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Histers PvT Immortal style.

Forum Index > StarCraft 2 Strategy
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Hister
Profile Joined June 2010
United States89 Posts
Last Edited: 2011-09-17 15:31:45
September 10 2011 21:41 GMT
#1
Update
Thanks for feedback and thoughts on this build I've been messing around with a lot of different versions. My immortal style is less than 3 weeks old but has made a lot of progress I can tell a lot of you are using it on the ladder as well people now know what I'm doing. This new style I feel is better overall you can scout everything and decide what to do while being safe from all forms of terran all-ins

9 pylon
11 1st chrono
13 2nd chrono
13 gateway
15 chrono
16 pylon near your ramp so that you can cannon if need be & scout with this probe
17 build double gas with the same probe will allow you to single file every probe into gas giving you extra minerals.
18 chrono and build a cyber
21 build a stalker chorno it add a sentry
27 robo

This is were I changed the build get a observer 1st chrono it out and add 2 gateways then add a forge. This style you will be able to see what hes doing and respond to anything compared to a BO loss to something like a fake FE 1-1-1.

http://www.mediafire.com/?574qdhy7sv18647 thor rush+15 rine 7:30 timing attack
http://www.mediafire.com/?d8ck1q8lbwlcm4y tank rine contain
http://www.mediafire.com/?4rx68s2d87m5dcv FE
http://www.mediafire.com/?o9b7vq01q2gy2h9 fake fe cloaked banshee

Old Style

+ Show Spoiler +
Introduction:

I'm Hister.526 NA masters this build was originally started to blindly counter 1-1-1. Then TLO stomped all over me and I realized the old style was to weak. So I changed up the composition and build order with great success this is a insanely powerful all-in.

Why use it:

This style works great vs 1-1-1, FE and all one base terrans with the exception of a terran who leaves his second oc in his main until he has a huge mmm ball.

Basic Build Order

9 pylon
11 1st chrono
13 2nd chrono
13 gateway
15 chrono
16 pylon near your ramp so that you can place a cannon that is ranged in middle of the ramp.
17 build double gas with the same probe will allow you to single file every probe into gas giving you extra minerals.
18 chrono and build a cyber
20 forge
21 build a stalker chorno it add a sentry
24 3rd pylon
27 robo


Rules of the mid game:
+ Show Spoiler +
If I scout mm coming I'll get a cannon up and keep an eye out for scv rine all-ins this can stop them but you have to be on the map to see them coming.

There is no one set way to build up the best unit composition it will tend to totally depend on what your terran opponent getting. You will however want to get out at least 5 immortals and 1 observer if you cant see what hes doing.

You want to end up with 5 gateways 1 robo with +1 armor for the timing attack to be dominate around 80 food vs a FE.

If you're vs a 1-1-1 drop 2 cannons around your mineral line so you can keep your forces in the middle slowing down his push.

If he sits on one base you'll have to expo this build transition's into the late game with little effort required can chose to go +2 armor chargelot with archcons or colossus.

If you built a observer but he just went mm Fe anyway don't let it go to waste put a pylon by his cliff and when you attack warp a zealot or 2 into his main mineral line.


Replays: Sorry I don't have more I reformatted my computer this week
http://www.mediafire.com/file/vzwe5sw37it7nlh/PvT BcuzofuProS.SC2Replay
http://www.mediafire.com/?qh7byvfgbnrcpot
http://www.mediafire.com/?rmdot8u3y3ci4d6
RobCorso
Profile Joined May 2011
United States111 Posts
September 10 2011 22:04 GMT
#2
What do you do if he reactors his rax and pumps marines+ banshees?
Great build order, can't wait to try it.
We make expand, then defense it-WhiteRa
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
September 10 2011 23:04 GMT
#3
Just in time for when 1.4 comes out :D

Will 100% look into and try it out. If i have success i will contribute to replays
Thats "Grand-Master" SMURF to you.....
zyzski
Profile Joined May 2010
United States698 Posts
Last Edited: 2011-09-10 23:22:20
September 10 2011 23:20 GMT
#4
can't believe you just rolled through those bunkers on antiga lol, looks fun

edit: also looks like early ghost will destroy this, but it'll be at least like a day or two til people catch on
TYBG
ForeverSleep
Profile Joined April 2011
Canada920 Posts
September 10 2011 23:41 GMT
#5
it looks interesting, to say the least. btw, Is that the immoral all in Hanwgsin does against terran I have been hearing so much about?
"Life is what happens to you while you’re busy making other plans" - John Lennon
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
September 10 2011 23:47 GMT
#6
Can't watch replays atm, so my question is, when do you expand? Your post mentions going up to 5 gateways, which I'm assuming means there's an expand somewhere in the mix, didn't notice it in the text though.
~Maverick~
Profile Joined July 2010
United States234 Posts
September 10 2011 23:51 GMT
#7
On September 11 2011 08:47 EtherealDeath wrote:
Can't watch replays atm, so my question is, when do you expand? Your post mentions going up to 5 gateways, which I'm assuming means there's an expand somewhere in the mix, didn't notice it in the text though.


No expansions required for this build ^_^
#roadto5kmmr
Skyro
Profile Joined May 2010
United States1823 Posts
September 11 2011 03:26 GMT
#8
Looks strong. It'd be nice if you uploaded a replay against 1/1/1 since you say that was the original intent of the build.
moskonia
Profile Joined January 2011
Israel1448 Posts
September 11 2011 04:12 GMT
#9
No expansions required for this build ^_^

but can this build become expo build aswell? or is it set only for all ins, i would like to see an immortal expand, rather then an immortal all in.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2011-09-11 04:39:24
September 11 2011 04:13 GMT
#10
On September 11 2011 08:47 EtherealDeath wrote:
Can't watch replays atm, so my question is, when do you expand? Your post mentions going up to 5 gateways, which I'm assuming means there's an expand somewhere in the mix, didn't notice it in the text though.


It is an all-in as mentioned in the OP. And apparently it can defeat Fnaticrain who is #1 GM on the US server. I love the chat in that game. You tell him you're going to all in if he expands, so he expands and you all-in and win. I also love the fact the initial attack force is like 4 Immortals and 5 Sentries, not a single Zealot or Stalker moving down the map.

I also really enjoyed the game vs Picnic, his SCV-Marine all-in comes up and sees a Cannon and Sentry and backs off. Then he tries a bunker contain while you're building mass Immortals. Talk about being hard countered.

Hister, your builds are among the best I've seen, amazing work man. Thank you.
ForeverSleep
Profile Joined April 2011
Canada920 Posts
September 11 2011 04:47 GMT
#11
On September 11 2011 13:13 BronzeKnee wrote:
Show nested quote +
On September 11 2011 08:47 EtherealDeath wrote:
Can't watch replays atm, so my question is, when do you expand? Your post mentions going up to 5 gateways, which I'm assuming means there's an expand somewhere in the mix, didn't notice it in the text though.


It is an all-in as mentioned in the OP. And apparently it can defeat Fnaticrain who is #1 GM on the US server. I love the chat in that game. You tell him you're going to all in if he expands, so he expands and you all-in and win. I also love the fact the initial attack force is like 4 Immortals and 5 Sentries, not a single Zealot or Stalker moving down the map.

I also really enjoyed the game vs Picnic, his SCV-Marine all-in comes up and sees a Cannon and Sentry and backs off. Then he tries a bunker contain while you're building mass Immortals. Talk about being hard countered.

Hister, your builds are among the best I've seen, amazing work man. Thank you.


wtf, that was really rain playing? I thought it was a joke!!
"Life is what happens to you while you’re busy making other plans" - John Lennon
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2011-09-11 04:54:04
September 11 2011 04:50 GMT
#12
It is well known that Bczofupros is fnaticRain. Obvious smurf account, I don't think a non-pro player could ever hold #1 GM of NA, EU or KR. Maybe on SEA since it is such a small server.

Either way, look at his account on NA server (just go to the Grandmaster ladder, he is currently #1), and go to his match history. Search for 1vs1, and just 8 hours ago he lost to Hister on Xel Naga. His record is 149-24 too.
Ea
Profile Joined March 2011
United States121 Posts
September 11 2011 05:53 GMT
#13
You start your WG + armor research at odd times (like after robo fac finishes, or when immortal is half way done), is this intentional? Do you really need that 50/50 and 100/100 to prioritize the robo fac? I'm actually more concerned of the WG research, thanks :D
ForeverSleep
Profile Joined April 2011
Canada920 Posts
September 11 2011 06:11 GMT
#14
On September 11 2011 13:50 BronzeKnee wrote:
It is well known that Bczofupros is fnaticRain. Obvious smurf account, I don't think a non-pro player could ever hold #1 GM of NA, EU or KR. Maybe on SEA since it is such a small server.

Either way, look at his account on NA server (just go to the Grandmaster ladder, he is currently #1), and go to his match history. Search for 1vs1, and just 8 hours ago he lost to Hister on Xel Naga. His record is 149-24 too.


haaaa ok i see now. Before i thought that he was just kidding and pulled out a name randomly. But it all makes sense now.
"Life is what happens to you while you’re busy making other plans" - John Lennon
ChaoxTech
Profile Joined May 2011
United States36 Posts
September 11 2011 07:32 GMT
#15
Oh man Hister, was this the build you were speaking of? T_T Time to change up my style AGAIN.
ChaoxTech.538 Terran Mecher
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
September 11 2011 08:37 GMT
#16
...This build looks insane. Will definitely try this out!! Immortals are hardly ever used in PvT early on, my jaw dropped as ~4 immortals and a bunch of sentries with a handful of zealots slice through almost equal food of mm + bunkers....
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
Chrumo
Profile Joined February 2011
Poland9 Posts
September 11 2011 08:43 GMT
#17
The key is that Immortals are insanely good against bio. And thats awesome. Finally terrans will start to risk alot when fast expanding and bunkering around. Great build!
Libralah
Profile Joined September 2011
2 Posts
September 11 2011 08:43 GMT
#18
Wow. I'm a long time lurker of this site and I made an account just to reply to this thread. That's one of the nastiest builds I've seen in a long time. Great job, time for me to start laddering.
Elden
Profile Joined June 2011
Canada22 Posts
September 11 2011 08:48 GMT
#19
Why do we drop 2 cannons around our mineral line? is this to stop banshee harass? Wouldn't it be more useful to drop them near the other cannon or even in the middle of the base next to the gateways and robo?

P.s. Totally tried this build just a little while ago vrs a fe terran. Wrecked him. Thanks ^ ^
You cannot always get what you want. But if you try real hard you can get what you need.
Xequecal
Profile Joined October 2010
United States473 Posts
September 11 2011 10:45 GMT
#20
Unfortunately, delaying your stalker as long as you do means a single reaper will just kill you.
dangerjoe
Profile Blog Joined November 2010
Denmark1866 Posts
September 11 2011 10:50 GMT
#21
On September 11 2011 19:45 Xequecal wrote:
Unfortunately, delaying your stalker as long as you do means a single reaper will just kill you.


How is that stalker late? seems pretty standard to me..
Ask Beavis, I get nothing Butt-head
Roynalf
Profile Joined August 2011
Finland886 Posts
September 11 2011 10:55 GMT
#22
misread title as Hipsters PvT Immortal style
(V) (;,,;) (V) Woopwoopwoopwoop
stilez
Profile Joined November 2010
Mexico130 Posts
September 11 2011 10:58 GMT
#23
On September 11 2011 19:45 Xequecal wrote:
Unfortunately, delaying your stalker as long as you do means a single reaper will just kill you.


No it wont. Watch the replays before posting stupid comments.
Draq
Profile Joined May 2011
Poland14 Posts
September 11 2011 11:15 GMT
#24
It looks nice, I'll try this on ladder. This replay with picnic allin looks funny "go home son" ^^
Maxie
Profile Joined August 2010
Sweden2653 Posts
September 11 2011 11:38 GMT
#25
Gah, this looks really hard to defend against... Immortals against your marauders and bunkers, +1 armor zealots + a lot of guardian shield against your marines :S Do you have any replays where the Terran player manages to defend?
PooLarX
Profile Joined February 2010
United States38 Posts
Last Edited: 2011-09-11 11:41:30
September 11 2011 11:40 GMT
#26
@Maxie

Even if he did why would he want to share it with terran players :-D kekeke


Also, I have used this against every terran matchup I have had in the last 8 games I am undefeated, I have only had to transition into middle/lategame twice and than I kind of just played on my own after that.

I am only a gold player, so I wouldn't be the best to judge this but it seems to have totally caught the terran players I played against off guard, and the ones that tried to 1/1/1 well... LOL


EDIT : Do you think this is viable against zergies?
.
Sated
Profile Blog Joined March 2011
England4983 Posts
September 11 2011 13:03 GMT
#27
--- Nuked ---
Roynalf
Profile Joined August 2011
Finland886 Posts
September 11 2011 13:23 GMT
#28
I think this would be nice against zerg aswell, with +1 attack instead of armor and more zealot heavier comp with some sentries and immortals would rip a part spine crawlers, zerglings and roaches
(V) (;,,;) (V) Woopwoopwoopwoop
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
September 11 2011 13:30 GMT
#29
No it won't work against zerg as mass speedling will crush it. You have a limited number of forcefields, a good zerg will make you use them up quickly as you advance, and immortals way overkill lings so you don't do damage fast enough.

But this build looks huuuuuuuuge against T. In fact, the only thing I could see stopping it is 2 port banshee.
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
Nibbler89
Profile Blog Joined May 2011
884 Posts
Last Edited: 2011-09-22 01:47:54
September 11 2011 13:40 GMT
#30
-.- Don't understand how people can hate 1-1-1 so much then turn around and use this which is basically an even more retard friendly build that just encourages 1 base all in play similar to how 1-1-1 does seems hypocritical to me.

As for counters I suppose terrans will just not take their nat if they decide to get an early cc and go ghost or maybe 2 port banshee.
Hister
Profile Joined June 2010
United States89 Posts
September 11 2011 13:45 GMT
#31
On September 11 2011 07:04 RobCorso wrote:
What do you do if he reactors his rax and pumps marines+ banshees?
Great build order, can't wait to try it.


The terran needs siege tanks with guardian shield and +1 armor stalkers have 4 hp armor makes them very effective vs the banshees. As stated you will have to be in the middle of the map fighting him especially if he has a raven need to force pdd and run.
Hister
Profile Joined June 2010
United States89 Posts
September 11 2011 13:48 GMT
#32
On September 11 2011 16:32 ChaoxTech wrote:
Oh man Hister, was this the build you were speaking of? T_T Time to change up my style AGAIN.


Common you know I use a new build every week
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
September 11 2011 13:48 GMT
#33
interesting. I remember dying to this 2 patches ago in taiwan...
Raged so hard, watched replay - "the fuck is 5 gate forge robo"
quit sc2 for a day -_-

now i see lol
Stop procrastinating
Hister
Profile Joined June 2010
United States89 Posts
September 11 2011 13:52 GMT
#34
On September 11 2011 17:48 Elden wrote:
Why do we drop 2 cannons around our mineral line? is this to stop banshee harass? Wouldn't it be more useful to drop them near the other cannon or even in the middle of the base next to the gateways and robo?

P.s. Totally tried this build just a little while ago vrs a fe terran. Wrecked him. Thanks ^ ^


V S 1-1-1 if the terran goes heavy banshee with a raven and gains position under your ramp with a few siege tanks its very hard to hold you need to meet him 1/2 way to force pdd. Also terrans tend to drop all kinds of stuff and 1 banshee can GG a game don't forget that as well.
Hister
Profile Joined June 2010
United States89 Posts
September 11 2011 13:55 GMT
#35
On September 11 2011 19:45 Xequecal wrote:
Unfortunately, delaying your stalker as long as you do means a single reaper will just kill you.


Stalkers out fast enough to deal with even proxy reaper.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
September 11 2011 14:05 GMT
#36
so essentially a fast ghost will be able to deal with this then? not very common tho
Imma show this to my toss friend. He refuses to believe that immortal balls are fucking strong against t bio early on and that toss allins are weak.
Stop procrastinating
LateRush
Profile Joined May 2011
Poland30 Posts
September 11 2011 14:07 GMT
#37
I'd be really happy, like my tummy if you'd include A warp prism in the push - not only you can do hot pickups, but also you can so some crazy warp in shenanigans, block pathing and be even more ahead! :D
Roynalf
Profile Joined August 2011
Finland886 Posts
September 11 2011 14:28 GMT
#38
On September 11 2011 22:40 Nibbler89 wrote:
-.- Don't understand how people can hate 1-1-1 so much then turn around and use this which is basically an even more retard friendly build that just encourages 1 base all in play similar to how 1-1-1 does seems hypocritical to me. I don't doubt that a diamond protoss that learns this build will be able to beat GM terrans that decide to take their natural, especially after the patch.

As for counters I suppose terrans will just not take their nat if they decide to get an early cc and go ghost or maybe 2 port banshee.


ppl play to win.

dont hate the player, hate the game
(V) (;,,;) (V) Woopwoopwoopwoop
Qaz
Profile Joined August 2010
84 Posts
September 11 2011 14:28 GMT
#39
Bookmarked. This build looks awesome! I'll be trying it out.
PooLarX
Profile Joined February 2010
United States38 Posts
September 11 2011 14:59 GMT
#40
@padfoota

I don't know if this particular build is going to catch on so crazily that any terran would go for ghost that early, I mean it seems kind of illogical for any type of standard play but I suppose it is possible considering the meta game keeps changing in this game for all the races.


@Nibbler89

You cannot fault people for trying to win ladder games, sure personally I hate the fact that a lot of people pick up on these gimmicky builds and than just exploit the shit out of them but that is just the nature of this game and the community, I am in gold and I don't know about other people in gold but I certanily am not sitting down and trying to be innovative and creating my own builds, i just watch pros and upper masters/gm players and mirror what I see and put my own spin on it when I see fit while I try to master my mechanics and different parts of the game.

This is just the evolution of the game though, 1-1-1 seemed OP and IMBA to some people I am assuming and for a lot it was certainly a loss until someone like Hipster sheds some light on the situation now the tables are reversed and its time for Terran to adapt.


I guess maybe I am kind of numb to this "feeling" of 1 base all ins because I play Protoss and my gold ladder is littered with them so 3 out of the 5 hours I am playing a day I am just stuck 4 gating and defending one etc..

Honestly it is probably the one thing I absolutely despise about this game how the community is like brain washed and so stubborn that they just keep bear clawing each other with the same tactics until someone higher up finds a innovative way to change the tide of battle.

I am rambling but anyways this build is solid as of now against Terran I am offically 13-0.

On my GOLD LADDER LOL
.
mmagic
Profile Joined February 2011
42 Posts
September 11 2011 15:02 GMT
#41
1-2 ghosts trowing EMPs on your army and the terran would have the perfect answer to your build
Sated
Profile Blog Joined March 2011
England4983 Posts
September 11 2011 15:05 GMT
#42
--- Nuked ---
101toss
Profile Blog Joined April 2010
3232 Posts
September 11 2011 15:27 GMT
#43
I'd love to play/test a 111 variant against this build.

Terranosaur.657 (I'm masters)
Math doesn't kill champions and neither do wards
Gazape
Profile Joined February 2011
Finland17 Posts
September 11 2011 15:29 GMT
#44
I have tried this 2 times against terrans now, both from master and im diamond 1. And i have lost both games. First was against some ghost marine marauder and second was against 5 sieges and mass marine (and he also expanded).
Math.random();
Profile Joined July 2011
433 Posts
Last Edited: 2011-09-11 15:58:46
September 11 2011 15:58 GMT
#45
Today I won against a MM Ghost push with Stim, maybe because I had enough zealots to tank and so MM couldn't reach my Immortals.
But I'm having trouble with defending the 111, mainly because of my execution I think (Did this build only around 5 times).
ForeverSleep
Profile Joined April 2011
Canada920 Posts
September 11 2011 16:17 GMT
#46
On September 11 2011 22:40 Nibbler89 wrote:
-.- Don't understand how people can hate 1-1-1 so much then turn around and use this which is basically an even more retard friendly build that just encourages 1 base all in play similar to how 1-1-1 does seems hypocritical to me. I don't doubt that a diamond protoss that learns this build will be able to beat GM terrans that decide to take their natural, especially after the patch.

As for counters I suppose terrans will just not take their nat if they decide to get an early cc and go ghost or maybe 2 port banshee.


