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[D] Carrier Viability + 1 Base Carrier

Forum Index > StarCraft 2 Strategy
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FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-06-01 07:04:06
June 01 2010 03:12 GMT
#1
UPDATE: Gotten rid of incorrect replays, checked them all and added descriptions of how the games went! Sorry for putting in the TvP's I was playing, I've been experimenting with a 15 CC build that I was using when the beta first started (apparently TLO has done it since then) into heavy mech (4 facts). Lots of success there too since of the Immortal nerf .

So looking at a more recent topic, Carriers were discussed and the general opinion was that they were subpar to their SC1 counterpart.

However, I have been messing around with carriers lately, and I've been trying out a 1-base carrier rush. And I mean rushing right to carriers.

I've only lost a single game to another player so far using it, but then again, I only have about ~9 tries vs Diamond ranked players (yet around 30-0 vs plat and below). However, the one game I lost I definitely still could have won, I was just caught with my pants down as two of my carriers were on the wrong side of hte map as a roach/hydra force crushed my natural, and I killed the roach warren stupidly in his base instead of the hydra den, and such. I'm still getting used to playing Protoss as a whole, as I've never played them in the beta really until the last week (Zerg is my main, I was rank 1 Plat in my division and ~1900-1950 before the reset).

The strategy goes...

9 pylon
13 gateway
14 assim
15 assim
17 pylon
18 zealot

get core as soon as minerals allow after zealot, and build a stargate in a remote location in your base you don't think they will scan. as the core finishes, your second unit is a sentry, and immediately after you lay down the stargate you start teching +1 air weapons. as soon as the stargate finishes, a fleet beacon, and then obviously a carrier right after. Chrono the carrier, and it should finish around the time +1 air weapons finishes. You're pumping zealots constantly from your gateway as this is occuring. Don't show the first carrier unless they are rushing and you need it. Also get +2 air weapons as soon as +1 finishes, and get carrier upgrade for fast deployment (almost kills a viking instantly with the first hits).

If you're playing vs Zerg, you get a forge with your excess minerals and expand to a natural with cannons while you move out with two carriers and your zealot/sentry force is to defend at home (the sentry is to FF early rushes and buy times, you'll usually have 2 FF and almost a third ready by the time a typical rush hits).

It works both in PvT and PvZ. Not at all PvP though for obvious reasons. I like to transition into zealot legs

http://www.2shared.com/file/BBsHgnRr/Lost_Temple__157_.html
+ Show Spoiler +
PvT vs a Diamond player on LT cross positions. Misses scouting carriers on his first scan. Goes rax with reactor -> factory with tech addon -> starport. Sends first dropship to my base to scout my build, sees carriers, immediately pushes out with 10 rines + 2 tanks before Carrier has finished. Immediately also builds a reactor on his starport to mass vikings. Hold off first push by delaying with FF and carrier mops up 10 marines and two tanks easily by itself.


http://www.2shared.com/file/oz192vID/Lost_Temple__156_.html
+ Show Spoiler +
PvZ vs a Diamond player on LT close positions. Goes 13 pool -> expand. After seeing me one base he builds two spine crawlers and has ling speed. Decides to tech to roaches -> roach speed upon lair tech, which is when my Carrier hits. Desperately tries to counter attack my natural with roaches and throw up an evo + hydra den but I easily crush him


http://www.2shared.com/file/xEInhr2r/Python.html
+ Show Spoiler +
Not the best player, but ranked Diamond nonetheless. Opens 2rax on Python, although his first rax is late, possibly due to my probe blocking, and transitions into a 4 rax MM combination where he attacks at 70 supply, killing my natural, but my 2 carriers easily mops up his units. I counter attack with now 3 carriers, owning his newly built natural (floated when he pushed out) and his desperately building turrets + viking while building not enough rines from 4 raxes. Easily beaten. As said, not the best play (I think he was rank 89 Diamond), but you can watch for some whiny bitching about it being a "super cheese."


http://www.2shared.com/file/pSXQ7K9o/Metalopolis__34_.html
+ Show Spoiler +
Found the guy who I played in this match and got him to make a post, which I'm quoting. He's rank 2 Diamond, and it was literally my FIRST time trying this strategy out on LADDER, as my main race is Zerg, and I was hesitant to try new strategies out as Protoss on a Zerg account. He has very solid play imo, with around 150 APM throughout the game according to the APM counter (although aren't you supposed to multiply it by like 1.3 or something to get the actual amount??). Most likely the most entertaining game, and although it isn't TOO useful the Mothership makes an appearance too! A macro game.

