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TAILS' 7:22 Dark Templar Drop and FE - Page 8

Forum Index > StarCraft 2 Strategy
236 CommentsPost a Reply
Prev 1 6 7 8 9 10 12 Next All
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 07 2013 19:18 GMT
#141
1) you have detection up which helps in dealing with the widow mines
2) it's easier to catch the terran out of position
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Adonminus
Profile Joined January 2012
Israel543 Posts
April 07 2013 20:35 GMT
#142
Seems like a strong build, tried it today at ladder and won a strong opponent quite easily.

By the way, what do you recommend to do if he just sends 4 hellions? Should I perhaps put a probe on watchtower to see it coming and block ramp with 3 pylons?
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
April 07 2013 21:10 GMT
#143
Definitely a gimmick/surprise build and not something that will be a regular staple... this will get absolutely crushed by hellion openers, any kind of aggressive rax play, and just about anything non standard. I guess if you scout gasless you can do this, but why bother? You could also get double forge at 5:30 and prepare to pave. This build is what we call fancy play syndrome.


That being said, I guess its good to mix in if you're in a BO3-7 and want to throw somebody off guard and possibly collect a fast win.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
Jacmert
Profile Blog Joined October 2011
Canada1709 Posts
April 07 2013 21:40 GMT
#144
30/34 Warp Prism
Chronoboost Robotics Facility (6)
32/34 Dark Shrine


Can someone explain to me why we build the warp prism so early from the Robo and even chronoboost it before dropping the Dark Shrine? I'm guessing the Warp Prism will make it to the enemy base way before the Dark Shrine is finished, or am I underestimating the Warp Prism build & travel time?

And did Tails warp in the DTs in Ryung's main/natural or outside of the base (then picked them up dropped them)?
Plat Support Main #believe
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 07 2013 21:41 GMT
#145
Yes, on Bel'shir the warp prisms arrives at the other main right as the dark shrine finishes and then you warp in 2 dt's.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
bobsire
Profile Joined December 2011
Canada296 Posts
April 07 2013 21:42 GMT
#146
This is an excellent build, works well for me. Thanks!
Mamoru
Profile Joined October 2011
Spain24 Posts
April 07 2013 22:07 GMT
#147
i love that guide thx u!
:D:D:D
Tekakan
Profile Joined December 2010
Sweden78 Posts
Last Edited: 2013-04-07 22:40:04
April 07 2013 22:34 GMT
#148
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.
PH
Profile Blog Joined June 2008
United States6173 Posts
April 08 2013 00:54 GMT
#149
Well...thanks for ruining ladder for me.
Hello
HobyHarro
Profile Joined February 2013
United States30 Posts
April 08 2013 02:23 GMT
#150
Reading this was very interesting. Good analysis and all. good job
WombaT
Profile Blog Joined May 2010
Northern Ireland25107 Posts
April 08 2013 02:26 GMT
#151
I love the way this OP is laid out, cool build as well but I like the deeper insight and little subtleties a lot as well
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
iMmOrTaLiUz
Profile Blog Joined January 2011
United States37 Posts
April 08 2013 04:43 GMT
#152
I tried out this build, and it ended up working amazingly. I managed to not only snipe half his mineral line with 2-3 dt's, but also force the terran's push to become an all-in instead. I know there is a VOD already, but it costs money to view, and for anyone who wanted to see the build in action for themselves, I created a short video showing its highlights. Game was played in masters league, enjoy:

samurai80
Profile Joined November 2011
Japan4225 Posts
April 08 2013 06:27 GMT
#153
Great write up and great build. I love how Tails is always able to snipe in GTSL, but I'm still surprised Tails tried to do this build a second time to a cheesy player such as Heart. It was so obvious Heart was gonna cheese him, as he doesn't usually do anything but cheese.
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
April 08 2013 07:05 GMT
#154
These kind of articles are fantastic!
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
iEatWoofers
Profile Joined August 2011
Switzerland108 Posts
April 08 2013 07:06 GMT
#155
Nice build, and a nice write up! I'm guessing it's a one-hit-wonder type of build though. I can't help but think that it would easily be smashed if scouted...
Callynn
Profile Joined December 2010
Netherlands917 Posts
April 08 2013 08:08 GMT
#156
Against Terran I always build a spore and crawler (against mines) and and against Protoss always 2 queens with sometimes a spore if I see air (against phoenix/oracle harass). I don't see this build doing a lot of damage against me if I simply get my spore up before the 7:00 mark, but I suppose this build is specificly made against Terran.

The breakdown looks nice in this article, but I don't think this opener is particularly stronger than other Protoss builds. I'm still much more scared of 2 base all-ins.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
crappen
Profile Joined April 2010
Norway1546 Posts
April 08 2013 08:15 GMT
#157
On April 07 2013 21:51 Teoita wrote:
This isn't meant to be a guide; it was just analysis of one interesting game which showed how openings have changed with hots.

That said, i imagine any kind fast aggression (faster than a standard widow mine drop) or cheese from terran would kill you or do tons of damage. I suppose you can try and get some units out before going for the DT tech, but i don't know anything more specific.


Thank you for the analyzis, and it worked great in lower league. My first game, terran had turrets up, but his army was on his way to kill me, so he had to turn around and deal with the DT's, delaying his push ALOT. Meanwhile I teched up and had such a good economy going. He couldn't even leave base because of the map control. When he finally hit, BAM, time warp and my collossus having the time of his life along with chargelots.

Man, I dont care if some cheese, or other hard counters gets me, Im all for the games when this works. DT's, my favourite unit, their sounds alone make me smile so much.
ShaolinZorg
Profile Joined February 2013
Belgium47 Posts
April 08 2013 10:25 GMT
#158
What is the earliest a terran can out a widow mine to protect the mineral ?

if the loaded warp prism is destroyed with an early mine , you may be in serious troubl so

what do you think about the following patch :

26/34 : Sentry (instead of walker) then send phoenix hallu to disable potential mine, send warp prism afterwards


Qui veut voyager loin ménage sa monture
WonnaPlay
Profile Joined September 2010
Netherlands912 Posts
April 08 2013 10:36 GMT
#159
I think that would reduce the speed alot. Widow mine is not dangerous, since you will warp your units in at the edge of his base, no terran has a widow mine there and even if they do, you should be able to be fast enough to move the WP out of it's range and warp in in a slightly different spot.

I've tested this build a couple of times now and I think it's great to throw into an bo3/bo5.
Fastest time I have done it so far was warp in @ 7:24. Still 2 ingame seconds slower than Tails -_-
But then again, i've only done it for about 4 times.

I love the position this gets you, because the Terran will not be likely to move out, thus you can add all tech you want.
1 game with this build I had 3/3 by the time the terran had 2/1 , which became an utter massacre (1250 point Master terran)
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 08 2013 11:08 GMT
#160
On April 08 2013 19:25 ShaolinZorg wrote:
What is the earliest a terran can out a widow mine to protect the mineral ?

if the loaded warp prism is destroyed with an early mine , you may be in serious troubl so

what do you think about the following patch :

26/34 : Sentry (instead of walker) then send phoenix hallu to disable potential mine, send warp prism afterwards




You can see a burrowed widow mine in the ground if you pay attention.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
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