|
After reading a few guides and experimenting, I think I've found a reliable early robo counter.
*Skip this paragraph if you want to just watch the replay, it's an overview of the match*
First I did the normal 9 depot, 11 rax opening. Then I made some marines and another rax. Eventually both had tech labs built onto them. When I got the chance, I made a factory to build seige tanks. Naturally, I proceeded to research siege mode. While making marauders, marines, and tanks, I made a Starport to accompany my 2 rax and factory. After making a tech lab there too, I made a few banshees, but didn't research cloak. After I had about 5 banshees and an army to be reckoned with, my opponent attacked me. They fled when they saw my army, so I chased them after I had 2 medivacs. Soon I decided to attack the rocks since my opponent would probably be looking at the main choke. The army attacked as I was doing that and all four of my siege tanks died. Then I broke through just as they got a collossi. I killed the collossi and a few stalkers, GG.
I know I didn't get a natural expand and that I didn't have enough min to do much half of the game. I know that I was lucky the army fled. I know that my opponent should have attacked with all of his units at once. Most of all, I know that my opponent only had one immortal and collossus. The point is that my army counters pretty much any army with zealots, stalkers, immortals, and collossi. MMM took care of the stalkers and immortals, banshees took care of the zealots, siege tanks took care of pretty much everything the others couldn't.
As for the possibility of a 2-gate push or other zealot rush, my 2 rax and one of the tech labs would block off the ramp so rines can fire at the zealots while rines/rauders pump out of the raxes. One counter to this build could be fast void rays, but I had a bunch of marines so that might be covered. A phoenix or two would be destroyed by my marines. My tanks would destroy any photon cannons standing in my way, but in my replay my tanks were killed pretty quick, so I had to made some. If they went for mass void rays, I could make a reactor for my port to make vikings instead of banshees and attack earlier.
What do you guys think of my build?
|
good unit composition, bad macro play if your opponent was higher than gold league level you would've gotten destroyed.
i think this build is extraordinarily weak. learn gretorps build for marine / ghost and learn the 1/1/1 tank timing push for TvP. they're established builds that have been proven to work at high levels of play
|
If you go 1/1/1 and scout 2 gates and a robo, what is the appropriate response? I'd expect immortals, stalkers and zealots. What is a good mech unit composition to counter it?
|
On May 31 2010 00:41 Pking wrote: If you go 1/1/1 and scout 2 gates and a robo, what is the appropriate response? I'd expect immortals, stalkers and zealots. What is a good mech unit composition to counter it?
Banshees + tanks w/ siege + marines is your best bet. Focus stalkers with tanks and immortals with marines/banshees. Keep those tanks at a safe distance since they'll melt pretty fast to immortals+stalkers.
Another option is just fast ghost + tanks /w siege and a few marines, but that's really not the best use of your opening since 1/1/1 should be using the starport for something.
Personally I think 1/1/1 is a bad opening and should be used reactively vs stargate openings only. I'd much rather save myself 150/100 and get earlier siege, ghosts, expo, or another factory. Starport units are just not that useful off 1 base since they basically eat up all your gas.
|
if you see early robo go fact cc fact
|
On May 31 2010 00:56 Floophead_III wrote: Banshees + tanks w/ siege + marines is your best bet. Focus stalkers with tanks and immortals with marines/banshees. Keep those tanks at a safe distance since they'll melt pretty fast to immortals+stalkers.
So you think I should scrap the rauders and just go for reactors on my raxes instead? Or get one tech lab for shields/stim?
|
On May 31 2010 01:28 TehWinnahmon wrote:Show nested quote +On May 31 2010 00:56 Floophead_III wrote: Banshees + tanks w/ siege + marines is your best bet. Focus stalkers with tanks and immortals with marines/banshees. Keep those tanks at a safe distance since they'll melt pretty fast to immortals+stalkers. So you think I should scrap the rauders and just go for reactors on my raxes instead? Or get one tech lab for shields/stim?
You really should be expanding before you have more than 1 rax if you're opening with any sort of tech. Your goal is to expand. Once you have 2 bases you can add whatever unit compositions you want according to your style of play (as long as they make sense.)
I suggest a techlab on your rax for upgrades (if you're planning on going extended bio, get stim/shield/shells) or at least so you have it to produce ghosts later (which you probably will want). This style of play is actually closest to my TvZ than TvP. You want to basically be going marine/tank/air support. For my TvP I cut marines after a handful and start making more facts + hellions and some ghosts.
The reason I don't like marauder off 1 base in 1/1/1 is they make you pretty weak to voidray rush, take up gas you need for upgrades/tanks/air, and aren't as good vs immortals pre-stim. I've experimented with marauder + tank openings and such and I just don't feel that it's a good use of gas.
|
|
|
|