your rax/fact/starport, then lift those too towards your army. If they invest 600 in 4zealots/warp prism they will have much less stuff at home to deal with your push.

With all respect, this is not valid in masters Stimmed. 4-zeal warp prism - or more likely, hidden-pylon-and-he-just-runs-them-over-to-your-ramp-zeals don't invest enough that a good player that isn't losing too much stuff will let you break in suddenly. He can force a base-swap with very little investment indeed sometimes, leaving you in a very uncomfortable position.

The best example I can think of is a protoss that forced a lift-off with zealot warp ins into my main (he had a probe and observer out on the map when I established contain, did a low-ground pylon warp-in), and had a single voidray that took out my Orbital and barracks on-route! I was forced to try and crack him and ended up pushing into 3 colossi which picked off all my marines. I wasn't dead but neither was I mining - nasty game. I'll try and dig up the replay.



Just for reference, I'm in grandmasters =] Anyways at the highest level of play if you waste 600 minerals on an attack that doesn't do much, you will lose. In addition that warp prism eats up robo build time. The first hellion should poke around for these pylons anyways.

I have never had problems with 4 zealot drops with this build. Yes it is extremely annoying to get 4 zealot dropped, but you just simply send all your scvs now instead of just 12-16 of them. It's sorta how in TvZ, if 20+ mutas keep poking your base, you just say 'ok i've had it, and take your whole army and march across the map and force him to come back to defend your push'.

edit: Terran's almost always win base trades btw =]


I'm sorry if I'm trolling, but could you tell me what server you're grandmasters? All your replays are from SEA, but you have played 5 games total on that account, and I can't find you anywhere else.

http://www.sc2ranks.com/sea/345523/stimFatal/season/2

this is an account from your previous million man march thread that hasn't been played since april, and only has 100 ladder wins on it.
http://sea.battle.net/sc2/en/profile/180372/1/StimmedProbe/achievements/category/4325378

I bring this up because I've talked to a few of my practice partners about this build before (as well as your last guide), and they don't feel like it's a legitimate strategy beyond maybe low masters. When you throw around the term "grandmaster" it means you know what you are doing and people should listen. In logical reasoning terminology, it's known as an appeal to authority--that we should believe you because you're a high level player.

However, this isn't a build you've refined in ladder play (and if it is, you haven't posted any of those replays), and I don't see any evidence that you've ever been in GM league on any server. If I'm gravely mistaken then I sincerely do apologize for calling you out, but if indeed you aren't, I hope that you'll stop trying to mislead lower players into working on a build like this that many people have already stated is not very solid at higher level play. (here's a list of the current GM rankings on SEA http://www.playxp.com/sc2/ladder/1v1/sea.php )

And even that's okay, but please don't hype it to be some unbeatable build when it is untested and many good terran players openly disagree and have already left their comments in this thread.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Sympatico
Profile Blog Joined November 2010
Canada202 Posts
August 31 2011 13:35 GMT
#89
Personally, at my level (diamond) I find the 1-1-1 to really be a coin flip as to whether it's going to work or not, and is highly reliant on proper micro. I see how it works for the pros, especially with a Raven - but even there, I think it's a risk. I think there are other safer less "all-in" methods to punish your opponent.

I'm sure there are a ton of terrans winning a bunch of games on ladder with this at all levels, but I think most of them will eventually fall back on other standard builds as Protoss figures it out, and starts to figure it out.

1.4 will also help greatly with the Guardian Shield against tanks, immortals not doing the pee-pee dance in the back of the army and the scary thought of more people using warp prisms. Or...maybe terrans will include the HSM in the 1-1-1 and Protoss will have an even harder time! lol

All this being said, I think having this build in your back pocket in a tournament situation is amazing. It puts the fear into your opponent, and you can use that to your advantage. I don't believe in cheese, I think every build is good if designed to win, same goes for this one!
StimmedProbe
Profile Blog Joined October 2010
Hong Kong98 Posts
September 01 2011 04:33 GMT
#90
On August 31 2011 22:12 michaelhasanalias wrote:
Show nested quote +
On August 24 2011 18:59 StimmedProbe wrote:
On August 24 2011 18:51 DaemonX wrote:
On August 24 2011 16:19 StimmedProbe wrote:
On August 24 2011 09:12 MMXMoto-X17 wrote:
This is one of the best Tvp guides I ever read. Very well written to, Nice! I'm only gold but after practicing this build a few times I'm starting to beat platinum and even low diamond protoss. I'm finding this strategy even works vs zerg, or at least the gold/platinum zergs I play vs.

