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TAILS' 7:22 Dark Templar Drop and FE - Page 10

Forum Index > StarCraft 2 Strategy
236 CommentsPost a Reply
Prev 1 8 9 10 11 12 Next All
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
April 09 2013 19:47 GMT
#181
Im I the only one who feels this might have been created to help shut it down
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Flanq
Profile Joined July 2011
United Kingdom2694 Posts
April 09 2013 20:16 GMT
#182
On April 10 2013 02:26 Nyast wrote:
Show nested quote +
On April 09 2013 21:15 ShaolinZorg wrote:
what are the advantages of this build VS a 1 base all-in DT rush (GW->core>Twilight->Dark Shrine) with a proxy pylon; I just saw a replay and the firs DT landed at 6'50


The main advantage of this build is that it allows you to transition into a very economic and greedy mid-game, while staying relatively safe.

Because your expanding quickly, you'll be on equal terms with the Terran until your first DTs warp in. At this point, even a low number of scv kills, delaying some tech ( snipping a tech lab ) and forcing turrets is a decent advantage.

It forces the terran to be careful when leaving his base, delaying his first push until he has a decent number of scans piled up.

Meanwhile you're playing fucking greedy. Two forges, robo bay, all with an indecent number of gates ( 2 for a good while.. ). You rely on DT threat and MS core to defend light pushes.

One drawback of this BO, which I learned the hard way, is that it's pretty much a freeloss if your opponent was going for a 1/1/1 with a raven. But against standard play it seems very strong.

I actually beat a terran going for a 1-1-1 although his raven was reactionary to my drop rather than getting it blindly, still a weird game where my extra gates finished as he sieged at my nat with 90% of his scvs, nexus cannon + immortal on tanks is so sexy.
jake1138
Profile Joined September 2011
United States82 Posts
April 09 2013 21:44 GMT
#183
Nice write-up! Shouldn't this also be put on Liquipedia?
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
April 10 2013 02:16 GMT
#184
I missed this series, thanks for the quality post
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Protossking
Profile Joined February 2012
Australia103 Posts
April 10 2013 08:01 GMT
#185
I'm really confused on why Reapers havent been mentioned in this guide, they essentially destroy this build. 1 reaper well get to your base before you've even started a stalker, and mothership core isn't fast enough to deny the scouting/harrass. Since you get the robo + twilight BEFORE your first stalker it means you can't drop them without being scouted.

In my opinion the best move would be to chronoboost a stalker out and play a standard macro game from there.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 10 2013 08:02 GMT
#186
Because it's not a guide it's analysis of a game. You are right that Reaper expand is very good vs this.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
steff
Profile Joined November 2010
United Kingdom40 Posts
April 10 2013 09:36 GMT
#187
Yeah any reaper based build destroys this and to be honest I am seeing most terrans open reaper now so its a real tough spot to be in.

hail to the king baby
yokohama
Profile Joined February 2005
United States1116 Posts
April 10 2013 09:50 GMT
#188
So have most Terrans on the ladder been blind countering this because of the front page coverage it got? I find whenever somebody comes up with a great new strategy on TL and I try to practice it, everyone is already preparing for their opponents to be doing that. (this assumes most people read TL that I play, which I find a lot do)
steff
Profile Joined November 2010
United Kingdom40 Posts
April 10 2013 09:52 GMT
#189
Well the problem is this,

If you double gas before core then you are done one of three things

Oracles

DT

Blink stalkers

bunkers, marines and turrets shut 2 of the 3 down hard, if you can do this, take a free expansion and still be ahead why would you not ?
hail to the king baby
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 10 2013 09:56 GMT
#190
Or you could be just fast expanding with 2 probes on each gas. The whole point of double gas before core is that it's incredibly hard for the Terran to read, while 14/20 gas or whatever is much, much more likely to be tech.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
April 10 2013 11:00 GMT
#191
all this metagame ^^ .
If terran open widow mine he gets behind vs dt drop.
If he opens reaper(wich is the best awnser to dt drop) he auto lose vs 12 gate stargate proxy ( 5:09 first oracle ) . :D
1/4 \pi \epsilon_0
tisalgado
Profile Joined February 2013
Brazil51 Posts
April 10 2013 13:24 GMT
#192
On April 10 2013 18:36 steff wrote:
Yeah any reaper based build destroys this and to be honest I am seeing most terrans open reaper now so its a real tough spot to be in.


how does it destroy the build?

really, you've got a FE, so you won't be behind in economy... nothing keeps you from building 2 stalkers to ward off the reapers and the threat of the dark shrine should keep him in his base for a while, so you're actually free to tech to SG or robo... or just do whatever you want with DT map presence...

