Great build, but im sad that you revealed it xD. I´m playing air vs protoss for a couple of month now (bit more marine and helion heavy then u do) and have to say its a lot of fun and successful (85-90% winrating). Your build seems more elaborate then mine and i will definitly have a very close look at it. *Thumps up*
NTT used this in the beta and early in the game about a year ago. He pretty much went pure air and planetary fortresses every TvP and trashed players like White-Ra and Socke with it
On November 10 2011 01:34 Pulimuli wrote: NTT used this in the beta and early in the game about a year ago. He pretty much went pure air and planetary fortresses every TvP and trashed players like White-Ra and Socke with it
Wow really? xD I just searched him up on liquipedia, it seems he's retired now?
On November 10 2011 01:29 Dragt wrote: Great build, but im sad that you revealed it xD. I´m playing air vs protoss for a couple of month now (bit more marine and helion heavy then u do) and have to say its a lot of fun and successful (85-90% winrating). Your build seems more elaborate then mine and i will definitly have a very close look at it. *Thumps up*
I'm a bit sad too. But the BO I use looks just like a 111 or 111 all-in or banshee opening or 2 port xD So they can't really tell what I'm up to anyways.
Wow this is a super neat playstyle, kinda makes me wish I played Terran haha. I'd thought about this but never more than just a quick idle thought, so cool to see someone actually put together a really well-written detailed guide about it
This seems to rely heavily on Protoss not scouting you at all...for example, 1gate expo -> 3gate robo means I can poke early enough to see that you are teching (only a handful of marines at the ramp), make a few observers because I don't need immortals right away and it never hurts to spot potential drops/expansions/pokes/whatever, then expanding once I see your PF at your natural. I now have 3 bases, and I can go for a gateway-heavy all-in if you are greedy, and if you are as defensive as you have to be, I can expand yet again. What do you do against a passive/greedy style like this?
EDIT: not PF, CC. I can take my 3rd once I see the CC and my 4th once I see the PF. My bad.
2-0 so far with your build (high diamond). First game he must have had a real quick scout as he started going heavy phoenix off of 2 base. Was able to out expand and out produce vikings. Second game opponent went heavy robo into late-ish phoenix production. Was able to snipe off his third before it morphed in 3 times. PF at natural held the counter attack with ease. Was able to get up to 5 base to his 2.5 then I won the main engage...gg.
Couple notes from my experience:
I'm having trouble with the constant harass portion of the build. Usually I can do some damage with my first 2 banshees, but after that I get shut down pretty hard. Instead I've been forming little banshee squads (~5-7) to snipe off any attempts at expanding. Seems to be working so far.
Many toss are rage-a-holics.
Thanks for the awesome guide. Will keep you updated.
This is an extraordinarily detailed guide o.O Thanks for the enlightenment, it was a great read! I'll have to give it a go sometime... and watch for it when I play toss =p
This is one of the best guides I've seen. Good job, and thanks! I've definitely lost to this before and it'll kill any protoss who doesn't expect it and/or tries to play standard.
Wow really detailed guide, quite a read. gj I've been getting really frustrated with TvP. If it gets much worse I'll consider trying this out for a while, though it might take quite a while to learn since it seems like a completely different play style.
well Sky Terran is viable since ages and the most scary composition of T imho, because there isn't much you can do against it as P since it pins you down in your bases and observer are so fragile.
despite many saying that bio is the only option in PvT; it is not !!!. every tech path of terran is viable if executed well enough to cover some early game weaknesses. . you can even transition into full mech play of a Sky opening on certain maps.
On November 09 2011 23:31 Reason.SC2 wrote: Another Terran gimmick to deal with on the ladder.. thanks.
Why is it that so many T's enjoy doing strats that get roflstomped if scouted and lead to a high percentage of auto-wins if not scouted? So not the right approach....
How bout this, Marauders. nuff said, do you really think going maraduer only is fun? its not, not at all, and it can die just easily as this strat, timing pushes, forcefields, storms/colossus, im just tired of going marauders, and only marauders, while mixing in viking and/or ghosts. Yes, its the norm to go for marauders, but christ it is not fullfilling in any way, this style requires way more micro and thought to pull of properly. And as i mentioned before, mech is damn awful vs toss, so frankly, its either marauders, or something like this strat. ofc, this is all my opinion, but seriously, ive been trying mech vs toss for awhile, and it just doesnt work well.
My terran friend has done this to me very often. If you go ground as toss vs. this you're dead. It's so easy for vikings to snipe the obs. and have the banshees clear everything up. The only real option is to go pure air as well. Start with pheonix, transition to some carriers and then void rays for the BC's. Expand quick and use a lot of cannons. Still very difficult to deal with even using pure air though.
Very interesting guide. Funnily enough, when I started playing SC2 I did something very similar all the time vs Protoss. But I stopped because although I was winning alot, the games took FOREVER to finish because they always went 3+ bases. Also because it required much more multitasking than a-moving bio balls. =)
My build wasn't nearly as refined as yours. I never transitioned to BC or built up a Raven ball. Instead I went double armory air ups. But all the core elements were there. 1-1-1 cloak opening into PF natural into PF hidden third into mass starlabs. Pure Viking/Banshee/Raven force, no Rax units, just 1 or 2 Hellion scouts.
