On April 06 2013 03:00 govie wrote:Show nested quote +On April 06 2013 02:28 Aiursc wrote: The reason why protoss have been playing more greedy is because of the mothership core. If you want to hit a timing make sure you hit before photon overcharge is ready. i know 10 marines (without medivac and upgrades) can not kill an planetary nexus, they will all die. Better go for high damage output. I think your best bet against Protos would be a thorpush (it takes ages before a planetary nexus kills a thor). Build 1 tank, 2 thors, 1 upgrade and marines out of 2 rax, roll out around 8 minutes, with minimum of 4 scv's on each of the thors for repair. Only threat are immortals so kill them first (it wil work, because the scv's will stall the damage output of the immortals). After that, kill all the artosis pylons so he is supplyblocked and cant produce more immortals = Win. With 2 Thors in your composition u reape Nexi in around 10 seconds 
This sounds pretty fun, do you have a replay or BO for it? Thanks in advance!
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United States4883 Posts
On April 06 2013 02:14 SynQ wrote:Show nested quote +On April 05 2013 09:52 SC2John wrote: Question: I suppose this isn't fully in the meta yet, but what do you do against a protoss player who opens stargate after expand? Worst case scenario, protoss can cancel the nexus and FF the ramp. Meanwhile, you have no real options against oracles or a void ray followup. 3 marines will not repel an oracle, and with this build, I don't think you float enough resources to add in an ebay for turrets. In the event that you save yourself from an SCV massacre by oracle, how do you deal with followup pressure whereby protoss cleans up any additional mines with oracle + stalker?
Also, I suppose in the interest of understanding this fully, what is your followup after this incredibly short BO? Do you take expansion then add 2 rax? Do you add 2 rax then take expansion? Do you get a barracks + ebay? You say "pump rine/marauder/widow mine", but from what collection of buildings? The build you mention has just a techlab barracks + a naked factory. The widow mines are there to protect against early Stargate play. You can transition however you want. Typically, I take an expo and transition into MMM with either widow mines or Hellbats.
Well, yes the mines CAN protect against stargate play, but not if you're aggressively pushing with them. If you're doing a timing at 5:30 with 2 widow mines, you have to defensively burrow your next 2 mines in your mineral field in order to survive an oracle counter. And even then, once 1-2 phoenixes are on the field, you're fairly unprotected again until you can afford to get up turrets. Theoretically, it's possible to deal with a stargate opening with this opening, but it would be a stretch and limit a lot of your possibilities.
Also, if terran brings 2 SCVs, there should be NO WAY to get a bunker up against nexus cannon lol (just FF on SCVs).
On April 06 2013 04:14 Galfi wrote:I've seen MMA do a proxy factory + 4~5 marines push that severely DELAY protoss expo while getting ur expo in a regular time... the build is like: - 10 depot - 12 rax - 13 gas - 16 oc - 16 depot - proxy factory push with 4~5 marines and 1 mine, add the second widow mine to the push as soon as it pops... expo behind it. In tvp ur normally go BIO, so the factory isnt that usefull at all, u just proxy it and slowly "mini-siege" the stalkers using the marines as shields and the mine as a miniature tank, when the second mine pops they usually abandon the expo and go take a robo in main, it's hard to take the nexus down, but u severely delay their economy and if u do it correctly, gets almost no losses, u can safely retreat with everything... also, just float the factory away and they go for it, so you can make ur starport 
I like this post a lot. A little marine/mine pressure is so incredibly different from concussive marauder/mine aggression and far more flexible in transitioning safely. In my opinion, marines are far more useful in the early game, marauders shine in the mid- to late-game, so this is the "correct" build.
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United States4883 Posts
On April 06 2013 03:00 govie wrote:Show nested quote +On April 06 2013 02:28 Aiursc wrote: The reason why protoss have been playing more greedy is because of the mothership core. If you want to hit a timing make sure you hit before photon overcharge is ready. i know 10 marines (without medivac and upgrades) can not kill an planetary nexus, they will all die. Better go for high damage output. I think your best bet against Protos would be a thorpush (it takes ages before a planetary nexus kills a thor). Build 1 tank, 2 thors, 1 upgrade and marines out of 2 rax, roll out around 8 minutes, with minimum of 4 scv's on each of the thors for repair. Only threat are immortals so kill them first (it wil work, because the scv's will stall the damage output of the immortals). After that, kill all the artosis pylons so he is supplyblocked and cant produce more immortals = Win. With 2 Thors in your composition u reape Nexi in around 10 seconds 
Are you talking about off of 1-base or 2-base? This sounds like it can only happen off of 1-base; the correct response for protoss is to keep making probes and start warping in mass units from 3-4 gates early. Mass gateway will destroy any kind of a 1-base timing attack from terran.
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