I have a question for you. How many terran actually play me strait on the ladder? if you answered "only on taldarim altar because they allin me on very other maps" then you are correct!!!! For the number of times I got allined by a terran, i will be GLAD to allin every other terran I meet on the ladder, because, apparently they dont want to play past 10 minutes with me, and like pushes that take 10 times the skill to hold than to do. You dont want to play a macro game with me? fine, i shall oblige. I will even be glad to throw the offensive gg in the end.
"Life is what happens to you while you’re busy making other plans" - John Lennon
VashTS
Profile Joined September 2010
United States1675 Posts
September 11 2011 16:36 GMT
#47
On September 12 2011 00:29 Gazape wrote:
I have tried this 2 times against terrans now, both from master and im diamond 1. And i have lost both games. First was against some ghost marine marauder and second was against 5 sieges and mass marine (and he also expanded).

I'm guessing your timings and execution are pretty off. Maybe watch one of the OPs replays, then yours, and see the differences. Alternatively, post a replay and we could help.


At first glance, this build sounds pretty bad. 5gates and 1robo on one base.. isn't that too much production even for an all in? Bur after sifting through the comments and seeing the massive positive feedback, I can't wait to get to the replays (I have no internet atm, so I can't watch). It sounds pretty devastating.

Kudos sir, can't wait. Between this and the PvZ FFE into +1 Warp Prism drops, I might main Toss for a little bit! xD
VashTS; 330; Random -- Ranked #9 Pokemon Video Game Player in the World in 2009
coreydota
Profile Joined October 2010
United States180 Posts
September 11 2011 17:14 GMT
#48
hey i'm scproxima from the antiga replay, i figured out an easy way to counter this build on my alt account

here are 3 replays of me beating this build with fast +1, a lot of marines and ghosts (apparently M+M with 5 bunkers doesn't work =.=)

http://drop.sc/33777
http://drop.sc/33776
http://drop.sc/33775
kwan84
Profile Joined July 2011
Canada68 Posts
September 11 2011 17:20 GMT
#49
yeah this is super duper easy to beat, if u go imortal heavy,,, a person going the new 1-1-1 style, would either throw down a couple more barracks and or/ an extra port massing out banshees...
Ive played a guy last night who did this exact style. I scanned and noticed super early immortals, he even skipped out on a obs... to his mistake I stopped skipped out on tank production. Threw down an extra Port. got myself my raven for PDD, pushed with about 6-7 banshees and a crap ton of marines. he rage quit and called me a map hacker lol this was masters btw.
Wildsound
Profile Joined March 2011
United Kingdom144 Posts
September 11 2011 17:21 GMT
#50
Can you post a replay of you doing this whilst taking an expansion? All the replays show the one base all-in. If it was intended as an all-in you made way too many probes (30+), and 5 gates just seems like way too much, considering you are pumping immortals as well. Feels like if this was to be a definate all-in, then it can be refined a lot more.
http://soundcloud.com/dj-wildsound http://www.youtube.com/MrWildsound ¦ Sage, Creator, Huk, JYP, Hero, MaNa, White-ra
ThisWillBEz
Profile Joined August 2010
United States120 Posts
September 11 2011 17:27 GMT
#51
This will be even stronger if the new immortal change hits
-orb-
Profile Blog Joined September 2007
United States5770 Posts
September 11 2011 17:46 GMT
#52
This looks like a great build to have ready for 1.4.

I'll probably adapt this build to work in warp prisms as well (use the immortals for immo drops to kill supply depots, not to mention the ability to micro them vs marauders and pick them up before they take damage and between attacks, etc)
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Marooned
Profile Joined January 2011
Norway161 Posts
September 11 2011 18:04 GMT
#53
On September 12 2011 02:14 proxima_ wrote:
hey i'm scproxima from the antiga replay, i figured out an easy way to counter this build on my alt account

here are 3 replays of me beating this build with fast +1, a lot of marines and ghosts (apparently M+M with 5 bunkers doesn't work =.=)

http://drop.sc/33777
http://drop.sc/33776
http://drop.sc/33775


Thank you for doing the dirty work, saves people the trouble
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
September 11 2011 18:13 GMT
#54
Holy shit this build is dirty. Love it
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2011-09-11 18:42:51
September 11 2011 18:40 GMT
#55
I dont like this build at all. Dont get me wrong, I support innovations and love immortals but imho this build has the same 1dimensional foundation as the 1/1/1
It gets ultra-efficient upgrades (+1 Armor / Siege Mode) and masses powerunits (Immortals / Siege Tanks / Banshees) on one base for 10+ minutes and waites for a moment to strike where the opponent interrupts to do the same while relying on some cute defense (FF for P, Bunkers for T).
Terrans will die horrible to it for a while, then figure out triggers, timings and compositions against it and then it will disappear as any other 1 Base Build.
Like others said, MMG if you opened Multi-Rax or Banshees (+BFH?) if you already commited to the Factory seems the way to go against.
If you could incorperate a solid Transition into an Expansion I would be very interested aswell.
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
September 11 2011 18:41 GMT
#56
Kudos to the original poster for coming up with a strategy instead of whining that something is imbalanced and can't ever be countered ever.
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
vincom2
Profile Joined June 2011
Singapore1775 Posts
September 11 2011 18:52 GMT
#57
Scrubby bronze player here who probably can't do anything near this build even though you call it a scrubby allin but I'm posting to say I LOVED those replays. For some reason they were absolutely hilarious. Especially the cannon and the "go home son"!

But... what about a 1/1/1 with banshees? Can the amount of sentries you get hold banshees, since they're essentially the only antiair you get?
TORTOISE
Profile Joined December 2010
United States515 Posts
September 11 2011 18:53 GMT
#58
On September 11 2011 19:55 Roynalf wrote:
misread title as Hipsters PvT Immortal style


Me too. I love this new hipster immortal rush!
◕ ‿‿ ◕ ๑•́ ₃ •̀๑ ( ͡ ° ͜ ʖ ͡°)
Roynalf
Profile Joined August 2011
Finland886 Posts
September 11 2011 18:55 GMT
#59
I have had some succeeds with this, only lost one game for 1-1-1 all in and that was cuz terran made wall off bunkers and placed tanks behind it so I could reach tanks with my immortals straight away.
(V) (;,,;) (V) Woopwoopwoopwoop
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
September 11 2011 19:09 GMT
#60
The main reason I think this build is fantastic is its a foundation. All strong openers evolve from all-ins. You just have to tweak it. The next natural step is find an evolution of this build that takes a natural. Curious to see where this goes
Saiton
Profile Blog Joined February 2011
Sweden467 Posts
Last Edited: 2011-09-11 19:13:19
September 11 2011 19:13 GMT
#61
On September 12 2011 02:14 proxima_ wrote:
hey i'm scproxima from the antiga replay, i figured out an easy way to counter this build on my alt account

here are 3 replays of me beating this build with fast +1, a lot of marines and ghosts (apparently M+M with 5 bunkers doesn't work =.=)

http://drop.sc/33777
http://drop.sc/33776
http://drop.sc/33775


On one level i'm glad you provided them. On another one, i am doubting the relevance of these replays as you knew EXACTLY what he was doing. How he was going to do it and when it was going to come to your base as i figure these are laddergames(blue & red color)

But still, it is a way to beat it and the proper response.
Top diamond terran streaming at http://www.twitch.tv/saitontv
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 11 2011 19:24 GMT
#62
with the immortals becomming so popular i see a return of 2 port banshees coming up. (second port proxied so they think its a 1/1/1).
And with the early ghosts, i used immortals heavily some time ago. If you got their marauders down before they got your immortals down there is no problem. End the shields aren't really important against bio. It was more the range advantage on the marauders (shields were down when the immortal was in marauder range and you could use marines as a wall simply) mini amounts of Ghosts were a problem if your army was clumped up though x3 and they hit all your sentrys with (was pre emp super nerf x3) But if you have that guardian shield up marines are no problem. They do no damage to immortals.
But ghosts do make it easier (don't have to snipe shields with the marines and the marauders work on the hull while marines fight the rest of the army)

Anyway seeing a early forge with me playing bio i go +1 attack or raven banshee to snipe the sentrys pre battle.
Now the stargate for phoenix is missing for mule/wallin/banshee/raven sniping and i might encounter my old pvt builds . No need for forcefields if you can lift the opponent to prevent kiting
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
September 11 2011 19:26 GMT
#63
Lol, and nobody took me seriously when i talked about using immortals as the core of a PvT army a few weeks back... Nice build, thanks a ton
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
yakitate304
Profile Joined April 2009
United States655 Posts
September 11 2011 19:51 GMT
#64
On September 12 2011 04:26 Cyro wrote:
Lol, and nobody took me seriously when i talked about using immortals as the core of a PvT army a few weeks back... Nice build, thanks a ton

To be fair, there's a big difference between Immortals being the core of a PvT army and Immortals being the core of an all-in designed to hit a timing.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
rblstr
Profile Joined February 2011
Ireland398 Posts
September 11 2011 19:54 GMT
#65
Amazing build. Only lost 1 game so far on ladder and its because i let the 1/1/1 get sieged up before moving in, PDD's killed me. Otherwise solid. I'd love to try out some transitions out of this, make it a bit less all-in. But otherwise its good for me
Fealthas
Profile Joined May 2011
607 Posts
September 11 2011 20:04 GMT
#66
Thank you for this way to stop the dreaded 111 push.
palanq
Profile Blog Joined December 2004
United States761 Posts
September 11 2011 20:38 GMT
#67
why forge so early? I think you hold marine/scv allin by chronoing your gate, delaying robo, and pulling probes. you only need forge in time for (a) cloak banshee, and (b) +armor in time for the attack to hit. for either of these you only need to put down the forge at ~6m (forge finishes at 6:45, unchronoed +1 would finish at 8:25 which is in time to defend 111). you can forge after 2-3 gates + robo and still have all this work out.

the other thing is, I don't know why you build 30 probes? I'd stop at 24 or 26 or something if you're going for this kind of timing
time flies like an arrow; fruit flies like a banana
Basique
Profile Joined July 2011
Korea (South)40 Posts
September 11 2011 20:43 GMT
#68
This is super strong in gold. I'll stop using it because i like long games but it's perfect to decompress and have free wins.
Keep it basique.
wuddersup
Profile Joined July 2010
United States228 Posts
September 11 2011 20:45 GMT
#69
On September 12 2011 05:38 palanq wrote:
why forge so early? I think you hold marine/scv allin by chronoing your gate, delaying robo, and pulling probes. you only need forge in time for (a) cloak banshee, and (b) +armor in time for the attack to hit. for either of these you only need to put down the forge at ~6m (forge finishes at 6:45, unchronoed +1 would finish at 8:25 which is in time to defend 111). you can forge after 2-3 gates + robo and still have all this work out.

the other thing is, I don't know why you build 30 probes? I'd stop at 24 or 26 or something if you're going for this kind of timing


1. without cannon you can't stop marine scv all in or 2rax all in with a single gate.

2. need 30 probes to support constant immortal + 4-5 gateway production. 6 are dedicated to gas
wuddersup
Profile Joined July 2010
United States228 Posts
September 11 2011 21:02 GMT
#70
Just tried this build for the first time, executed it pretty badly but still won (Masters). The T did 3 racks expand, I had 4 immortals upon attacking and his 2 ghosts EMPed my whole army. Still won the battle then contained him and eventually pushed up his ramp for an easy win.
palanq
Profile Blog Joined December 2004
United States761 Posts
September 11 2011 21:54 GMT
#71
On September 12 2011 05:45 wuddersup wrote:
Show nested quote +
On September 12 2011 05:38 palanq wrote:
why forge so early? I think you hold marine/scv allin by chronoing your gate, delaying robo, and pulling probes. you only need forge in time for (a) cloak banshee, and (b) +armor in time for the attack to hit. for either of these you only need to put down the forge at ~6m (forge finishes at 6:45, unchronoed +1 would finish at 8:25 which is in time to defend 111). you can forge after 2-3 gates + robo and still have all this work out.

the other thing is, I don't know why you build 30 probes? I'd stop at 24 or 26 or something if you're going for this kind of timing


1. without cannon you can't stop marine scv all in or 2rax all in with a single gate.

2. need 30 probes to support constant immortal + 4-5 gateway production. 6 are dedicated to gas


my point was that you can hold without cannon if you deviate appropriately without blindly putting down the forge

as for cutting probes earlier you can hit a stronger timing this way with almost as many units.

you can't even support 5 gates + immortal + pylons for supply off 30 probes, the extra gates are only for proxy warpin after you stop immortals
time flies like an arrow; fruit flies like a banana
Banchan
Profile Joined May 2011
United States179 Posts
Last Edited: 2011-09-11 22:14:20
September 11 2011 22:13 GMT
#72
master protoss here

I practiced this build against my master friend and had some pretty good results. I usually lose to this guy

http://drop.sc/33805
http://drop.sc/33804
http://drop.sc/33803

also bm from some terran on customs (the strategy worked, he was diamond though)
http://drop.sc/33806
coreydota
Profile Joined October 2010
United States180 Posts
September 11 2011 22:23 GMT
#73
On September 12 2011 04:13 prOpSaiton wrote:
On one level i'm glad you provided them. On another one, i am doubting the relevance of these replays as you knew EXACTLY what he was doing. How he was going to do it and when it was going to come to your base as i figure these are laddergames(blue & red color)

But still, it is a way to beat it and the proper response.


that's true, but this build is easily scoutable when you realize protoss hasn't taken an expansion at the 9 minute mark and when they get a forge extremely fast. i actually struggled a lot vs this build when i tried to hold it with conventional mm + bunkers (i think i lost every game) so i'm just trying to show my fellow terrans a good way to counter it ^^
JeanLuc
Profile Joined September 2010
Canada377 Posts
September 11 2011 22:26 GMT
#74
I know this is a bit off topic, but I have a question for Hister: did you name yourself after the Hister in the Nostradomus predictions, who apparently stands for Hitler?
If you can't find it within yourself to stand up and tell the truth-- you don't deserve to wear that uniform
kwan84
Profile Joined July 2011
Canada68 Posts
September 11 2011 22:50 GMT
#75
people are not getting how a 2 port, raven, banshees (cloakshee if u must), and marines crush this build. the more immortals u make the more the 2 port will LOL
skorched
Profile Joined October 2010
United States81 Posts
September 12 2011 00:42 GMT
#76
I just tryed this build out on ladder, it is really really Strong vs FEing Terran, holy shit. My push was delayed by a small supply block but it still just destroyed everything T had. Great Post, Great build.
I love the sound of Medivacs getting feedbacked.
GomJabbar
Profile Joined February 2011
United States161 Posts
September 12 2011 01:08 GMT
#77
Just did a quick video cast/analysis of this build for my channel,



Very cool build, immortals are awesome!
ForeverSleep
Profile Joined April 2011
Canada920 Posts
September 12 2011 01:14 GMT
#78
On September 12 2011 07:50 kwan84 wrote:
people are not getting how a 2 port, raven, banshees (cloakshee if u must), and marines crush this build. the more immortals u make the more the 2 port will LOL


but then, he could also scout your 2 ports and not push, instead get phoenix to LOL all over your army (assuming he gets an observer to scout you). I am glad you understand how to react to immortals tho
"Life is what happens to you while you’re busy making other plans" - John Lennon
Dariusz
Profile Joined May 2011
Poland657 Posts
September 12 2011 01:19 GMT
#79
On September 11 2011 19:55 Roynalf wrote:
misread title as Hipsters PvT Immortal style


Same here. I was like "Hipster PvT? Carrier/Phenix/Warp Prism?"
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
September 12 2011 01:31 GMT
#80
On September 11 2011 19:55 Roynalf wrote:
misread title as Hipsters PvT Immortal style


[image loading]
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
fuser
Profile Joined April 2011
United States35 Posts
September 12 2011 01:55 GMT
#81
This build is killer. Just beat 3 terran's in a row who either early bio pressured or fast expanded. Thanks for sharing!
If you're not part of the solution, you're part of the precipitate
fuser
Profile Joined April 2011
United States35 Posts
September 12 2011 01:56 GMT
#82
On September 12 2011 10:08 GomJabbar wrote:
Just did a quick video cast/analysis of this build for my channel,

http://www.youtube.com/watch?v=hoYZvq9k8Rs

Very cool build, immortals are awesome!


Cool that you made a video, but your mic is super muffled :/
If you're not part of the solution, you're part of the precipitate
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2011-09-12 02:10:42
September 12 2011 02:09 GMT
#83
Cool build, I'm watching the replays now...but in your game against Rain, why did you delay getting warpgate for so long? I mean as much as I can tell you weren't gas starved or anything, but you put off warpgate for a long time... On the contrary you seem to build up a lot of gas around the time you make your first immortal.
Shankapotamus
Profile Joined May 2010
United States428 Posts
September 12 2011 02:10 GMT
#84
how does this fare against a 2base 1/1/1 like MVP-esque but with the terran defending?
explosivo
Profile Joined September 2011
Australia14 Posts
September 12 2011 02:32 GMT
#85
Tried it. My immortals brought the pain.

Bring on the +1 range. Fantastic guide, thanks for sharing.
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
September 12 2011 02:34 GMT
#86
if i see sentry play i go for the 3rax ghost where you get your ghost academy around 7 min, seen a lot of koreans do that strategy so I'm assuming it would be used in the GSL as well
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
September 12 2011 02:48 GMT
#87
On September 12 2011 11:34 dgwow wrote:
if i see sentry play i go for the 3rax ghost where you get your ghost academy around 7 min, seen a lot of koreans do that strategy so I'm assuming it would be used in the GSL as well


Do you expand off this? Or go for the 9-10 minute push with marine marauder ghosts?
Stop procrastinating
AznPope
Profile Joined August 2010
United States2 Posts
September 12 2011 03:24 GMT
#88
holy shit... i read the build and thought it was a joke, a piece of crap. immortals v marines in my mind = DEAD. I tried it. I've essentially a 10% win against terran but I lost only 1 today. I LOVE YOU. though yes some replays of 1-1-1 would be nice. I miraculously only fought fe's today and felt bad for cheesing such honorable players
"Nhas berhu uhna'dhar!"
Keilah
Profile Joined May 2010
731 Posts
September 12 2011 04:20 GMT
#89
looks like a fun build overall but i'm pretty sure a variety of smackdown counters will be out soon.

Off the top of my head:

Fast +1 attack, rine/ghost

BFH + whatever, GS gonna last about 0.5s into the battle

Many banshees


however if mass immortal can be viable, i'm happy! I always like zlot/sentry/immortal vs terran =)
GomJabbar
Profile Joined February 2011
United States161 Posts
September 12 2011 04:39 GMT
#90
I just ran this build against my master's Terran friend (with no forewarning). He 2 rax expanded. I had like 3 bunkers by the time I hit his front. Wasn't even close. I just crushed through everything.

I am officially super-duper impressed with this build. Great to have in the toolbox for a best of X series, I'm sure. Unfortunately it seems like Terran probably can stop it if he knows it's coming far enough in advance though.
USApwn
Profile Joined August 2010
United States81 Posts
September 12 2011 05:11 GMT
#91
This looks very promising, I love original builds :-) Kudos
"The beginning of wisdom in human as well as international affairs was knowing when to stop." Henry Kissinger
Catchafire2000
Profile Joined August 2010
United States227 Posts
September 12 2011 05:16 GMT
#92
This is an interesting All-In build but I want to see how it stacks up against the Terran 1-1-1. None of the replays provided show a classic 1-1-1 vs Hister's Immortal based all in. In fact, all of the replays basically show a Terran player gearing up to expand and not committed to the 1-1-1.

So while this is a good build for the tool-box, I want to see how it does against the 1-1-1.
jabooty
Skyro
Profile Joined May 2010
United States1823 Posts
September 12 2011 05:46 GMT
#93
Been trying this build on ladder. It does indeed do very well vs 1-1-1. One slight change I do is research +1 weapons right after +1 armor as this lets your immortals 3-shot tanks. You can usually chrono it out before the push hits. Then you can just 1-a your army while micro'ing 3 immortals and 1-shot'ing tanks. Then use a round of warp-ins on stalkers to clean up the banshees when the tanks are gone.