But I have a question, what do I do vs warp prism harass? This protoss dropped 4 zealots in my main as soon as I moved out, and I was forced to retreat and defend. He then did this happened again, etc. I ended up losing the game because he got 2 colosuses out by the time I got to his base.

thanks


If he drops 4 zealots in your main you just take your army + all your base scvs and go kill him. Lift your CC towards your army, and pump out one last round of units from your rax/fact/starport, then lift those too towards your army. If they invest 600 in 4zealots/warp prism they will have much less stuff at home to deal with your push.

With all respect, this is not valid in masters Stimmed. 4-zeal warp prism - or more likely, hidden-pylon-and-he-just-runs-them-over-to-your-ramp-zeals don't invest enough that a good player that isn't losing too much stuff will let you break in suddenly. He can force a base-swap with very little investment indeed sometimes, leaving you in a very uncomfortable position.

The best example I can think of is a protoss that forced a lift-off with zealot warp ins into my main (he had a probe and observer out on the map when I established contain, did a low-ground pylon warp-in), and had a single voidray that took out my Orbital and barracks on-route! I was forced to try and crack him and ended up pushing into 3 colossi which picked off all my marines. I wasn't dead but neither was I mining - nasty game. I'll try and dig up the replay.



Just for reference, I'm in grandmasters =] Anyways at the highest level of play if you waste 600 minerals on an attack that doesn't do much, you will lose. In addition that warp prism eats up robo build time. The first hellion should poke around for these pylons anyways.

I have never had problems with 4 zealot drops with this build. Yes it is extremely annoying to get 4 zealot dropped, but you just simply send all your scvs now instead of just 12-16 of them. It's sorta how in TvZ, if 20+ mutas keep poking your base, you just say 'ok i've had it, and take your whole army and march across the map and force him to come back to defend your push'.

edit: Terran's almost always win base trades btw =]


I'm sorry if I'm trolling, but could you tell me what server you're grandmasters? All your replays are from SEA, but you have played 5 games total on that account, and I can't find you anywhere else.

http://www.sc2ranks.com/sea/345523/stimFatal/season/2

this is an account from your previous million man march thread that hasn't been played since april, and only has 100 ladder wins on it.
http://sea.battle.net/sc2/en/profile/180372/1/StimmedProbe/achievements/category/4325378

I bring this up because I've talked to a few of my practice partners about this build before (as well as your last guide), and they don't feel like it's a legitimate strategy beyond maybe low masters. When you throw around the term "grandmaster" it means you know what you are doing and people should listen. In logical reasoning terminology, it's known as an appeal to authority--that we should believe you because you're a high level player.

However, this isn't a build you've refined in ladder play (and if it is, you haven't posted any of those replays), and I don't see any evidence that you've ever been in GM league on any server. If I'm gravely mistaken then I sincerely do apologize for calling you out, but if indeed you aren't, I hope that you'll stop trying to mislead lower players into working on a build like this that many people have already stated is not very solid at higher level play. (here's a list of the current GM rankings on SEA http://www.playxp.com/sc2/ladder/1v1/sea.php )

And even that's okay, but please don't hype it to be some unbeatable build when it is untested and many good terran players openly disagree and have already left their comments in this thread.


I recently got sponsored so my new name is CGFatal. Just got it recently so I haven't played too many games on there, but it is in masters. I have a smurf account which is in GM on SEA, I get recognized with my StimmedProbe on SEA too easily and ppl stalk me lol... Anyways since I don't wanna tell everyone the smurf name here is some proof for you:

1.) Recently won an HK tournament and I played a guy named inFiRoz 12 times in the tournament and my overall record vs him was 7:5. He is a rank 44 grandmaster. http://www.sc2ranks.com/sea/19519/inFiRoz Below is a highlight video I made of our winners bracket finals.