+ Show Spoiler +
On June 01 2010 14:48 never_Nal wrote:
I am the Terran on the game at question, I dunno if this build counters my type of fast expo, witch is meant to be somehow as the scbw siege expand, actually almost the same.
Here is my thought process on what I was able to scout, surely I was preparing for void rays, so i just got the engbay and got Hi-Sec auto tracking for the +1 range on my turrets, making my tanks safe to any type of voidray+4gate break, shortly after no attack coming I see Carriers, this is actually super problematic to my build, since I will focus on Factory not Starport, and we all know that Thors DO SUCK against carriers, so I had to change my tech path and game plan, witch affects my entire timings and unit structure, while I am aiming for a 3 fact timing push, where I have 1 tech lab and 2 reactors, and just leapfrog against Protoss ground army, this guy completely demolished my game plan just by going Carriers from 1 base. So since Thors suck against armored air units, Terran needs to get vikings, so this wouldn't be a problem in mid-late game, where I just add the structures pretty easily and quickly, but if the carrier comes as fast as it does on this build, I have to stop producing tanks/factories and star adding starports + viking+ lots of extra micro, not only that but I have to come up with some kind of unit composition to be ready or even have a slight timing against the CarrierBuild, and In fact i really thought I had one, when I was almost 1 shooting the carriers with my viking group, and so I did pushed, and kill a ton of his units, but his ground army owned mine since I was making sooo many Vikings my ground army lacked power and quantity.
I don't think the build is SUPER STRONG, but the follow up is,he knew that I was heavy on vikings therefore my ground army was weak. As I Stated Before I don't know if this build was completely counter to my Siege expo, or if it actually does great against almost every Terran opening .

If anything is misunderstood please quote and I will gladly explain.


http://www.2shared.com/file/gUEil80c/Lost_Temple__148_.html
+ Show Spoiler +
PvT vs a Diamond player on LT. I had already played this player before four games earlier, but didn't realize it at the time. As a result, he remembered my carrier strat and went for an all-in marine push as Terran, adding on up to four raxes on one base and attacking with pure marines before my carrier got out. FF is able to delay for a short timing, but I fuck up using it and I need zealots to buy time. He is able to take out the pylon powering my gateway and get some probe kills, but the first carrier easily wipes out all the remaining marines, and it's a downhill slope from there, where he continues pumping from 4-5 raxes pure marines with slight viking support on 1-base.


http://www.2shared.com/file/-eM1bsqG/Lost_Temple__147_.html
+ Show Spoiler +
PvZ vs a Diamond Player (I THINK, IF I recall correctly). He opens 14 pool -> 17 hatch (standard). Is able to scout that I am going fast air and thus drone whores insanely off having only about 4 lings, while getting a few spores for any Phoenix/Void ray he might expect. Transitions into Roach/Hydra (builds both buildings at the same time) and moves out to my natural to break it at the exact time my Carriers are hitting his natural. I do some dmg to him at the natural while I'm able to hold off his attack despite not having carriers there (had three photon cannons + FF usage moved him back). He immediately expands to the Gold afterwards and continues Roach/Hydra, which works fairly decently until I can build up my carrier numbers as well as simply just build up unit count. You really see my inexperience as Protoss as I try to use forcefields well and simply suck. I am barely able to expand to my third as I mine out my main and almost my natural, and he hits me with Roach/Hydra and mass corrupter (probably ~12). However, I've reached a high carrier count by now (12) and with blinking stalkers am able to demolish his push, counterattack, and win, when he is on 4 bases


http://www.2shared.com/file/MR2T8voF/Lost_Temple__146_.html
+ Show Spoiler +
PvT on LT. No idea what his rank. Merely posted to show how it played out vs a cloaked banshee rush when I didn't have any stalkers. Went to his base with carriers and completely owned it, as his starport could only produce one viking at a time (which 2 carriers with the fast deploy upgrade nearly instantly kill within a second) and raped anything he had. He could have done much more with his cloaked banshees admittedly, but he was going to lose in a base trade anyways simply because of the lack of banshees (only two), and the fact cloak will run out eventually. His defense was relatively weak because he had been counting on tanks as a major part of defense.


