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On November 04 2011 07:02 riverkim09 wrote: I feel like this is one of those builds that are strong at first but become uselss as time goes on and ppl adapt. Like 11/11
11/11 wins a lot of games even in GSL.. its nowhere close to being useless..
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On November 04 2011 07:08 xCenasfu wrote:Show nested quote +On November 04 2011 07:02 riverkim09 wrote: I feel like this is one of those builds that are strong at first but become uselss as time goes on and ppl adapt. Like 11/11 11/11 wins a lot of games even in GSL.. its nowhere close to being useless..
I don't know about the 11/11 anymore. I think that other 2rax builds, like 12/14 is still viable but 11/11 just requires that the terran do too much damage to even begin to justify going 11/11
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On November 04 2011 07:00 Crazypyro1 wrote:Just lost to a protoss doing a similar build on me and I'm zerg. I scouted it and didn't even know what to do because forcefields would stop the banelings, zealots wreck the zerglings, and immortals kill spines/roaches. Didn't want to make a new thread unless I needed to, just wondering if any other zergs have faced this. Heres a replay: http://replayfu.com/r/Gmqkhc
http://replayfu.com/r/MnntCh ya it works well I do it often as a timing push
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On November 04 2011 07:17 Hister wrote:Show nested quote +On November 04 2011 07:00 Crazypyro1 wrote:Just lost to a protoss doing a similar build on me and I'm zerg. I scouted it and didn't even know what to do because forcefields would stop the banelings, zealots wreck the zerglings, and immortals kill spines/roaches. Didn't want to make a new thread unless I needed to, just wondering if any other zergs have faced this. Heres a replay: http://replayfu.com/r/Gmqkhc http://replayfu.com/r/MnntCh ya it works well I do it often as a timing push
Wouldn't mutas wreck this?
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On November 04 2011 07:18 riverkim09 wrote:Show nested quote +On November 04 2011 07:17 Hister wrote:On November 04 2011 07:00 Crazypyro1 wrote:Just lost to a protoss doing a similar build on me and I'm zerg. I scouted it and didn't even know what to do because forcefields would stop the banelings, zealots wreck the zerglings, and immortals kill spines/roaches. Didn't want to make a new thread unless I needed to, just wondering if any other zergs have faced this. Heres a replay: http://replayfu.com/r/Gmqkhc http://replayfu.com/r/MnntCh ya it works well I do it often as a timing push Wouldn't mutas wreck this?
You would have to completely rush mutas which isn't exactly safe against a 1 base protoss, considering if you scouted it too early, I feel like they could easily transition into just a strong gateway push which wrecks muta rushes.
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but if you scout that, and its easy to do so, you should rush to mutas and defend with lings
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On November 04 2011 08:27 riverkim09 wrote: but if you scout that, and its easy to do so, you should rush to mutas and defend with lings
The point is the mutas come too little, too late. At least in my opinion. Its worth a shot though. Also what if they deny scouting better than the toss did in that replay? Its not exactly easy to scout before lair.
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no expansion is kinda of a big clue though. If you scout no expansion and its too late for a 4 gate, they don't have much choices to all in
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I've recently lost to this tactic a few times as well and am currently a bit boggled as to how a Zerg stops it. I had a roach army and about 5 spines that just melted to this push - even though I knew it was coming. It's very strong.
Been dabbling with the idea of ling flanks but you have to be on the ball with that because good FFs and your flank is useless. I don't think muta are a good bet because you just won't have enough, and if they decide to just spam stalkers (like a weak 4-gate) after they see muta, you're hurting badly.
It's a strong build. Definitely going to require some thought to deal with.
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Ah, I don't know why I forgot about this build. It got me where I am today, a successful mid gold rank. Time to bust it out and climb to the top!
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These replays aren't working anymore. They download, but will not start up, could you possible upload some updated replays, this seems like a really interesting build and I would love to see it in action.
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The replays worked fine for me. Just used this and busted a plat Terran. What I like is that most terrans tend to produce quite a few maraders early on in case of stalkers and this just goes against their convention.
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Hey guys. I know this thread is old, but I found the tutorial on Youtube and began trying out the build today. Smashed a Terran with it, but I'm in Silver, and Silver players never make Ghosts lol. Since this build first came about several things have happened that have made it better. Terrans tend to use the 1/1/1 less, EMP got nerfed and Immortals got buffed. As far as I understand, once scouted, the only real counter to this is fast Ghosts or Banshees correct?? How do you normally react to that? For Banshees you just warp Stalkers, but how do you respond to Ghosts?? Do you take your Nexus later and be even more behind (If he expanded), do you go super all in and go one base Colossus, or do you do the attack anyway and micro better since EMP is weaker than when this build was created? Around what time in game will you find out if he's going Ghosts to counter this?? I LOVE this build, I just want to get an idea of how I should respond when I start facing better players while doing it.
