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The HotS Protoss Help Me Thread - Page 208

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. Do not just ask for build orders.
w3c.TruE
Profile Joined November 2013
Czech Republic1055 Posts
Last Edited: 2013-12-14 18:06:06
December 14 2013 18:05 GMT
#4141
On December 14 2013 06:57 Whitewing wrote:
Show nested quote +
On December 14 2013 04:23 Teoita wrote:
That guide isn't particularly good or detailed, but in general:

1) CC first can get a bunker up in time against a 13 gate msc/stalker poke easily and be completely fine
2) Because of the prevalence of msc expand, many terrans skip that bunker, so mixing up that kind of opening might be ok i suppose
3) It's kinda hard to figure out the timings for the whole thing if you don't do it a lot. On the one hand, you want to do it on a 4 player map because that makes it harder to scout; once the terran scouts it, your nexus is severely behind and you made early game units that aren't useful. Then again, on a 4p map you might get cross map spawns making your push weaker overall. I suspect this is a good reason we don't see that opening as often.
4) You still might catch someone that makes the bunker offguard, if you go 10gate/10gas instead of the standard 13gate/15 gas (the 10 gas allows you to get the stalker and msc together).
5) I've never been able to make it work because my stalker micro is fucking awful, but a teammate of mine used something like that as his standard opening for months and he was fine in PvT.

All in all i say go ahead and try it, you might find it suits you! You shouldn't expect to do game ending damage vs cc first tho


If you want to do a rush like that, I'd recommend doing a 10 gate into zealot/stalker/msc pressure, with a second stalker at home building. It kills CC first (or at least badly damages it), and badly damages a reaper opening (second stalker at home defends the reaper), or reactor barracks opening. As Teoita says here, 13 gate isn't fast enough to work reliably. The 10 gate variant is a lot weaker vs. things like a widow mine drop opening or going into hellions, and it will outright die to a 3 rax opening (fortunately that's pretty damn rare, although I suppose you can hold the counter with sentries and get to a really weird game state)
Alternatively, if you really want to do it as a 13 gate pressure, you can send the MSC into the main and pressure the front with the zealot and stalker. If he abandons the bunker to defend the MSC you can just kill workers.

Could you post replay or BO? I would like to know, when to take cyber core, second pylon, second gas (?), etc.
Dream, Dark, herO, PartinG, RorO, Bbyong, Rain, soO, PtitDrogo <3. Goodbye RorO, MC you were awesome! You will be remembered!
city42
Profile Joined October 2007
1656 Posts
Last Edited: 2013-12-15 00:27:50
December 14 2013 18:44 GMT
#4142
On December 15 2013 03:05 w3c.TruE wrote:
Show nested quote +
On December 14 2013 06:57 Whitewing wrote:
On December 14 2013 04:23 Teoita wrote:
That guide isn't particularly good or detailed, but in general:

1) CC first can get a bunker up in time against a 13 gate msc/stalker poke easily and be completely fine
2) Because of the prevalence of msc expand, many terrans skip that bunker, so mixing up that kind of opening might be ok i suppose
3) It's kinda hard to figure out the timings for the whole thing if you don't do it a lot. On the one hand, you want to do it on a 4 player map because that makes it harder to scout; once the terran scouts it, your nexus is severely behind and you made early game units that aren't useful. Then again, on a 4p map you might get cross map spawns making your push weaker overall. I suspect this is a good reason we don't see that opening as often.
4) You still might catch someone that makes the bunker offguard, if you go 10gate/10gas instead of the standard 13gate/15 gas (the 10 gas allows you to get the stalker and msc together).
5) I've never been able to make it work because my stalker micro is fucking awful, but a teammate of mine used something like that as his standard opening for months and he was fine in PvT.