From what I remember, the most deadly counter to this build is an early Immortal push. If you look at the replay titled "TvP Air - 3 Hidden Bases HSM", you can definitely see the weakness of this build. The platinum player could've roflstomped the natural+main with the 2 base Immortal+Gateway army easily, if he decided to engage. Instead he just turned around and went home for some unknown reason. I dunno, maybe he didn't consider that there could be a hidden third.
My biggest concern about this build is that because it opens 1-1-1 chances are pretty good the P is going to make Immortals, expecting the 1-1-1 allin. Which kinda hard counters the PF natural. But the build is still worth looking at, especially on big maps where Immortals have a long way to waddle.
On November 10 2011 01:55 CreativeAlias wrote: This seems to rely heavily on Protoss not scouting you at all...for example, 1gate expo -> 3gate robo means I can poke early enough to see that you are teching (only a handful of marines at the ramp), make a few observers because I don't need immortals right away and it never hurts to spot potential drops/expansions/pokes/whatever, then expanding once I see your PF at your natural. I now have 3 bases, and I can go for a gateway-heavy all-in if you are greedy, and if you are as defensive as you have to be, I can expand yet again. What do you do against a passive/greedy style like this?
EDIT: not PF, CC. I can take my 3rd once I see the CC and my 4th once I see the PF. My bad.
I'm not quite sure, but can you really be sure I'm not just 1-1-1 all-ining and take a third like that? Maybe I'll find someone test this out cus I haven't fought anyone who took a fast third in response.
On November 10 2011 04:09 jrdn wrote: 2-0 so far with your build (high diamond). First game he must have had a real quick scout as he started going heavy phoenix off of 2 base. Was able to out expand and out produce vikings. Second game opponent went heavy robo into late-ish phoenix production. Was able to snipe off his third before it morphed in 3 times. PF at natural held the counter attack with ease. Was able to get up to 5 base to his 2.5 then I won the main engage...gg.
Couple notes from my experience:
I'm having trouble with the constant harass portion of the build. Usually I can do some damage with my first 2 banshees, but after that I get shut down pretty hard. Instead I've been forming little banshee squads (~5-7) to snipe off any attempts at expanding. Seems to be working so far.
Many toss are rage-a-holics.
Thanks for the awesome guide. Will keep you updated.
I'll expand on the harassing part. But there are times (like in all my replays) where I do feel "shut down" just for a bit, where he has a lot of stalkers and it is hard to harass. Even though I could be active with my units, instead I just prefer to stay passive and get a slightly larger force (To make sure I can snipe Obs without losing too much, etc.). So don't be afraid to just sit in your base a while and resume harassing later. If you stop for a while he might get confused and think you're not doing pure air or something.
And yeah a lot of them rage One of them raged and said he was tired of 1-1-1 all-in shit, and I responded "lol, this isn't 1-1-1 all-in it's pure air style)"
On November 10 2011 05:47 kusu wrote: Wow thanks so much <3! definitely gonna try this out. I'll come back and report !
I'd also like to note that if you're gonna do gas first and you see him Fast Expanding, you can probably do Debo's marine-hellion shit! http://www.youtube.com/watch?v=0_ZWg-9gsnA
I've heard about Debo and thought he was a really cool player. Now I see this video and I'm like, haha so this is Debo? That is an awesome opening lol! Thanks for sharing.
On November 10 2011 10:11 RoboBob wrote: Very interesting guide. Funnily enough, when I started playing SC2 I did something very similar all the time vs Protoss. But I stopped because although I was winning alot, the games took FOREVER to finish because they always went 3+ bases. Also because it required much more multitasking than a-moving bio balls. =)
My build wasn't nearly as refined as yours. I never transitioned to BC or built up a Raven ball. Instead I went double armory air ups. But all the core elements were there. 1-1-1 cloak opening into PF natural into PF hidden third into mass starlabs. Pure Viking/Banshee/Raven force, no Rax units, just 1 or 2 Hellion scouts.
From what I remember, the most deadly counter to this build is an early Immortal push. If you look at the replay titled "TvP Air - 3 Hidden Bases HSM", you can definitely see the weakness of this build. The platinum player could've roflstomped the natural+main with the 2 base Immortal+Gateway army easily, if he decided to engage. Instead he just turned around and went home for some unknown reason. I dunno, maybe he didn't consider that there could be a hidden third.
My biggest concern about this build is that because it opens 1-1-1 chances are pretty good the P is going to make Immortals, expecting the 1-1-1 allin. Which kinda hard counters the PF natural. But the build is still worth looking at, especially on big maps where Immortals have a long way to waddle.
Thumbs up!
Thanks for sharing! Well first I want to clarify, it was unclear but the player was mid masters, but my platinum friend player was watching the Protoss' stream, not playing as the Protoss.
I don't think an early Immortal push will do the trick. If you have enough I don't think you possibly can have enough stalkers to deal with the banshees I have. But I'll take a look at it sometime.
Also yeah from his vision it definitely looked like he didn't know or consider I had a third since he pulled back without even poking at the normal third position (which I took as my fourth IIRC). He sees it later and then gets a fourth, but really i already have went up to 6 base xD