Pretty impressed with the build. Much easier stomping 1-1-1 with this build compared to 1-gate FE where it seems you need a lot of things to go you way to win. The biggest thing I like about the build is that it is essentially 1-gate robo so even if the terran player is doing something else like a marine ghost push or whatever you can adjust accordingly.
Catchafire2000
Profile Joined August 2010
United States227 Posts
September 12 2011 05:59 GMT
#94
On September 12 2011 14:46 Skyro wrote:
Been trying this build on ladder. It does indeed do very well vs 1-1-1. One slight change I do is research +1 weapons right after +1 armor as this lets your immortals 3-shot tanks. You can usually chrono it out before the push hits. Then you can just 1-a your army while micro'ing 3 immortals and 1-shot'ing tanks. Then use a round of warp-ins on stalkers to clean up the banshees when the tanks are gone.

Pretty impressed with the build. Much easier stomping 1-1-1 with this build compared to 1-gate FE where it seems you need a lot of things to go you way to win. The biggest thing I like about the build is that it is essentially 1-gate robo so even if the terran player is doing something else like a marine ghost push or whatever you can adjust accordingly.


Can you post your replays against 1-1-1?
jabooty
Skyro
Profile Joined May 2010
United States1823 Posts
September 12 2011 06:14 GMT
#95
On September 12 2011 14:59 Catchafire2000 wrote:
Show nested quote +
On September 12 2011 14:46 Skyro wrote:
Been trying this build on ladder. It does indeed do very well vs 1-1-1. One slight change I do is research +1 weapons right after +1 armor as this lets your immortals 3-shot tanks. You can usually chrono it out before the push hits. Then you can just 1-a your army while micro'ing 3 immortals and 1-shot'ing tanks. Then use a round of warp-ins on stalkers to clean up the banshees when the tanks are gone.

Pretty impressed with the build. Much easier stomping 1-1-1 with this build compared to 1-gate FE where it seems you need a lot of things to go you way to win. The biggest thing I like about the build is that it is essentially 1-gate robo so even if the terran player is doing something else like a marine ghost push or whatever you can adjust accordingly.


Can you post your replays against 1-1-1?


Here you go: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=231183

Nothing really to see though. It's exactly how I described it above. The build is an exact copy of the OP's except I also grab +1 weapons and I simply 1-A my army into his and micro a small group of immortals to kill the tanks. That's it. That's why I was impressed with the build. Generally with a 1-gate FE going up against a 1-1-1 I feel like I have to claw tooth and nail to win whereas here I just simply roll his army with minimal micro. No flanking, nothing.
Deezl
Profile Blog Joined November 2010
United States355 Posts
September 12 2011 06:31 GMT
#96
On September 11 2011 19:45 Xequecal wrote:
Unfortunately, delaying your stalker as long as you do means a single reaper will just kill you.


I laughed really hard at this, 21 food is the normal time for a stalker to be produced.
Three hundred lives of men I have walked this world, and now I have no time.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
September 12 2011 08:30 GMT
#97
Somewhat ironic that immortals seemingly become popular again....BEFORE the range-buff. Throughout the last year I've seen quite a lot immortal/zealot/sentry all-ins, yet this is the most disgusting one (in a good way ) as it comes so late but has enough immortals to literally one-shot defensive structures. The next obvious step would be to re-design the build to allow for a quick expansion while forcing terrans into an absurd amount of defense. Which is what Kiwikaki has been doing, IIRC (there are few reps of him out there atm).

The only thing I really don't like: 5 gateways. There is mathematical proof that 5 gateways are not needed for efficient, constant production. The only build where you want to have 5 gates is the 5 gate sentry/zealot all-in as it absolutely relies on the initial "swell" of units after warpgate-tech is finished. But with this build (and all other all-ins that work together with robo and/or stargate) you will be completely fine with 4 gates.
"You see....YOU SEE..." © 2010 Sen
Marooned
Profile Joined January 2011
Norway161 Posts
September 12 2011 13:44 GMT
#98
On September 12 2011 13:20 Keilah wrote:
looks like a fun build overall but i'm pretty sure a variety of smackdown counters will be out soon.

Off the top of my head:

Fast +1 attack, rine/ghost

BFH + whatever, GS gonna last about 0.5s into the battle

Many banshees


however if mass immortal can be viable, i'm happy! I always like zlot/sentry/immortal vs terran =)


proxima has allready posted several with replays.. check page 3 of the thread. he blindcountered cause he knew what was coming (dont remember, but in some of the games I dont recall him scouting in directly), but get an scv in his base 5:30 ish or use a scan if you have to (you need to find out what the toss is doing at around this time anyway if you dont see an expo) and the building forge and robo is along with the early gas scouted earlier a pretty good tell whats coming xP
Vathus
Profile Joined October 2009
Canada404 Posts
Last Edited: 2011-09-12 14:00:19
September 12 2011 13:58 GMT
#99
On September 12 2011 17:30 sleepingdog wrote:
Somewhat ironic that immortals seemingly become popular again....BEFORE the range-buff. Throughout the last year I've seen quite a lot immortal/zealot/sentry all-ins, yet this is the most disgusting one (in a good way ) as it comes so late but has enough immortals to literally one-shot defensive structures. The next obvious step would be to re-design the build to allow for a quick expansion while forcing terrans into an absurd amount of defense. Which is what Kiwikaki has been doing, IIRC (there are few reps of him out there atm).

The only thing I really don't like: 5 gateways. There is mathematical proof that 5 gateways are not needed for efficient, constant production. The only build where you want to have 5 gates is the 5 gate sentry/zealot all-in as it absolutely relies on the initial "swell" of units after warpgate-tech is finished. But with this build (and all other all-ins that work together with robo and/or stargate) you will be completely fine with 4 gates.


You can actually do Kiwikakis 2 gate robo sentry/immortal opening and hit basically the same timing. Your attack comes about 1 min later with the same army and upgrades but you also have your expo, more probes, and you can reinforce with a higher gateway count.
Sated
Profile Blog Joined March 2011
England4983 Posts
September 12 2011 14:00 GMT
#100
--- Nuked ---
Vathus
Profile Joined October 2009
Canada404 Posts
September 12 2011 14:01 GMT
#101
On September 12 2011 23:00 Sated wrote:
Show nested quote +
On September 12 2011 22:58 Vathus wrote:
On September 12 2011 17:30 sleepingdog wrote:
Somewhat ironic that immortals seemingly become popular again....BEFORE the range-buff. Throughout the last year I've seen quite a lot immortal/zealot/sentry all-ins, yet this is the most disgusting one (in a good way ) as it comes so late but has enough immortals to literally one-shot defensive structures. The next obvious step would be to re-design the build to allow for a quick expansion while forcing terrans into an absurd amount of defense. Which is what Kiwikaki has been doing, IIRC (there are few reps of him out there atm).

The only thing I really don't like: 5 gateways. There is mathematical proof that 5 gateways are not needed for efficient, constant production. The only build where you want to have 5 gates is the 5 gate sentry/zealot all-in as it absolutely relies on the initial "swell" of units after warpgate-tech is finished. But with this build (and all other all-ins that work together with robo and/or stargate) you will be completely fine with 4 gates.


You can actually do Kiwikakis 2 gate robo/sentry/immortal opening and hit basically the same timing. Your attack comes about 1 min later with the same army and upgrades but you also have your expo, more probes, and you can get more gateways.

Do you have any links to VODs of this or anything like that? Sounds interesting.

I can upload some replays tonight.
dae
Profile Joined June 2010
Canada1600 Posts
September 12 2011 18:06 GMT
#102
I have been using this build (low masters) and it seems to just roll over most fe's.
You really only need 3 gates with the 4th one finishing right as your last immortal coming out, and just reinforce the attack with pure gateway units.

4 armor zealots/immortals are scary >.<
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
September 12 2011 18:12 GMT
#103
It seems like a bad idea to transition to Archons, as your whole midgame army will end up incredibly vulnerable to any Ghost timings. In fact it's probably smart to go Colossus every time because the logical counter to this build is to delay floating the expansion and get Ghosts and Medivacs. I think that is the best way to play TvP currently anyway and Immortal all-ins always were pretty good at punishing quirky Terran builds and fast expansions. This will definitely discourage people from 1/1/1ing every game, but I don't think Terrans have much to fear if they just play standard.
Creator of sc2unmasked.com
AnalThermometer
Profile Joined February 2011
Vatican City State334 Posts
September 12 2011 18:19 GMT
#104
I think this build will be great until Terrans catch on. My worry is if Terran is thinking of a 1-1-1 but turtles hard in response to seeing this and goes for 2 port banshees.. then does some super all in with about 10 of them. Gonna abuse it while I can though.
Ea
Profile Joined March 2011
United States121 Posts
September 12 2011 18:33 GMT
#105
On September 12 2011 22:58 Vathus wrote:
Show nested quote +
On September 12 2011 17:30 sleepingdog wrote:
Somewhat ironic that immortals seemingly become popular again....BEFORE the range-buff. Throughout the last year I've seen quite a lot immortal/zealot/sentry all-ins, yet this is the most disgusting one (in a good way ) as it comes so late but has enough immortals to literally one-shot defensive structures. The next obvious step would be to re-design the build to allow for a quick expansion while forcing terrans into an absurd amount of defense. Which is what Kiwikaki has been doing, IIRC (there are few reps of him out there atm).

The only thing I really don't like: 5 gateways. There is mathematical proof that 5 gateways are not needed for efficient, constant production. The only build where you want to have 5 gates is the 5 gate sentry/zealot all-in as it absolutely relies on the initial "swell" of units after warpgate-tech is finished. But with this build (and all other all-ins that work together with robo and/or stargate) you will be completely fine with 4 gates.


You can actually do Kiwikakis 2 gate robo sentry/immortal opening and hit basically the same timing. Your attack comes about 1 min later with the same army and upgrades but you also have your expo, more probes, and you can reinforce with a higher gateway count.


Kiwikaki's 2 gate robo has his forge and robo bay go up at the same time before the 3rd gate, so the +1 armor/wep is delayed for a MUCH longer time than histers. Also he throws his 3rd and 4th gate after the expo. His build is more geared towards a two base timing with a bunch of stalkers/colossus and +1 wep as well as thermal lance.
Vathus
Profile Joined October 2009
Canada404 Posts
Last Edited: 2011-09-12 19:09:53
September 12 2011 18:55 GMT
#106
On September 13 2011 03:33 Ea wrote:
Show nested quote +
On September 12 2011 22:58 Vathus wrote:
On September 12 2011 17:30 sleepingdog wrote:
Somewhat ironic that immortals seemingly become popular again....BEFORE the range-buff. Throughout the last year I've seen quite a lot immortal/zealot/sentry all-ins, yet this is the most disgusting one (in a good way ) as it comes so late but has enough immortals to literally one-shot defensive structures. The next obvious step would be to re-design the build to allow for a quick expansion while forcing terrans into an absurd amount of defense. Which is what Kiwikaki has been doing, IIRC (there are few reps of him out there atm).

The only thing I really don't like: 5 gateways. There is mathematical proof that 5 gateways are not needed for efficient, constant production. The only build where you want to have 5 gates is the 5 gate sentry/zealot all-in as it absolutely relies on the initial "swell" of units after warpgate-tech is finished. But with this build (and all other all-ins that work together with robo and/or stargate) you will be completely fine with 4 gates.


You can actually do Kiwikakis 2 gate robo sentry/immortal opening and hit basically the same timing. Your attack comes about 1 min later with the same army and upgrades but you also have your expo, more probes, and you can reinforce with a higher gateway count.


Kiwikaki's 2 gate robo has his forge and robo bay go up at the same time before the 3rd gate, so the +1 armor/wep is delayed for a MUCH longer time than histers. Also he throws his 3rd and 4th gate after the expo. His build is more geared towards a two base timing with a bunch of stalkers/colossus and +1 wep as well as thermal lance.


I was just referring to more his opening style with the fast immortals and then using sentries and immortals to defend after he expands or really any 2 gate robo expand can work as well. After I expand I continue to warp in sentries and produce immortals and I add a forge as the 2nd immortal is building and then later add on gateways.
paintfive
Profile Joined September 2011
785 Posts
Last Edited: 2011-09-12 21:07:53
September 12 2011 21:07 GMT
#107
I've found a way to make this push even stronger.

HALLUCINATION!
since you can get so many sentries, hallucinating archons with this completely roflstomps terrans.
I get it sometime after my +1.

I also use a modified build that naniwa used in that vs strelok on xel naga. I think it's a better BO, i'll post it if anyone wants it.
Theovide
Profile Joined September 2010
Sweden914 Posts
September 12 2011 21:27 GMT
#108
On September 13 2011 03:19 AnalThermometer wrote:
I think this build will be great until Terrans catch on. My worry is if Terran is thinking of a 1-1-1 but turtles hard in response to seeing this and goes for 2 port banshees.. then does some super all in with about 10 of them. Gonna abuse it while I can though.

If so, the terran simply outplayed you? If you catch onto his switch, you can yourself switch to producing stalkers/sentries, you do after all have 5 gateways.
darklight54321
Profile Joined July 2011
United States361 Posts
September 12 2011 21:29 GMT
#109
Halu archons might be a bit too much tech for this timing, it'll seem pretty obv. I'd hallu stalkers + 1 collosus since it fits tech path.
Ovreel
Profile Joined January 2011
United States206 Posts
September 12 2011 21:33 GMT
#110
What dictates your timing to start warpgate?
Keo.837 Twitch.tv/Ovreel
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 12 2011 22:06 GMT
#111
This build is very fun ty, new go to allin close positions pvt. Drank a few terran tears today.
Stork HerO and Protoss everywhere - redfive on bnet
da_head
Profile Blog Joined November 2008
Canada3350 Posts
September 12 2011 22:37 GMT
#112
On September 13 2011 06:07 paintfive wrote:
I've found a way to make this push even stronger.

HALLUCINATION!
since you can get so many sentries, hallucinating archons with this completely roflstomps terrans.
I get it sometime after my +1.

I also use a modified build that naniwa used in that vs strelok on xel naga. I think it's a better BO, i'll post it if anyone wants it.

please do.
When they see MC Probe, all the ladies disrobe.
xmikeyy17x
Profile Joined April 2011
United States92 Posts
Last Edited: 2011-09-13 00:05:41
September 13 2011 00:05 GMT
#113
why do you start warpgate tech so late instead of right away?

and when do you stop probe production?
Thugtronik
Profile Joined October 2010
New Zealand452 Posts
September 13 2011 00:12 GMT
#114
On September 13 2011 07:37 da_head wrote:
Show nested quote +
On September 13 2011 06:07 paintfive wrote:
I've found a way to make this push even stronger.

HALLUCINATION!
since you can get so many sentries, hallucinating archons with this completely roflstomps terrans.
I get it sometime after my +1.

I also use a modified build that naniwa used in that vs strelok on xel naga. I think it's a better BO, i'll post it if anyone wants it.

please do.


seconded. would love to see this
DIG DIG COME ON LET ME DIG I CAN DETECT
Keilah
Profile Joined May 2010
731 Posts
September 13 2011 00:20 GMT
#115
yeah the build needs some refinement that's for sure.

-when to scout/what to look for?
-when to start warpgate (immediately after robo IMO)
-should you make an observer? only in certain (which?) situations? When to make it?
-how many probes?
-when to start +1 armor/should we get +1 attack?
-do we really need 5 gates? Are we stopping immortal production at some point?
-this build frequently floats some mins/gas until the gates are up, is there a way to smooth things out or is it ok?
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
September 13 2011 00:20 GMT
#116
I've only gone though 1 of the reps so far and your mechanics aren't that good but still...

did you just make immortals good pvt?
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
PackAttack
Profile Joined May 2010
United States80 Posts
September 13 2011 01:08 GMT
#117
Wow, I have been stomping Terrans with this build in high diamond even with my sometimes poor execution. Thanks for the great build. This absolutely crushes any fast expand and makes bunkers a joke.
tarath
Profile Joined April 2009
United States377 Posts
September 13 2011 01:15 GMT
#118
I wonder if this could be adapted for PvZ?

Immortals own roaches and spines and zealot/sentry with + 1 would own lings. You could probably hit before mutas/infestors so fast hydra's would be your only fear.
TolEranceNA
Profile Joined April 2011
Canada434 Posts
September 13 2011 01:25 GMT
#119
On September 13 2011 10:15 tarath wrote:
I wonder if this could be adapted for PvZ?

Immortals own roaches and spines and zealot/sentry with + 1 would own lings. You could probably hit before mutas/infestors so fast hydra's would be your only fear.


Cough cough banelings.
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
da_head
Profile Blog Joined November 2008
Canada3350 Posts
September 13 2011 01:26 GMT
#120
On September 13 2011 10:25 TolEranceNA wrote:
Show nested quote +
On September 13 2011 10:15 tarath wrote:
I wonder if this could be adapted for PvZ?

Immortals own roaches and spines and zealot/sentry with + 1 would own lings. You could probably hit before mutas/infestors so fast hydra's would be your only fear.


Cough cough banelings.

banelings only do 10 to immortals, and you would have more than enough ffs..
When they see MC Probe, all the ladies disrobe.
paintfive
Profile Joined September 2011
785 Posts
Last Edited: 2011-09-13 01:34:56
September 13 2011 01:30 GMT
#121
On September 13 2011 09:12 Thugtronik wrote:
Show nested quote +
On September 13 2011 07:37 da_head wrote:
On September 13 2011 06:07 paintfive wrote:
I've found a way to make this push even stronger.

HALLUCINATION!
since you can get so many sentries, hallucinating archons with this completely roflstomps terrans.
I get it sometime after my +1.

I also use a modified build that naniwa used in that vs strelok on xel naga. I think it's a better BO, i'll post it if anyone wants it.

please do.


seconded. would love to see this


BO is (not optomized fully)

12 Gate
14 Gas
18 Gas
20 Stalker - chrono
26 Sentry - chrono
naniwa starts pulling probes out of gas 1 by 1 at this point to make an expansion, since this in all-in i just use those minerals for more gates / faster robo
26 Robo
26 Gate
28 Sentry - chrono
Add more Gateways here as you wish.

Warpgates finish around 6:00 to 6:30, depending on how many chronos you spend on it. As you transform the Gateways to Warpgates, chrono them and warp in more units.

Since a Forge and +1 takes 3 minutes, build them in advance to match the timing you'd like to hit at. I personally don't bother choroning the Core at all.
tarath
Profile Joined April 2009
United States377 Posts
September 13 2011 01:39 GMT
#122
On September 13 2011 10:26 da_head wrote:
Show nested quote +
On September 13 2011 10:25 TolEranceNA wrote:
On September 13 2011 10:15 tarath wrote:
I wonder if this could be adapted for PvZ?

Immortals own roaches and spines and zealot/sentry with + 1 would own lings. You could probably hit before mutas/infestors so fast hydra's would be your only fear.


Cough cough banelings.

banelings only do 10 to immortals, and you would have more than enough ffs..


Just tried it twice and won twice, 2nd opponent even build 4 spines and I pushed up into them on shakuras.

And since I'm just learning the build my execution is horrible. So, I think there is definitely hope for it.
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
September 13 2011 01:50 GMT
#123
Banes take out the zeals/sentries, speedlings clean up the immortals. I think the zerg would really have to be incompetent to not be able to stop this push...

I think this build at the moment can chalk up a lot of its success to the shock factor as its so new. It seems very strong vs T, but I believe there are many options zerg could use to stop it. Mutas off 2 base would also do wonderfully for example.
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
TolEranceNA
Profile Joined April 2011
Canada434 Posts
September 13 2011 02:04 GMT
#124
On September 13 2011 10:26 da_head wrote:
Show nested quote +
On September 13 2011 10:25 TolEranceNA wrote:
On September 13 2011 10:15 tarath wrote:
I wonder if this could be adapted for PvZ?

Immortals own roaches and spines and zealot/sentry with + 1 would own lings. You could probably hit before mutas/infestors so fast hydra's would be your only fear.


Cough cough banelings.

banelings only do 10 to immortals, and you would have more than enough ffs..


Then according to your theorycraft, lings and banelings and go around the FFs and banes kill Sentries and Zealot and lings kill Immortal. Of course i won't have perfect surround nor will you have perfect forcefield, all i am saying is that he forgot a unit call baneling, thats simply it.
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
Rorschach
Profile Joined May 2010
United States623 Posts
September 13 2011 02:06 GMT
#125
On September 13 2011 10:30 paintfive wrote:
Show nested quote +
On September 13 2011 09:12 Thugtronik wrote:
On September 13 2011 07:37 da_head wrote:
On September 13 2011 06:07 paintfive wrote:
I've found a way to make this push even stronger.

