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[G] PvT Immortal Push GSL Puzzle vs SuperNova - Page 4

Forum Index > StarCraft 2 Strategy
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chestnutcc
Profile Joined July 2011
India429 Posts
February 07 2012 22:09 GMT
#61
+ Show Spoiler +
On February 08 2012 03:15 jupiter6 wrote:
Show nested quote +
On February 08 2012 02:59 chestnutcc wrote:
On February 08 2012 02:07 Whatson wrote:

This 2-base immortal build can be compared to 1-1-1 before the patch. Insanely hard to hold, relatively easy to execute, difficult to scout. Somebody will figure out a decent counter though, there always is a solution ^^
Or it could just be me being optimistic...


Difficult to scout? Plays terran, never heard of scans. If you don't use your scan, you're playing greedy. You underestimate the skill it takes to place the correct forcefields to pull this off. Try it on ladder against players who just pump from 4-5 rax. The reason this works well at higher levels is that it exploits a meta game timing, where there is a chance that the terran is playing slightly greedy, either teching too hard or getting a quick third, which is when this hits. Against slightly safer play i.e. more rax, more rines, faster stim, this is iffy. Relying on mass bunkers is bad, since they evaporate, and the units in them become fodder to forcefields.

if protoss isnt brain dead your scan will reveal nothing


If the protoss is telepathic, it will reveal nothing.
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2012-02-09 13:17:55
February 09 2012 13:15 GMT
#62
I've been playing with that build since it was posted here with moderate success, but I believe that's because my execution is flawed. I'm doing Puzzle's version with a small variant: once the 2-3 imms are done I queue up a prism, and time my attack so that I can warp zealots in Terran's main at the same time I attack the natural.

I found out ( the hard way ) it's only a good idea in theory, but not so much in reality. It delays the timings a little bit, enough for Terran to have stim and/or his first medivacs. Worse, it makes reinforcing your attack at the front impossible, since you're warping in the main. Terran can just defend the attack at the natural while saving his scvs, and clean up the zealots in his main afterwards

Other than learning a drop prism doesn't work, I'm also slightly confused by the army compositions. Puzzle does it without zealots, he only warps tons of stalkers out of 6 gates. While doing the same, I realized that the range of sentries being 1 lower than the imms/stalkers, sentries easily go on the front and get snipped by the bunkers/marines/etc.. So before I'm able to reinforce, I already lost most of my sentries. How should you handle the positionning of sentries with that build ? Should they FF and somehow retreat ? Should you split your army in two groups ? Should you reinforce with more sentries, or with pure zealots to tank damage ?

I also find that this build is a kill or be killed build. You're late on your upgrades/tech, most likely a bit behind in eco ( your chronos go into immortals/warp research and you must delay your expo a bit later, like near 6', compared to a faster 1 gate FE ), and your army is very immobile, so once you engage you can't retreat. I've lost a couple games because I was too shy and attempted to retreat my army when he brought all his scvs to tank, only to lose everything to stim/conc shells.

Also, how do you handle marines pressure ? You only got a stalker, 3/4 sentries and possibly an immortal when the push arrives. The Terran will focus the sentries first, and they die so easily to marines that it'll weaken your later attack quite a bit. Should I cut his army in half and attempt to micro/save the sentries he focuses, or should I simply FF in front of his marines and prevent him from attacking at all, at the cost of energy ?

Finally, what do you do against a Terran that goes quick medivacs drop ? The scenario happened to me yesterday: my imm/sentries/stalker army was half-way on the map when 2 medivacs full of rines/raudeurs dropped in my main. I could probably easily bust his natural, but I'd have no way to save my main even with 6 gates of warp, plus he snipped my pylons first so I'm quickly supply blocked. The base trade scenario would be unfavorable to me ( he has imba scvs to tank ! ), and coming back means 30s of party time in my main for him. It sounds like I'm fucked in both cases
Tanag
Profile Joined May 2011
Canada204 Posts
February 09 2012 17:11 GMT
#63
For marine pressure I would forcefield the marines out while you use that time to get a few more units to tank and defend. Using sentry energy isn't bad if it keeps you from taking damage. Sure it will hurt your planned timing attack, but if his pressure fails to do damage then he is likely behind in tech. This of course will vary, but if you can prevent the damage then you are no worse off and just need to adjust your plan from there.

For drops, you just need to be active with your observer. It should reach your opponents base before they have medivacs out. If you see a starport just be active with your obs and watch for signs of a drop. Don't move out if it appears your opponent has.
www.StatCraft.net - 1v1 Ladder Stat Tracker
Skyro
Profile Joined May 2010
United States1823 Posts
February 09 2012 18:42 GMT
#64
On February 09 2012 22:15 Nyast wrote:
I've been playing with that build since it was posted here with moderate success, but I believe that's because my execution is flawed. I'm doing Puzzle's version with a small variant: once the 2-3 imms are done I queue up a prism, and time my attack so that I can warp zealots in Terran's main at the same time I attack the natural.

