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[G] PvT: MC's 1 gate FE - Page 8

Forum Index > StarCraft 2 Strategy
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Kefka.dancingmad
Profile Joined July 2010
Canada262 Posts
December 17 2011 15:44 GMT
#141
Thanks monk for the build, it's really good I hope to use this !
charliexjustice
Profile Joined February 2011
United States42 Posts
December 23 2011 20:23 GMT
#142
Thanks very much monk, this guide has helped my PVT so much, especially in the early game.

One question: if my probe manages to scout their build early on, should I still do the poke if I see the second barracks building? I did the poke anyways just to be safe one game and lost my stalker to concussive (which seemed obvious due to scouting 2nd barracks building), but then another game I saw a second barracks building and decided against the poke and lost to a 1 base 4 rax allin. He killed my scout at the tower at the last second, then moved out.

It seems like Terran can hide their unit count and only show 1-2 marines/marauder to hold off the poke if they want to, which could technically be anything from 1raxtech lab FE to 3 rax.

TLDR: Probe sees second barracks building: still do the poke at 5 mins or not?
Easytouch1500
Profile Joined July 2011
United States66 Posts
December 23 2011 20:29 GMT
#143
From what I have understood from kcdc's replies to a similar question I had on page 5 is that you still want to do the poke. However, you forgot the probe sack. In the guide Monk says to sack a probe before going up the ramp and if you see a marauder shot to not go up. However, if the terran decided to wall off it is very easy to see their first add-on or if they went for a second marine. If they went reactor or 2 marines before add-on they usually won't have conc by the time your poke gets their, so don't sack a probe if you scouted either of those. However, if you scouted a tech lab first they most likely will have conc shells, so in this situation you would want to sack the probe.
"He sees my 8 stalkers and my giant e-penis, and he's gonna make sentries" -Alejandrisha
ant885
Profile Joined July 2011
United States52 Posts
Last Edited: 2011-12-28 20:30:10
December 28 2011 20:28 GMT
#144
Since you're taking suggestions on a new guide

I'd be interested in seeing Whitera's PvT (if you watch his stream that is)

Often times he does a pretty cool build, it's something like: (the building order varies sometimes, presumably based upon what he scouts)
1gate expand
3gates/council/forge (goes for armor and charge first)
6gates/templar archive/second forge when researching plus 3 armor (then gets weapons/shields together)

but what I find interesting is he usually takes like a 9minute or less third!

I haven't had time to really analyze it much to see if it's a safe/standard style or he's just being super risky, but he seems to do well ^_^.

just a suggestion xD


also this is my standard pvt opening now @ mid/high masters, with good success. So much thanks
Artisian
Profile Joined October 2010
United States115 Posts
December 28 2011 23:27 GMT
#145
looks great. Any chance you'd link a suggested variation for going against a gassless fe?
Supply is a conspiracy against me...
Contractor
Profile Joined May 2011
United States41 Posts
January 02 2012 04:20 GMT
#146
Even as a master player, I still don't know what to do vs 2 rax reactor techlab push with this build order which counters it.

Do I wait for warp in? (I feel like I run the risk of losing the Nexus)

Do I engage with my 1 zealot + 2 stalkers... I normally lose this engagement...how should I micro my units? I try to target fire the marauder then kite the marines, but normally my units die and he kills the nexus while I'm finally able to clean it up with sufficient gateway units.
NA Master Protoss Fighting
Flying Potato
Profile Blog Joined July 2011
United States77 Posts
January 02 2012 04:33 GMT
#147
Thanks for the awesome guides Monk! Of all the guide writers I've seen on TL, you seem to be the most experienced :D
"Tommorow a stranger will say with masterly good sense precisely what we have thought and felt the whole time" - Ralph Waldo Emerson
Jaeger
Profile Joined December 2009
United States1150 Posts
January 02 2012 05:55 GMT
#148
On December 29 2011 08:27 Artisian wrote:
looks great. Any chance you'd link a suggested variation for going against a gassless fe?