HALLUCINATION!
since you can get so many sentries, hallucinating archons with this completely roflstomps terrans.
I get it sometime after my +1.

I also use a modified build that naniwa used in that vs strelok on xel naga. I think it's a better BO, i'll post it if anyone wants it.

please do.


seconded. would love to see this


BO is (not optomized fully)

12 Gate
14 Gas
18 Gas
20 Stalker - chrono
26 Sentry - chrono
naniwa starts pulling probes out of gas 1 by 1 at this point to make an expansion, since this in all-in i just use those minerals for more gates / faster robo
26 Robo
26 Gate
28 Sentry - chrono
Add more Gateways here as you wish.

Warpgates finish around 6:00 to 6:30, depending on how many chronos you spend on it. As you transform the Gateways to Warpgates, chrono them and warp in more units.

Since a Forge and +1 takes 3 minutes, build them in advance to match the timing you'd like to hit at. I personally don't bother choroning the Core at all.


where is the forge in this BO?
En Taro Adun, Executor!
tarath
Profile Joined April 2009
United States377 Posts
Last Edited: 2011-09-13 02:28:21
September 13 2011 02:27 GMT
#126
On September 13 2011 11:04 TolEranceNA wrote:
Show nested quote +
On September 13 2011 10:26 da_head wrote:
On September 13 2011 10:25 TolEranceNA wrote:
On September 13 2011 10:15 tarath wrote:
I wonder if this could be adapted for PvZ?

Immortals own roaches and spines and zealot/sentry with + 1 would own lings. You could probably hit before mutas/infestors so fast hydra's would be your only fear.


Cough cough banelings.

banelings only do 10 to immortals, and you would have more than enough ffs..


Then according to your theorycraft, lings and banelings and go around the FFs and banes kill Sentries and Zealot and lings kill Immortal. Of course i won't have perfect surround nor will you have perfect forcefield, all i am saying is that he forgot a unit call baneling, thats simply it.


Yeah I definitely forgot about banelings.

In general I think the following:

1) this is a good counter to the 1-1-1, but has to be done blind to a large extent
2) it is a great way to get easy wins right now
3) terran (and zerg) will have no trouble finding a variety of counters very quickly, at least as the build is now.
4) given that this all-in is so strong now, it is exciting to think about the potential of the range 6 immortal.
Techno
Profile Joined June 2010
1900 Posts
September 13 2011 02:34 GMT
#127
Someones doing this against me with an expansion. Seems like it turns 2 rax FE on its head.
Hell, its awesome to LOSE to nukes!
Techno
Profile Joined June 2010
1900 Posts
September 13 2011 02:48 GMT
#128
Me losing to this twice. Help.

http://drop.sc/34473

http://drop.sc/34472
Hell, its awesome to LOSE to nukes!
GomJabbar
Profile Joined February 2011
United States161 Posts
September 13 2011 02:49 GMT
#129
This seems to rip through marine-tank, but I'm having some difficulties when Terran goes for a 1-1-1 with a lot of banshees. Especially with cloak. I had a game today where I beat the ground army completely but was left with 4 cloaked banshees ripping apart my base as I killed Terran's main and he floated all his buildings away.

How have you been dealing with base trade scenarios or lots of banshees when doing this?
xmikeyy17x
Profile Joined April 2011
United States92 Posts
September 13 2011 02:55 GMT
#130
On September 13 2011 11:49 GomJabbar wrote:
This seems to rip through marine-tank, but I'm having some difficulties when Terran goes for a 1-1-1 with a lot of banshees. Especially with cloak. I had a game today where I beat the ground army completely but was left with 4 cloaked banshees ripping apart my base as I killed Terran's main and he floated all his buildings away.

How have you been dealing with base trade scenarios or lots of banshees when doing this?


when you scout he has committed hard to banshees start building stalkers and cannons.
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2011-09-13 03:11:30
September 13 2011 03:10 GMT
#131
On September 13 2011 10:39 tarath wrote:
Show nested quote +
On September 13 2011 10:26 da_head wrote:
On September 13 2011 10:25 TolEranceNA wrote:
On September 13 2011 10:15 tarath wrote:
I wonder if this could be adapted for PvZ?

Immortals own roaches and spines and zealot/sentry with + 1 would own lings. You could probably hit before mutas/infestors so fast hydra's would be your only fear.


Cough cough banelings.

banelings only do 10 to immortals, and you would have more than enough ffs..


Just tried it twice and won twice, 2nd opponent even build 4 spines and I pushed up into them on shakuras.

And since I'm just learning the build my execution is horrible. So, I think there is definitely hope for it.


i've tried zlot/sentry/immortal/+1 many times vs z and it generally isn't good. You may be surprised to learn that pure sling wins handily, banes are nice, and if he reaches hydras or mutas or +1(armor or ling attack) or infestors, you are done. Really all you beat is roaches, roach/ling, and spine-heavy defenses.

IMO you won vs the guy who made spines BECAUSE he made spines, which are more or less useless vs immortals.
Techno
Profile Joined June 2010
1900 Posts
September 13 2011 03:17 GMT
#132
Im a Terran player. I am lost in a sea of confusion.
I feel like how all you guys talk about, but this time it seems so much more

real....

http://drop.sc/34473

http://drop.sc/34472
Hell, its awesome to LOSE to nukes!
paintfive
Profile Joined September 2011
785 Posts
September 13 2011 03:34 GMT
#133
On September 13 2011 11:06 Rorschach wrote:
Show nested quote +
On September 13 2011 10:30 paintfive wrote:
On September 13 2011 09:12 Thugtronik wrote:
On September 13 2011 07:37 da_head wrote:
On September 13 2011 06:07 paintfive wrote:
I've found a way to make this push even stronger.

HALLUCINATION!
since you can get so many sentries, hallucinating archons with this completely roflstomps terrans.
I get it sometime after my +1.

I also use a modified build that naniwa used in that vs strelok on xel naga. I think it's a better BO, i'll post it if anyone wants it.

please do.


seconded. would love to see this


BO is (not optomized fully)

12 Gate
14 Gas
18 Gas
20 Stalker - chrono
26 Sentry - chrono
naniwa starts pulling probes out of gas 1 by 1 at this point to make an expansion, since this in all-in i just use those minerals for more gates / faster robo
26 Robo
26 Gate
28 Sentry - chrono
Add more Gateways here as you wish.

Warpgates finish around 6:00 to 6:30, depending on how many chronos you spend on it. As you transform the Gateways to Warpgates, chrono them and warp in more units.

Since a Forge and +1 takes 3 minutes, build them in advance to match the timing you'd like to hit at. I personally don't bother choroning the Core at all.


where is the forge in this BO?


I find it that a forge and cannon so early is usually unnecessary and opt for more units and gateways.
Keilah
Profile Joined May 2010
731 Posts
September 13 2011 03:36 GMT
#134
i think the early forge is to allow you to not die vs fast rine/scv allins
coreydota
Profile Joined October 2010
United States180 Posts
September 13 2011 03:37 GMT
#135
all terran players struggling with this, check out my reps on page 3. as long as you scout this build you shouldn't lose to it =)
Keilah
Profile Joined May 2010
731 Posts
September 13 2011 04:06 GMT
#136
I think from the terran perspective, medivacs are bad here. Can't outheal immortal DPS vs marauders and rines are low enough HP that they die in 1-2 volleys anyways (depending what units are hitting). Bunkers bad for the same reason, they just die too fast to be repaired and don't dish any DPS + are immobile.

So IMO take less gas, use what you have for upgrades and maybe fast ghosts instead of factory/starport/medivacs.
Lochat
Profile Joined January 2011
United States270 Posts
September 13 2011 04:22 GMT
#137
On September 11 2011 23:59 PooLarX wrote:


@Nibbler89

You cannot fault people for trying to win ladder games, sure personally I hate the fact that a lot of people pick up on these gimmicky builds and than just exploit the shit out of them but that is just the nature of this game and the community



As a general rule, your argument is supposed to come to a conclusion to make your point and/or refute the other person in the debate. You tend not to want to make grand, sweeping, absurd claims without any reasoning behind them, such as the opening of this message. Last I checked, it's not an apriori truth that you can't fault people for purposefully pathetic on the internet in order to win. Moreso when they're in the casual level leagues anyhow.
"The trouble was that he was talking in philosophy, but they were listening in gibberish." -- (Terry Pratchett, Small Gods)
Zooper31
Profile Joined May 2009
United States5710 Posts
September 13 2011 04:38 GMT
#138
Choya is trying this build atm vs Terrans on his stream if anyone wants to see it in action.
Asato ma sad gamaya, tamaso ma jyotir gamaya, mrtyor mamrtam gamaya
Xation
Profile Blog Joined April 2011
Canada147 Posts
September 13 2011 04:49 GMT
#139
Hmm.. Is there anywhere you can fit a Observer in here?
Liquid HerO bonjwa. Stardust fighting! -Jester 1754
iSTime
Profile Joined November 2006
1579 Posts
September 13 2011 05:01 GMT
#140
On September 13 2011 13:22 Lochat wrote:
Show nested quote +
On September 11 2011 23:59 PooLarX wrote:


@Nibbler89

You cannot fault people for trying to win ladder games, sure personally I hate the fact that a lot of people pick up on these gimmicky builds and than just exploit the shit out of them but that is just the nature of this game and the community



As a general rule, your argument is supposed to come to a conclusion to make your point and/or refute the other person in the debate. You tend not to want to make grand, sweeping, absurd claims without any reasoning behind them, such as the opening of this message. Last I checked, it's not an apriori truth that you can't fault people for purposefully pathetic on the internet in order to win. Moreso when they're in the casual level leagues anyhow.


Yes, god forbid casual players take the game casually and do strategies they enjoy doing.
www.infinityseven.net
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2011-09-13 06:04:58
September 13 2011 06:04 GMT
#141
On September 13 2011 13:22 Lochat wrote:
Show nested quote +
On September 11 2011 23:59 PooLarX wrote:


@Nibbler89

You cannot fault people for trying to win ladder games, sure personally I hate the fact that a lot of people pick up on these gimmicky builds and than just exploit the shit out of them but that is just the nature of this game and the community



As a general rule, your argument is supposed to come to a conclusion to make your point and/or refute the other person in the debate. You tend not to want to make grand, sweeping, absurd claims without any reasoning behind them, such as the opening of this message. Last I checked, it's not an apriori truth that you can't fault people for purposefully pathetic on the internet in order to win. Moreso when they're in the casual level leagues anyhow.

Did you even read what you said before you posted it, or did you just try cram as much shit and as many big words into the sentence as you could to try and sound smart? Your post makes no sense. Also, as the guy above me said, god forbid people play to win...
dazaris
Profile Joined March 2011
Australia23 Posts
September 13 2011 09:59 GMT
#142
On September 12 2011 02:14 proxima_ wrote:
hey i'm scproxima from the antiga replay, i figured out an easy way to counter this build on my alt account

here are 3 replays of me beating this build with fast +1, a lot of marines and ghosts (apparently M+M with 5 bunkers doesn't work =.=)

http://drop.sc/33777
http://drop.sc/33776
http://drop.sc/33775


Though this seems like a pretty interesting build considering the current metagame, the counter that Proxima has figured out seems to be pretty solid. Once Terrans catch on this build will probably die out.

Looking to see if I can find some replays of Kiwikaki's 2 base version of this. Being able to do something similar and taken an expansion seems fantastic.
j0ker
Profile Joined August 2011
275 Posts
September 13 2011 10:33 GMT
#143
if this catches on to the point that it is recognizable, its pretty easily countered. you cant deny the terran from scouting that you are on one base, and a scan is justified in that situation to prepare for whatever 1 base craziness the toss is planning. if the terran is on one base when he scouts, you guys play an awkward standoff that benefits the terran because of mule super saturation and the inevitable floating cc. if he is on 2 i think the correct response is to retreat to natural and bunker the hell out of the ramp while tryin to get a couple ghosts out. a 1-1-1 should be able to scout multiple immortals coming with banshee harass and just not attack until ghosts. either way, cool build. insane seeing a full wall with 5 bunkers going down in a matter of seconds.
3D-Swifty
Profile Joined July 2011
England69 Posts
September 13 2011 10:44 GMT
#144
I think its a interesting build to have at your disposal. But as proxima displayed you cant just go this build everytime when your enemy knows exactly what your doing. I dislike the opening with forge as it really gives the build away. Also i have been testing and the build comes too late for a 1 base all in. If your going to attack so late you could get a expansion with a few probes with the same units but without +1.

at 9:50 i was outside his base with
4 immortal (double robo after expo to get 4 out quick enouth to hit before 10:00)
9 zealot
1 stalker
4 sentry
35 probe
2 base
Vtwo
Profile Joined July 2011
Netherlands8 Posts
September 13 2011 11:28 GMT
#145
Looks good, so you push when you have those sweet 5 Immortals out?
Ciubhran
Profile Joined August 2010
Sweden98 Posts
September 13 2011 11:30 GMT
#146
How do you deal with Banshees? Are the sentries good enough to deal with those?

GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-09-13 11:43:06
September 13 2011 11:42 GMT
#147
Banshee isn't really the best argument. Yeah it hardcounters the build, but but that many banshees isn't that common. And when you scout it you can simply warp in stalkers. And you already have the Robo for OBs

The real issue of this build are ghost timings with MM. Which are standard play for TvP and utterly destroy this style. Unless of course you play on the lower levels where people miss their EMPs.

ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Sated
Profile Blog Joined March 2011
England4983 Posts
September 13 2011 11:48 GMT
#148
--- Nuked ---
Haydin
Profile Joined December 2010
United States1481 Posts
September 13 2011 11:48 GMT
#149
I really, really like this build. I wonder, though, if it could be worked into more of an opener than an all-in. The style of 1 gateway, 1 robo, and the early forge is a lot of fun, and feels a bit more BWish than a lot of toss openers. Could a couple of the warpgates be cut for an expo without creating a giant window for them to walk over and kill you? It'd be nice to have a macro opener that, while a little slow on the expo, is safe, gives you a quick leg up on upgrades and tech, and can still turn aggressive if need be by switching to the all-in version.
aka ilovesharkpeople
Nyast
Profile Joined November 2010
Belgium554 Posts
September 13 2011 12:05 GMT
#150
On September 13 2011 20:48 Haydin wrote:
I really, really like this build. I wonder, though, if it could be worked into more of an opener than an all-in. The style of 1 gateway, 1 robo, and the early forge is a lot of fun, and feels a bit more BWish than a lot of toss openers. Could a couple of the warpgates be cut for an expo without creating a giant window for them to walk over and kill you? It'd be nice to have a macro opener that, while a little slow on the expo, is safe, gives you a quick leg up on upgrades and tech, and can still turn aggressive if need be by switching to the all-in version.


Well that build uses 5 gateways, so considering the costs, going for 3 gates with one less zealot in the push allows for an expo around the 8' mark I believe ? Not so bad, but if the push doesn't work, you won't be able to reinforce as efficiently.
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
September 13 2011 12:12 GMT
#151
my question would be, why do you prioritize armor over attack upgrades? immortal with +2 attack 2-shots stimmed marines and marauders, and scvs - not to speak of buildings (which just vanish instantly).
sleepingdog
Profile Joined August 2008
Austria6145 Posts
September 13 2011 12:20 GMT
#152
On September 13 2011 21:12 Ganseng wrote:
my question would be, why do you prioritize armor over attack upgrades? immortal with +2 attack 2-shots stimmed marines and marauders, and scvs - not to speak of buildings (which just vanish instantly).


immortals already shred marauders, and every bit of armor helps tremendously against marines - going for armor is definitely the correct choice, given that your opponent wants to have a lot of marines against your composition

"You see....YOU SEE..." © 2010 Sen
Vtwo
Profile Joined July 2011
Netherlands8 Posts
September 13 2011 13:19 GMT
#153
+armor is always better against masses as the +attack will not affect how fast you will kill the units (which is usually 1/2 shots). The longer your units live the more shots they get in. PvP for example favors +attack as you can assume he will also have a similar force of rather hard hitting units.
RinconH
Profile Joined April 2010
United States512 Posts
September 13 2011 14:40 GMT
#154
On September 13 2011 21:12 Ganseng wrote:
my question would be, why do you prioritize armor over attack upgrades? immortal with +2 attack 2-shots stimmed marines and marauders, and scvs - not to speak of buildings (which just vanish instantly).


It seems the point of the build is to be heavily armored.

Hardened Shell + armor upgrade + guardian shield.
Vtwo
Profile Joined July 2011
Netherlands8 Posts
September 13 2011 15:02 GMT
#155
1 EMP completely broke this build, I guess it's too late.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-09-13 15:05:49
September 13 2011 15:05 GMT
#156
--- Nuked ---
Vathus
Profile Joined October 2009
Canada404 Posts
Last Edited: 2011-09-13 15:53:21
September 13 2011 15:15 GMT
#157
On September 13 2011 12:17 Techno wrote:
Im a Terran player. I am lost in a sea of confusion.
I feel like how all you guys talk about, but this time it seems so much more

real....

http://drop.sc/34473

http://drop.sc/34472


These were some of the replays I was gonna post of an attempted 2 base variation From a 2 gate robo expand that some people wanted to see.
Vtwo
Profile Joined July 2011
Netherlands8 Posts
September 13 2011 15:18 GMT
#158
Worked well against a Roaching Zerg though, haha!
Vtwo
Profile Joined July 2011
Netherlands8 Posts
September 13 2011 15:19 GMT
#159
On September 14 2011 00:05 Sated wrote:
Show nested quote +
On September 14 2011 00:02 Vtwo wrote:
1 EMP completely broke this build, I guess it's too late.

Have you not heard of spreading out your units..? Especially the sentries!

Tell that to the ramp I tried to clear.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-09-13 15:48:02
September 13 2011 15:47 GMT
#160
--- Nuked ---
Sated
Profile Blog Joined March 2011
England4983 Posts
September 13 2011 15:48 GMT
#161
--- Nuked ---
Sina92
Profile Joined January 2011
Sweden1303 Posts
September 13 2011 15:57 GMT
#162
it dies to 3rax stim
My penis is 15 inches long, I'm a Harvard professor and look better than Brad Pitt and Jake Gyllenhaal combined.
Techno
Profile Joined June 2010
1900 Posts
September 13 2011 16:02 GMT
#163
On September 14 2011 00:57 Sina92 wrote:
it dies to 3rax stim

replay? What about the 2 base version?
Hell, its awesome to LOSE to nukes!
Skyro
Profile Joined May 2010
United States1823 Posts
September 13 2011 17:58 GMT
#164
On September 14 2011 00:57 Sina92 wrote:
it dies to 3rax stim


How so? Cannon + sentries can hold 3rax stim due to the ramp.
ForeverSleep
Profile Joined April 2011
Canada920 Posts
Last Edited: 2011-09-13 18:06:19
September 13 2011 18:05 GMT
#165
On September 14 2011 00:57 Sina92 wrote:
it dies to 3rax stim


pretty sure you can put forcefields down at the ramp and survive a 3 rax pretty well...
"Life is what happens to you while you’re busy making other plans" - John Lennon
Acidictadpole
Profile Joined January 2009
Canada29 Posts
September 13 2011 18:36 GMT
#166
Forcefields and scouting would stop a 3rax pretty well. At which point, I'd cut back on the immortal production (push with 3 instead of 5 perhaps), and increase zealot/sentry.
Jecktor
Profile Joined March 2011
United States41 Posts
September 13 2011 18:57 GMT
#167
I feel like this build would get DEMOLISHED by the kiri Nitro reaper fast expand(which is kinda trendy ATM), or any kind of very early aggression. Its a cool all in but I cant say I would rely on this in ladder. Maybe in a set for a tournament if the player has a very passive opening style but thats really it.
Diamond Terran and Platinum Random. Jecktor.745 Blasphemy.350
starbreaker10
Profile Joined June 2011
United States62 Posts
September 13 2011 19:33 GMT
#168
ok, ive been using this general onebase robo build in my arsenal for a while, esp on close positions--- FOR ALL THOSE PROTOSS STRUGGLING TO MAKE THIS WORK: when you engage at their natural vs bunkers and mm with stim~ you HAVE to pull back when all ur zealots die, warp in more zealots/sentry and move back in (dont worry you still have an advantage aslong as ur immortals are alive), it could be a long intense battle, but you have to keep your immortals and some sentrys alive, those are your big investments in this build, just keep pulling back when your zealots die, he will keep losing units and scvs every time you engage, if you commit on your first and second engagements you will surely lose if the terran kills all ur immortals....and PLEASE MICRO IMMORTALs (it will be easier with next patch but plz micro, it means that ur zealots are up close wasting the MM+scvs)
Alsa
Profile Joined September 2011
France10 Posts
September 13 2011 21:01 GMT
#169
i would be interested in a 2base or makro with kind of this build as opening or early aggression.just while being able to switch to allin if you see a greedy build.
Techno
Profile Joined June 2010
1900 Posts
September 14 2011 00:30 GMT
#170
On September 14 2011 06:01 Alsa wrote:
i would be interested in a 2base or makro with kind of this build as opening or early aggression.just while being able to switch to allin if you see a greedy build.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=264470&currentpage=7#127

As far as I can tell, this beats 2 rax FE -> MMM in a direct engagement around 10 minutes, apparently beats 1/1/1 handily, and I cant imagine 1 rax FE standing much of a chance. Soooo, Terrans..... is it finally our time to go crying to Blizzard? /sarcasm /cough at immortal buff
Hell, its awesome to LOSE to nukes!
Jayrod
Profile Joined August 2010
1820 Posts
September 14 2011 00:50 GMT
#171
Im really digging this build, thanks alot. I have to say I like the version that was used against Techno earlier in the thread. Later forge, with an expansion.. maybe its worse at busting certain builds or holding 1/1/1 than the one base version though i dunno
Techno
Profile Joined June 2010
1900 Posts
September 14 2011 01:00 GMT
#172
On September 14 2011 09:50 Jayrod wrote:
Im really digging this build, thanks alot. I have to say I like the version that was used against Techno earlier in the thread. Later forge, with an expansion.. maybe its worse at busting certain builds or holding 1/1/1 than the one base version though i dunno

It should probably be referred to as the "Vathus version". lawl.