All in all i say go ahead and try it, you might find it suits you! You shouldn't expect to do game ending damage vs cc first tho


If you want to do a rush like that, I'd recommend doing a 10 gate into zealot/stalker/msc pressure, with a second stalker at home building. It kills CC first (or at least badly damages it), and badly damages a reaper opening (second stalker at home defends the reaper), or reactor barracks opening. As Teoita says here, 13 gate isn't fast enough to work reliably. The 10 gate variant is a lot weaker vs. things like a widow mine drop opening or going into hellions, and it will outright die to a 3 rax opening (fortunately that's pretty damn rare, although I suppose you can hold the counter with sentries and get to a really weird game state)
Alternatively, if you really want to do it as a 13 gate pressure, you can send the MSC into the main and pressure the front with the zealot and stalker. If he abandons the bunker to defend the MSC you can just kill workers.

Could you post replay or BO? I would like to know, when to take cyber core, second pylon, second gas (?), etc.

On 2 player maps (meaning no probe scouting):

10 gate
10 gas
chrono probes x2
15 core
15 zealot
17 pylon
17 probe
18 MSC chrono
20 stalker chrono

If the terran scouts, I prefer to start warpgate with my next 50 gas after the stalker, use chrono on probes, and go for a macro game. If you run into a reaper in the middle of the map, it's wise to cancel WG and start a second stalker to keep back home, then start WG again when you have the gas. Otherwise, with no terran scout, keep chronoing stalkers and hope for the best.

It's not as good as it used to be, now that terrans scout almost every game to block the standard 21 nexus. Still, it's great against CC first and pretty good against reaper expand. If the terran makes his CC on the low ground after reaper, you can delay it by simply running past the bunker. The stalker and MSC always survive due to recall, and your expo + probe chronos back home put you in a decent economic position. Unfortunately gasless expand will kill you, as will mine drops.

I managed to dig up a replay of the strat if you want to study the build order. Slight mistake with the second pylon (started 18 probe then canceled), but I'd have to go back months to find another replay of it.
w3c.TruE
Profile Joined November 2013
Czech Republic1055 Posts
December 14 2013 20:42 GMT
#4143
Thank you very much. I will give it a shot. I was also thinking about taking second gas (probably after second stalker is started), and follow up with proxy Oracle, if I am able to do some damage with initial push. But I dont know, how it will work out. I give it a try.
Dream, Dark, herO, PartinG, RorO, Bbyong, Rain, soO, PtitDrogo <3. Goodbye RorO, MC you were awesome! You will be remembered!
vhapter
Profile Joined May 2010
Brazil677 Posts
December 14 2013 21:37 GMT
#4144
I think builds like this (10 gate) work nicely when you proxy your gateway. Against reaper reactor expand, your msc can defend your probes if he tries to harass with his reaper and the terran will have 0 units in his main unless he doesn't get a reactor. Against cc first, well... I wish the terran gl, even flash has lost to this build (vs hero) in this scenario, although he did put up a good fight.
To live is to fight, to fight is to live!
OPDream
Profile Joined September 2012
Canada77 Posts
Last Edited: 2013-12-15 01:21:01
December 15 2013 01:12 GMT
#4145
When play against 1-1-1 allin in pvt, how many sentries should I make? And do I need to cut probes, at what number? And do I need to take gases at natural?
vhapter
Profile Joined May 2010
Brazil677 Posts
December 15 2013 01:52 GMT
#4146
On December 15 2013 10:12 OPDream wrote:
When play against 1-1-1 allin in pvt, how many sentries should I make? And do I need to cut probes, at what number? And do I need to take gases at natural?

I don't think these questions are very important tbh. Upon scouting this, get imortals + more gates and don't go double forge. Prioritize immortals + units, force a fight before tanks get in siege position if possible, make good use of your msc. Gases at natural aren't necessary, but depending on how early the 1-1-1 hits or you scout it, you probably don't even need to worry about this as you will be close to 2 base saturation anyway. I'd say 2-3 gases is ok, while 4 gases is bad unless you have 44 probes.
To live is to fight, to fight is to live!
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
December 15 2013 10:11 GMT
#4147
I've always used 2/3 sentries max, 40ish probes and no gas at the natural. As long as you get decent 2base economy you should be ok anyway.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
shivver
Profile Joined June 2011
United States232 Posts
Last Edited: 2013-12-15 12:38:39
December 15 2013 12:38 GMT
#4148
Ok I just ran into something I've never went up against in pvp as protoss

I did a 1 gate FE and this guy did a proxy 2 gate chrono'ing stalkers and I just.. even if I added 2 gates I don't think I was going to have enough.