You can cancel the zealot and go for huk 20 nexus then pressure the front.

So in this situation the build would look like:

9 pylon *
12 gate -> scout *
14 gas *
15 pylon
17 core
18 zealot
~3:11 leave as the first marine comes out, you see the cc building / assume fe
cancel zealot
cut probes at 20
pull 2 probes off gas
send a probe to natural
warpgate tech **
20 nexus
stalker
resume mining gas with 3 probes
22 gate
22 gate
stalker
resume probes
pylon ***
@ 100% warpgate warp-in 3 stalkers
* chrono nexus
** chrono warpgate tech 4 times
*** proxy
https://www.dotabuff.com/players/8137911
Jaeger
Profile Joined December 2009
United States1150 Posts
January 02 2012 06:07 GMT
#149
On January 02 2012 13:20 Contractor wrote:
Even as a master player, I still don't know what to do vs 2 rax reactor techlab push with this build order which counters it.

Do I wait for warp in? (I feel like I run the risk of losing the Nexus)

Do I engage with my 1 zealot + 2 stalkers... I normally lose this engagement...how should I micro my units? I try to target fire the marauder then kite the marines, but normally my units die and he kills the nexus while I'm finally able to clean it up with sufficient gateway units.


The most important thing is not losing your early units during your poke at the front and being on time with your 2nd and 3rd gates.

If I expect the 2rax reactor techlab push I delay the robo and chrono out a sentry followed by a stalker, Don't engage fully until warp-ins but poke at his army where you can without getting hit by a marauder and deny bunkers as best as possible. Warp-in 3 stalkers into your natural and go with guardian shield 6 stalkers and a zealot. Use your stalkers to focus fire the marauders and snipe any scvs building bunkers and then micro stalkers against the left over marines.

As long as bunkers don't get up should be pretty straight forward.

You have to be active on your scouting though, make sure there is no bunker on top of his ramp before you decide to delay the robo.



https://www.dotabuff.com/players/8137911
Contractor
Profile Joined May 2011
United States41 Posts
January 02 2012 23:14 GMT
#150
On January 02 2012 15:07 Jaeger wrote:
Show nested quote +
On January 02 2012 13:20 Contractor wrote:
Even as a master player, I still don't know what to do vs 2 rax reactor techlab push with this build order which counters it.

Do I wait for warp in? (I feel like I run the risk of losing the Nexus)

Do I engage with my 1 zealot + 2 stalkers... I normally lose this engagement...how should I micro my units? I try to target fire the marauder then kite the marines, but normally my units die and he kills the nexus while I'm finally able to clean it up with sufficient gateway units.


The most important thing is not losing your early units during your poke at the front and being on time with your 2nd and 3rd gates.

If I expect the 2rax reactor techlab push I delay the robo and chrono out a sentry followed by a stalker, Don't engage fully until warp-ins but poke at his army where you can without getting hit by a marauder and deny bunkers as best as possible. Warp-in 3 stalkers into your natural and go with guardian shield 6 stalkers and a zealot. Use your stalkers to focus fire the marauders and snipe any scvs building bunkers and then micro stalkers against the left over marines.

As long as bunkers don't get up should be pretty straight forward.

You have to be active on your scouting though, make sure there is no bunker on top of his ramp before you decide to delay the robo.

Ok thanks...that sounds good. I'm engaging to early I think.