I found out ( the hard way ) it's only a good idea in theory, but not so much in reality. It delays the timings a little bit, enough for Terran to have stim and/or his first medivacs. Worse, it makes reinforcing your attack at the front impossible, since you're warping in the main. Terran can just defend the attack at the natural while saving his scvs, and clean up the zealots in his main afterwards

Other than learning a drop prism doesn't work, I'm also slightly confused by the army compositions. Puzzle does it without zealots, he only warps tons of stalkers out of 6 gates. While doing the same, I realized that the range of sentries being 1 lower than the imms/stalkers, sentries easily go on the front and get snipped by the bunkers/marines/etc.. So before I'm able to reinforce, I already lost most of my sentries. How should you handle the positionning of sentries with that build ? Should they FF and somehow retreat ? Should you split your army in two groups ? Should you reinforce with more sentries, or with pure zealots to tank damage ?

I also find that this build is a kill or be killed build. You're late on your upgrades/tech, most likely a bit behind in eco ( your chronos go into immortals/warp research and you must delay your expo a bit later, like near 6', compared to a faster 1 gate FE ), and your army is very immobile, so once you engage you can't retreat. I've lost a couple games because I was too shy and attempted to retreat my army when he brought all his scvs to tank, only to lose everything to stim/conc shells.

Also, how do you handle marines pressure ? You only got a stalker, 3/4 sentries and possibly an immortal when the push arrives. The Terran will focus the sentries first, and they die so easily to marines that it'll weaken your later attack quite a bit. Should I cut his army in half and attempt to micro/save the sentries he focuses, or should I simply FF in front of his marines and prevent him from attacking at all, at the cost of energy ?

Finally, what do you do against a Terran that goes quick medivacs drop ? The scenario happened to me yesterday: my imm/sentries/stalker army was half-way on the map when 2 medivacs full of rines/raudeurs dropped in my main. I could probably easily bust his natural, but I'd have no way to save my main even with 6 gates of warp, plus he snipped my pylons first so I'm quickly supply blocked. The base trade scenario would be unfavorable to me ( he has imba scvs to tank ! ), and coming back means 30s of party time in my main for him. It sounds like I'm fucked in both cases


-Puzzle didn't make zealots because of the high # of bunkers. The trick to busting a high amount of bunkers is FF'ing his main army behind his bunkers away (which also keeps SCVs from repairing) and focusing down the bunkers 1 by 1 with ranged units. Then when the bunkers are gone you can go back and mix in more zealots to deal with his actual army.

-I didn't rewatch Puzzle's games but IIRC he still made a couple of zealots. Even when busting bunkers you want to make a few zealots simply to tank damage so your sentries don't die instantly. You only need a couple of zealots to tank since with 3 Immortals you can take down bunkers extremely fast.

-Re: Marine pressure it's hard to say unless you post a replay. You don't reference any particular build or timing. It seems you are perhaps asking about something like a naked 4-rax pressure or something.

-Re: Medivacs, if he dropping in your base your push is coming too slow. You should be hitting them before 10 mins generally.

-Re: how "all-in" it is, If you go gate-robo-gate you get a late expo, and you also cut a lot of probes for the push, so you need to do a lot of damage, basically enough for you to catch up in econ. It's a much better "on the fly" type of build than a "standard" build so to speak, e.g. for instance you suspect early game pressure and go gate-robo-gate (which is one of the safest openers out there), but then later see you were duped or had a bad read and he expanded instead and he is now ahead in econ. In that scenario it makes a lot of sense to go for this type of bust to equalize the game economically or even outright win. So don't see it as an "all-in" build that you have to win with the bust itself because unless the Terran loses his entire army attempting to defend his natural it will be hard to bust up into his main.
R!!
Profile Joined November 2011
Brazil938 Posts
Last Edited: 2012-02-09 21:32:17
February 09 2012 21:29 GMT
#65
This push and 6/7/8 gate are hillarious, MC uses them against the likes of MVP with 6 bunkers(regardless of the 3rd CC, SIX BUNKERS) and crushes him like it's no thing, against no bunkers(Ganzi), it was just as one-sided.Puzzle hasn't lost a game using them. Parting double expands off of 1 gate and still crushes a 14cc(at that point 1raxFE would have less units) by Jjakji, a player that complely outclasses him micro wise in a normal game.So if terran gets double oc he instantly dies to it (given MVP's 6 bunkers not holding it), but if a protoss double expands, they work perfectly fine!Those busts have nearly 100% win ratio in the GSL 2012.I guess you gotta 1-1-1 and hope for the best, even though it isn't working at all as of late(Supernova).