I tried throwing down a forge and cannon rushing his main, but my overcharge wore out and he just had more stalkers

How do you stop this?
weikor
Profile Blog Joined March 2011
Austria580 Posts
Last Edited: 2013-12-15 13:09:16
December 15 2013 13:06 GMT
#4149
edit : i just read you did 1g fe. 1g fe in pvp is done with 2xgas and after your core is finished, by then you should have scouted him, opted not to expand and played 3g + anything


normally you hold rushes well more easily than youd think. by proxying gateways he had to send a probe at 7 - that is like 30? % less economy than you and he must cut probes. you also have photon overcharge, time and the rush distance in your favor.

if you scout his base and dont see gws your priority is a stalker, 2 gates and msc, this will defeat zealot proxies with micro. once you see no zealots adding a robo and a 3rd gateway will defend against everything else.

the thing is even if he just plays normal from there, at some point you will kill the pylons and gws putting you in a dominating position if you reacted right
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2013-12-16 21:01:45
December 15 2013 13:52 GMT
#4150
On December 15 2013 21:38 shivver wrote:
Ok I just ran into something I've never went up against in pvp as protoss

I did a 1 gate FE and this guy did a proxy 2 gate chrono'ing stalkers and I just.. even if I added 2 gates I don't think I was going to have enough.

I tried throwing down a forge and cannon rushing his main, but my overcharge wore out and he just had more stalkers

How do you stop this?


Upon scouting this strategy and identifying it is not a regular proxy 2 gate, what I usually do is just add another gateway, get stalkers, and outmicro my opponent with the aid of some probes. Getting a forge seems like one of the worst responses possible to me, because stalkes are ranged and can attack a lot of your structures freely. You'd just lose way too much control by getting a defensive cannon. As for cannon rushing his base, even if it works, I can't see how you could defend your own base succesfully while cannon rushing your opponent.

I recall doing this strategy against a player who cannon rushed me (one of those get a cannon at natural before getting close enough to the nexus) and he straight up died to it. Even if he had a gateway, chances are I'd be able to move my probes away while killing his economy, which means he wouldn't be able to continue his cannon rush anway.

You can beat it without doing that though. I've lost to a super fast stargate a few times, even after killing tons of probes. I'm not sure whether targeting pylons instead of workers is a better call against this build, but if a voidray pops out, it's really hard to fight against stalker probe voidray. I naturally thought targeting workers would be good enough since you can't kill stalkers easily if they run away, but it wasn't enough.

I've also lost a game against the most standard way of holding off a regular proxy 2 gate (16 probes on minerals, 3 gates, spam zealots). Maybe I just mismicroed, I can't recall correctly, but I believe the zealot count gets high pretty fast and you can't micro against all of them. In other words, once they unpower your gateways, it's game over. Not sure how this would pan out if the proxy gating player simcities his pylon, but I don't think it gets much easier anyway.
To live is to fight, to fight is to live!
shivver
Profile Joined June 2011
United States232 Posts
December 15 2013 15:57 GMT
#4151
On December 15 2013 22:52 vhapter wrote:
Show nested quote +
On December 15 2013 21:38 shivver wrote:
Ok I just ran into something I've never went up against in pvp as protoss

I did a 1 gate FE and this guy did a proxy 2 gate chrono'ing stalkers and I just.. even if I added 2 gates I don't think I was going to have enough.

I tried throwing down a forge and cannon rushing his main, but my overcharge wore out and he just had more stalkers

How do you stop this?


Upon scouting this strategy and identifying it is not a regular proxy 2 gate, what I usually do is just add another gateway, get stalkers, and outmicro my opponent with the aid of some probes. Getting a forge seems like one of the worst responses possible to me, because stalkes are ranged and can attack a lot of your structures freely. You'd just lose way too much control by getting a defensive cannon. As for cannon rushing his base, even if it works, I can't see how you could defend your own base succesfully while cannon rushing your opponent.