I understand the damage is denied by a reaper opening, but not how it "destroys" the build
Luck = Preparation + Oportunity
odeSSa
Profile Joined November 2009
Sweden198 Posts
April 10 2013 16:11 GMT
#193
I got scouted when I tried this, nothing to do about that. I decided to put down my robo in my base but proxy the citadel and dt shrine. If you are lucky this will put terran even more off.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 10 2013 17:46 GMT
#194
On April 10 2013 18:56 Teoita wrote:
Or you could be just fast expanding with 2 probes on each gas. The whole point of double gas before core is that it's incredibly hard for the Terran to read, while 14/20 gas or whatever is much, much more likely to be tech.


Agreed. There are also some weird delayed sentry-heavy 3-gates that can hit with double gas. At this point in the metagame, double gases can really mean just about anything except a very normal 1-gate FE.
StrategyAllyssa Grey <3<3
monk
Profile Blog Joined May 2009
United States8476 Posts
April 10 2013 17:53 GMT
#195
On April 11 2013 02:46 SC2John wrote:
Show nested quote +
On April 10 2013 18:56 Teoita wrote:
Or you could be just fast expanding with 2 probes on each gas. The whole point of double gas before core is that it's incredibly hard for the Terran to read, while 14/20 gas or whatever is much, much more likely to be tech.


Agreed. There are also some weird delayed sentry-heavy 3-gates that can hit with double gas. At this point in the metagame, double gases can really mean just about anything except a very normal 1-gate FE.

Double gas 1 gate FE is fairly common too.
Moderator
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 10 2013 18:00 GMT
#196
On April 11 2013 02:53 monk wrote:
Show nested quote +
On April 11 2013 02:46 SC2John wrote:
On April 10 2013 18:56 Teoita wrote:
Or you could be just fast expanding with 2 probes on each gas. The whole point of double gas before core is that it's incredibly hard for the Terran to read, while 14/20 gas or whatever is much, much more likely to be tech.


Agreed. There are also some weird delayed sentry-heavy 3-gates that can hit with double gas. At this point in the metagame, double gases can really mean just about anything except a very normal 1-gate FE.

Double gas 1 gate FE is fairly common too.


I understand, but they weren't quite as popular as the single-gas expands in WoL. EX: MC's 1-gate FE, HuK's 1-gate FE, PartinG's 1-gate FE or Triple Nexus build, etc., etc. Simply put, I agree, but I would still consider 1-gas expand to be the MOST common (at least in WoL).
StrategyAllyssa Grey <3<3
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 10 2013 18:05 GMT
#197
Double gas is a lot more common in hots though, and this is a hots article. You can get a fast Stalker, Wg and Msc at the same time, and as i said it makes your build a lot harder to read.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Arachne
Profile Blog Joined December 2010
South Africa426 Posts
April 11 2013 16:16 GMT
#198
On April 08 2013 07:34 Tekakan wrote:
Show nested quote +
On April 07 2013 16:23 Arachne wrote:
I have been using this build for almost 20 months now, through Wings of Liberty (where it hits at 8 minutes), to Heart of the Swarm.

Tails build is different to mine in that he expands before placing the robo tech aand the twilight council.

also, yes, his macro is far superior to mine, however so is ryung's to my opponents, so i assume the arguments stand.

The weakness of this build is that it will just str8 up die to any form of widow mine pressure since the observer is so late. Also, any form of reaper pressure leaves you a bit exposed. as far as I know these are the 2 common TvP openings atm.

Finally, going for both double forge, AND collosus, AND charge is almost impossible. if you're follow up is going to be collosus, i'd say a single forge with charge started asap.

in fact, I start as I warp in DT's into the terran's main.

Finally, the great thing about this DT timing, is, even if they have a turret in the main (which they do a lot in WoL), you can snipe the techlab building stim.

if the DT's do no damage, good luck

Gtg, will edit more later.

This build is extremely risky tho, and a fringe build. Wouldn't recommend it for mass ladder. since if DT's fail, its really hard to recover past the ten minute timing push, especially with speed medivacs.


