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PvT Warp Prism all-in to counter 1/1/1

Forum Index > StarCraft 2 Strategy
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Paincarnate
Profile Blog Joined January 2012
115 Posts
Last Edited: 2012-02-03 13:05:52
February 03 2012 12:37 GMT
#1
Dear Teamliquid, this is my first guide, so although comments and criticism are more than welcome, go easy on me please


As a Protoss player, I can get quite annoyed with Terran 1/1/1's. Though I generally despise all-ins, I wanted to do a build that capitalizes on Terran's lack of units as he techs up to cloaked banshee/Ravens. The main way Terrans defend against early pressure is with bunkers, and pulling SCV's to repair them where necessary.

Of course, with a Warp prism, you can just bypass it entirely, and outright kill him with a flood of gateway units if he’s rushing for cloaked banshees.

Open with the normal build (chronoboost probes unless otherwise stated):
+ Show Spoiler +

9 Pylon
13 Gateway
15 Gas --slightly later than the normal 14, so that you can squeeze out a zealot after the core without cutting probe production.
16 Pylon
17 Cybernetics Core
18 Zealot
21 Stalker (CB)
21 WarpGate
23 Pylon


Walk right up the the Terran ramp with the Zealot and Stalker, and check if he has a bunker. If not, go read another guide.

However, if he DOES have a bunker, this is where the fun starts. For the rest of the build, I’m not going to use food counts, because I myself hate reading food counts after this point (it just gets cluttered and confusing). Instead, I’ll just list everything in the order they are built. Note: spend remaining chronoboost on WG, unless otherwise stated.

+ Show Spoiler +
Zealot (2) - After the stalker, get a 2nd zealot.
Robo – after the stalker and WG, the next 100 gas goes here. Should be just after the stalker finishes, and after you kill/drive off the scouting SCV.
Pylon
2x Gateway (2,3) - save up until you have 300, and drop them at the same time.
Sentry - your gas reaches 100 again at this point, and you'll need Guardian shield negates most marine damage when you go into his base.

At 5:15, your Nexus energy will hit 25 again. WG research should be at about 60%, the Robo at around 85%. DO NOT SPEND THIS CHRONOBOOST. Save it for the warp prism

Warp Prism (CB) - The most important unit in this build.


Pylon (hide!) - Build it somewhere remote, so that the next two gateways (below) won't be seen with a lucky scan.

2x Gateway (4,5) (hide!) - The game-enders. You'll have extra money because you won't be warping stuff in as your prism flies across the map, so these two gateways make up for the lost time. You can easily build these next to your Pylon from above.



How to bust in for the win.

At this point, you should not have lost any units (maybe a probe). That means one Warp Prism, one Stalker, two Zealots, and one Sentry (with enough energy for guardian shield). Pick up all four units in the Prism, and drop them into the back of his base. Hit phase mode, and warp three stalkers. Go home and chronoboost two of your warpgates, then micro to your heart’s content.

As your first 3 warpgates come off cooldown again, your fourth and fifth gateways should be finishing up as well – morph into warpgates, for a big second warp in (likely 2 stalkers, 3 zealots). Pressure him until he caves in.

If you’re really good, you can do fancy things like using the warp prism to lift/land your stalkers to disjoint marauder/banshee projectiles.


Timings: this build is meant to hit the Terran at around 6:30, give or take 10s for how long it takes the Warp Prism to cross the map. The fastest a Terran can get a banshee is also around this time, but cloak is still a full minute away at best, giving you more than enough time to administer a good thrashing. (Half a dozen marines + a banshee)

If the Terran tried soething more fancy, such as in SPeCiaList's hellion drop, it should still hit right as the dropship starts moving out, forcing him to return and defend. If he doesn't, you'll have 5 warpgate worth of units waiting for him at home, while you trash his base.

Against some amalgation of barracks with tech lab/reactors (2-rax), this is becomes a lot more tricky. It all comes down to your stalker micro vs his marauder micro, with zealots and marines (and SCV's) dying everywhere. The best course of action that I can recommend in this situation, is to simply lift up your stalkers, fly home, and expand, while killing as many SCV's as possible with the zealots. Even though this build was designed to be all-in, expanding behind it is alright at this point, because if he tries to pressure you right away, you always have the threat of a warp prism drop in his main, while your 5 gateways should allow you to warp in units in time at your own natural to hold off whatever comes at you. (if he expands as well, you can bait his army to his own natural, then drop in his main, and FF the ramp for the giggles).