I recall doing this strategy against a player who cannon rushed me (one of those get a cannon at natural before getting close enough to the nexus) and he straight up died to it. Even if he had a gateway, chances are I'd be able to move my probes away while killing his economy, which means he wouldn't be able to continue his cannon rush anway.

You can beat it without doing that though. I've lost to a super fast stargate a few times, even after killing tons of probes. I'm not sure whether targeting pylons would workers is a better call against this build, but if a voidray pops out, it's really hard to fight against stalker probe voidray. I naturally thought targeting workers would be good enough since you can't kill stalkers easily if they run away, but it wasn't enough.

I've also lost a game against the most standard way of holding off a regular proxy 2 gate (16 probes on minerals, 3 gates, spam zealots). Maybe I just mismicroed, I can't recall correctly, but I believe the zealot count gets high pretty fast and you can't micro against all of them. In other words, once they unpower your gateways, it's game over. Not sure how this would pan out if the proxy gating player simcities his pylon, but I don't think it gets much easier anyway.


This wasn't a standard proxy 2 gate zealot rush, he only built one zealot

it was:
10 pylon
10 gate
13 gas
14 or 15 gate
then constant chrono on stalkers

Then he just camped on my ramp till over charge ran out and had like double my stalker count come that time. I suppose adding 2 gates and warping in stalkers is the correct response.
Whitewing
Profile Joined October 2010
United States7483 Posts
December 15 2013 16:25 GMT
#4152
On December 16 2013 00:57 shivver wrote:
Show nested quote +
On December 15 2013 22:52 vhapter wrote:
On December 15 2013 21:38 shivver wrote:
Ok I just ran into something I've never went up against in pvp as protoss

I did a 1 gate FE and this guy did a proxy 2 gate chrono'ing stalkers and I just.. even if I added 2 gates I don't think I was going to have enough.

I tried throwing down a forge and cannon rushing his main, but my overcharge wore out and he just had more stalkers

How do you stop this?


Upon scouting this strategy and identifying it is not a regular proxy 2 gate, what I usually do is just add another gateway, get stalkers, and outmicro my opponent with the aid of some probes. Getting a forge seems like one of the worst responses possible to me, because stalkes are ranged and can attack a lot of your structures freely. You'd just lose way too much control by getting a defensive cannon. As for cannon rushing his base, even if it works, I can't see how you could defend your own base succesfully while cannon rushing your opponent.

I recall doing this strategy against a player who cannon rushed me (one of those get a cannon at natural before getting close enough to the nexus) and he straight up died to it. Even if he had a gateway, chances are I'd be able to move my probes away while killing his economy, which means he wouldn't be able to continue his cannon rush anway.

You can beat it without doing that though. I've lost to a super fast stargate a few times, even after killing tons of probes. I'm not sure whether targeting pylons would workers is a better call against this build, but if a voidray pops out, it's really hard to fight against stalker probe voidray. I naturally thought targeting workers would be good enough since you can't kill stalkers easily if they run away, but it wasn't enough.

I've also lost a game against the most standard way of holding off a regular proxy 2 gate (16 probes on minerals, 3 gates, spam zealots). Maybe I just mismicroed, I can't recall correctly, but I believe the zealot count gets high pretty fast and you can't micro against all of them. In other words, once they unpower your gateways, it's game over. Not sure how this would pan out if the proxy gating player simcities his pylon, but I don't think it gets much easier anyway.


This wasn't a standard proxy 2 gate zealot rush, he only built one zealot

it was:
10 pylon
10 gate
13 gas
14 or 15 gate
then constant chrono on stalkers

Then he just camped on my ramp till over charge ran out and had like double my stalker count come that time. I suppose adding 2 gates and warping in stalkers is the correct response.


Correct, he's out of gas at that point, he can't make stalkers continuously on 2 gates with one gas geyser, and especially not that early (he'll run out of minerals too). Add on more gates, buy time, micro, and pull a few probes and you should be fine.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
vhapter
Profile Joined May 2010
Brazil677 Posts
December 15 2013 17:33 GMT
#4153
On December 16 2013 00:57 shivver wrote:
Show nested quote +
On December 15 2013 22:52 vhapter wrote:
On December 15 2013 21:38 shivver wrote:
Ok I just ran into something I've never went up against in pvp as protoss

I did a 1 gate FE and this guy did a proxy 2 gate chrono'ing stalkers and I just.. even if I added 2 gates I don't think I was going to have enough.