I've got a long experience (since early 2011) with DT drop openings as well and I can say that teching that much behind the drop is pretty much essential to the build. Eventually the Terran is gonna save up enough scans or get a Raven so that you lose your map control and you want your army to be at a "normal" midgame level at that point which they won't be if you transition slowly out of that opening. Until the Terran can push out the DTs can always save you therefor it's not a big risk to tech that hard. Personally I usually go for Storm straight after the DT tech whilst having 2 Forges upgrading. Once Storm is started I just double expand since I still have map control and make 1 Cannon and warp in a HT per new base. With a lot of CB on the Storm upgrade I always get it in time for the Terran push.

I would also say that DT openings are perfectly safe against both Reapers and Widow mines. Delaying the Twilight Council and the Dark Shrine has never been an issue for me thus far. Obviously you want them as fast as possible but going for a MCS-Stalker-WG-tech then Robo-Twilight is still a viable way to open up your DT expand build with. The entire purpose of the build is to drop your Terran opponent before he gets Medivacs and force him to be less aggressive at the 10 minute mark. And with a fast MCS you always have the Photon Overcharge to rely on if he goes for some typ of marine push or widow mine opening. Remember you get a very early Robo so geting an obs out quickly isn't really an issue.

I would say that theese typ of builds are weak against Terrans that don't overreact so that they don't lose more than a couple of SCVs from the first warp in. After that they get 1-2 additional Turrets and just move out once they have stim, combat shield, medivacs and four or more scans. That push is pretty much impossible to hold if you haven't dealt enough damage. The Terran can also delay it a bit and get a Raven but that gives you more time to get storm and/or Colossus out in time.



Your build is what I do as well. HT tech with charge and double forge is a lot less gas intensive than collosus with charge and double forge.

Templar Archive + storm + 2 HT - 450 minerals 700 gas
Robo bay + range + 2 collo = 1000 minerals + 800 gas.

The tempalr archive follow up is more defensive in my opinion, and a safer option, and allows for early charge and forges.

This build is like a massive tech switch into a different tech tree. At least if you are late with the storm, you can still get archon's. a single collosus without range vs a bio ball is pretty bad.
If I were a rich man, I wouldn't be here
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 11 2013 16:25 GMT
#199
2 Colossi with range aren't comperable to 2 templar, i'd argue that 2 colossi and 4 templar is a better comparison. A single colossus with no range is stronger vs early bio balls than an archon; 1 colo no range > templar was done a whole lot, while none ever did 1-2 archons > colo with no storm.

Templar are always more gas intensive, which is why you can afford Colossus and range + a few stalkers as well as blink on 2bases, but if you want to go ht you will basically only warp in zealots for a long time.

You already have both a robo and a twilight council so you aren't doing an absolutely massive tech switch, either AoE requires just one building.

I agree that templar tech is more defensive, but it's harder for that tech to kick in which is why DT builds more commonly go into Colossus (see hero's and rain's WoL games on Cloud Kingdom). Templar tech is doable (shy vs mkp from GSL) but a lot harder to pull off (see what happened in game 1).
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Arachne
Profile Blog Joined December 2010
South Africa426 Posts
Last Edited: 2013-04-11 18:18:37
April 11 2013 18:16 GMT
#200
Teoita, I actually gave the maths immediately above. The problem is the ten minute timing push, so you aren't going to have tons of units. Unless I got my figures wrong (which is possible), collosus use 550 more minerals (2 gate ways and a forge) and 100 more gas.

The problem i am talking about specifically is the double forge with the collosus. Even creator prime went into chargelots HT with his double forge, where the mmajority of robo builds in WoL used single forge collosus going into double forge once +1 armour was done for a very good reason. Collosus need more gas to make an impact on the defensive than HT's do

In fact that is the SOLE point of the discussion. I am saying that to go double forge WITH charge AND collo AND range is suicide if any form of disruption and/or pressure comes at you, and if you go dt's, unless you win the game right there, pressure always comes at you.

Instead, if you go HT, you can get storm out in time, and hold the ten minute push easier, and then tech switch into collo.

If you are wanting to be really aggressive, than collosus is great. however, if the push fails or your micro isnt good or you are off with your timings, collosus with double forge is a problem


Not to mention the problem toss will have if its a fake pressure at the front and a double medivac drop on the probe line with either build.

Speed medivacs after DT's aren't fun. and the correct way to counter DT's heavy tech style would be drop in a place that is not expected, especially since no one builds/correctly places obs for drop defense yet.
If I were a rich man, I wouldn't be here
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