I guess there's a reason MC has been doing those for as long as I can remember.
I like the part where sense is considered a common, settled thing.
akaname
Profile Joined July 2010
United Kingdom599 Posts
February 09 2012 22:07 GMT
#66
thanks for this, i'm looking for more immortal based builds. when my opponents see robo they often still think 'colossi' and go vikings. immortals feel like the unit of the moment. and puzzle and this build are both incredibly handsome.
There can be only none
herrmus
Profile Joined December 2010
Sweden144 Posts
February 10 2012 00:17 GMT
#67
How do you deal with 111 at high master level with this? replays appreciated. I just cant deal with 111 with this.
Skyro
Profile Joined May 2010
United States1823 Posts
February 10 2012 03:13 GMT
#68
On February 10 2012 09:17 herrmus wrote:
How do you deal with 111 at high master level with this? replays appreciated. I just cant deal with 111 with this.


Don't expand and transition into this build: http://www.teamliquid.net/forum/viewmessage.php?topic_id=264470
RRDjhonn
Profile Joined January 2012
34 Posts
February 11 2012 23:55 GMT
#69

gasless open into 4 rax , destroy this? i had success only against 1-2 rax expand.

3 inmortal? i think that problem are not bunker but tons of rines , i like more 2 inmortal and more gates up.
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
February 21 2012 12:00 GMT
#70
I have a question:
How do you deal with Banshee, Raven, Marine, SCV all in? The all in comes at around 9 minutes, the same time this attack comes, and you can't just defend against 4-5 banshees with 5 sentries.
A decent Terran will hide the all-in and all you see is a bunker until the Observer comes into their base @ around 7 minutes.
Is Phoenix is the answer? A Stargate will be ready in about a minute and until the attack comes you will have 2 Phoenixes chronoboosted, and the build is tight so won't have the gas to pump Phoenixes out of 2 Stargates, and as the expansion is slow you won't be able to mount a good amounts of Gateway units and the Immortals you invested in are pretty useless against this composition.
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
Khaladas
Profile Joined May 2010
United States223 Posts
February 28 2012 18:37 GMT
#71
I tried this using 2 immortals leaving my base around the 8:50 mark against a friend who is Masters. I got shut down pretty hard because he had 2 medivacs out at like 9:20. Looks like he cut marauders and marines in order to do this. In many of the replays medivacs are not out that early ( which seems to be a huge factor in their success), is it becoming a common response to rush medivacs, or is that just something Terran's are doing more in general?
time flies like an arrow, fruit flies like a bananna
PantsSC2
Profile Joined November 2010
United States17 Posts
February 28 2012 21:04 GMT
#72
For the past month or so, every Masters Terran I play against tends to have Medivacs out and ready to drop you by 9:30. I suspect vs this build things aren't particularly different.
What
Treehead
Profile Blog Joined November 2010
999 Posts
February 28 2012 21:54 GMT
#73
Why are so many people saying that a terran's first medivacs kill this build? Considering that getting medivacs with a reactor starport costs 150/100+150/100+50/50+200/200 = 650/450 - wouldn't the terran have almost no real army if he got medivacs this fast - and therefore die hard to the push? I assume it isn't just that drops are occuring before people move out - but is this it?
snively
Profile Blog Joined August 2011
United States1159 Posts
Last Edited: 2012-02-28 22:15:18
February 28 2012 22:13 GMT
#74
so I counted 4 zealots, 5 stalkers, 7 sentries and 3 immortals. Is that right? It's hard to tell.
In any case, it looks really powerful. Would it work vs. zerg too, is my question. It sounds like it would deal very well vs. roach/ling right?

edit: also at what time does the attack hit, on average?
My religion is Starcraft
Sated
Profile Blog Joined March 2011
England4983 Posts
June 20 2012 01:07 GMT
#75
--- Nuked ---
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
June 20 2012 02:06 GMT
#76
I don't know what it is about Asians, but on the Chinese server I face a fuckton more all-ins than on the US server.

In TvP especially, I've faced this build numerous times to varying degrees of success.

Since I always open 2 rax concussive marauders in TvP, I tend to do decent damage facing 1 gate into tech builds. My first marine will get FF'ed, but then I can kill at least 2 stalkers, a zealot, 5-6 probes, with my 3 + 2 marauders while expanding behind it at 33/35 supply.

The problem is, even when I do get ahead, I have very little production in the form of 2 tech lab'ed barracks, and immortals are just so fucking good against marauders and bunkers.