2.) Season 2 promotion picture, the guy I beat in that picture (YoonYJ) was at the time ranked #4 in SEA, currently ranked #39. http://i.imgur.com/6jqhi.jpg

3.) Season 2 sc2ranks.com SEA server grandmaster stats sorted by winrate. 75%, behind moonglade who had 82%. My MMR had me constantly matched against the top 50 players in the region. http://i.imgur.com/WLS63.jpg

4.) April 12th, a TL user named Requisition posted this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=200525&currentpage=16#312

Hopefully that is enough to prove that I know what I'm talking about. Anyways about build doubts, I have done the build over 35 times, and crushed face with it every time. It was so effective it got boring after awhile to be really honest. Most of the replays were just me microing a bit and overpowering my opponent, or setting up an insane contain which lead to a victory a few minutes later. If the terran knows how to abuse zealot AI with SCVs, you are really really screwed trust me.... esp with a crisp build order like mine... the only times I have lost with this were when I skipped a bunker and got 4gated (greedy).
askTeivospy
Profile Blog Joined March 2011
1525 Posts
Last Edited: 2011-09-01 04:40:06
September 01 2011 04:39 GMT
#91
hihi i hate your TvP builds/variations since i'm P (specifically the marine one) but i love your name stimmedprobe so it balances out i guess ^>^
hihihi
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
September 01 2011 04:52 GMT
#92
I don't know why anyone is doubting this build can work at higher levels when we saw MVP crush MC with something similar.
DjRetro
Profile Blog Joined December 2010
Chile309 Posts
September 16 2011 02:43 GMT
#93
This build looks awesome however like many others have said i think it's very risky if your opponent goes 4gate or any other stalker agression.

How do you deal against 4gate? i thank you a lot for sharing

Very funny replays as well ^^
SpaceSynth-ItaloDisco-HiNRG http://www.radiostaddenhaag.com/
LanTAs
Profile Blog Joined September 2010
United States1091 Posts
September 16 2011 02:57 GMT
#94
On September 16 2011 11:43 DjRetro wrote:
This build looks awesome however like many others have said i think it's very risky if your opponent goes 4gate or any other stalker agression.

How do you deal against 4gate? i thank you a lot for sharing

Very funny replays as well ^^

I found this (and the million man march) build really useful as terran, and i have used it quite a bit (Thanks StimmedProbe!) on the ladder too, its almost my main TvP build :D (Mid-High diamond)
I like to start with a wall off, (2 supply, 1 rax standard wall off) and then lift the rax away and put a bunker there really helps to defend a 4gate, also when they send in the initial Zealot and Stalker+probe, you can run your marines in to snipe the probe (you have quite a number anyways :D), and the helion keeps map awareness too. Once you have siege mode, protoss can't touch you w/o either sacrificing their whole army and loose, or they have to expand and then loose later anways because you have such a large army. :D. When i feel pressured, i just add a bit more barracks and that usually helps defending 3 gate voidray warp ins :D
DaemonX
Profile Joined September 2010
545 Posts
January 29 2012 03:59 GMT
#95
Good reason to bump:

There have been MAJOR balance and metagame changes since this thread was last active.

Many of these would appear to directly affect the viablility of a play like this all-in - especially improved warp prisms, immortal range and guardian shield stacking, along with generally increased immortal usage.

However, from what I can see, the build seems to still work - albeit less aggresively. You can't push into an over-prepared protoss natural anymore or immortals WILL shut you down hard, but the contain aspect still works great.

1) Does anyone else think this specific style (raven-banshee-banshee starport play + siege contain with all-in scvs and structures) can cope with today's improved metagame - esp w/ fast prism counter attacks? The OP's suggestion of "LOL just lift to their natural" just doesn't cut it anymore.

2) Could there be a viable divergance point into macro in this build (either more 1-1-1 or modern mech play) - you 1 base up to the push, and if toss is overprepared, you banshee harass while setting up a contain back at his natural third line and take your own bases?
Sovern
Profile Joined March 2011
United States312 Posts
February 02 2012 02:08 GMT
#96
On January 29 2012 12:59 DaemonX wrote:
Good reason to bump:

There have been MAJOR balance and metagame changes since this thread was last active.

Many of these would appear to directly affect the viablility of a play like this all-in - especially improved warp prisms, immortal range and guardian shield stacking, along with generally increased immortal usage.