Final note - I'm Platinum, trying to work my way into Diamond, so I would really, really appreciate if some of you Masters Protoss' could try this out at see if it works at a higher level of play.
turamn
Profile Blog Joined October 2010
United States1374 Posts
Last Edited: 2012-02-03 12:56:14
February 03 2012 12:54 GMT
#2
I have had reasonable success with a similar build against Terrans who are teching hard. If they are rushing to Tech Lab Starport while having their barracks build reactors for everything else, you can feasibly arrive when there are barely any units at all. I've had situations when I've dropped my first load of Zealots, only to have a handfull of marines with the addon's just finishing on everything else.

I've found it to be a pretty solid response to any hard tech build, whether it be 1-1-1 or whatever. If you don't want to deal with it the traditional way, you can use this all-in as an alternative. ]

In response to your higher level play question : It's worked for me at higher levels, but it's very dependant on how greedy they are being. If they sniff it out and make a bunker in their mineral line or around their Orbital, it's very tough to break. I've had decent success with this at my level, which is hovering right around the top of Diamond.
BoxedLunch
Profile Joined January 2011
United States387 Posts
February 03 2012 12:55 GMT
#3
replays, replays, replays.

we can't verify the power of the build at any level without them

that being said this actually looks pretty ok. I'd prefer to one gate expo and get fast charge to hold the 1/1/1 but to change it up this could work.

just post replays
In theory, practice and theory are the same. In practice, they are not
TheDwf
Profile Joined November 2011
France19747 Posts
February 03 2012 12:57 GMT
#4
Thing is, you will never be able to tell for sure he's going 1-1-1. First, many 1-1-1 builds simply don't get a bunker; second, if you see a bunker, it doesn't mean he's going for some Cloak Banshee variation... It doesn't even mean he's going 1-1-1, tricky Terrans could make a bunker with 2 rax to mindgame you. Therefore, you have to go this build rather blindly, which is not the greatest way to play in my opinion. But sure, Warp prism play, especially with close air spawn on some maps, is deadly against teching builds.
turamn
Profile Blog Joined October 2010
United States1374 Posts
February 03 2012 13:02 GMT
#5
On February 03 2012 21:57 TheDwf wrote:
Thing is, you will never be able to tell for sure he's going 1-1-1. First, many 1-1-1 builds simply don't get a bunker; second, if you see a bunker, it doesn't mean he's going for some Cloak Banshee variation... It doesn't even mean he's going 1-1-1, tricky Terrans could make a bunker with 2 rax to mindgame you. Therefore, you have to go this build rather blindly, which is not the greatest way to play in my opinion. But sure, Warp prism play, especially with close air spawn on some maps, is deadly against teching builds.


Right, and of course, this is one of the fundamental flaws behind the build. I don't think using this against a two Barracks opening is going to absolutely end you. You'll definitely have enough units to crush or at the very least defend the push, considering it can be held with one gateway openings.

If you find it is something you can't break, for whatever reason, fall back and expand and chrono boost probes. You've got a lot of infrastructure set up, so once you get that expansion running with a reasonable number of probes, you'll be right back to where you need to be after a traditional expansion build, albeit a little bit later than normal.
Paincarnate
Profile Blog Joined January 2012
115 Posts
February 03 2012 13:02 GMT
#6
I mentioned what to do against 2 rax, and I believe Protoss can transition back into a normal game (expand while pressuring with Warp Prism drop).


I will update with replays later, when I get to test them out against Terran. Only running into other Protoss' on the ladder at the moment.
chestnutcc
Profile Joined July 2011
India429 Posts
February 03 2012 13:08 GMT
#7
Why not 4 gate if you make an early sentry? Terrans cannot be sure whether you are 4 gating or 1 gate FE'ing if it isn't a hardcore 4 gate. My quibble with prism 4 gates is that there is no way to retreat or save the majority of your forces, especially if bum rushed by scvs. If their unit count is low enough to be killed by this build, it will be low enough to be killed by a 4 gate. You need the early sentry to deal with bunkers, especially if he pulls scvs to repair, in which case you can snipe them for free. If he doesn't pull them, march into his main.
Jurassic
Profile Joined July 2010
Hungary79 Posts
February 03 2012 13:10 GMT
#8
I'm only high plat, but I love doing a similar build against terran (only 4 gate and my timings weren't that crisp). I mostly used this against FE or when I scouted a bunker at top of the ramp, but it worked 90% of the time so far.
Alfalfa
Profile Joined November 2010
Canada26 Posts
February 03 2012 13:10 GMT
#9
I agree with TheDwf, the bunker does not mean a 1-1-1 but it usually means tech or something like that. I use a build similar to this on map like metalo on close position and it works very well if the terran is going for tech. But I think that even if the terran does not go for a 1-1-1, this can do a lot of damage. Oh, and nice guide btw, I also don't like to read food count, but replay would be nice.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-02-03 13:46:21
February 03 2012 13:20 GMT
#10
--- Nuked ---
Paincarnate
Profile Blog Joined January 2012
115 Posts
February 03 2012 13:28 GMT
#11
On February 03 2012 22:08 chestnutcc wrote:
Why not 4 gate if you make an early sentry? Terrans cannot be sure whether you are 4 gating or 1 gate FE'ing if it isn't a hardcore 4 gate. My quibble with prism 4 gates is that there is no way to retreat or save the majority of your forces, especially if bum rushed by scvs. If their unit count is low enough to be killed by this build, it will be low enough to be killed by a 4 gate. You need the early sentry to deal with bunkers, especially if he pulls scvs to repair, in which case you can snipe them for free. If he doesn't pull them, march into his main.