I tried throwing down a forge and cannon rushing his main, but my overcharge wore out and he just had more stalkers

How do you stop this?


Upon scouting this strategy and identifying it is not a regular proxy 2 gate, what I usually do is just add another gateway, get stalkers, and outmicro my opponent with the aid of some probes. Getting a forge seems like one of the worst responses possible to me, because stalkes are ranged and can attack a lot of your structures freely. You'd just lose way too much control by getting a defensive cannon. As for cannon rushing his base, even if it works, I can't see how you could defend your own base succesfully while cannon rushing your opponent.

I recall doing this strategy against a player who cannon rushed me (one of those get a cannon at natural before getting close enough to the nexus) and he straight up died to it. Even if he had a gateway, chances are I'd be able to move my probes away while killing his economy, which means he wouldn't be able to continue his cannon rush anway.

You can beat it without doing that though. I've lost to a super fast stargate a few times, even after killing tons of probes. I'm not sure whether targeting pylons would workers is a better call against this build, but if a voidray pops out, it's really hard to fight against stalker probe voidray. I naturally thought targeting workers would be good enough since you can't kill stalkers easily if they run away, but it wasn't enough.

I've also lost a game against the most standard way of holding off a regular proxy 2 gate (16 probes on minerals, 3 gates, spam zealots). Maybe I just mismicroed, I can't recall correctly, but I believe the zealot count gets high pretty fast and you can't micro against all of them. In other words, once they unpower your gateways, it's game over. Not sure how this would pan out if the proxy gating player simcities his pylon, but I don't think it gets much easier anyway.


This wasn't a standard proxy 2 gate zealot rush, he only built one zealot

it was:
10 pylon
10 gate
13 gas
14 or 15 gate
then constant chrono on stalkers

Then he just camped on my ramp till over charge ran out and had like double my stalker count come that time. I suppose adding 2 gates and warping in stalkers is the correct response.


I know exactly what build this is. It is actually 10 gate,12 gas, 12 gate, 12 core - zealot, chrono 2 stalkers, then build a pylon at your opponent's ramp for high ground vision and continue building stalkers. Everything I mentioned above is based on my experience with this strategy myself.
To live is to fight, to fight is to live!
Avean
Profile Blog Joined September 2010
Norway449 Posts
December 15 2013 20:09 GMT
#4154
I just got mindfucked by a Terran. He builds 5-6 reapers which i scout and hold off perfectly. Then proceeds to build 15-20 more of em. I am always thinking in my head that i have to make sure he dont expand behind this, but he is holding the middle of the map with 20-25 reapers which makes me believe this is a 1 base push so i need to build units like crazy.
Meanwhile i build a stargate and push out 2 oracles. Going to his base i see he is well saturated on 2 bases suddenly, so now im in a really fucked position. I proceed to expand myself and try to tech up as fast as i can, but then he pushes with a fuckton of marines and marauders and reapers. I have no chance at all.

This is a masters terran, he has like 40 win streak. He also sniped a oracle of mine out of nowhere, could be luck but yeah .... Strangest match ive ever seen. Never seen a terran build like that before.
weikor
Profile Blog Joined March 2011
Austria580 Posts
December 16 2013 01:12 GMT
#4155
[B]On December ..

This is a masters terran, he has like 40 win streak. He also sniped a oracle of mine out of nowhere, could be luck but yeah .... Strangest match ive ever seen. Never seen a terran build like that before.


dont worry about this at all. if a masters player ques unranked he can get matched agianst gold.
the mechanics, game sense and micro let his units be far far more effective. throw in something weird and you can catch most players offguard. that doesnt mean its good though.
Just take the loss as it is, a compeletely unfairly matched upgame and it can tell you only about your lacking mechanics.

I can tell you that anything with many reapers is completely unviable in equal level play
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
December 16 2013 02:40 GMT
#4156
On December 16 2013 10:12 weikor wrote:
Show nested quote +
On December ..