However, from what I can see, the build seems to still work - albeit less aggresively. You can't push into an over-prepared protoss natural anymore or immortals WILL shut you down hard, but the contain aspect still works great.

1) Does anyone else think this specific style (raven-banshee-banshee starport play + siege contain with all-in scvs and structures) can cope with today's improved metagame - esp w/ fast prism counter attacks? The OP's suggestion of "LOL just lift to their natural" just doesn't cut it anymore.

2) Could there be a viable divergance point into macro in this build (either more 1-1-1 or modern mech play) - you 1 base up to the push, and if toss is overprepared, you banshee harass while setting up a contain back at his natural third line and take your own bases?


This style does still work, I've been playing around with a 1/1/1 expand into contain with a high marine/tank count while setting up sensor towers/turrets to deny all warp prism play. I use cloak banshees and a mobile force to deny any proxy expansions and get heavy upgrades for my marines/tanks. It works very well on maps that have a choke at the natural. 1/1/1 in general is still very powerful, it comes down to whoever has better micro and decision making skills.
vorxaw
Profile Joined April 2011
Canada245 Posts
February 02 2012 08:09 GMT
#97
2) yes exactly, oGsSupernova did almost exactly this except with banshees+cloak rather than raven and cruuuuushed opponent couple days ago.
AfricanPsycho
Profile Joined December 2011
South Africa158 Posts
February 02 2012 11:09 GMT
#98
Its good to have this build in ur kitty as terran, however a Protoss who FE's into 5gate robo and cuts probes at 38 will crush you every single time unless he slips on macro. This build has no harrasment therefore a good toss will always have what he needs to beat you.

What Im saying is a good toss won't lose if he scouts this and prepares which is how it should be. No more "WTF I knew it was coming and I still lost" from toss I'm afraid.

However if you manage to "trick" ur oponent into thinking you are going 2rax of FE then this build will work alot better, but if you wanna be that kind of player then thats up to you.
gg no re
AfricanPsycho
Profile Joined December 2011
South Africa158 Posts
Last Edited: 2012-02-02 11:24:04
February 02 2012 11:20 GMT
#99
On September 01 2011 13:33 StimmedProbe wrote:
Show nested quote +
On August 31 2011 22:12 michaelhasanalias wrote:
On August 24 2011 18:59 StimmedProbe wrote:
On August 24 2011 18:51 DaemonX wrote:
On August 24 2011 16:19 StimmedProbe wrote:
On August 24 2011 09:12 MMXMoto-X17 wrote:
This is one of the best Tvp guides I ever read. Very well written to, Nice! I'm only gold but after practicing this build a few times I'm starting to beat platinum and even low diamond protoss. I'm finding this strategy even works vs zerg, or at least the gold/platinum zergs I play vs.

But I have a question, what do I do vs warp prism harass? This protoss dropped 4 zealots in my main as soon as I moved out, and I was forced to retreat and defend. He then did this happened again, etc. I ended up losing the game because he got 2 colosuses out by the time I got to his base.

thanks


If he drops 4 zealots in your main you just take your army + all your base scvs and go kill him. Lift your CC towards your army, and pump out one last round of units from your rax/fact/starport, then lift those too towards your army. If they invest 600 in 4zealots/warp prism they will have much less stuff at home to deal with your push.

With all respect, this is not valid in masters Stimmed. 4-zeal warp prism - or more likely, hidden-pylon-and-he-just-runs-them-over-to-your-ramp-zeals don't invest enough that a good player that isn't losing too much stuff will let you break in suddenly. He can force a base-swap with very little investment indeed sometimes, leaving you in a very uncomfortable position.

The best example I can think of is a protoss that forced a lift-off with zealot warp ins into my main (he had a probe and observer out on the map when I established contain, did a low-ground pylon warp-in), and had a single voidray that took out my Orbital and barracks on-route! I was forced to try and crack him and ended up pushing into 3 colossi which picked off all my marines. I wasn't dead but neither was I mining - nasty game. I'll try and dig up the replay.



Just for reference, I'm in grandmasters =] Anyways at the highest level of play if you waste 600 minerals on an attack that doesn't do much, you will lose. In addition that warp prism eats up robo build time. The first hellion should poke around for these pylons anyways.