NA Master Protoss Fighting
eugalp
Profile Joined August 2011
United States203 Posts
January 03 2012 00:03 GMT
#151
Assuming he is going for a bio build, when would you start adding sentries?
"More GG more skill" - White-Ra
pepsimaxibon
Profile Joined March 2011
61 Posts
Last Edited: 2012-03-30 15:32:59
January 03 2012 01:51 GMT
#152
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 03 2012 03:05 GMT
#153
With this build on small maps (XNC, metalopolis) you don't really have to scout imo.
You can simply go zealot-stalker-stalker with 2 boosts on the stalkers and do the poke to see what they are doing, not scouting saves about 100 minerals which can really make the expo faster while at the same time not needing to cut probes as much.
The stalkers allow you to respond to anything in time basically, against some rare no gas marine all-ins you might have to cancel the nexus but the loss of minerals then is the same you had already gained by not scouting so no biggie. Besides if you make a pylon so you can walloff the no gas marine all-in really isn't that problematic. Against the rest zealot-stalker-stalker-stalker provides enough defense to be safe really.
Skyro
Profile Joined May 2010
United States1823 Posts
January 03 2012 06:24 GMT
#154
Hey Monk what do you do if you scout no gas from Terran? It may be worth it to detail a guide out specifically for this since it seems to be very common on ladder and this version of 1-Gate FE isn't optimal in that scenario. In particular, the gasless 1-Rax FE into naked 4-Rax 14 Marine push @ ~7mins seems to be very, very popular @ low masters.

Currently I'm doing the old 20-food 1-Gate FE and warping in 3 Stalkers on my first round of warp-ins @ 6 mins, giving me a total of 5 stalkers. I then use these Stalkers to poke their front (I arrive just before they usually push out) and if I scout 10+ marines I know they are doing the naked 4-Rax and I can kite his marines all the way across the map. This is the best build I could come up with to deal with this push and since naked 4-Rax pressure doesn't really see much play at the pro levels I do not know what is optimal.
CaptainHaz
Profile Joined December 2010
United States240 Posts
January 03 2012 07:16 GMT
#155
On January 03 2012 15:24 Skyro wrote:
Hey Monk what do you do if you scout no gas from Terran? It may be worth it to detail a guide out specifically for this since it seems to be very common on ladder and this version of 1-Gate FE isn't optimal in that scenario. In particular, the gasless 1-Rax FE into naked 4-Rax 14 Marine push @ ~7mins seems to be very, very popular @ low masters.

Currently I'm doing the old 20-food 1-Gate FE and warping in 3 Stalkers on my first round of warp-ins @ 6 mins, giving me a total of 5 stalkers. I then use these Stalkers to poke their front (I arrive just before they usually push out) and if I scout 10+ marines I know they are doing the naked 4-Rax and I can kite his marines all the way across the map. This is the best build I could come up with to deal with this push and since naked 4-Rax pressure doesn't really see much play at the pro levels I do not know what is optimal.

Not sure how much you'll value this response, but I think what you're doing is actually fine. Depending on when you scout a no gas expand you can decide to delay your core or just pull probes off gas and cut everything for a fast nexus. On larger maps though I think the 20 food expand into warpgate pressure is fine since you can devote all of your chronoboost to probes after your initial poke.
All of us warned you of the big white face.
sofakng
Profile Joined December 2011
100 Posts
January 03 2012 07:39 GMT
#156
On December 13 2011 11:10 Tazerenix wrote:
Show nested quote +
On December 13 2011 11:06 CaptainHaz wrote:
I find that 13/17 core has pretty much the same timing as 12/17 in terms of when you get you stalker out. Any reason for the 12 gate?
Also, I'm curious what quick expand build you'd recommend if not this on certain maps. For the most part I stick to huk's 20 nexus build if I scout 2nd supply depot.
timing on his Barack

His what?

I believe HuK himself said his 20 food nexus had some flaws against 2 rax reactor first, that's what he said at least.

On really big maps I like to do the Axslav style Nexus first. Against gas you go pylon nexus gateway pylon gateway gas core and chrono out your first few zealots whilst getting a second gas then chronoing stalkers to hold any sort of fast 2 rax rush, and if you scout no gas you can just go 1 gate chronoboosting out of it then dropping 2 more gates some time after your core is up. On something like cross positions Shattered/Meta, TDA, cross Antiga and Shakuras it's amazingly safe against anything but scv allins.