If the Protoss attempts a 4gate, there's always the danger of it being scanned, resulting in extra bunkers being thrown down. If you're really good, you can break him down anyway with good forcefields, like bling vs DeMuslim, but assuming you aren't GM, Terran should be able to hold.

If, however, Terran scans and sees your 3 gateways and a Robo, there's nothing out of the ordinary. 3-gate Robo is the safest opener against any race, any build. Unless he scans right as your Warp Prism comes out, he'll assume you got the fast Robo for observers to hold off cloaked banshees.

Finally, you can just ignore the bunker at his ramp - just start destroying his SCV line, production facilities, anything else you can get to. You aren't commited to trying to break the bunker, since you can avoid it and still trash his base.
Fossa
Profile Joined July 2011
United States67 Posts
February 03 2012 13:40 GMT
#12
I have won using 4 gate, just make sure to target workers first, than add ons, don't want him getting a thor or some banshees. Also be sure he doesnt get banshees in your base when you attack, that would be bad. Terran may also optionally push early with tanks and marines.
Paincarnate
Profile Blog Joined January 2012
115 Posts
February 03 2012 14:15 GMT
#13
On February 03 2012 22:20 Sated wrote:
Use the search function. We don't need another guide for this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=233968

It's an incredibly strong all-in if you're close-by-air with the Terran and they're going either 111 (send over an Observer after getting the Warp-Prism) or 1rax FE (no need for an Observer, use the gas for more Stalkers). It's not as strong if the Terran is going for a 2rax or 3rax build since they'll usually have enough units out to hold.

The build order in the OP isn't great, though. You don't need five Gateways because you can't afford to produce units out of five, and you certainly don't need a Sentry because the Terran isn't going to have enough units to make Guardian Shield worth it. In fact, most of Terran's fighting units at this stage are going to be SCVs, and Guardian Shield doesn't help you against SCVs.

My build order when doing this is slightly different to the guide I linked, I have one less Probe because I don't bother with a proxy Pylon. I also pick-up my first 3 units and make my initial 4 unit warp-in inside the enemy's base with the prism, whereas Alejandrisha uses his first 3 units to pressure the front of the Terran base whilst warping Zealots into the mineral line. But they're more-or-less the same build (we just attack differently) and Alejandrisha is a really good guide writer, so you should definitely check that guide out.

9 Pylon
@100% Pylon, 2 Chrono on Probes
12 Gate
14 Gas
16 Pylon
17 Core
@100% Core, Warpgate Research (2 Chrono)
18 Zealot
Cut Probes At 22 Supply, 20 Probes Total)
22 Pylon
22 Stalker
@100 Gas: Robo
@450 Minerals, Warpgate Should Be ~50% Done: Gateway x3
24 Stalker
@100% Robo: Warp-Prism (Chrono)

When the Warp-Prism pops, load up your Zealot and 2 Stalkers and drop them into the Terran mineral line. Warp-in Zealots or Stalkers depending on what the Terran has. If they're going 111, you'll want Stalkers. If they went for anything else, you'll want a couple more Zealots.

EDIT:

For those that don't know, this also works really well in PvP if the opponent is relying on Sentries to defend their ramp. You need to fake taking your second gas so that they don't think you're going to all-in them, which can slow the build down a few seconds - but it will hit an unsuspecting Protoss really hard and either result in lots of Probe deaths or result in a victory.

Just make sure they're not doing a 3 Stalker rush, that will shut you down pretty hard since they'll have enough units to defend by the time you get to their base. If they do go for the 3 Stalker Rush, transition into a normal Colossus-centric PvP build (since you already have the Robo).


My mistake. Should have used the search function. Alej's guide looks really solid.