I have never had problems with 4 zealot drops with this build. Yes it is extremely annoying to get 4 zealot dropped, but you just simply send all your scvs now instead of just 12-16 of them. It's sorta how in TvZ, if 20+ mutas keep poking your base, you just say 'ok i've had it, and take your whole army and march across the map and force him to come back to defend your push'.

edit: Terran's almost always win base trades btw =]


I'm sorry if I'm trolling, but could you tell me what server you're grandmasters? All your replays are from SEA, but you have played 5 games total on that account, and I can't find you anywhere else.

http://www.sc2ranks.com/sea/345523/stimFatal/season/2

this is an account from your previous million man march thread that hasn't been played since april, and only has 100 ladder wins on it.
http://sea.battle.net/sc2/en/profile/180372/1/StimmedProbe/achievements/category/4325378

I bring this up because I've talked to a few of my practice partners about this build before (as well as your last guide), and they don't feel like it's a legitimate strategy beyond maybe low masters. When you throw around the term "grandmaster" it means you know what you are doing and people should listen. In logical reasoning terminology, it's known as an appeal to authority--that we should believe you because you're a high level player.

However, this isn't a build you've refined in ladder play (and if it is, you haven't posted any of those replays), and I don't see any evidence that you've ever been in GM league on any server. If I'm gravely mistaken then I sincerely do apologize for calling you out, but if indeed you aren't, I hope that you'll stop trying to mislead lower players into working on a build like this that many people have already stated is not very solid at higher level play. (here's a list of the current GM rankings on SEA http://www.playxp.com/sc2/ladder/1v1/sea.php )

And even that's okay, but please don't hype it to be some unbeatable build when it is untested and many good terran players openly disagree and have already left their comments in this thread.


I recently got sponsored so my new name is CGFatal. Just got it recently so I haven't played too many games on there, but it is in masters. I have a smurf account which is in GM on SEA, I get recognized with my StimmedProbe on SEA too easily and ppl stalk me lol... Anyways since I don't wanna tell everyone the smurf name here is some proof for you:

1.) Recently won an HK tournament and I played a guy named inFiRoz 12 times in the tournament and my overall record vs him was 7:5. He is a rank 44 grandmaster. http://www.sc2ranks.com/sea/19519/inFiRoz Below is a highlight video I made of our winners bracket finals.

http://www.youtube.com/watch?v=-fBuEuu9pWE

2.) Season 2 promotion picture, the guy I beat in that picture (YoonYJ) was at the time ranked #4 in SEA, currently ranked #39. http://i.imgur.com/6jqhi.jpg

3.) Season 2 sc2ranks.com SEA server grandmaster stats sorted by winrate. 75%, behind moonglade who had 82%. My MMR had me constantly matched against the top 50 players in the region. http://i.imgur.com/WLS63.jpg

4.) April 12th, a TL user named Requisition posted this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=200525&currentpage=16#312

Hopefully that is enough to prove that I know what I'm talking about. Anyways about build doubts, I have done the build over 35 times, and crushed face with it every time. It was so effective it got boring after awhile to be really honest. Most of the replays were just me microing a bit and overpowering my opponent, or setting up an insane contain which lead to a victory a few minutes later. If the terran knows how to abuse zealot AI with SCVs, you are really really screwed trust me.... esp with a crisp build order like mine... the only times I have lost with this were when I skipped a bunker and got 4gated (greedy).


111 and marine still SCV works at GM even after you play the guy several times, ima go play terran!!!
gg no re
DaemonX
Profile Joined September 2010
545 Posts
February 02 2012 12:05 GMT
#100
On February 02 2012 20:20 AfricanPsycho wrote:
Show nested quote +
On September 01 2011 13:33 StimmedProbe wrote:
On August 31 2011 22:12 michaelhasanalias wrote:
On August 24 2011 18:59 StimmedProbe wrote:
On August 24 2011 18:51 DaemonX wrote:
On August 24 2011 16:19 StimmedProbe wrote:
On August 24 2011 09:12 MMXMoto-X17 wrote:
This is one of the best Tvp guides I ever read. Very well written to, Nice! I'm only gold but after practicing this build a few times I'm starting to beat platinum and even low diamond protoss. I'm finding this strategy even works vs zerg, or at least the gold/platinum zergs I play vs.

