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[G] TvP Hammer Build, Crushing Protoss - Page 18

Forum Index > StarCraft 2 Strategy
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Prev 1 16 17 18 All
-Hammer-
Profile Joined January 2013
Canada107 Posts
March 13 2015 10:52 GMT
#341
On March 08 2015 14:14 GGzerG wrote:
I have never read over this Guide yet but I am interested as I am going to be Switching to Protoss shortly. I wanted to ask if you thought that reading this Guide would be a good idea as a way to soak up information in a hope to counter this sort of thing? I have trouble vs this and Odd forms of Mech as Protoss from time to time.

More information is always a good thing! There are some thoughts about how to defend against the build on this thread but tbh, most of it is not accurate, biased or theorycrafting. I would recommend talking to a high level Protoss to get more definitive answers! Cheers.
Grand Master Terran
-Hammer-
Profile Joined January 2013
Canada107 Posts
March 14 2015 17:38 GMT
#342
On March 11 2015 18:10 Diamadoshikiller wrote:
Now i have 81% in TvP and i’m in top platine, for this result i modified a little the build at 6 minutes and add a scout at 13 SCV. I have to be better in TvT (30%) and TvZ (40%) to be diamond. I make around 15 test match on this build with top diamonds players that know the build.
The conclusion is clear, Protoss can counter the "hammer". The « Hammer » plays on Human faults of your opponent.
1 / Protoss dont scouts before observer and some time never.
2 / The Protoss do not know adapting versus several BO because terran just do one.
3 / A Protoss A clik / macro and storm and produce DT. They don’t micro their unity. Storm it’s not hard to do versus gold and platine player.
4 / The Protoss are too greedy and they think untouchable during the first 8 minutes of the game.
5 / The Protoss are persuaded They can all-in without being punished.
In fact Hammer evaluates the actual level of Protoss.

Nice work with the 81%. I find the build to be effective, and at least on par with Protoss that know what I'm doing. It forces certain reactions that have to happen in order to defend, like robo, and chrono army instead of early worker chrono. Many Terran builds allow Protoss to be greedy and "hide" behind photonOC, this build does not. Glad you're having success with this style!
Grand Master Terran
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2015-03-14 20:27:33
March 14 2015 20:20 GMT
#343
Played against this twice yesterday for the first time, lost in game one pretty handily even after holding off the first push and scouting the composition (a lot of macro mistakes on my part + engaging in a bad position hurt, not sure I would have held anyway).

Game 2 I did a counter immortal / warp prism drop after holding off the intial marauder widow mine that did ~5000+ resources worth of damage. Pretty much wrecked his timing. The other things I did were take a pretty fast third (after the initial marauder / widow mine push this build is forced to stay quite defensive) and keep my zealots in a seperate control group in order to flank the main army when the push finally happened. It was a pretty convincing win and I think even without the Immortal drop doing so much damage I wouldn't lose to this again. The hardest part was keeping my observers alive vs widow mines + vikings with no air units. I might try mixing in a few pheonix or sentries for hallucinated pheonix if I play vs this again. Definitely not something Protoss can play standard against!

(My composition in both games was zealot / immortal / archon / HT).

edit: Looking through the thread more, there seems to be some discussion about holding the initial pressure. I did so pretty easily both games with a zealot, stalker, msc and observer and good control, without delaying my nexus at all. After scouting the mostly marauder / widow mine composition I harassed his army with my MsC until it arrived at my base, at which point I already had an observer done and an immortal on the way. Maybe spent a couple chrono's on the robo that could have gone to probes, but I usually chrono the robo anyway.
In Somnis Veritas
-Hammer-
Profile Joined January 2013
Canada107 Posts
March 21 2015 06:34 GMT
#344
On March 15 2015 05:20 Pursuit_ wrote:
Played against this twice yesterday for the first time, lost in game one pretty handily even after holding off the first push and scouting the composition (a lot of macro mistakes on my part + engaging in a bad position hurt, not sure I would have held anyway).

Game 2 I did a counter immortal / warp prism drop after holding off the intial marauder widow mine that did ~5000+ resources worth of damage. Pretty much wrecked his timing. The other things I did were take a pretty fast third (after the initial marauder / widow mine push this build is forced to stay quite defensive) and keep my zealots in a seperate control group in order to flank the main army when the push finally happened. It was a pretty convincing win and I think even without the Immortal drop doing so much damage I wouldn't lose to this again. The hardest part was keeping my observers alive vs widow mines + vikings with no air units. I might try mixing in a few pheonix or sentries for hallucinated pheonix if I play vs this again. Definitely not something Protoss can play standard against!

(My composition in both games was zealot / immortal / archon / HT).

edit: Looking through the thread more, there seems to be some discussion about holding the initial pressure. I did so pretty easily both games with a zealot, stalker, msc and observer and good control, without delaying my nexus at all. After scouting the mostly marauder / widow mine composition I harassed his army with my MsC until it arrived at my base, at which point I already had an observer done and an immortal on the way. Maybe spent a couple chrono's on the robo that could have gone to probes, but I usually chrono the robo anyway.

Warp prism drops can be quite good against the build, but also can get shut down quite easy; depending on the timing, and also control of both parties.
Grand Master Terran
sneakyness
Profile Joined April 2011
United States15 Posts
March 21 2015 19:09 GMT
#345
Let me first start by saying thank you! and that this build made TvP fun for me again.

I've found that if you start the at 11 supply, and delay the 12th worker by just a few seconds, that you will have enough gas to start the factory and the tech lab at the same time, instead of waiting for gas to start the tech lab. That is, assuming you're doing the original version without the wall or marines
"Sometimes the appropriate response to reality is to go insane" - Phillip K Dick
-Hammer-
Profile Joined January 2013
Canada107 Posts
March 22 2015 18:11 GMT
#346
On March 22 2015 04:09 sneakyness wrote:
Let me first start by saying thank you! and that this build made TvP fun for me again.

I've found that if you start the at 11 supply, and delay the 12th worker by just a few seconds, that you will have enough gas to start the factory and the tech lab at the same time, instead of waiting for gas to start the tech lab. That is, assuming you're doing the original version without the wall or marines

You're welcome! Always nice hearing about positive results

Having early marines is REALLY important to the build, as it helps deal with MSC/z/s pokes and proxy attacks.
Grand Master Terran
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