Seriously though. Someone tell me how to beat this. XD
Hell, its awesome to LOSE to nukes!
skatbone
Profile Joined August 2010
United States1005 Posts
September 14 2011 01:31 GMT
#173
On September 14 2011 04:33 starbreaker10 wrote:
ok, ive been using this general onebase robo build in my arsenal for a while, esp on close positions---


Thanks, Hister. I'm using this build situationally--in 2 situations.

I'm a macro player, but I have been needing a go-to build vs T on close positions. I also am tired of getting rine-SCV-all-inned. It happens every four or five games (I'm only mid/high diamond). I can hold it off, but sometimes, it is a gas less expand rather than an expo. When I misread their gasless opening, I stand to get behind economically. So I'm now using this build as my response to scouting a gasless Terran as it can defend against rine-SCV-all-in and break a gasless FE.

tl;dr I don't like all-ins as a general play style. However, for close positions, and against gasless openings, I find this to be a legitimate build that allows me to dictate early game against Terran (how rare is that!?).
Mercurial#1193
gulshngill
Profile Joined December 2010
Malaysia140 Posts
September 14 2011 02:37 GMT
#174
What if I decide to get +1 weapons rather than armor since the damage bonus for immortals would be insane?
ScythedBlade
Profile Joined May 2010
308 Posts
September 14 2011 03:10 GMT
#175
On September 14 2011 11:37 gulshngill wrote:
What if I decide to get +1 weapons rather than armor since the damage bonus for immortals would be insane?


Bad idea. The reason is the following:

With no armor upgrade, zealot/sentry/immortal takes 6 damage from a marine at shields and 5 damage from armor (due to the natural +1).

With guardian shield, they all take 4 damage from shields and 3 damage from armor.

With that +1 armor, they take 4 damage from shields and 2 damage from armor. Before you think this is very little, it goes from a zealot needing to take 34 hits to die to 50 hits to die. THATS A LOT OF MARINE SHOTS TO LIVE FOR.

And you don't even know want to know what goes for immortals. They take 100 hits to die now without their shields.
zyzski
Profile Joined May 2010
United States698 Posts
September 14 2011 04:45 GMT
#176
after trying this since the post was made, i've given up. it's too easy to stop. the only reason it works is because tons of terrans are too lazy to scout/scan and adjust their build. if a terran uses his brain even a little bit, they stop it.
TYBG
darkluke
Profile Joined January 2011
United States3 Posts
September 14 2011 06:02 GMT
#177
or you scrubs could just 1a better and use protoss as it was meant to be used... the race of retards. Now I know how good all of you worthless pricks that think they know how to play this game by playing this game as protoss are and all but just stop. if u want to play a real race play terran. when terran gets blink thors and invisible marines and stuff that is when it's as easy to play terran. now again if u protoss kids have a problem with terran 111 just 11111A better scrubs.... duhhh??

User was banned for this post.
Drinc
Profile Joined June 2010
Sweden98 Posts
September 14 2011 06:12 GMT
#178
I've played against this cannon shit, it's really, REALLY BAD since your tanks just outrange cannons while your marines/banshess defend them.
Borkbokbork
Profile Joined April 2011
United States123 Posts
September 14 2011 06:26 GMT
#179
I have a friend who does 1 base ghost all ins, cant imagine this would do well against that... so now ALL all ins, but it does look amazing.
qi neng jin ru ren yi, dan qiu wu kui wo xin
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
September 14 2011 06:55 GMT
#180
On September 14 2011 15:12 Drinc wrote:
I've played against this cannon shit, it's really, REALLY BAD since your tanks just outrange cannons while your marines/banshess defend them.


Did you actually watch any of the replays? You only get a cannon if you scout a 2rax or early marine scv all-in. You need one against these as you open robo after 1 gate. And you only get 1 cannon anyway...
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
sleepingdog
Profile Joined August 2008
Austria6145 Posts
September 14 2011 10:31 GMT
#181
On September 14 2011 15:55 LtLolburger wrote:
Show nested quote +
On September 14 2011 15:12 Drinc wrote:
I've played against this cannon shit, it's really, REALLY BAD since your tanks just outrange cannons while your marines/banshess defend them.


Did you actually watch any of the replays? You only get a cannon if you scout a 2rax or early marine scv all-in. You need one against these as you open robo after 1 gate. And you only get 1 cannon anyway...


I don't think it's necessary to get a forge if you scout a gas. The only really threatening thing is the marine/SCV all-in. Before everyone (including myself) started going one gate expo, I never died against marine/marauder-pushs by going gate robo gate. Don't think the forge is needed there.
"You see....YOU SEE..." © 2010 Sen
cdd
Profile Joined September 2011
Germany30 Posts
Last Edited: 2011-09-14 12:19:51
September 14 2011 12:18 GMT
#182
i have only watched the youtube video that has been posted, but based on that i can't really see how this push can crush the 1/1/1 allin. according to the video the push happens at about the 10 minute mark with 5 immortals and a few sentries and zealots. at this point in time a terran going for 1/1/1 will usually have out about 3 bashees out and you don't really have any AA besides the sentries that do horrible damage. won't the terran just be able to snipe all your stuff with those bashees without you being able to do anything about it?

also, at this point in time the terran usually also has about 3 tanks out with siege mode researched, so he can just siege them somewhat behind his bunker line and your army will just be crushed by siege tank fire while it's still occupied with the bunkers (the tanks won't be in range for the immos yet)

am i missing something here?
Roynalf
Profile Joined August 2011
Finland886 Posts
September 14 2011 13:32 GMT
#183
On September 14 2011 21:18 cdd wrote:
i have only watched the youtube video that has been posted, but based on that i can't really see how this push can crush the 1/1/1 allin. according to the video the push happens at about the 10 minute mark with 5 immortals and a few sentries and zealots. at this point in time a terran going for 1/1/1 will usually have out about 3 bashees out and you don't really have any AA besides the sentries that do horrible damage. won't the terran just be able to snipe all your stuff with those bashees without you being able to do anything about it?

also, at this point in time the terran usually also has about 3 tanks out with siege mode researched, so he can just siege them somewhat behind his bunker line and your army will just be crushed by siege tank fire while it's still occupied with the bunkers (the tanks won't be in range for the immos yet)

am i missing something here?


You are underestimating sentry dps wich is 6.
when stalker dps is 6.9 on non armored units, so in the end diffrence isnt so huge as you may think.
(V) (;,,;) (V) Woopwoopwoopwoop
101toss
Profile Blog Joined April 2010
3232 Posts
Last Edited: 2011-09-14 13:40:47
September 14 2011 13:39 GMT
#184
On September 14 2011 22:32 Roynalf wrote:
Show nested quote +
On September 14 2011 21:18 cdd wrote:
i have only watched the youtube video that has been posted, but based on that i can't really see how this push can crush the 1/1/1 allin. according to the video the push happens at about the 10 minute mark with 5 immortals and a few sentries and zealots. at this point in time a terran going for 1/1/1 will usually have out about 3 bashees out and you don't really have any AA besides the sentries that do horrible damage. won't the terran just be able to snipe all your stuff with those bashees without you being able to do anything about it?

also, at this point in time the terran usually also has about 3 tanks out with siege mode researched, so he can just siege them somewhat behind his bunker line and your army will just be crushed by siege tank fire while it's still occupied with the bunkers (the tanks won't be in range for the immos yet)

am i missing something here?


You are underestimating sentry dps wich is 6.
when stalker dps is 6.9 on non armored units, so in the end diffrence isnt so huge as you may think.

Sentries are also slower, have less range, have only 80 health, and cost 100 gas, although they are not affected by pdd. This is why I want to test a 111 build against this
Math doesn't kill champions and neither do wards
cdd
Profile Joined September 2011
Germany30 Posts
Last Edited: 2011-09-14 14:49:07
September 14 2011 14:41 GMT
#185
i think if the terran scouts this comming and is doing a 1/1/1 he can just put 4 bunkers on top of his (naturals) ramp, put a line of marines directly behind the bunkers and siege his tanks behind the marines (a little further away so that sieged tank range is the same as bunker range). according to the replay (the one on youtube) the push hits at around 10 minutes, at which point the terran should have around 4 siege tanks, 3 banshees and a lot of marines.

like i said, the banshees can just pick of the sentries at will and i don't see how the protoss can breach this wall of bunkers, marines and sieged tanks, all his gateway stuff will just die and the immos will never get in range of the tanks.

after the terran has held the push he can basically just keep the wallin up and take his natural (toss will be behind at this point) or (if enough of his marines survived) he can alternatively just sell his bunkers, unsiege and do the regular 1/1/1 push a little delayed. killing the toss at this point would probably be difficult because he still has his immos left and can warp in gateway stuff to hold the push, but the terran can just contain the toss by siegeing up outside of the main (and outside of immo range) and get his expo with the money from the sold bunkers.


edit: i'm not saying that this push is not strong or that my way of dealing with it would actually work, it's just what i would instinctively do when i scout it
Sated
Profile Blog Joined March 2011
England4983 Posts
September 14 2011 14:53 GMT
#186
--- Nuked ---
FrodaN
Profile Blog Joined October 2010
754 Posts
September 14 2011 17:00 GMT
#187
On September 14 2011 19:31 sleepingdog wrote:
Show nested quote +
On September 14 2011 15:55 LtLolburger wrote:
On September 14 2011 15:12 Drinc wrote:
I've played against this cannon shit, it's really, REALLY BAD since your tanks just outrange cannons while your marines/banshess defend them.


Did you actually watch any of the replays? You only get a cannon if you scout a 2rax or early marine scv all-in. You need one against these as you open robo after 1 gate. And you only get 1 cannon anyway...


I don't think it's necessary to get a forge if you scout a gas. The only really threatening thing is the marine/SCV all-in. Before everyone (including myself) started going one gate expo, I never died against marine/marauder-pushs by going gate robo gate. Don't think the forge is needed there.


Isn't the +1 and GS really beneficial for your zealots though? That's at least the feeling I get whenever I try this.
Bro_Stone
Profile Joined April 2011
United States510 Posts
September 14 2011 22:16 GMT
#188
Well... I just scouted this really early and still lost to it with 4 bunkers and repairing scvs. Guess I need to get ghosts a little sooner They were like 10 secs from completion and 40ish from emp:K That +1 and gshield is gaaaaaaah!!!
Stim Go Go GO!
aznkukuboi
Profile Joined December 2010
120 Posts
September 15 2011 08:03 GMT
#189
Ah, it seems like it does counter the 1-1-1. Good job! I'll try this build
Nyast
Profile Joined November 2010
Belgium554 Posts
September 15 2011 08:52 GMT
#190
Crushed 1-1-1 with tanks/raven/banshees and FE builds with it, nice.
Klyberess
Profile Joined October 2010
Sweden345 Posts
September 15 2011 09:11 GMT
#191
What if he scouts it and gets 2port banshee? pretty sure a few sentries cant hold off 4+ banshees... Or if he scouts it and goes 1base ghost. or even marine/bfh/banshee...

Definitely a very strong build vs blind play though, be it standard or marine/tank.
EmpireHappy <3 STHack <3 ByunPrime
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-09-15 09:18:30
September 15 2011 09:17 GMT
#192
--- Nuked ---
Marooned
Profile Joined January 2011
Norway161 Posts
September 15 2011 09:19 GMT
#193
On September 14 2011 10:00 Techno wrote:
Show nested quote +
On September 14 2011 09:50 Jayrod wrote:
Im really digging this build, thanks alot. I have to say I like the version that was used against Techno earlier in the thread. Later forge, with an expansion.. maybe its worse at busting certain builds or holding 1/1/1 than the one base version though i dunno

It should probably be referred to as the "Vathus version". lawl.

Seriously though. Someone tell me how to beat this. XD


Seriously read the thread man.. Its posted several times, and its basically a free win if you scout it, witch isnt really hard when you know what to look for either.
Acidictadpole
Profile Joined January 2009
Canada29 Posts
September 15 2011 13:17 GMT
#194
I wonder if there's a way to make this safer to ghost play.
Bro_Stone
Profile Joined April 2011
United States510 Posts
September 15 2011 14:01 GMT
#195
On September 15 2011 22:17 Acidictadpole wrote:
I wonder if there's a way to make this safer to ghost play.


Most terrans won't have ghosts by the 10 minute mark
Stim Go Go GO!
VassiliZaytsev
Profile Joined July 2010
Canada45 Posts
September 15 2011 14:45 GMT
#196
Hmm, I keep crushing this with a 1 rax FE gasless.. As long as I have stim, I've never had to have more than 3 bunkers and have actually never had to bring my scvs to repair (whats the point anyways against like 300 dps against bunkers lol).

If you are doing the 1 rax gasless FE into 3 rax, get 2 tech lab and 1 reactor and just pump constant 2 marines 2 marauders while instantly researching stim. Stim will be done by 9:00, perfect timing to stop this push, and marauders actually do better against it than marines do for a few reasons.

1. Higher DPS against everything. A Marauder does 16 damage to a Immortal past its shields, even which GS, while a marine does 2. A Marauder does 6 damage to a zealot past its shields, while a marine does 2.

2. Coupled with almost 3 times the health, they are pretty sturdy against the zealot sentry (of course they do take more damage from immortals).

Don't go overboard with bunkers, as this will just spread out your units too much, and you want them bunched up. The +1 attack helps, but to be honest I almost never have it out in time for the initial push (it might finish while the fight is going on), but it's never mattered. My friend did it about 5 times to me and I didn't lose to it a single time and it's not like I specifically rushed for ghosts or anything, I was just doing my normal terran macro build.

For reference, with the finished research of stim and +1, the DPS of a marine in your army vs his army increases by 225% which is nuts. The most important upgrade is stim for sure.

Extra info, I usually put the marines in bunkers rather than the marauders, as they are the weaker units health wise, and always remember to stim your bunkers right as the engagement starts for that little extra bit of DPS.

I was analyzing my replays against this last night and every time this build would be close to hitting or hitting(the 9:30 mark), I would have 3 rax, stim done, and about 10 marauders and 17 marines with 2-3 bunkers as well as having a starport OTW for quick teching to medivacs.

I'll drop like 3 replays of this when I get home from work.
Big Mac
anarchyattack
Profile Joined November 2008
Sweden54 Posts
September 15 2011 15:38 GMT
#197
I did this 3 times to day in 3v3 :D Fun to do and did win

...then I did it a 4 time and my ally where thinking I were a big noob when the 5 gates (for fun wtf..) come up... So they stopt the teamplaying and we lost. And I am nr 1 in master (+70% win rate!) in my leage so I did think people not where that conservative to new crazy strats lol.
Techno
Profile Joined June 2010
1900 Posts
September 15 2011 15:46 GMT
#198
On September 15 2011 18:19 Marooned wrote:
Show nested quote +
On September 14 2011 10:00 Techno wrote:
On September 14 2011 09:50 Jayrod wrote:
Im really digging this build, thanks alot. I have to say I like the version that was used against Techno earlier in the thread. Later forge, with an expansion.. maybe its worse at busting certain builds or holding 1/1/1 than the one base version though i dunno

It should probably be referred to as the "Vathus version". lawl.

Seriously though. Someone tell me how to beat this. XD


Seriously read the thread man.. Its posted several times, and its basically a free win if you scout it, witch isnt really hard when you know what to look for either.

I've read the whole thread multiple times, can you direct me to some useful information on stopping this as terran?
Hell, its awesome to LOSE to nukes!
Cutebone
Profile Joined March 2011
United States62 Posts
September 15 2011 15:56 GMT
#199
WOW WEE, this build blindly counters blind thor rushes!



...and that's the only success I've had with it...
Acidictadpole
Profile Joined January 2009
Canada29 Posts
September 15 2011 16:07 GMT
#200
On September 15 2011 23:01 Bro_Stone wrote:
Show nested quote +
On September 15 2011 22:17 Acidictadpole wrote:
I wonder if there's a way to make this safer to ghost play.


Most terrans won't have ghosts by the 10 minute mark



Didn't Proxima have them in his replays?
Bro_Stone
Profile Joined April 2011
United States510 Posts
Last Edited: 2011-09-15 16:21:12
September 15 2011 16:20 GMT
#201
On September 16 2011 01:07 Acidictadpole wrote:
Show nested quote +
On September 15 2011 23:01 Bro_Stone wrote:
On September 15 2011 22:17 Acidictadpole wrote:
I wonder if there's a way to make this safer to ghost play.


Most terrans won't have ghosts by the 10 minute mark



Didn't Proxima have them in his replays?


He played hister 3 times in a row... Don't you think HE KNEW the push was coming?
Stim Go Go GO!
BoondockVeritas
Profile Joined August 2010
United States191 Posts
September 15 2011 16:25 GMT
#202
I like the idea of protoss being able to beat 1-1-1 and break a terrans front(something that was previously almost impossible if they mass repair bunkers) but i'm feeling a little like day9. why make 5 gates, a robo, and a forge on one base? i play around on the ptr some and i tried this same idea out with just 3gate robo and forge and it worked out fairly well because it was easier to produce constantly on 3gates vs 5 while still getting some immortals and the armor upgrade. personally 3gate robo forge with the ability to hold attacks, go attack and potentially end the game or do damage, and then expand and easily tech and continue to get upgrades is more appealing than 5gate robo forge where you're basically all in with a higher chance of ending the game, but if you don't it might be tough to transition out.

hwangsin has been doing a 3gate robo that is something like this, but he does his a little different without the upgrade and other stuff. zeerax (i think) was uprising around the time mondragon first showed up in sc2(again don't quote me on this) and he was playing around with zealot/sentry/immortal and just killing terrans with it. this idea isn't new, but the build is definitely something nice to know how to do now

also has anyone considered +1 attack off of 3-5 gate robo instead of defense? i understand that the armor is to make marines not melt your army, but if you did an earlier smaller attack with less of everything before big numbers of marines come out, would the extra 5 damage against armored and zealots doing 2 more on top of guardian shields be better? i'd test it but school hasn't been kind
NA server Veritas.414, KR server Bullet.382. 지지요!
VassiliZaytsev
Profile Joined July 2010
Canada45 Posts
September 15 2011 16:55 GMT
#203
The armor almost infinitely better. Someone put the numbers earlier as 34 marine shots compared to 50 marine shots.. and something like... over 150 shots to kill an immortal. It reduces marine damage from 3 - 2, a 50% decrease. General rule of thumb, armor upgrades against fast firing units like marines. The + 1 attack would barely do anything.