As for the sentry, I like having guardian shield because it cuts out most of the marine damage, which will likely be the main units in his base. Also, in the off chance he moved out of his base, you can forcefield the ramp twice!, creating all kinds of hell for your Terran victim. And finally, it's because your gas kind of builds up at this point, and it lets you add the extra gateways.

I admit, the 5th gateway is a bit of an oddity. I initially wrote the guide with 3 gateways, but you just don't have enough units to break the Terran. 4 gateways is better, but there's so much time spent not warping in units as your prism cross the map, it seems silly to sit on 600 minerals and reach 1000 when you actually drop into his base. Since you're going to want to do heavy damage (all-in), you might as well throw it in. It's similar to the theory behind a 4-gate - although you can't support constant production, it gives you that extra boost for that one or two warp in-cycles when you need it most. I guess when I wrote my guide, I had larger maps in mind, not necessarily close-by-air on Metalopolis/Shattered Temple (I tested it on Antiga Shipyard and the newer GSL maps mostly).
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-02-03 14:39:57
February 03 2012 14:34 GMT
#14
--- Nuked ---
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
February 03 2012 14:37 GMT
#15
On February 03 2012 23:34 Sated wrote:
If you're doing it on bigger maps, you should consider placing the Robo in a proxy location. I don't have much experience doing this, but the general idea is to make it look like a standard 4gate by sending out your Zealot/Stalker and a Probe as if you were looking to place a Proxy pylon, before sending them over to the proxy location and loading them up into the Prism. If you're going to be all-in, might as well be as all-in as possible (and it also means your Observer will get there quicker if you need one).

The problem with this is that the Terran might notice that your second Pylon is missing and go looking for it...


In my experience, the robo has to go where the second pylon is if you want to hit a super fast timing like in Alej's guide.

With that in mind, 1) terrans should be weary of proxy tech if they don't see your second pylon, so the build is a bit more gimmicky on some maps 2) it can be hard to get the proxy spot right regardless (say you are crazy enough to try it on tal'darim)

I guess you could do a slower variation that gets the robo where the third pylon is, but i have never done it and i'm not sure how it works in relation to wg completing etc.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
KAmaKAsa
Profile Joined July 2011
Finland210 Posts
February 03 2012 14:43 GMT
#16
people still having trouble with 111? whaa.... what about the numerous warp gate and tech all ins you protosses have that are ridicolously strong.. dont see 50+ threads about those

User was warned for this post
DrGreen
Profile Joined July 2010
Poland708 Posts
Last Edited: 2012-02-03 14:45:43
February 03 2012 14:43 GMT
#17
I basically did something similiar vs 1 gate FE and rarely vs 111, worked like a charm at low-masters EU. I didnt use sentry coz i went 12 gate 14 gas. Also 4 gates instead of 5, cause sometimes you need to make 2nd prism and re-allin (which usually works).

Not doing it for a while already, not because it doesnt work but because i'm practicing other stuff.

@KAmaKAsa the difference is that 1/1/1 is strong even when scouted, and protoss allins work only because Ts are greedy (also they arent really allins since Ps don't pull probes)
KAmaKAsa
Profile Joined July 2011
Finland210 Posts
February 03 2012 14:50 GMT
#18
On February 03 2012 23:43 DrGreen wrote:
I basically did something similiar vs 1 gate FE and rarely vs 111, worked like a charm at low-masters EU. I didnt use sentry coz i went 12 gate 14 gas. Also 4 gates instead of 5, cause sometimes you need to make 2nd prism and re-allin (which usually works).

Not doing it for a while already, not because it doesnt work but because i'm practicing other stuff.

@KAmaKAsa the difference is that 1/1/1 is strong even when scouted, and protoss allins work only because Ts are greedy (also they arent really allins since Ps don't pull probes)


to do most all ins you need to cut probes... so if it doesnt work youre way behind.. that makes it all in and immortal/ gateway timings are still strong if scouted... and infact if you dont scout it you are dead no matter what since you do need 4+ bunkers to hold most of these timings(2 base ones)
Sated
Profile Blog Joined March 2011
England4983 Posts
February 03 2012 15:04 GMT
#19
--- Nuked ---
DoctorFunk
Profile Joined September 2011
160 Posts
February 05 2012 01:49 GMT
#20
Logically speaking, when you counter something, it means that it is a response based on a deduction while scouting. It is not possible to do a warp prism 4 gate in response to a 111. The only deduction you can make before you deviate from a 1 gate expo or whatever into a warp prism all in is whether he has gas or not and MAYBE whether he is 2raxing or not. Blindly going 4gate warp prism when they 111 and then claiming you did it to counter the 111 is just silly.
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