I've had to ninja scv scout the toss's natural, and if I don't see an expo after mine goes online I throw up 8 bunkers. Yes, EIGHT of them and that barely holds off a well-micro'ed immortal bust.
Sated
Profile Blog Joined March 2011
England4983 Posts
June 20 2012 02:51 GMT
#77
--- Nuked ---
Aelfric
Profile Blog Joined March 2010
Turkey1496 Posts
June 20 2012 12:17 GMT
#78
Any recent replays for this build? Maybe a little bit modified for new meta-game?
Tomorrow never comes until its too late...
dynwar7
Profile Joined May 2011
1983 Posts
June 20 2012 13:23 GMT
#79
On June 20 2012 11:06 EngrishTeacher wrote:
I don't know what it is about Asians, but on the Chinese server I face a fuckton more all-ins than on the US server.

In TvP especially, I've faced this build numerous times to varying degrees of success.

Since I always open 2 rax concussive marauders in TvP, I tend to do decent damage facing 1 gate into tech builds. My first marine will get FF'ed, but then I can kill at least 2 stalkers, a zealot, 5-6 probes, with my 3 + 2 marauders while expanding behind it at 33/35 supply.

The problem is, even when I do get ahead, I have very little production in the form of 2 tech lab'ed barracks, and immortals are just so fucking good against marauders and bunkers.

I've had to ninja scv scout the toss's natural, and if I don't see an expo after mine goes online I throw up 8 bunkers. Yes, EIGHT of them and that barely holds off a well-micro'ed immortal bust.


There is no need to be so racist mate.
Regarding the imbalance, hilarious to see Zergs defending themselves....
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
June 20 2012 14:20 GMT
#80
On June 20 2012 22:23 dynwar7 wrote:
Show nested quote +
On June 20 2012 11:06 EngrishTeacher wrote:
I don't know what it is about Asians, but on the Chinese server I face a fuckton more all-ins than on the US server.

In TvP especially, I've faced this build numerous times to varying degrees of success.

Since I always open 2 rax concussive marauders in TvP, I tend to do decent damage facing 1 gate into tech builds. My first marine will get FF'ed, but then I can kill at least 2 stalkers, a zealot, 5-6 probes, with my 3 + 2 marauders while expanding behind it at 33/35 supply.

The problem is, even when I do get ahead, I have very little production in the form of 2 tech lab'ed barracks, and immortals are just so fucking good against marauders and bunkers.

I've had to ninja scv scout the toss's natural, and if I don't see an expo after mine goes online I throw up 8 bunkers. Yes, EIGHT of them and that barely holds off a well-micro'ed immortal bust.


There is no need to be so racist mate.


Dude, I'm mixed, half Asian. No racism intended at all, merely stating a trend that I've noticed on the SEA, China, and Korea servers in comparison to US and EU.

On June 20 2012 11:51 Sated wrote:
Show nested quote +
On June 20 2012 11:06 EngrishTeacher wrote:
I don't know what it is about Asians, but on the Chinese server I face a fuckton more all-ins than on the US server.

In TvP especially, I've faced this build numerous times to varying degrees of success.

Since I always open 2 rax concussive marauders in TvP, I tend to do decent damage facing 1 gate into tech builds. My first marine will get FF'ed, but then I can kill at least 2 stalkers, a zealot, 5-6 probes, with my 3 + 2 marauders while expanding behind it at 33/35 supply.

The problem is, even when I do get ahead, I have very little production in the form of 2 tech lab'ed barracks, and immortals are just so fucking good against marauders and bunkers.

I've had to ninja scv scout the toss's natural, and if I don't see an expo after mine goes online I throw up 8 bunkers. Yes, EIGHT of them and that barely holds off a well-micro'ed immortal bust.

This isn't a 1 Base build. It expands at 34 food, you just don't produce many Probes after throwing it down. It could probably be classed as somewhat of an all-in since you really need to do some sort of damage for it to work, but it's not like it's a 1 Base 4 Gate Robo all-in or something like that.

Bunkers don't really help. You attack the front ones and Forcefield the units that are in them. Kill the units. Move on to the next set of Bunkers. 8 Bunkers could be 16 Marines, which would help you more - you want to attack all at once, not from Bunkers.


I don't think you're very familiar with 2-rax marauder timings, but 3 marauders + 1 marine ARRIVE at the protoss ramp at 5:20-5:35 depending on map distance, that's roughly at ~25 supply. Vs. protoss builds that stays on 1 gate for the very early game (this 1 gate into robo build included), I ALWAYS do decent damage. I didn't say this was a 1-base build, but for the duration of my 2-rax pressure, the protoss is on 1 base with 1 gate and 1 robo.

And no, bunkers do help a ton. Since my expansion is up earlier than the toss's after the 2-rax pressure, plus the fact that I always score a few probe kills, the situation incites the toss to often all-in me in return with 3-4 gates + immortals. Even when I get stim right away with my next 100 gas and cut scvs at 33/35 for 2 more barracks, I cannot get out enough marines in time to defend so 6+ bunkers are my only real option to hold. And no, I don't get them in 2 rows, I get the bunkers in a concave so all marines would fire at the same time.

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