Ok I did a bunch of calculations about damage/armor/etc, but it got really annoying trying to figure out all the possibilities so i'm just going to say the following: Your units all attack pretty slowly, and the +1 attack only has like a couple cases where it actually takes less shots to kill a marine or marauder. Some notable ones.. Immortals 2 shot stimmed marauders. But quite honestly, its increasing your DPS by like 20% but increasing his by 50% for his marines.

Imagine for a second that you were able somehow to rush +2 armor against his 0 attack (probably impossible but..) you would reduce his marine damage to 1.. so it would take him over 100 shots to kill a zealot, and over 250 to kill an immortal.

tldr; ARMOR over ATTACKKKKKKKK! dont waste time testing it

Big Mac
101toss
Profile Blog Joined April 2010
3232 Posts
September 15 2011 17:25 GMT
#204
On September 16 2011 01:55 VassiliZaytsev wrote:
The armor almost infinitely better. Someone put the numbers earlier as 34 marine shots compared to 50 marine shots.. and something like... over 150 shots to kill an immortal. It reduces marine damage from 3 - 2, a 50% decrease. General rule of thumb, armor upgrades against fast firing units like marines. The + 1 attack would barely do anything.

Ok I did a bunch of calculations about damage/armor/etc, but it got really annoying trying to figure out all the possibilities so i'm just going to say the following: Your units all attack pretty slowly, and the +1 attack only has like a couple cases where it actually takes less shots to kill a marine or marauder. Some notable ones.. Immortals 2 shot stimmed marauders. But quite honestly, its increasing your DPS by like 20% but increasing his by 50% for his marines.

Imagine for a second that you were able somehow to rush +2 armor against his 0 attack (probably impossible but..) you would reduce his marine damage to 1.. so it would take him over 100 shots to kill a zealot, and over 250 to kill an immortal.

tldr; ARMOR over ATTACKKKKKKKK! dont waste time testing it


Will +1 armor save you against banshees, thors, and tanks?
Math doesn't kill champions and neither do wards
BoondockVeritas
Profile Joined August 2010
United States191 Posts
September 15 2011 17:39 GMT
#205
On September 16 2011 02:25 101toss wrote:
Show nested quote +
On September 16 2011 01:55 VassiliZaytsev wrote:
The armor almost infinitely better. Someone put the numbers earlier as 34 marine shots compared to 50 marine shots.. and something like... over 150 shots to kill an immortal. It reduces marine damage from 3 - 2, a 50% decrease. General rule of thumb, armor upgrades against fast firing units like marines. The + 1 attack would barely do anything.

Ok I did a bunch of calculations about damage/armor/etc, but it got really annoying trying to figure out all the possibilities so i'm just going to say the following: Your units all attack pretty slowly, and the +1 attack only has like a couple cases where it actually takes less shots to kill a marine or marauder. Some notable ones.. Immortals 2 shot stimmed marauders. But quite honestly, its increasing your DPS by like 20% but increasing his by 50% for his marines.

Imagine for a second that you were able somehow to rush +2 armor against his 0 attack (probably impossible but..) you would reduce his marine damage to 1.. so it would take him over 100 shots to kill a zealot, and over 250 to kill an immortal.

tldr; ARMOR over ATTACKKKKKKKK! dont waste time testing it


Will +1 armor save you against banshees, thors, and tanks?


banshees do some insane dps, so like the guy after me stated (like i already knew and thought i said >.>) those hit more often quickly to add up, so the armor upgrade comes into effect more often. it't not the same as the marine, but it might help? thors i don't think so, but idk. tanks unseiged it again might help, but sieged wouldn't do much at all.

in my previous babble i was thinking about the bust depending on what terran has and what unit composition you have. i.e. less immortals, but more zealot/sentries vs his fe with less units and more bunkers or something weird. the idea was also by the ten minute mark and a 20food forge, i think its possible to get +1 attack and +1 armor out by the time the push hits. for another race this might seem dumb, but for protoss its cutting 2 sentries and a zealot worth of resources to get those upgrades. from OP you push with 80 food and +1 armor or 74 food with +1/1. now which is better assuming you could get it done in the same time frame? just theorycrafting some though so idk if its even possible.
NA server Veritas.414, KR server Bullet.382. 지지요!
SuperYo1000
Profile Joined July 2008
United States880 Posts
Last Edited: 2011-09-15 17:45:36
September 15 2011 17:44 GMT
#206
banshee = 2X12 attack verse a +1 armor +guardian shield protected stalker turns that 2X12 into 2x8 instead. Yes I do believe armor over attack is awesome

Also the stalker +1 attack is lame since bonus damage gets nothing

Tanks, armor upgrade actually greatly effects the splash of tanks so its good

Thors, we have immortals for that
Nivoh
Profile Blog Joined March 2010
Norway259 Posts
September 15 2011 17:46 GMT
#207
I read Hitlers PvT Immortal style. :S
VPCursed
Profile Blog Joined May 2011
1044 Posts
September 15 2011 17:53 GMT
#208
oh, i saw this build.. i beat it.. thought it was odd (beat it with 1/1/1 push ofc)
King.Crimson
Profile Joined June 2011
Romania478 Posts
September 15 2011 17:53 GMT
#209
Isn't Hister a character prophesied by Nostradamus that turned out to be Hitler? Or something like that. I know Haggard sing about it in Awaking the centuries.
Sermokala
Profile Blog Joined November 2010
United States13924 Posts
Last Edited: 2011-09-15 18:00:21
September 15 2011 17:58 GMT
#210
On September 16 2011 01:25 BoondockVeritas wrote:
I like the idea of protoss being able to beat 1-1-1 and break a terrans front(something that was previously almost impossible if they mass repair bunkers) but i'm feeling a little like day9. why make 5 gates, a robo, and a forge on one base? i play around on the ptr some and i tried this same idea out with just 3gate robo and forge and it worked out fairly well because it was easier to produce constantly on 3gates vs 5 while still getting some immortals and the armor upgrade. personally 3gate robo forge with the ability to hold attacks, go attack and potentially end the game or do damage, and then expand and easily tech and continue to get upgrades is more appealing than 5gate robo forge where you're basically all in with a higher chance of ending the game, but if you don't it might be tough to transition out.

hwangsin has been doing a 3gate robo that is something like this, but he does his a little different without the upgrade and other stuff. zeerax (i think) was uprising around the time mondragon first showed up in sc2(again don't quote me on this) and he was playing around with zealot/sentry/immortal and just killing terrans with it. this idea isn't new, but the build is definitely something nice to know how to do now

also has anyone considered +1 attack off of 3-5 gate robo instead of defense? i understand that the armor is to make marines not melt your army, but if you did an earlier smaller attack with less of everything before big numbers of marines come out, would the extra 5 damage against armored and zealots doing 2 more on top of guardian shields be better? i'd test it but school hasn't been kind



Yeah I'm in the same boat I'm trying to figure out a way to just make it that really steady expo strat with chronoing the gateways to get a good combo of mass immo enough zeals to tank and stalkers to take out banshee's.


I'm doing something a little crazy right now though 3 gate robo stargate get 3 to 5 phenoix's then stopping and have them focus on the bansee's so I can just go pure zeal on the gate's. can anyone tell me the minimum amount of immo's I'll need to roll the tanks in a 1/1/1 ? I really like this opening but I'm at the stage where I need to cut corners and thats just difficult for a newb.

comps are changing but I want a carrier HT zeal combo and hideing the ht's around but mass carrier looks so sexy to me right now.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
socommaster123
Profile Joined May 2010
United States578 Posts
September 15 2011 18:03 GMT
#211
In your build you say build double gas at 17 but in the replay you get gas at 14 and 17 which is the correct way to do it!?!?
Idra White Ra Sheth DRG SaSe Thorzain GOGO!
VassiliZaytsev
Profile Joined July 2010
Canada45 Posts
Last Edited: 2011-09-15 18:06:04
September 15 2011 18:04 GMT
#212
Yea the guy above me just answered that, armor does help vs banshees.. the only thing your attack upgrade is going to help is sentries in that composition unless you warp in stalkers gaining a +1 damage. Splash damage is lowered from tanks, and with the inclusion of Guardian shield in the new patch affecting tank damage its going to be nice. And this push is supposed to hit by 10 minutes at the latest right? No one is going to have Thor Tank and Banshee, and if they do they will have like 1 of each at most -_-.

Ok if you scout the guy going mass thor..... maybe +1 attack is better, but 2 thors hitting at like 8 minutes is still going to have a good group of marines.. so the armor going to maybe even help more than attack.

I should also add that immortals with the +1 attack are going to take only 1 less shot to kill a thor, and overkill it by 32 HP, and you generally want to specifically go for attack upgrades if they are going to do something super special like 2 shot instead of 3 shot zerglings or something like that. 8 Shotting thors instead of 9 shotting them isnt really much of a bonus, but surviving like an extra 20 marine shots PER zealot is sick. Also attack upgrades arent much good if you can't get in range.

i just can't see a +1 attack ever being more effective than a +1 armor in PvT except if you are massing blink stalkers (lolrauders) or going up against ONLY thor with chargelot or something.

Solution: Dont all in, get 2 forges instead

Big Mac
genius_man16
Profile Joined February 2011
United States749 Posts
September 15 2011 18:19 GMT
#213
On September 15 2011 23:45 VassiliZaytsev wrote:
Hmm, I keep crushing this with a 1 rax FE gasless.. As long as I have stim, I've never had to have more than 3 bunkers and have actually never had to bring my scvs to repair (whats the point anyways against like 300 dps against bunkers lol).

If you are doing the 1 rax gasless FE into 3 rax, get 2 tech lab and 1 reactor and just pump constant 2 marines 2 marauders while instantly researching stim. Stim will be done by 9:00, perfect timing to stop this push, and marauders actually do better against it than marines do for a few reasons.

1. Higher DPS against everything. A Marauder does 16 damage to a Immortal past its shields, even which GS, while a marine does 2. A Marauder does 6 damage to a zealot past its shields, while a marine does 2.

2. Coupled with almost 3 times the health, they are pretty sturdy against the zealot sentry (of course they do take more damage from immortals).

Don't go overboard with bunkers, as this will just spread out your units too much, and you want them bunched up. The +1 attack helps, but to be honest I almost never have it out in time for the initial push (it might finish while the fight is going on), but it's never mattered. My friend did it about 5 times to me and I didn't lose to it a single time and it's not like I specifically rushed for ghosts or anything, I was just doing my normal terran macro build.

For reference, with the finished research of stim and +1, the DPS of a marine in your army vs his army increases by 225% which is nuts. The most important upgrade is stim for sure.

Extra info, I usually put the marines in bunkers rather than the marauders, as they are the weaker units health wise, and always remember to stim your bunkers right as the engagement starts for that little extra bit of DPS.

I was analyzing my replays against this last night and every time this build would be close to hitting or hitting(the 9:30 mark), I would have 3 rax, stim done, and about 10 marauders and 17 marines with 2-3 bunkers as well as having a starport OTW for quick teching to medivacs.

I'll drop like 3 replays of this when I get home from work.


Yeah I played this build once on ladder and just crushed it.

I think the problem is when you scout no expo at 6:00 then scan their base and see a forge + immortals you know exactly what's coming and can immediately get both +1 and ghosts (especially since I use the SlayerS 1 rax FE which already has +1 in the build) in time to stop this push.

Stim+bunkers&+1 weap+ghosts demolish this.

If there was a way for you to not have the build so obvious I think it would work better.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
SuperYo1000
Profile Joined July 2008
United States880 Posts
September 15 2011 18:23 GMT
#214
actually has anyone tested instead of 5 gates 1 robo 1 forge to a 3 or 4 gates 1 robo 2 forge to get the double ups as a potential all in?

I might try to work something like this out and post some results (much rather have a Master player iron it out, but I will try and contribute)
VassiliZaytsev
Profile Joined July 2010
Canada45 Posts
September 15 2011 18:38 GMT
#215
If you get the forge at 20 food you can get both upgrades by 9:30, which is when this push usually hits. So double forge is unnecessary, just start +1 armor immediately and +1 attack right after.
Big Mac
TiTanIum_
Profile Joined August 2011
Brazil1335 Posts
September 15 2011 18:57 GMT
#216
On September 16 2011 02:53 King.Crimson wrote:
Isn't Hister a character prophesied by Nostradamus that turned out to be Hitler? Or something like that. I know Haggard sing about it in Awaking the centuries.


Hister is a place in the lower Danube.

"But what about the Hitler prophecy? Simply put, it is vague, and when read we find it does not refer to Hitler at all. Nostradamus talks about conflict, division, strife and war. He also specifically mentions the area in and around Germany. But of course this has been the site of countless battles and conflicts throughout history. Nostradamus said, "Most of the army will be against the lower Danube [Hister sera]. The great one shall be dragged in an iron cage when the child brother [de Germain] will observe nothing."

This is where Hitler is supposed to have been named by name. But it says "Hister sera" and not "Hitler." Besides that, "Hister sera" does not refer to a person at all, but to a place. It is amazing that people get all worked up over things like this, and never check them out to see if there is really any validity to them."

http://www.bible.ca/ef/topical-what-nostradamus-said-about-adolf-hister-...thats-right-hister.htm

Don´t mind the bible stuff in the linked site.
coreydota
Profile Joined October 2010
United States180 Posts
September 15 2011 19:04 GMT
#217
On September 16 2011 01:20 Bro_Stone wrote:
Show nested quote +
On September 16 2011 01:07 Acidictadpole wrote:
On September 15 2011 23:01 Bro_Stone wrote:
On September 15 2011 22:17 Acidictadpole wrote:
I wonder if there's a way to make this safer to ghost play.


Most terrans won't have ghosts by the 10 minute mark



Didn't Proxima have them in his replays?


He played hister 3 times in a row... Don't you think HE KNEW the push was coming?


how does that matter considering that you will KNOW that this push is coming either by scanning his base once or scouting for an expo at the 8 minute mark

10 minute ghosts aren't unreasonable at all considering how easy this is to scout
BoondockVeritas
Profile Joined August 2010
United States191 Posts
September 15 2011 19:40 GMT
#218
hurray i sparked conversation about double upgrades and a little about expo! maybe someday someone will find a build thats more like the 1/1/1 for protoss that terran has to constantly play in fear of and not do greedy things because of it. Que terran complaining about protoss being imba imba ibma*
NA server Veritas.414, KR server Bullet.382. 지지요!
ForeverSleep
Profile Joined April 2011
Canada920 Posts
September 15 2011 22:20 GMT
#219
On September 16 2011 03:03 socommaster123 wrote:
In your build you say build double gas at 17 but in the replay you get gas at 14 and 17 which is the correct way to do it!?!?


doesnt really change much actually, you still are going to get the gas you need in time
"Life is what happens to you while you’re busy making other plans" - John Lennon
Chernobyl
Profile Joined March 2011
Brazil143 Posts
Last Edited: 2011-09-15 22:53:36
September 15 2011 22:44 GMT
#220
I coudn't win against masters terrans.(im mid diamond)
*but won all games against diamond terrans.

But i'm not a good player, and i'm still tryng to improve and change some details... but it really dont look very promissing on > top diamond.
*lets see on next patch.

A good counter for that first push, it build rax in front of the natural.
Using this, a simple 3 rax stim can win... the terran make 40+ marines and that is enough to deal with 9 sentrys/9 zeas/5 immortals...

[off]And thats is normal... every BO have counters if it is scouted properly, like 1/1/1.... OW wait...[/off]
Keilah
Profile Joined May 2010
731 Posts
September 16 2011 00:27 GMT
#221
How has nobody mentioned that if you drop the robo right after the stalker you can hit much sooner? On my second attempt I was attacking the terran units at 8:50 with +1 armor, 4 immortals, 4 sentries, 2 zealots, 1 stalker, with 2 extra gates morphing into warpgate mode, and 2 more gates a few seconds behind.

The crucial elements here are +1 armor, GS, and immortals, right? Can always smash thru some bunkers and back off to wait for a few warpins if that's what makes you happy but with people saying they get stim and a ghost around 9:00, seems crucial to hit hard right before that happens.
wolnewitz
Profile Joined July 2011
United States6 Posts
September 16 2011 03:23 GMT
#222
think you just broke the game lol this build is crazy good
mules are gay
Belisarius
Profile Joined November 2010
Australia6229 Posts
September 16 2011 03:43 GMT
#223
This is a tremendously innovative build, and completely trashes anyone who doesn't know what it is.
But, it's ridiculously scoutable (forge, delayed gas with no expo and no zealots) and it's got an obvious hardcounter which is pretty easy to tech to (EMP).

Has OP actually commented on fighting ghosts with this?
SPACETIME
Profile Joined November 2010
Canada48 Posts
September 16 2011 03:55 GMT
#224
PvT was killing me I am toly trying this out thx for sharing <3
ritual is the husk of true faith; the beginning of chaos
Aelonius
Profile Blog Joined October 2010
Netherlands432 Posts
September 16 2011 08:57 GMT
#225
I am not a protoss but is it me if I say that a warp prism addition could be very very nasty? Sure, it costs some but while your friendly Terran is dealing with the push you can warp in units in the back and faceroll his economy. Another thing could be, depending per map, to drop the immortals inbase ?
''The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.''—Ronald Reagan
teamamerica
Profile Blog Joined July 2010
United States958 Posts
September 16 2011 09:40 GMT
#226
Hmm I normally do a 1rax expo and add up to 4 rax, get one gas, go up to 5rax and one techlab (for stim) and pump rines and one rauder. Works well vs all the people doing twilight chargelot openings for me. I'd really like to try that vs this build - I think I'd be ok because the only things I spend my gas on are stim and +1 weapons. It's delayed but with so many minerals (only one gas) I have a ton of rines and even though marines only do the 2dmg, immortals are just terrible vs them. Might be diff with 6range immo (patch) and good FF cutting me up but from what I see, most of the sentries are for GS. What I fear the most in my opening is people who kite me with stalkers for days (no medivacs so only one stim - if they kite me from my base it gets tedious) and collusi (but if I scout that I'll add more gas and get vikes).

I'm only a low NA master though so prolly just basic mistakes in my games letting me get away. Like to try it though - msg me teamamerica.915 if anyone wants a game.
RIP GOMTV. RIP PROLEAGUE.
paintfive
Profile Joined September 2011
785 Posts
September 16 2011 12:12 GMT
#227
On September 16 2011 17:57 Aelonius wrote:
I am not a protoss but is it me if I say that a warp prism addition could be very very nasty? Sure, it costs some but while your friendly Terran is dealing with the push you can warp in units in the back and faceroll his economy. Another thing could be, depending per map, to drop the immortals inbase ?


just get an obs and a pylon on low ground
poorcloud
Profile Joined April 2011
Singapore2748 Posts
September 16 2011 18:42 GMT
#228
On September 16 2011 18:40 teamamerica wrote:
Hmm I normally do a 1rax expo and add up to 4 rax, get one gas, go up to 5rax and one techlab (for stim) and pump rines and one rauder. Works well vs all the people doing twilight chargelot openings for me. I'd really like to try that vs this build - I think I'd be ok because the only things I spend my gas on are stim and +1 weapons. It's delayed but with so many minerals (only one gas) I have a ton of rines and even though marines only do the 2dmg, immortals are just terrible vs them. Might be diff with 6range immo (patch) and good FF cutting me up but from what I see, most of the sentries are for GS. What I fear the most in my opening is people who kite me with stalkers for days (no medivacs so only one stim - if they kite me from my base it gets tedious) and collusi (but if I scout that I'll add more gas and get vikes).

I'm only a low NA master though so prolly just basic mistakes in my games letting me get away. Like to try it though - msg me teamamerica.915 if anyone wants a game.