I don't know how to make the files uploaded show how other people are uploading them, with the matchup and everything, but I believe these are the diamond matches I've played using the strategy (with the exception of the last game, which is just vs a banshee rush. No idea his rank). I'll be back in a bit to specify a more specific BO please look more at the early game than my lategame because as said I just started Toss within ~1 week. My forcefields are generally awful and my macro using protoss isn't too impressive yet.

The reps include showing getting hit by all-in marines, viking transitions to counter, hydra/roach play, etc.

The [D] is more so discuss than me claiming it is a very viable strategy seeing as I have limited experience in Diamond playing as toss.
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
June 01 2010 03:40 GMT
#2
Thank you for taking the time to try a carrier build and making it work instead of just whining about them being a useless unit. Great job :D
Sup.
Shaz
Profile Joined April 2004
United States75 Posts
Last Edited: 2010-06-01 04:19:07
June 01 2010 03:57 GMT
#3
Maybe I'm just internet-retarded, but I couldn't readily figure out how to download the files. It seemed like every button I clicked brought me to a new and more fearsome advertisement.

*edit: I figured it out, jk!
Tone_
Profile Joined May 2009
United Kingdom554 Posts
June 01 2010 04:08 GMT
#4
Sounds interesting. Must be susceptible to a number of early timing pushes though surely?

I look forward to looking at the replays and good effort for showing what will probably be at least a good example of the best current carrier centred build.
Hasta La Victoria Siempre | 톤
Chen
Profile Joined June 2009
United States6344 Posts
June 01 2010 04:19 GMT
#5
doesnt your build get annihilated by fast concussive shell marauder or reaper play? with such a late cyber core i dont see how you can defend reapers or marauders with just zlots
Cloak
Profile Joined October 2009
United States816 Posts
June 01 2010 04:28 GMT
#6
On June 01 2010 13:19 Chen wrote:
doesnt your build get annihilated by fast concussive shell marauder or reaper play? with such a late cyber core i dont see how you can defend reapers or marauders with just zlots


You can probably Core before the second Pylon and skip the Zeal if you need a fast Stalker. I'm pretty interested in trying this out, although, this just sounds like a riskier Void rush to me.
The more you know, the less you understand.
onmach
Profile Blog Joined March 2009
United States1241 Posts
June 01 2010 04:30 GMT
#7
I know I for one would love to see carriers in the game. I wish there were as much outcry for them as there was for ultras.
mistermetal
Profile Joined March 2010
Canada76 Posts
June 01 2010 04:45 GMT
#8
18 zeal is too late, this would only work on a few maps and even then if you got luck positions. Otherwise this would be very weak vs an early rush.

i dont think this is too viable vs protoss who decide to go void rays, or terran who scan / scout and then go viking, and that you are sacraficing a lot for a suprise attack that seems weak to a standard build that keeps options open for tech.
MasterZilla
Profile Blog Joined November 2003
Sweden234 Posts
June 01 2010 04:47 GMT
#9
Interessting build, I'll give it a shot after work today.

How does it handle a fast muta counter from Z?
For Aiur! - If you reach for the stars and miss, you still might end up walking among the clouds.
Psycs
Profile Joined November 2007
Algeria15 Posts
Last Edited: 2010-06-01 16:52:36
June 01 2010 04:54 GMT
#10
Update: Thanks to the OP kindly for removing unrelated replays! I also softened up some of the post's language.

Ok, I watched 3 of the replays posted by the OP and none of the involved anything remotely related to carriers. I won't even loose my time with the rest. One was a corrupted replay that didn't open, the other two involved him loosing to terrans.