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On July 06 2012 15:41 Havik_ wrote: Hey guys. I know this thread is old, but I found the tutorial on Youtube and began trying out the build today. Smashed a Terran with it, but I'm in Silver, and Silver players never make Ghosts lol. Since this build first came about several things have happened that have made it better. Terrans tend to use the 1/1/1 less, EMP got nerfed and Immortals got buffed. As far as I understand, once scouted, the only real counter to this is fast Ghosts or Banshees correct?? How do you normally react to that? For Banshees you just warp Stalkers, but how do you respond to Ghosts?? Do you take your Nexus later and be even more behind (If he expanded), do you go super all in and go one base Colossus, or do you do the attack anyway and micro better since EMP is weaker than when this build was created? Around what time in game will you find out if he's going Ghosts to counter this?? I LOVE this build, I just want to get an idea of how I should respond when I start facing better players while doing it. I believe that against ghost pushes, you will need to add several cannons at your natural for defense. Since you get the forge, it's really easy and then you'll be safe.
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On July 06 2012 15:56 Adonminus wrote:Show nested quote +On July 06 2012 15:41 Havik_ wrote: Hey guys. I know this thread is old, but I found the tutorial on Youtube and began trying out the build today. Smashed a Terran with it, but I'm in Silver, and Silver players never make Ghosts lol. Since this build first came about several things have happened that have made it better. Terrans tend to use the 1/1/1 less, EMP got nerfed and Immortals got buffed. As far as I understand, once scouted, the only real counter to this is fast Ghosts or Banshees correct?? How do you normally react to that? For Banshees you just warp Stalkers, but how do you respond to Ghosts?? Do you take your Nexus later and be even more behind (If he expanded), do you go super all in and go one base Colossus, or do you do the attack anyway and micro better since EMP is weaker than when this build was created? Around what time in game will you find out if he's going Ghosts to counter this?? I LOVE this build, I just want to get an idea of how I should respond when I start facing better players while doing it. I believe that against ghost pushes, you will need to add several cannons at your natural for defense. Since you get the forge, it's really easy and then you'll be safe.
That's if he pushes, but what if I want to attack him?? If my obs gets there and sees that he's going Ghosts, just expand and tech to a normal midgame with Colossi? Is that the best response? Or should you just try and break him anyway??
EDIT: So I think the best course of action in this case would be to Expand and hit a 2 base 1/1 Colossus timing. If he doesn't go Ghost, you just walk right in and kill them, and if they do go Ghost, expand, tech to Colossi and kill them since getting the Ghosts so fast will delay medivacs, Vikings, upgrades, etc
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On July 06 2012 15:41 Havik_ wrote: Hey guys. I know this thread is old, but I found the tutorial on Youtube and began trying out the build today. Smashed a Terran with it, but I'm in Silver, and Silver players never make Ghosts lol. Since this build first came about several things have happened that have made it better. Terrans tend to use the 1/1/1 less, EMP got nerfed and Immortals got buffed. As far as I understand, once scouted, the only real counter to this is fast Ghosts or Banshees correct?? How do you normally react to that? For Banshees you just warp Stalkers, but how do you respond to Ghosts?? Do you take your Nexus later and be even more behind (If he expanded), do you go super all in and go one base Colossus, or do you do the attack anyway and micro better since EMP is weaker than when this build was created? Around what time in game will you find out if he's going Ghosts to counter this?? I LOVE this build, I just want to get an idea of how I should respond when I start facing better players while doing it.
Fast ghosts and banshees aren't the only counter. If he goes mass marines/no marauders it can be held off pretty easily by him since marines do well against immortals. You can still have a chance of winning but your FFs would have to be really good.
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Cut me some slack if this has been addressed as there are >300 comments XO.
Why cut warp gate for such a long time vserus early pressures (both vs the marine/scv and the marine thor all in? The gas lines up pretty well given when you are taking the geysers, but it seems starting warp gate a little earlier would only delay either +1armor, an immortal or a sentry by ~15 seconds at the most.
I acknowledge that, given you aren't attacking until ~9 minute mark, you don't need warp gates for a while anyway, so its a good thing to cut in a tight spot. It just seems that having it start earlier may allow you to build 1 less cannon/be a little safer against fast pressures etc.
I won't be insulted if you simply quote a previous response to this same question. LIke the look of this, thanks for writing/keeping up with it.
And haha the thor all-in kid hates life so much in that game.
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