I tried it except i went for the 5 rax version. Lost horribly, he just had too many units when he hit.
wuddersup
Profile Joined July 2010
United States228 Posts
September 16 2011 18:50 GMT
#229
I lost using this strat when the Terran dropped me right when I moved out. I had to come back to save my base, and by that time it's too late. If I leave my base he drops again.
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 16 2011 19:05 GMT
#230
On September 11 2011 19:55 Roynalf wrote:
misread title as Hipsters PvT Immortal style

OMG me too!!! I was expecting a guide on how to go against the norm of PvT, with tips on tight jeans and rants on how bad mainstream builds are nowadays
Jaedong.
Deleted User 183001
Profile Joined May 2011
2939 Posts
September 16 2011 19:34 GMT
#231
Great build, but I don't like all-inning ;(.
I really like Immortals though mid-late game. The problem though is EMP, and the fact that Colossi are 11x more valuable in this MU :o
Catchafire2000
Profile Joined August 2010
United States227 Posts
September 16 2011 20:06 GMT
#232
On September 16 2011 09:27 Keilah wrote:
How has nobody mentioned that if you drop the robo right after the stalker you can hit much sooner? On my second attempt I was attacking the terran units at 8:50 with +1 armor, 4 immortals, 4 sentries, 2 zealots, 1 stalker, with 2 extra gates morphing into warpgate mode, and 2 more gates a few seconds behind.

The crucial elements here are +1 armor, GS, and immortals, right? Can always smash thru some bunkers and back off to wait for a few warpins if that's what makes you happy but with people saying they get stim and a ghost around 9:00, seems crucial to hit hard right before that happens.


Can u supply a replay please? I def. feel that this build needs to be refined.
jabooty
acidsurfer
Profile Joined September 2011
Poland1 Post
Last Edited: 2011-09-16 20:37:12
September 16 2011 20:34 GMT
#233
hello, i'm new user here, so please for your understanding :-)
i've been lurking this site for quite a time, but this thread push me to create account and join active users ;-)

first of all, TY for this BO. with this my winratio vs T is ROCKETJUMPING TO THE SPACE =)
i prefer to hit T about 10.00-10.30 with ~4-6 zets, 4 immos, (initial stalker if he wasn't sniped out) and 7-8 sentries plus additional warp ins near T bases. and, i haven't lost a single game vs T since i've started play this BO, regardless if T went for marine-scv all in, 2 rax push into fe, 1rax FE or even 1base ghost push...
...except infamous 1-1-1. i've read in another topic on TL that vs. 1-1-1 toss should go gate-robo-fe. i've tried incorporate fe to this BO, right about time second sentry and robo is on the way (it's time when my stalker hits T wall and i can scout, what units does he have). tested few times, and with FE puted down about 5min mark in 10. min i should've 4-5 zealots more, and income +250 mins over 1base play, so it should be better. but, if T isn't doing that, and prepares instead some other nasty push (becasue poking stalker that can see only few marines isn't reliable in 100% scouter), then my expo is kinda non-profitable (if i were sitting in 1base, that "other nasty push" should kiss my front door and that's it). so, what do you recommend to play, if i scout or assume that's T is going 1-1-1?

tl;dr - love this BO; what i should play or tranzit if i scout 1-1-1?

also, plat/dia toss-noob here ^^
Soulish
Profile Joined April 2010
Canada1403 Posts
September 16 2011 20:39 GMT
#234
a high diamond protoss just tried it against me and it failed horribly. I did a 1 rax FE and it was a piece of cake holding this with 1fact pumping out siege tanks and mmm. immortals trade terribly against marines and if you're holding a position at your natural you can make 2 bunkers and camp him out. Don't see what the big fuss is about. Once he loses the immortals it's gg.

funny thing was the diamond blocked me right after in a fit of nerdrage ^^. Ender, I'm looking at you.
me all in, he drone drone drone, me win
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
Last Edited: 2011-09-16 21:06:44
September 16 2011 21:05 GMT
#235
I tired this and failed miserably. But this is probably because of a combinatin of things! -

-I'm in Gold
- I probably hit about 15 minutes late
- I probably did the build order the opposite way round
- Terran's in Gold don't know what fast expanding is, let alone another build vs P that isn't a 3 rax

I'll try again :D

And to the guy above me yeah tanks + marines are pretty good vs this.. with bunkers ofc in front of tanks. Once the range is buffed it shouldn't be a problem though.. maybe
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
xdividebyzerox
Profile Joined August 2011
34 Posts
Last Edited: 2011-09-16 22:13:57
September 16 2011 21:28 GMT
#236
i've only lost 1 game doing this of about 8 that was because the terran did a double hidden proxy starport cloaked banshee base trade all in, he just flew his stuff to the corner and i didn't have any anti air aside from a sentrys

edit: I just got promoted to Diamond with this :D thanks alot for the awesome build
Jomer
Profile Joined August 2010
United States32 Posts
Last Edited: 2011-09-16 22:41:09
September 16 2011 22:38 GMT
#237
On September 16 2011 03:57 TiTanIum_ wrote:
Show nested quote +
On September 16 2011 02:53 King.Crimson wrote:
Isn't Hister a character prophesied by Nostradamus that turned out to be Hitler? Or something like that. I know Haggard sing about it in Awaking the centuries.


Hister is a place in the lower Danube.

"But what about the Hitler prophecy? Simply put, it is vague, and when read we find it does not refer to Hitler at all. Nostradamus talks about conflict, division, strife and war. He also specifically mentions the area in and around Germany. But of course this has been the site of countless battles and conflicts throughout history. Nostradamus said, "Most of the army will be against the lower Danube [Hister sera]. The great one shall be dragged in an iron cage when the child brother [de Germain] will observe nothing."

This is where Hitler is supposed to have been named by name. But it says "Hister sera" and not "Hitler." Besides that, "Hister sera" does not refer to a person at all, but to a place. It is amazing that people get all worked up over things like this, and never check them out to see if there is really any validity to them."

http://www.bible.ca/ef/topical-what-nostradamus-said-about-adolf-hister-...thats-right-hister.htm

Don´t mind the bible stuff in the linked site.


Your interpretation of the text seems reasonable, but I can certainly empathize with the person you're responding to. The basis for my own notice of the name's significance stems from a fairly well-known 1981 documentary narrated by Orson Welles, "The Man Who Saw Tomorrow". Given that people are less likely to try to refer to a place in the lower Danube than history's worst villain, I disagree not with the interpretation of the quatrains you cite, but of the intent of the user.

As for the build itself, it's refreshing to see a build that punishes an abusive build in the metagame - albeit blindly. That it is stomped by builds other than the one it punishes *should* be expected.
hysterial
Profile Joined April 2011
United States2044 Posts
Last Edited: 2011-09-16 23:10:33
September 16 2011 23:08 GMT
#238
Wow I just saw this build RAPE sixjaxMajor. went through like 5 bunkers...

And now its making Major rage on stream rofl.
Soulish
Profile Joined April 2010
Canada1403 Posts
September 16 2011 23:28 GMT
#239
On September 17 2011 08:08 hysterial wrote:
Wow I just saw this build RAPE sixjaxMajor. went through like 5 bunkers...

And now its making Major rage on stream rofl.



Then the next game he played it and made 2 ghosts and won while bming with offensive mules
me all in, he drone drone drone, me win
Bro_Stone
Profile Joined April 2011
United States510 Posts
September 16 2011 23:28 GMT
#240
Nice rage against major there lol XD Major owned this time with ghosts
Stim Go Go GO!
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 16 2011 23:55 GMT
#241
If you scout a ghost academy with your observer, do you think it would be wise to put down a stargate and get two pheonixes to counter the ghosts, or would that delay the push too much?
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
xdividebyzerox
Profile Joined August 2011
34 Posts
September 17 2011 00:58 GMT
#242
that would delay it by alot and there is a big chance your pheonix would'nt do anything at all
Keilah
Profile Joined May 2010
731 Posts
September 17 2011 02:58 GMT
#243
On September 17 2011 05:06 Catchafire2000 wrote:
Show nested quote +
On September 16 2011 09:27 Keilah wrote:
How has nobody mentioned that if you drop the robo right after the stalker you can hit much sooner? On my second attempt I was attacking the terran units at 8:50 with +1 armor, 4 immortals, 4 sentries, 2 zealots, 1 stalker, with 2 extra gates morphing into warpgate mode, and 2 more gates a few seconds behind.

The crucial elements here are +1 armor, GS, and immortals, right? Can always smash thru some bunkers and back off to wait for a few warpins if that's what makes you happy but with people saying they get stim and a ghost around 9:00, seems crucial to hit hard right before that happens.


Can u supply a replay please? I def. feel that this build needs to be refined.


Not giving a replay yet cuz it isn't refined to my satisfaction, but here is what i have:
(plz note that this is assuming the terran made a gas, which means he can't be rine/scv allining, which means you don't need the early forge for a cannon)

-do as Hister says up to the point where you build a stalker

-after stalker comes a robo ASAP

-after robo is pylon + sentry (i forget which is first)... this will force a bit of a probe cut when you are at 24/26, but if you make another probe you delay your sentry which i'm pretty sure can get you killed

-build nonstop immortals once the robo is done, don't make an observer unless you feel you really need to, but that will slow your push by ~30s which is probably a big deal

-build a forge after you start your first immortal and start +1 armor ASAP, the upgrade should finish around 8:35 with no chronoboost

-build no more than 26 probes total, i'm not sure if 25 or 26 is optimal but don't go past that. I suppose if you went with an observer you could go to 27 probes since your push is delayed meaning that extra probe has time to pay for itself

-if your build is still sloppy and you have to cut something, cut gateway unit production - remember that it is crucial to have 4 immortals with +1 armor 2-shotting his bunkers ASAP, having +-1 gateway unit is meh

-once your third immortal is out, start moving across the map so you can lay down a proxy pylon in time, and rally the 4th immortal to the front.

-once your immortal #4 is started (exact same time you start moving out), start making your extra gates, and yes you do want 5 of them. I believe you can squeak in gate #2 much earlier but that shouldn't be a huge deal. The important thing is that you warp in a round of units around the time immortal #4 reaches the enemy base.

-don't make immortal #5, there is zero chance it will arrive in time to contribute and you need that money for your gateways/units.

-You should have energy for 10 chronoboosts by 8:00 (which is when immortal #4 pops out). I _think_ the correct way to boost is: 4 on probes, 1 on stalker, 4 on robo, 1 on ??? (this one i'm uncertain of, possibly use it on the forge or the robo, maybe save it to chrono your gates during the battle). I notice that if I chronoboost immortal #1 I have a bit of money problems when it's time for immortal #2, so I recommend saving the chronoboost energy for a bit, then chronoing all out once immortal #2 starts.




The build as I have it is still a tiny bit sloppy, there are moments where i'm not sure to build a zealot or a sentry, i had to cut a few seconds of gateway build time, etc etc but i'll get that sorted.

This is important: I don't play much 1v1 anymore! I mostly just theorycraft and make good builds and play team games. So I don't know when to scout, how to adapt, etc etc. For example, maybe you really do need a cannon to be safe vs 2rax. Maybe you just have to get an observer, or at least a cannon in your probes (which btw you can afford after immortal #2 starts, which should be in time for a cloaked banshee). Maybe you need to chrono immortal #1 to be safe vs rushes.

I don't really know. Better players than me can tell you how to scout/react/be safe.


Oh and one last thing: If you make only 4gates and warp in only zlots/sentries, you can afford a nexus around the time you attack, but i don't know if that's really prudent... I mean, if you still haven't expanded at 8:30 you'd better effing kill him or lose, right? Idunno, idunno.
Noheroes
Profile Blog Joined May 2011
Canada19 Posts
September 17 2011 03:00 GMT
#244
Diamond league. Just got absolutely shit on by fast ghost build. This build is okay vs a terran who is greedy or doesn't get ghosts. Other than that, demolished by ghosts
Keilah
Profile Joined May 2010
731 Posts
September 17 2011 03:06 GMT
#245
Could also be decent to throw some chronos on +1 armor, make only 3 immortals, and hit around 8:00, again idunno.
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
September 17 2011 03:23 GMT
#246
Perhaps after immortal #1 is finished, it would be wise to chrono out an observer to look for potential terran reactions? For example, if you scout a ghost academy you could forgo making extra gates, cut immortals, andmake a robo bay instead and expand if he has made a cc? Or one could use hallucination to avoid the stop to immortal production. I might test this out when i get a chance to play later.
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2011-09-17 04:06:57
September 17 2011 03:54 GMT
#247
seems to me like if he expands, you can kill him before he has cloak/EMP if and only if you build zero observers.

If he doesn't expand, it's probably prudent to build an observer to defend vs cloak or to scout ghosts, since a no-expo t is going to reach his target tech before you attack whether you make an obs or not.

So let's see...

expansion = nonstop immortals, go kill him pre-9:00

no expo = make an obs, then:
-1/1/1 allin = LOL and win
-cloakshee rush = cancel immortal for another obs, cannon ur probes, probably expand
-1 base ghost = 1 base colossus?
-rine/tank = LOL and win
-3rax = ???, but probably even-ish
-2rax pressure -> expo = easy defend, and then ???, probably just kill his expo at 9:30 with 4 immortals + gate units, may as well pylon+obs into his main while you're at it
-2port banshee = cannon(s), another obs, and either stargate or more gates + stalkers
-some sort of drop = defend, probably abort immortals, and do some combination of expand/blink/HT/colossus
-inbase CC = ???
Skyro
Profile Joined May 2010
United States1823 Posts
September 17 2011 05:39 GMT
#248
For those having issues with ghosts you shouldn't be blindly doing this push w/o scouting, always make an obs initially from your robo so you can react accordingly:

vs 1-base ghost rush/push: if you scout the early ghost academy just switch over to colossi, spread your sentries at the top of the ramp and you generally can get out 1 colossi (w/o range) and should hold it easily.

vs 2-base: if they go fast ghost and then expand, just expand yourself and again switch to colossi when you scout the ghost academy. You shouldn't be behind because expo timing will match theirs. If they do an early expo then go for ghosts after that you have to decide if you think you can break them with a 1-base push or not depending on the timing of their ghosts.
Keilah
Profile Joined May 2010
731 Posts
September 17 2011 08:12 GMT
#249
did some more experimenting and this build has a glaring flaw:

T can just build nothing at all on the low ground, keep an eye out to see you coming, and float his expo + retreat his SCVs into his main when you push. Then he waits for some medivacs/ghosts/upgrades, ferries down, and kills you. You may have taken away his expo but he still was mining for a long time and still has all those SCVs + another CC.

This leads me to believe that we either find a way to make it work with MAX 3 immortals (to hit sooner, giving less benefit from his expansion), or we accept that this isn't viable.
sashamunguia
Profile Joined February 2011
Mexico423 Posts
September 17 2011 08:14 GMT
#250
i saw this build repetitively aplied against Gositerran, sixjaxMajor... winning only once, but anyways I must say It was very impressive indeed...
"only the need for meaning changes how you feel about what you see" "he who is not courageous enough to take risks will accomplish nothing in life" "being a Rebel is as stupid as to be completely Obedient"
Autarch
Profile Joined December 2010
Australia27 Posts
September 17 2011 11:00 GMT
#251
This build is great if you are beneath high masters. Terrans are vastly confused by it and get angry. I've haad a ~30% win rate v terran forever (60% v Z and P) and today I've been rolling through every terran I played. The only time it was even close was when we spawned cross positions on Typhon and he went for a base race when I moved out. I never thought immortals could be this fucking good.
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
September 17 2011 11:29 GMT
#252
On September 11 2011 19:45 Xequecal wrote:
Unfortunately, delaying your stalker as long as you do means a single reaper will just kill you.

ummmmmmmmmm what?
If anything this stalker is early, what are you talking about?

but all in all, this is a great build, very fresh and inspirational, look forward to trying it
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
September 17 2011 11:32 GMT
#253
Mind Blown... that was so awesome

Can't wait to try that after the patch, take that 1/1/1!
chestnutcc
Profile Joined July 2011
India429 Posts
Last Edited: 2011-09-17 12:34:44
September 17 2011 12:21 GMT
#254
Disclaimer: Just an amateur opinion.

My two cents: One possible way to resolve the immortal/ observer dilemma could be this: assimilator first, then gateway followed up by the second assimilator and core; these are to be arranged in a sim city. Chrono the nexus four times like Keilah says, varying according to what scouting tells you. Scout after the gateway. Saturate both assimilators and pull probes off one once you have 300 gas. Research hallucination first, followed by warpgate.

Chrono out two sentries. Put probes back on gas, put down your forge. The idea is that the simcity dulls the effect a reaper has, while the sentry can take some pot shots at it (though the sentry will lose in a straight up fight). If a reaper is spotted, you could cancel the second sentry and chrono the stalker out*. Keep your scouting probe alive.

Provided things are proceeding without too much ado, chrono out a stalker, research +1 armor, plant second gateway. Once hallucination is done the sentry should have enough energy for a phoenix by around the 6 minute mark. Scout unhindered and react accordingly.

To follow hister, keep producing primarily sentries (a zealot or two is okay, but I think they are more useful when warped in right before or during the push, allowing for faster warpgate cooldown and aggression). I think the early forge+ 2 sentries is sufficient to plant one or two cannons to hold an early marine scv all in, not sure. Robo goes up after this, chrono out immortals (you should chrono out only sentries, the frequency of which I suppose will be affected by scouting information). Warpgates should be done about the same time (plant your desired number of warpgates when you can).

I would love to experiment with this with anyone; I'm a gold toss.

* I don't know how one would react to nitro reaper rushes; maybe a bunker gives you room to drop the forge a bit later for an earlier gate, and I think the phoenix should spot the reapers in time.

Possible reactions:

The phoenix can search v efficiently for proxy stargates. If you see tech labbed stargates, cut immortals and go stalkers (into blink maybe, exploiting long banshee build time). Researching tech lab, chrono out observers first.

Ghost academy: Cut immortals, go for a robo bay and chrono out rangeless colossus. Warp prism for sentries might be a good idea. Look to expo. You should know most of this in th 6-8 min gap, so the expo can be set up by forgoing the +3 extra gates you need for hister's push, going for a cannon (you have the sentries).
Uni1987
Profile Joined September 2010
Netherlands642 Posts
September 17 2011 13:05 GMT
#255
Haha, i just did this versus protoss and it worked. He four gated me but it failed because of the cannon and sentries. A few minutes later i slammed him with an upgraded army :D
.............
Keilah
Profile Joined May 2010
731 Posts
September 17 2011 13:53 GMT
#256
http://drop.sc/35698

http://drop.sc/35699

here are a couple fairly refined versions that hit around 8:45-50 with 4 immortals, +1 armor, some gateway units and either 5 gates or 3 gates with a freshly planted nexus

Obv the 5gate version has more power in a sustained fight but the initial punch is very close to the same and I think by making a nexus you give yourself a fighting chance if the terran retreats up his ramp to the high ground. Use whichever u please.

Next up is a faster-hitting 3-immortal version, probably with just 3 gates but i'm not sure.
Aliasisthis
Profile Joined September 2011
Australia6 Posts
September 17 2011 23:43 GMT
#257
Nice build, I like the consistency of it. It just highlights that the game is in fact balanced; there's always a way to counter a build that's perceived as imbalanced.
snowroller1
Profile Joined February 2011
99 Posts
September 18 2011 01:05 GMT
#258
im really getting sick of people adding all in stragetys to this forum, i mean anyone can do a random bo to all in and win with it, dont have to put every single strat on here

User was temp banned for this post.
hysterial
Profile Joined April 2011
United States2044 Posts
September 18 2011 02:36 GMT
#259
On September 18 2011 10:05 snowroller1 wrote:
im really getting sick of people adding all in stragetys to this forum, i mean anyone can do a random bo to all in and win with it, dont have to put every single strat on here


All-ins are part of the game, and are considered strategy. Why wouldn't people want to see every strat?

Without all-ins you would get long-boring macro games with corners cut all the time, you need these builds to stop players from being greedy and force them to scout.
Stipulation
Profile Blog Joined April 2009
United States587 Posts
September 18 2011 03:39 GMT
#260
More Hister <3
Looking forward to watching the reps.
NaveAdair
Profile Joined September 2011
United States1 Post
September 18 2011 16:42 GMT
#261
This is great. Need to try this out.

(And wow, Holder was sooo mad.)
7Sevii
Profile Joined September 2011
United States17 Posts
September 18 2011 18:01 GMT
#262
This destroys terran in gold and silver league, does anyone have a link to the replays of sixjaxmajor and other pros playing this build?
Gattaca.usa
Profile Joined October 2010
131 Posts
September 19 2011 00:07 GMT
#263
do u have any replays of this against a 111? or how it fairs against a 111?
BabyCrusher
Profile Joined June 2011
United States25 Posts
September 19 2011 00:34 GMT
#264
If you wait to long to attack it can be held off pretty quickly. If you're going what you feel might be slightly to late, expo behind it because you will def cripple him to.