Check it out for yourselves:

http://www.2shared.com/file/eRUAkGPc/Lost_Temple__155_.html
http://www.2shared.com/file/ck8iIhL4/Lost_Temple__151_.html
http://www.2shared.com/file/gUEil80c/Lost_Temple__148_.html (warning, corrupted replay)

I hate to be this harsh, but I smell a troll.

Before posting I checked out a 4th game, to try to be fair. It did involve carriers, but the quality of the gameplay did leave something to be desired. It is easy to criticize a replay, though, as the OP mentioned:

http://www.2shared.com/file/pSXQ7K9o/Metalopolis__34_.html

Here is a screenshot of the game in question:

[image loading]

rezoacken
Profile Joined April 2010
Canada2719 Posts
June 01 2010 05:02 GMT
#11
Watched 2 replays (well one was with no carriers so...).

I wasnt really interested in the build order, it is too weak to be able to hold of any kind of strong early even mid-game agression.

Just wanted to see what good carriers could do...
And well they're even worse than I thought :/ I mean they take FOREVER to build, 120s is ridiculously long (compared to BC for example). It's as long to get a carrier as it is to get the tech (60 + 60). Well you can chrono them at least... from only one stargate...
Then they do crappy dps for such a late, costly and long to build unit.
I mean they don't stand a chance compared to void rays in their state.

Was cute though.
Either we are alone in the Universe or we are not. Both are equally terrifying.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-06-01 05:57:26
June 01 2010 05:04 GMT
#12
On June 01 2010 13:19 Chen wrote:
doesnt your build get annihilated by fast concussive shell marauder or reaper play? with such a late cyber core i dont see how you can defend reapers or marauders with just zlots


It does get raped by fast reaper play, but it's rarely seen nowadays. I guess I could incorporate faster scouting and choose not to get the second assimilator if scouting it. It's something I *have* worried about it but haven't encountered it yet, simply because I haven't seen it done lately (in those 30-0 games I said I went vs Plat and under it wasn't done a single time either).

People don't typically push out with Marauders because they assume you are on one base play and will be strong enough to overwhelm them. By the time they get a decent amount (5-6) your carrier is literally already on the way, and the somewhat early sentry has enough energy for 2 (and maybe 3, depending when they push out) forcefields to delay. Your zealots then hold them off afterwards, or try somewhat, until the carrier comes out, in which it will kill all the Marauders relatively quickly, force them into a panic as they can only pump marines, which die very fast considering the carriers are doing 14 dmg per hit.

On June 01 2010 13:54 Psycs wrote:
Ok, I watched 3 of the replays posted by the OP and none of the involved anything remotely related to carriers. I won't even loose my time with the rest. One was a corrupted replay that didn't open, the other two involved him loosing to terrans.

Check it out for yourselves:

http://www.2shared.com/file/eRUAkGPc/Lost_Temple__155_.html
http://www.2shared.com/file/ck8iIhL4/Lost_Temple__151_.html
http://www.2shared.com/file/gUEil80c/Lost_Temple__148_.html (warning, corrupted replay)

I hate to be this harsh, but I smell a troll.

Before posting I checked out a 4th game, to try to be fair. It did involve carriers, but the quality was subpar and certainly not diamond:

http://www.2shared.com/file/pSXQ7K9o/Metalopolis__34_.html

Here is a screenshot of the game in question:

[image loading]



That was my first ladder game vs a Terran? And it was in fact a Diamond player, I checked his ranking after the game and I myself am in Diamond. The other were custom games. Sorry, I did in fact type this before being called into a meeting for a college club, so I looked at my most recent games in which I'm aware I thought I all went carriers. I'll be sure to check them soon and update, but it's not a troll.

Can someone tell me which reps aren't the Carrier ones so I can delete it for convenience? I admit I should have taken a longer time to actually check out the reps, but they were in fact Diamond players that I've played recently.