But I have a question, what do I do vs warp prism harass? This protoss dropped 4 zealots in my main as soon as I moved out, and I was forced to retreat and defend. He then did this happened again, etc. I ended up losing the game because he got 2 colosuses out by the time I got to his base.

thanks


If he drops 4 zealots in your main you just take your army + all your base scvs and go kill him. Lift your CC towards your army, and pump out one last round of units from your rax/fact/starport, then lift those too towards your army. If they invest 600 in 4zealots/warp prism they will have much less stuff at home to deal with your push.

With all respect, this is not valid in masters Stimmed. 4-zeal warp prism - or more likely, hidden-pylon-and-he-just-runs-them-over-to-your-ramp-zeals don't invest enough that a good player that isn't losing too much stuff will let you break in suddenly. He can force a base-swap with very little investment indeed sometimes, leaving you in a very uncomfortable position.

The best example I can think of is a protoss that forced a lift-off with zealot warp ins into my main (he had a probe and observer out on the map when I established contain, did a low-ground pylon warp-in), and had a single voidray that took out my Orbital and barracks on-route! I was forced to try and crack him and ended up pushing into 3 colossi which picked off all my marines. I wasn't dead but neither was I mining - nasty game. I'll try and dig up the replay.



Just for reference, I'm in grandmasters =] Anyways at the highest level of play if you waste 600 minerals on an attack that doesn't do much, you will lose. In addition that warp prism eats up robo build time. The first hellion should poke around for these pylons anyways.

I have never had problems with 4 zealot drops with this build. Yes it is extremely annoying to get 4 zealot dropped, but you just simply send all your scvs now instead of just 12-16 of them. It's sorta how in TvZ, if 20+ mutas keep poking your base, you just say 'ok i've had it, and take your whole army and march across the map and force him to come back to defend your push'.

edit: Terran's almost always win base trades btw =]


I'm sorry if I'm trolling, but could you tell me what server you're grandmasters? All your replays are from SEA, but you have played 5 games total on that account, and I can't find you anywhere else.

http://www.sc2ranks.com/sea/345523/stimFatal/season/2

this is an account from your previous million man march thread that hasn't been played since april, and only has 100 ladder wins on it.
http://sea.battle.net/sc2/en/profile/180372/1/StimmedProbe/achievements/category/4325378

I bring this up because I've talked to a few of my practice partners about this build before (as well as your last guide), and they don't feel like it's a legitimate strategy beyond maybe low masters. When you throw around the term "grandmaster" it means you know what you are doing and people should listen. In logical reasoning terminology, it's known as an appeal to authority--that we should believe you because you're a high level player.

However, this isn't a build you've refined in ladder play (and if it is, you haven't posted any of those replays), and I don't see any evidence that you've ever been in GM league on any server. If I'm gravely mistaken then I sincerely do apologize for calling you out, but if indeed you aren't, I hope that you'll stop trying to mislead lower players into working on a build like this that many people have already stated is not very solid at higher level play. (here's a list of the current GM rankings on SEA http://www.playxp.com/sc2/ladder/1v1/sea.php )

And even that's okay, but please don't hype it to be some unbeatable build when it is untested and many good terran players openly disagree and have already left their comments in this thread.


I recently got sponsored so my new name is CGFatal. Just got it recently so I haven't played too many games on there, but it is in masters. I have a smurf account which is in GM on SEA, I get recognized with my StimmedProbe on SEA too easily and ppl stalk me lol... Anyways since I don't wanna tell everyone the smurf name here is some proof for you:

1.) Recently won an HK tournament and I played a guy named inFiRoz 12 times in the tournament and my overall record vs him was 7:5. He is a rank 44 grandmaster. http://www.sc2ranks.com/sea/19519/inFiRoz Below is a highlight video I made of our winners bracket finals.

http://www.youtube.com/watch?v=-fBuEuu9pWE

2.) Season 2 promotion picture, the guy I beat in that picture (YoonYJ) was at the time ranked #4 in SEA, currently ranked #39. http://i.imgur.com/6jqhi.jpg

3.) Season 2 sc2ranks.com SEA server grandmaster stats sorted by winrate. 75%, behind moonglade who had 82%. My MMR had me constantly matched against the top 50 players in the region. http://i.imgur.com/WLS63.jpg

4.) April 12th, a TL user named Requisition posted this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=200525&currentpage=16#312

Hopefully that is enough to prove that I know what I'm talking about. Anyways about build doubts, I have done the build over 35 times, and crushed face with it every time. It was so effective it got boring after awhile to be really honest. Most of the replays were just me microing a bit and overpowering my opponent, or setting up an insane contain which lead to a victory a few minutes later. If the terran knows how to abuse zealot AI with SCVs, you are really really screwed trust me.... esp with a crisp build order like mine... the only times I have lost with this were when I skipped a bunker and got 4gated (greedy).