I'm really surprised how well this works 90% of the time. I actually got called trash for doing it. Joys of diamond haters.
"Only in death are we truly free"
aznkukuboi
Profile Joined December 2010
120 Posts
September 19 2011 03:07 GMT
#265
I tried this build against a terran going 1-1-1 and lost. This build you have 1 stalker and a bunch of sentries. His banshee harass at like 8:00 showed I was low on stalkers. He then proceeded to make 4 more banshees and skipped on tanks and rolled me.


This build, however, will roll in lower leagues because most terrans stick to whatever build they do and do not compensate based on what their opponents are doing.
chestnutcc
Profile Joined July 2011
India429 Posts
September 19 2011 09:20 GMT
#266
On September 19 2011 12:07 aznkukuboi wrote:
I tried this build against a terran going 1-1-1 and lost. This build you have 1 stalker and a bunch of sentries. His banshee harass at like 8:00 showed I was low on stalkers. He then proceeded to make 4 more banshees and skipped on tanks and rolled me.


This build, however, will roll in lower leagues because most terrans stick to whatever build they do and do not compensate based on what their opponents are doing.


I faced an identical terran, who skimped on tanks and went for more banshees BUT, I attacked too late allowing him to get 3 or so with high energy raven for pdd, completely rolled the ground army though. If he made 4 more banshees, imo the hister push was too late (banshees take forever to make): the initial push combined with a warp in of stalkers is enough to deal with around 2 banshees, cannons in your mineral line will take care of harass.
fanvadmeck
Profile Joined August 2011
Sweden112 Posts
September 19 2011 12:52 GMT
#267
Just a little detail.. add 24 pylon in the new version thanks for a great guide!
| Startale | Quantic | Liquid FTW!
Skyro
Profile Joined May 2010
United States1823 Posts
September 20 2011 18:40 GMT
#268
In your new BO you delay your forge, but delaying your forge means you don't have the option for an early cannon vs things like marine/SCV all-in, plus you don't have the option for going for a fast +1/+1 either. What was the reasoning for delaying your forge?
terranmoccasin
Profile Joined February 2011
United States74 Posts
September 20 2011 19:22 GMT
#269
I think delaying forge does a few things:

Get earlier gates (Basically opening 3 gate robo) - Use the 300 from forge+cannon on 2 gates instead, which can set you behind economically, but it's a pretty safe opening... and, well.. we're planning on all-inning ourselves anyway, right?

Hide the true build - If the terran scans/scouts your base and sees an early forge, he'll know something weird is going on. If delayed, it just looks like 3 Gate Robo, which most terrans are comfortable with.

The upgrade still finishes in time for the push even if you delay the forge, and the 3 gate robo allows an easier transition out of the Hister build if you scout something that will counter it.

Just my thoughts after messing around with the build.
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
Last Edited: 2011-09-20 21:45:56
September 20 2011 21:44 GMT
#270
lmao, i told you id see you on here posting about your all ins...


why dont you do a guide on how to cheese every single zerg with 3 pylons and zealot rush?

love how once someone gets to masters they think they can go write a guide on how to play....

User was temp banned for this post.
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
Swad1000
Profile Joined January 2011
United States366 Posts
Last Edited: 2011-09-20 22:39:18
September 20 2011 22:30 GMT
#271
On September 21 2011 06:44 Galaxy_Zerg wrote:
lmao, i told you id see you on here posting about your all ins...


why dont you do a guide on how to cheese every single zerg with 3 pylons and zealot rush?

love how once someone gets to masters they think they can go write a guide on how to play....


Somebodys mad

Protoss need a strong one base build and this guide is a good one. Loads of terrans even a few in gm rely on 1 base all ins in tvp because they are horrible.

This builds legit and forces a response out of terrans so theres nothing wrong with it.

http://www.teamliquid.net/blogs/viewblog.php?id=265314


Galaxy is a hard rager who 6 pools terrans then comes here and talks shit about immortal push.
nath
Profile Blog Joined May 2010
United States1788 Posts
September 20 2011 22:38 GMT
#272
1 rax FE beats this pretty soundly if done right.

Protoss can still do enough damage to equalize AT BEST, and instantly lose at worst.

MaNa vs DeMusliM is how I see most high level TvP "1 rax FE vs Hister build" going. Protoss may force a lift of cc, do damage; but if he expos behind it super late; the terran's counterattack will overwhelm him (and mnm+first 2 medivacs will rape face)
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
Gattaca.usa
Profile Joined October 2010
131 Posts
September 21 2011 02:17 GMT
#273
i've been doing this for the last couple of days and it is owning. post patch it owns even more!

doesn't matter what the terran goes. gas less FE, 1 rax FE, marine/hellion expand.

still haven't faced the dreaded 1/1/1.

this build is awesome. immortals are so strong with harden shield and guardian shield. then once shields are all gone there is +1 armor!!!

i usually attack when i have 4 immortals.
chestnutcc
Profile Joined July 2011
India429 Posts
September 21 2011 15:33 GMT
#274
Hister: I noticed that in the replay with cloakshees, you plant a stargate and chrono out phoenix. In a 1/1/1 defense, would it make sense to drop a gate from the build, maybe forgo additional stalkers in favour of one or two phoenix, depending on the number of banshees scouted ?(At the lower levels at which I play, I find the banshees remain after a favourable engagement and warping in stalkers makes me vulnerable to the next push, also if the terran actually scouts the immortal count, they tend to drop a tank or two for extra banshees)
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 21 2011 16:55 GMT
#275
This build is phenomenal. I think it is one of the few that is capable of holding almost all Terran aggression with good micro.

111? Sure Banshees will still be an issue but Immortals will tear through the tank count almost instantly and not leave themselves too exposed thanks to the range buff of 1.4. Furthermore, Zealots should be able to cleave through marines and tank the damage well.

3 rax? Tried it against someone who opened 3 rax and after an engagement on the ramp where I tore through his MM army, particularly the Marauders that literally died in seconds to the huge Immortal count, I expanded, built up my forces more to secure my advantage, went in and killed him on 2 bases.
SuperYo1000
Profile Joined July 2008
United States880 Posts
September 21 2011 17:42 GMT
#276
I think it would be a good idea to post some replays (high rank only) to histers immortal build losing to 1 1 1 banshee all in. That way we can brainstorm how to counter it. At least to me it seems that variation of the 1 1 1 gives this build the most trouble
Dutchess
Profile Joined May 2011
United States22 Posts
September 21 2011 18:04 GMT
#277
I don't know why people keep bringing up Reapers... the Stalker should pop at a normal time and stop the Reaper. I've had people try to get a fast Reaper against me probably 5-6 times now and every time my Stalker was right there ready for it.

When I have someone going Banshees against me I cut a couple of Sentries to find gas for Stalkers. 4-5 Stalkers tends to be enough to convince the Terran player that they shouldn't make more of them after their second Banshee. 4 Sentries is usually enough too, no need for 6+ of them most of the time. Against a 1-1-1 I stop at 3 Sentries to make sure my Zealot/Stalker numbers are sufficient to deal with it. I also -always- make at least 1 Observer immediately once my Robo finishes, because I think that the information about their build and unit composition is utterly crucial. I'm finding that it doesn't delay my push (I also get my Forge later and line it up so +1 armor finishes exactly as I want to push) and lets me make little changes to my unit composition to cope with whatever they've decided to go for. I think the most important information you tend to get from the Observer is confirmation of the 1-1-1 (or Banshee play at all) and/or you discover that they've gone for early Ghosts, which can be a problem sometimes depending on when they decide to push. If they've done neither of these things then you get a very clear idea of how many Sentries you will want and how many Zealot/Stalkers you'll want. And you can definitely get more than 1 Stalker by the time you push if you need them (I like this against 1-1-1/Banshees and Marine heavy play as Stalkers outrange Marines). If I feel I need them when I push or to beat Banshees, then 4-6 seems to be enough in most normal circumstances.

I don't like this build too much against 1-1-1 as if you don't win the first engagement/battle with their first army big, then you're in trouble. The Terran player can and will outproduce you after that because you're on 1 base (and no way are you going to support 5 Gates and a Robo on 1 base, nor will you really have the time needed to get an expo up and running and paying for itself by the time the second hit comes). If you're able to start delaying their push at their base and buy yourself a minute then you can usually have enough stuff to trounce the first push with good micro though. It just feels so unstable because the economy powering it doesn't let it remacro an army as fast as the Terran player can after the first push. You've got a fighting chance against 1-1-1 though, especially if you handle their first push well.

I am only plat though so I guess take all of this with a grain of salt. I've just been playing this build a lot for the past few days (probably 15-20 games so far) as Immortals are one of my favorite units, and these are the things I've been experiencing. I've made some changes to the BO as well to help it be a little more smooth (like not dropping the Forge/Cannon that early and instead grabbing a faster second and third gateway so the infrastructure is in place if needed against early pressure), and timing +1 armor and my 4th/5th gates to finish right as I push/need my first offensive warp in. Really enjoying the build though. Can't wait to play with with patch 1.4 this evening!
Cortex_
Profile Joined September 2011
Canada1 Post
September 23 2011 01:01 GMT
#278
On September 14 2011 15:02 darkluke wrote:
or you scrubs could just 1a better and use protoss as it was meant to be used... the race of retards. Now I know how good all of you worthless pricks that think they know how to play this game by playing this game as protoss are and all but just stop. if u want to play a real race play terran. when terran gets blink thors and invisible marines and stuff that is when it's as easy to play terran. now again if u protoss kids have a problem with terran 111 just 11111A better scrubs.... duhhh??

User was banned for this post.


Aren't they called Ghosts?
Torres69x
Profile Joined December 2010
United States14 Posts
September 23 2011 01:59 GMT
#279
This build is absolutely great. I love this build a lot. If you can hold off early harass from a 2-rax or an early reaper without getting too hurt it you can just walk in and steam roll the bio army once you have 3 immortals with more coming with 3gate support.
By any means necessary.
blacktar
Profile Joined June 2011
United States49 Posts
September 23 2011 02:56 GMT
#280
Awesome guide and the replays show the style very well. I wanted to second what some people mentioned earlier, it looks like so much fun to break through bunkers like you did with this build, terrans who fast expand against me will soon be living in fear!

I also really liked the game on tal darim, i often lose my proxy pylons / get too caught up and forget to make one, it shows how this build can still transition into a 2 base push as long as you break their army and do significant damage, and the "death push" you made, awesome sentry use (No spoilers!)

thanks for another great guide
hongster
Profile Joined November 2010
12 Posts
September 23 2011 04:28 GMT
#281
So the consensus is to tech up to ghosts, +1 and stim and forgo the factory/starport?

Here's a replay of me getting owned by this build with 1rax FE, feel free to critique.

http://drop.sc/36950
Keilah
Profile Joined May 2010
731 Posts
September 23 2011 07:25 GMT
#282
I'll repeat, the 'counter' to this build is to build nothing on the low ground, retreat everything up your ramp, and float your CC back to your main when the protoss attacks. He's not going to be able to bust your ramp, but you'll have a big mineral advantage already + still getting MULES from that second CC. Wait for EMP/+1/medivacs, ferry down, crush his army and win the game.
fallore
Profile Joined December 2009
United States143 Posts
Last Edited: 2011-09-23 08:45:15
September 23 2011 08:43 GMT
#283
edit: double post oops
fallore
Profile Joined December 2009
United States143 Posts
Last Edited: 2011-09-23 08:45:29
September 23 2011 08:44 GMT
#284
On September 17 2011 05:39 Soulish wrote:
a high diamond protoss just tried it against me and it failed horribly. I did a 1 rax FE and it was a piece of cake holding this with 1fact pumping out siege tanks and mmm. immortals trade terribly against marines and if you're holding a position at your natural you can make 2 bunkers and camp him out. Don't see what the big fuss is about. Once he loses the immortals it's gg.

funny thing was the diamond blocked me right after in a fit of nerdrage ^^. Ender, I'm looking at you.

can you post the replay?

On September 23 2011 16:25 Keilah wrote:
I'll repeat, the 'counter' to this build is to build nothing on the low ground, retreat everything up your ramp, and float your CC back to your main when the protoss attacks. He's not going to be able to bust your ramp, but you'll have a big mineral advantage already + still getting MULES from that second CC. Wait for EMP/+1/medivacs, ferry down, crush his army and win the game.

while he has an observer watching everything? can easily put down an expansion once protoss gets you on a good contain and respond accordingly to whatever you try. a lot of my games i've gotten to the terran natural and been able to forcefield their army in.
Acidfiend
Profile Joined March 2010
Australia11 Posts
September 24 2011 14:32 GMT
#285
Can anyone provide post 1.4 patch replays? I'm v. noob and am very keen to learn this! I really only know 4-gate and even then its quite bad *blush*
*playing as MoarAcid in Gold League on SEA
Keilah
Profile Joined May 2010
731 Posts
September 25 2011 08:58 GMT
#286
Been testing out a build based on this that includes an expansion. You can do this only when he isn't pressuring early, but if you misread and he's attacking you, you should still be able to survive and do well by cancelling your nexus. Fast robo and a chronoboosted observer should give you the info you need.

I'm fairly certain that this basic build can be crafted into a solid PvT opening able to respond appropriately to everything, including:
- 2 port banshee (get a stargate, take extra gas, stop immortals, possibly build a cannon or two) -cloaked banshees (more observers, less immortals)
-standard 1/1/1 with tanks (play it like this and you'll be fine, don't try to push him, just defend and it's ezmode)
-ghost/rine pushes (just 1 immortal, then colossi, untested. possibly you have to cancel the expansion nexus vs 1base ghost)

If the terran just plays passive, you hit him at around 9:20 with 4 immortals, +1 armor, 5 gates, and some (forget) gateway units. Oh, and an expansion this time =P

I practiced a bunch of games vs my brother, who TBH is better than me. He beat me a bunch until I realized you really, really need to get the observer into his base to see if he's making tanks/siege/banshees/cloak/2port/ghost. Making 4 immortals isn't always good =[

here's one where I end up losing, but it was a pretty epic game anyways =) He takes advantage of my greatest weakness, multitasking/dealing with harass, eventually he breaks my expo and wins in a base race.
http://drop.sc/37450


here's one where I win vs a siege/raven/banshee/3rax. We both make some fairly big errors but I'm confident that this is close to a build order win.
http://drop.sc/37447
Ahrun
Profile Joined July 2011
United States100 Posts
September 25 2011 17:44 GMT
#287
I've been using this to great success, most terrans at my level just go mm early, this just rocks everything. Been great using this, I've lost once because of not knowing how to deal with cloacked banshees. Seems like as long as you do quite a bit of damage you can still expand. You have quite a few probes anyway with this so won't be to far behind if you can't quite kill him.
Hit them, if they don't die hit em again and again and again. - Zerg Swarm training school
Bashion
Profile Joined February 2011
Cook Islands2612 Posts
October 01 2011 22:50 GMT
#288
Wow
I watched Hister pull this build against Stephano earlier today.

Can you post the replay please?
I've got moves like Jagger
Klyberess
Profile Joined October 2010
Sweden345 Posts
October 01 2011 23:11 GMT
#289
On October 02 2011 07:50 Bashion wrote:
Wow
I watched Hister pull this build against Stephano earlier today.

Can you post the replay please?

What, zergs can lose to immortals?
EmpireHappy <3 STHack <3 ByunPrime
SuperYo1000
Profile Joined July 2008
United States880 Posts
October 01 2011 23:31 GMT
#290
you can pull it off verse zerg....I usually pressure with 2 gate (lots of zealots 4-8) to force him to get roaches. but then go into 4 immortal with armor ( i like armor cuz it adds so much survivebilty to immortal verse zerglings) add gates as you see fit and hit him....usually win at that point. with a couple full energy sentries with your immortals makes them virtually unstoppable
xCenasfu
Profile Joined April 2010
Finland143 Posts
October 06 2011 14:25 GMT
#291
It works great in low leagues atleast.. was pretty frustrated with moarauders strategies before. I'm still amazed how Immortals just demolish bunkers and tanks..
Stipulation
Profile Blog Joined April 2009
United States587 Posts
October 12 2011 14:22 GMT
#292
This build is amazing. I'm like 15-2 with it having lost to proxy fact float and 1-1-1.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
October 16 2011 02:15 GMT
#293
I just saw MKP lost to Hister on NA ladder. :O
Creator of sc2unmasked.com
Hister
Profile Joined June 2010
United States89 Posts
October 16 2011 16:51 GMT
#294
On October 16 2011 11:15 oOOoOphidian wrote:
I just saw MKP lost to Hister on NA ladder. :O


He won the first game but I crushed him the second game
SuperYo1000
Profile Joined July 2008
United States880 Posts
October 17 2011 01:55 GMT
#295
On October 17 2011 01:51 Hister wrote:
Show nested quote +
On October 16 2011 11:15 oOOoOphidian wrote:
I just saw MKP lost to Hister on NA ladder. :O


He won the first game but I crushed him the second game



any way we could get a replay of those games?
DustinQQ
Profile Joined December 2010
United States69 Posts
October 17 2011 07:35 GMT
#296
i'm predicting a nerf to immortals to what they were before b/c this build is so strong :p. it even got hister to 1700 pts because he just does this build every PvT and cheeses all of his other matchups.
MeatSnack
Profile Joined March 2011
United States23 Posts
October 17 2011 07:53 GMT
#297
I wanna try this. I'm getting stale on PvTs.
Hister
Profile Joined June 2010
United States89 Posts
October 18 2011 07:07 GMT
#298
On October 17 2011 16:35 DustinQQ wrote:
i'm predicting a nerf to immortals to what they were before b/c this build is so strong :p. it even got hister to 1700 pts because he just does this build every PvT and cheeses all of his other matchups.


I was doing alright vs terran before the patch my PvZ improved this season why my points went up .
Crazypyro1
Profile Joined May 2010
United States446 Posts
November 03 2011 22:00 GMT
#299
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
riverkim09
Profile Joined November 2010
United States291 Posts
November 03 2011 22:02 GMT
#300
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
xCenasfu
Profile Joined April 2010
Finland143 Posts
November 03 2011 22:08 GMT
#301
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..
riverkim09
Profile Joined November 2010
United States291 Posts
November 03 2011 22:10 GMT
#302
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
Hister
Profile Joined June 2010
United States89 Posts
November 03 2011 22:17 GMT
#303
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
riverkim09
Profile Joined November 2010
United States291 Posts
November 03 2011 22:18 GMT
#304
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?
Crazypyro1
Profile Joined May 2010
United States446 Posts
November 03 2011 23:26 GMT
#305
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.
riverkim09
Profile Joined November 2010
United States291 Posts
November 03 2011 23:27 GMT
#306
but if you scout that, and its easy to do so, you should rush to mutas and defend with lings
Crazypyro1
Profile Joined May 2010
United States446 Posts
November 03 2011 23:29 GMT
#307
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.
riverkim09
Profile Joined November 2010
United States291 Posts
November 03 2011 23:31 GMT
#308
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
Mjolnir
Profile Joined January 2009
912 Posts
December 22 2011 08:13 GMT
#309

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.

TORTOISE
Profile Joined December 2010
United States515 Posts
December 31 2011 15:11 GMT
#310
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!
◕ ‿‿ ◕ ๑•́ ₃ •̀๑ ( ͡ ° ͜ ʖ ͡°)
AfricanPsycho
Profile Joined December 2011
South Africa158 Posts
January 23 2012 12:39 GMT
#311
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.
gg no re
TheGodneyDog
Profile Joined January 2012
United States99 Posts
February 08 2012 19:13 GMT
#312
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.
iMpulse eSports Media Manager (www.impulseesports.com) Twitter: iMp_eSports Facebook: www.facebook.com/impulseesports
Havik_
Profile Joined November 2011
United States5585 Posts
Last Edited: 2012-07-06 06:43:20
July 06 2012 06:41 GMT
#313
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.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
Adonminus
Profile Joined January 2012
Israel543 Posts
July 06 2012 06:56 GMT
#314
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.
Havik_
Profile Joined November 2011
United States5585 Posts
Last Edited: 2012-07-06 07:31:48
July 06 2012 07:21 GMT
#315
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
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
July 06 2012 07:31 GMT
#316
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.
Tombomb
Profile Joined June 2012
United States52 Posts
Last Edited: 2012-07-06 15:11:08
July 06 2012 15:07 GMT
#317
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.
"If someone tells you to do something for money, tell them to go to hell"
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