EDIT: Something is currently wrong with my profile, it shows Diamond rank 6 (which I am) but if I look at the profile it says I'm not in any league and that my bonus pool is over one million points... haha. Otherwise I'd prove he was a Diamond and show you it was my first PvT on ladder. Although I just talked to him and he said he's rank 2 in his Diamond division!

EDIT2: I just deleted the 155 file... sorry that was a wrong match! You're wrong though, match 148 is NOT corrupted. I just rewatched it myself. Maybe you don't have the correct map file for LT because you haven't played it in the most recent patch? I checked 154 and it was only a Gold player, I apologize.

On June 01 2010 13:45 mistermetal wrote:
18 zeal is too late, this would only work on a few maps and even then if you got luck positions. Otherwise this would be very weak vs an early rush.

i dont think this is too viable vs protoss who decide to go void rays, or terran who scan / scout and then go viking, and that you are sacraficing a lot for a suprise attack that seems weak to a standard build that keeps options open for tech.


I never said it would work vs P. In fact I explicitly said it wouldn't work vs P. Why is 18 zeal too late, with the exception of I admit that it would lose to a reaper rush, and I should tweak it. I'm not necessarily saying it should be a standard build, and possibly a cheese build, but a viable cheese build (kinda like 2fact speed vultures vs Zerg in SC1 being fairly reliant on not being scouted and still fairly all-in but able to still compete in the game as you'll most likely still do SOME dmg).

You'll also notice every single game the Terran attempted to scan and MISSED the first scan. You don't put it in a place the Terran will often scan, which is like most surprise builds, you put them in a place you don't think they'll scout. That's nothing new and not new to SC2.
TheOracle
Profile Joined May 2010
Australia256 Posts
June 01 2010 05:07 GMT
#13
I hardly think that someone with 1K+ Posts will be trolling this bad.

On the other hand, I would love this to work lol. I can actually see it working just based on the surprise factor lol, I saw a game where artosis lost to a mothership rush, so anything's possible (TvP, artosis 1base pushed with marauders and marines quite early)

never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
June 01 2010 05:48 GMT
#14
On June 01 2010 13:54 Psycs wrote:
Ok, I watched 3 of the replays posted by the OP and none of the involved anything remotely related to carriers. I won't even loose my time with the rest. One was a corrupted replay that didn't open, the other two involved him loosing to terrans.

Check it out for yourselves:

http://www.2shared.com/file/eRUAkGPc/Lost_Temple__155_.html
http://www.2shared.com/file/ck8iIhL4/Lost_Temple__151_.html
http://www.2shared.com/file/gUEil80c/Lost_Temple__148_.html (warning, corrupted replay)

I hate to be this harsh, but I smell a troll.

Before posting I checked out a 4th game, to try to be fair. It did involve carriers, but the quality was subpar and certainly not diamond:

http://www.2shared.com/file/pSXQ7K9o/Metalopolis__34_.html

Here is a screenshot of the game in question:

[image loading]



I am the Terran on the game at question, I dunno if this build counters my type of fast expo, witch is meant to be somehow as the scbw siege expand, actually almost the same.
Here is my thought process on what I was able to scout, surely I was preparing for void rays, so i just got the engbay and got Hi-Sec auto tracking for the +1 range on my turrets, making my tanks safe to any type of voidray+4gate break, shortly after no attack coming I see Carriers, this is actually super problematic to my build, since I will focus on Factory not Starport, and we all know that Thors DO SUCK against carriers, so I had to change my tech path and game plan, witch affects my entire timings and unit structure, while I am aiming for a 3 fact timing push, where I have 1 tech lab and 2 reactors, and just leapfrog against Protoss ground army, this guy completely demolished my game plan just by going Carriers from 1 base. So since Thors suck against armored air units, Terran needs to get vikings, so this wouldn't be a problem in mid-late game, where I just add the structures pretty easily and quickly, but if the carrier comes as fast as it does on this build, I have to stop producing tanks/factories and star adding starports + viking+ lots of extra micro, not only that but I have to come up with some kind of unit composition to be ready or even have a slight timing against the CarrierBuild, and In fact i really thought I had one, when I was almost 1 shooting the carriers with my viking group, and so I did pushed, and kill a ton of his units, but his ground army owned mine since I was making sooo many Vikings my ground army lacked power and quantity.
I don't think the build is SUPER STRONG, but the follow up is,he knew that I was heavy on vikings therefore my ground army was weak. As I Stated Before I don't know if this build was completely counter to my Siege expo, or if it actually does great against almost every Terran opening .