Im not sure if my 1 gate expo is identical to huks but I learned it from the thread about it. Maybe mines a bit different I go
9 pylon
12 gate
14 gas
15 pylon
17 or 16 cyber depends on if you scout
stalker when possible chrono only wg
expo
2 more gates
stalker
2 pylons
few probes
should be able to warp in 3 stalkers now

You basically have 5 stalkers vs his 6-7 marines and one marauder. focus fire the marauder and its gg
I cut quite a few probes but it really is impossible to lose vs any 2 rax unless he pulls quite a few scvs and you either skimp on units or micro incredibly poorly.
SelK
Profile Joined May 2011
France81 Posts
January 03 2012 07:50 GMT
#157
I don't know the exact timing but HuK 20 food FE issue against 2Raxx is probably the fact that you only have 2 stalkers until warpgate is done.

I, for one, manage to hold 2 raxx reactor techlab quite often enough just by following Monk's recommendation of chronoboosting stalkers out of the first gateway. The main thing is that you have to poke to scout it and not lose any unit from a possible ambush (since poking at the ramp is really common in PvT early game). Even if you have to cut probe for a slighty longer period, you are free to chrono probes after you crushed the push.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
January 03 2012 08:45 GMT
#158
are there any other replays for this? i would love to see someone much better than me do this. I used to do the 1-2 gate into robo pressure but since the 1-1-1 became popular, that got completely wrecked so i switched to this. I'm not doing as well because i just don't know how to deal with all the situations like a masters player would, what transitions do people make, is this a reactive build in the mid game or an aggressive build? MC is very aggressive, but then again the build could change to be reactive. My point is, NrGMonk / strategy writing god, are there any other replays i can download of this build so that i can become less chobo?
User was warned for too many mimes.
Skyro
Profile Joined May 2010
United States1823 Posts
January 03 2012 09:20 GMT
#159
On January 03 2012 16:50 SelK wrote:
I don't know the exact timing but HuK 20 food FE issue against 2Raxx is probably the fact that you only have 2 stalkers until warpgate is done.

I, for one, manage to hold 2 raxx reactor techlab quite often enough just by following Monk's recommendation of chronoboosting stalkers out of the first gateway. The main thing is that you have to poke to scout it and not lose any unit from a possible ambush (since poking at the ramp is really common in PvT early game). Even if you have to cut probe for a slighty longer period, you are free to chrono probes after you crushed the push.


Huk's 20-food FE had issues with a 2-rax w/ SCVs pulled (you'd have to pull probes). AFAIK it could stop a normal 2-rax aggression w/ no SCVs just fine. Chrono'ing the gate isn't really a workaround because Huk's build chrono's warpgate to get 3 warpgates up ASAP, whereas MC's FE build focuses more on chrono'ing the initial gateway. You don't have enough chronos to chrono both at the same time and tinkering with the chronos in such a fashion just makes it inefficient.

Also Huk's FE build is quite old, and the comment about it having issues with 2-rax was before the rax build time nerf (+5 secs). I'm not sure if it still applies or not since I don't use it if I scout a gas opener from Terran, but I'm guessing it does since the build skips the initial zealot. It is my go-to FE build when I scout a gasless opener from Terran however since that means no early marauders so skipping the zealot isn't a big deal.

My question in particular was if Huk's FE build was the best economical opener after scouting Terran with a gasless opener, which is a very common scenario to be in. If you 9 Pylon scout you can scout if the Terran is going gasless or not on every map except 4-player maps with 4 possible spawns and they happen to be in the last possible scout location (although in that case you could send a 2nd probe if you want). A lot of terrans seem to quickly build a 2nd depot to block out your scouting probe, but any 2nd depot before 3 mins basically means a gasless opener. I suppose it's possible to throw down a Nexus before your core, but I don't know if that is a great idea since that delays stalkers even longer, plus I don't know how much more economical it even really is.
hypnossc2
Profile Joined November 2011
144 Posts
January 03 2012 09:59 GMT
#160
I dont read the thread, but in MC vs MVP, MLG Providence Game 1: vs 2 rax replay, MVP had 10 scvs on gas, so he failed game completely
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