This is a masters terran, he has like 40 win streak. He also sniped a oracle of mine out of nowhere, could be luck but yeah .... Strangest match ive ever seen. Never seen a terran build like that before.


dont worry about this at all. if a masters player ques unranked he can get matched agianst gold.
the mechanics, game sense and micro let his units be far far more effective. throw in something weird and you can catch most players offguard. that doesnt mean its good though.
Just take the loss as it is, a compeletely unfairly matched upgame and it can tell you only about your lacking mechanics.

I can tell you that anything with many reapers is completely unviable in equal level play


Not helpful. I think it's obvious that mass reapers shouldn't work, don't just repeat the obvious.

[B]On December 16 2013 05:09 Avean wrote:
I just got mindfucked by a Terran. He builds 5-6 reapers which i scout and hold off perfectly. Then proceeds to build 15-20 more of em. I am always thinking in my head that i have to make sure he dont expand behind this, but he is holding the middle of the map with 20-25 reapers which makes me believe this is a 1 base push so i need to build units like crazy.
Meanwhile i build a stargate and push out 2 oracles. Going to his base i see he is well saturated on 2 bases suddenly, so now im in a really fucked position. I proceed to expand myself and try to tech up as fast as i can, but then he pushes with a fuckton of marines and marauders and reapers. I have no chance at all.

This is a masters terran, he has like 40 win streak. He also sniped a oracle of mine out of nowhere, could be luck but yeah .... Strangest match ive ever seen. Never seen a terran build like that before.


In my experience, the best way to respond to a ton of reapers (4+) is to continually chronoboost immortals (after the initial observer) and get blink going. If he stupidly tries to go like 20 reapers, just position an immortal and 2-3 stalkers in each mineral line until blink finishes and then just 6-gate allin FTW. I haven't played against this strategy A TON, but the few times I have, I royally fuck it over lol.
StrategyAllyssa Grey <3<3
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2013-12-16 06:33:11
December 16 2013 06:32 GMT
#4157
A silly qeustion may be.. but how do u guys deal with 1 base terran agression, that come at around 6 - 6:30 min, while u play standard ~ 21 nexus? A terran makes a decent bio force, so u cant hold at natural, while rushing for stim and gettin a much later expand while u r locked at the main.
Less is more.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2013-12-16 07:32:31
December 16 2013 07:29 GMT
#4158
On December 16 2013 15:32 insitelol wrote:
A silly qeustion may be.. but how do u guys deal with 1 base terran agression, that come at around 6 - 6:30 min, while u play standard ~ 21 nexus? A terran makes a decent bio force, so u cant hold at natural, while rushing for stim and gettin a much later expand while u r locked at the main.


The way I saw Minigun held such a push was the following: 2-3 sentries/zealots/1 immortal (one more was being built) and a Mothership Core to cast Photon Overcharge. You just need to FF behind his bio (if possible) and then let photon overcharge and your army deal with it. It is important to trap the terran. You need to have 3 gateways. If you want to be even more efficient, focus fire on marauders only with your immortal(s).
ishida66
Profile Joined May 2011
Japan74 Posts
December 16 2013 07:35 GMT
#4159
On December 16 2013 15:32 insitelol wrote:
A silly qeustion may be.. but how do u guys deal with 1 base terran agression, that come at around 6 - 6:30 min, while u play standard ~ 21 nexus? A terran makes a decent bio force, so u cant hold at natural, while rushing for stim and gettin a much later expand while u r locked at the main.

Most of the time this can dealt by scouting then reacting. No CC at natural + the additional rax indicates it. The rest is just holding with forcefields, units and planetary nexus.

Also question, I've taken a break from SC and now I have no idea whats going recently. Anyone can indicate me a standard Stargate Opening for PvT? Also one for PvP, as my DT->chargelot isnt working as well anymore.
Animostas
Profile Blog Joined August 2009
United States568 Posts
December 16 2013 10:19 GMT
#4160
Assuming standard 9 Pylon, 13 Gate, etc, how do you hold off proxy 2 gate stalker PvP?
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