If anything is misunderstood please quote and I will gladly explain.
Be kind whenever possible. It is always possible.
TheOracle
Profile Joined May 2010
Australia256 Posts
June 01 2010 06:11 GMT
#15
Having just tried it (albiet with my own slight twist) I found it quite effective. The terran player had a nice mix of sieged tanks, marines and medics outside my base, but my 3 carriers and a ton of zealots pushed through easily. I find it very nice not because of the direct power of the carriers (in fact I find them quite weak) but that (like the above poster) the effect on army conposition is brilliant. The terran I faced had to pump a ton of vikings which almost cut through my carriers, but meant that his ground army got annihilated by my mass of chargelots. (There was 0 gass left for anything else lol)
afirlortwo
Profile Joined April 2010
United States161 Posts
June 01 2010 06:19 GMT
#16
Seems like a build that relies alot on the opposing player not scouting you sufficiently for the first couple of minutes and not trying any early pushes. If you can keep the element of surprise then you'll be in okay shape, but since so much is left up to chance I'd be hesitant to try it in any semi-serious game, as really any kind of straight tech to T3 units on 1 base is pretty weak. The opposing player gets the map, and with scans and everything the terran really should have an idea of what you're doing. Thanks for trying it out && posting though, always nice to see new strats being used
Just a momentary diversion on the road to the grave
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 01 2010 06:28 GMT
#17
On June 01 2010 15:19 afirlortwo wrote:
Seems like a build that relies alot on the opposing player not scouting you sufficiently for the first couple of minutes and not trying any early pushes. If you can keep the element of surprise then you'll be in okay shape, but since so much is left up to chance I'd be hesitant to try it in any semi-serious game, as really any kind of straight tech to T3 units on 1 base is pretty weak. The opposing player gets the map, and with scans and everything the terran really should have an idea of what you're doing. Thanks for trying it out && posting though, always nice to see new strats being used


Actually, your carrier comes out around the time he would scan the second time, assuming he used his mule the first time. You can almost ensure him mis-scouting you with the first scan if you put them in a remote location in your base. The reps posted show a player who already knows the build and goes all-in marine, and the FF on ramp (can do it twice) and then the zealots afterwards are enough to hold it off. Obviously if you scout something like 1-base all-in roaches you wouldn't do the build (you can scout yourself and react as well, you know!).
CryMore
Profile Joined March 2010
United States497 Posts
June 01 2010 08:04 GMT
#18
This is an excellent build for the current PvT/PvZ match-ups because Terrans usually go Marauders or some sort of mech build that gets demolished by carriers, and Zerg like to fast expand and power drones using a small amount of lings that your zealots can easily handle, allowing to get super fast tech safely. I really like how you incorporate +2 air weapons into this build that allow even 2 carriers to demolish a small anti-air response.

Also I think this can defend well against many of the all-in pushes by Terran and Zerg by utilizing FF and the first carrier if you need to. One thing that concerns me is a baneling bust that will hit well before your first carrier pops up. You will basically be playing blind once the lings come out against zerg. Is there some way to incorporate an early stalker into the build so it can prevent a baneling bust and also help take out any OL that are trying to peek in?
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
HeyitsClay
Profile Joined April 2008
Canada336 Posts
Last Edited: 2010-06-01 08:38:43
June 01 2010 08:37 GMT
#19
*** mistake post plz delete was using it to "preview" a blog and hit post instead of preview by mistake***
gdroxor
Profile Blog Joined May 2010
United States639 Posts
Last Edited: 2010-06-01 08:45:44
June 01 2010 08:45 GMT
#20
Hmm. This would be an interesting transition from a phoenix/chargelot type build for midgame PvT. I think I'm going to hop in the build order tester and see what I can figure out.
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