111 and marine still SCV works at GM even after you play the guy several times, ima go play terran!!!

Um he didn't the same build several times. The 3 rax cheese was a one-off, the 1-1-1 all-in was a one-off, the others were all strange cool mech variants or 2-base 1-1-1. What exactly is your point?
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
February 02 2012 12:12 GMT
#101
On August 24 2011 18:59 StimmedProbe wrote:
Show nested quote +
On August 24 2011 18:51 DaemonX wrote:
On August 24 2011 16:19 StimmedProbe wrote:
On August 24 2011 09:12 MMXMoto-X17 wrote:
This is one of the best Tvp guides I ever read. Very well written to, Nice! I'm only gold but after practicing this build a few times I'm starting to beat platinum and even low diamond protoss. I'm finding this strategy even works vs zerg, or at least the gold/platinum zergs I play vs.

But I have a question, what do I do vs warp prism harass? This protoss dropped 4 zealots in my main as soon as I moved out, and I was forced to retreat and defend. He then did this happened again, etc. I ended up losing the game because he got 2 colosuses out by the time I got to his base.

thanks


If he drops 4 zealots in your main you just take your army + all your base scvs and go kill him. Lift your CC towards your army, and pump out one last round of units from your rax/fact/starport, then lift those too towards your army. If they invest 600 in 4zealots/warp prism they will have much less stuff at home to deal with your push.

With all respect, this is not valid in masters Stimmed. 4-zeal warp prism - or more likely, hidden-pylon-and-he-just-runs-them-over-to-your-ramp-zeals don't invest enough that a good player that isn't losing too much stuff will let you break in suddenly. He can force a base-swap with very little investment indeed sometimes, leaving you in a very uncomfortable position.

The best example I can think of is a protoss that forced a lift-off with zealot warp ins into my main (he had a probe and observer out on the map when I established contain, did a low-ground pylon warp-in), and had a single voidray that took out my Orbital and barracks on-route! I was forced to try and crack him and ended up pushing into 3 colossi which picked off all my marines. I wasn't dead but neither was I mining - nasty game. I'll try and dig up the replay.



Just for reference, I'm in grandmasters =] Anyways at the highest level of play if you waste 600 minerals on an attack that doesn't do much, you will lose. In addition that warp prism eats up robo build time. The first hellion should poke around for these pylons anyways.

I have never had problems with 4 zealot drops with this build. Yes it is extremely annoying to get 4 zealot dropped, but you just simply send all your scvs now instead of just 12-16 of them. It's sorta how in TvZ, if 20+ mutas keep poking your base, you just say 'ok i've had it, and take your whole army and march across the map and force him to come back to defend your push'.

edit: Terran's almost always win base trades btw =]


Well, low econ TvP is the ONE situation I'd even consider basetrading.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
wilsonusopen
Profile Joined February 2011
9 Posts
February 08 2012 06:29 GMT
#102
why can't i click on any of the spoilers
DaemonX
Profile Joined September 2010
545 Posts
Last Edited: 2012-02-08 08:09:14
February 08 2012 08:08 GMT
#103
Fix your browser! They are working fine for me.
lex88
Profile Joined July 2012
China1 Post
July 02 2012 18:06 GMT
#104
Hi players,

Well, I have to say this build is terrific.

I use it against Protoss, and most of the time, I win.

About zerg, I only focus more on banshee, and forget raven, it works well, very well.

Real good build, well done stimmed probe.

Lex
Nobody ever defended anything successfully, there is only attack and attack and attack some more. Read more at http://www.brainyquote.com/quotes/authors/g/george_s_patton_2.html#fbYMAdPds2UQSrLP.99
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