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Those who watched Homestory cup #2 and IEM Kiev probably noticed white-Ra`s staple TvP build, which is in essence 1 gate robotics. As DeMuslim remarked it is incredibly versatile and safe against all popular Terran openings while leaving many paths to go thus making your opponents life harder.
This is a rough build order
9 pylon 12 gate 14 Assimilator 18 Cybernetics Core Put 3 probes in the assimilator, build a zealot followed by a stalker after gate finishes. Start warpgate research as soon as Core is ready, chrono it. 26/27 Assimilator 28 Robotics Facility (or after scout leaves your base)
You may start building Robotics even if scout is still in your base as it looks like a 4gate till then and making your opponent build bunkers/cut workers/guess is allways a good thing. In fact it was what White-Ra did in the third game in their series after DeMuslim, 4 gated on Jungle Basin after 2 times using his build.
As I said, versatility is the biggest plus this build has. You are safe against cloaked banshees due to fast observer and you can scout and adapt accordingly due to it too.
If you scout Terran taking one rax expand in his base you can safely expand after you add 2 gateways to your gate/Robo (as your observer reaches terran base as in game on Xel Naga caverns against Cloud) or before you add 2 gates if Terran expands outside his base as TLO on Shakuras Plateau and you manage to scout it. Generally you want to add 2 gates after your Robo to not to die and add Robotics Bay after that. Rushing to Collossus is not a good idea which used to be main thing people used to do after 1gate Robo.
Or you can bust terran when you are about 2/3 Immortals as in his game against Demuslim on Xel Naga Caverns. Or do some mix of both if terran tries to go cheap.
One thing I noticed was he didnt do it on Jungle basin doing 4gate and a 2gate expand instead. (Also in replaypack) Probably there is some kind of inherent weakness of this build on that map or he just likes to switch it up.
Also he lost both times while doing it on Scrap Station due to hellion drop/Thor push and Marine drop/hellion incursion. (in Homestory cup #2) So a short air distance is a weakness due to medivacs but I can see it working on ladder if terrans are going fast banshees thus exposing themselves to both bust and making huge investment into cloak which is not gonna pay off due to fast observers. probably why Ra did it. (also I remember him winning games on Scrap Station with beautiful Warp Prism Harrass so short air distance has advantages too)
Discuss! Replay pack (from ESL homepage)
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Are you sure he gets the 2nd gas that late? Pretty sure he gets it earlier.
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Artosis did a how-to PvT without losing to all-ins, it should be on his youtubechannel ArtosisTV The build artosis explained is basicly the same as this, and now wonder why - this is a safe yet economical build, which actually also gives you quite the tech if you choose to go collosi.
Started doing this build and so far I'm doing great agaisn't terrans, I'm really only having problems when i botch my forcefields or something like that.
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I agree with KOVU on this. A similar build as presented by Response in a similar thread:http://www.teamliquid.net/forum/viewmessage.php?topic_id=186579 (i hope I did that right, I'm a noob to TL) basically Response said that you go 1 Gate Robo and scout with the obs and expand. If you see 3 rax pressure you should cancel the Nexus and make an immortal. I've used it against Terran and have had great results against Terrans as well.
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On January 25 2011 05:20 daralharb wrote:I agree with KOVU on this. A similar build as presented by Response in a similar thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=186579(i hope I did that right, I'm a noob to TL) basically Response said that you go 1 Gate Robo and scout with the obs and expand. If you see 3 rax pressure you should cancel the Nexus and make an immortal. I've used it against Terran and have had great results against Terrans as well.
Oh I see, one thing it is different from this one is that he gets expo after 3gate/Robo if he cannot scout Terran 3raxing.
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Yeah lots of people are doing this now instead of 1-gate FE. It is AFAIK the safest opener in PvT that can reasonably stay equal economically with a 1-rax FE terran, and is what I consider the new standard.
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It feels and looks like a Protoss 1-1-1 if the last 1 was replaced by 'Profit!' since Protoss get air harass via Robo as well. Twilight council + blink openings off this would be quite evil against any sort of bunker expand. Usually, I know I'm safe from a blink stalker rush since people tend to get more gates before getting the robo + obs. However a slightly delayed blink stalker attack with Obs would be ridiculous.
My feeling is that this might be weak against a 2 Rax expand or any sort of Terran who can get up and hold an expo while forcing P to get up additonal gateways but I don't know the timings since TvP is my weakest matchup.
I wonder how this performs against something non-standard such as the 4 port push assuming both players have reached that point without being crippled.
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Thank you for these replays and analysis. I think the PvT matchup is undergoing a lot of changes and players are re-evaluating their builds and starting to slim them down. This was helpful in my current work I'm doing on my PvT matchup.
From my side, as a Protoss, while Terran seem to be moving away from the early Bio aggression and more into a macro style mid to late game mech play, I am still very uncomfortable FE'ing because of said pressure. As you mentioned, this build really opens up your options so definitely something for me to work on.
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How does this deal with very aggressive Terran builds such as 3Rax? Do you end up with enough sentries by the time Terran comes to your ramp?
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Plexa did an article on a similar build a couple months ago: http://www.teamliquid.net/forum/viewmessage.php?topic_id=151771
I am gonna give this build another shot, i need something to do on short rush/air positions because 1gate FE is suicide in those situations against the right player.
Personally, i think this would do very well against weird play. This builds biggest problem before was bancheese but now phoenixes are much more accessible. A tech switch from zealot/immortal to zealot/phoenix is pretty painless now. You get the fast observer for scouting bancheese and then you have access to plenty of gas. I would assume it flows nicely into 2base colossi because you have that nice sentry/zealot base, all that is needed are colossi and some stalkers. also, warp prism harass on short air distances would be baller as hell.
White-ra's version is super cool. In some games he just expands and in some games he goes for the zealot/sentry/immortal aggression plexa showed off. Ra really shows off how flexible this build can be.
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On January 25 2011 05:07 W2 wrote: Are you sure he gets the 2nd gas that late? Pretty sure he gets it earlier.
it is that late because he usually goes very zealot heavy/gets a warp prism/expands early.
but as the OP pointed out, the build is very versatile and if you want to go a bit more gasheavy, nothing keeps you from getting it earlier for faster colossi/more stalker/...
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This build is really weak it seems early game. Especially in lower leagues, most terrans do a bio push between 6-9 min, the later ones usually having a couple tanks with them. With this build you would not have the army to find off an early push like this. If you ff'd well and held him off through ff's you would still be contained to 1 base, while he is free to expo all over the map and get an economic advantage, since his eco was weakened early for the larger army to pressure the toss with. How could you transition out of a contain like that?
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Mh, do you think this would work in pvp? if u chrono immortal he should be there when 4gate comes.
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1gate robo has been common for a while
if u feel/see a 3 rax drop more gates/chrono immortal
if u see w/obs expo build expand
wanna bust his no gas expand drop a robo bay 2 more gates and hit w/ thermal lance timing
etc...
thats why its safe
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On January 26 2011 02:49 Vededrid wrote: This build is really weak it seems early game. Especially in lower leagues, most terrans do a bio push between 6-9 min, the later ones usually having a couple tanks with them. With this build you would not have the army to find off an early push like this. If you ff'd well and held him off through ff's you would still be contained to 1 base, while he is free to expo all over the map and get an economic advantage, since his eco was weakened early for the larger army to pressure the toss with. How could you transition out of a contain like that? the idea of the build is to scout what T is doing and act upon that information. You can drop a relatively fast nexus if you see a fast expand or Tech build and if you scout Bio aggression you can chronoboost immortals and get more gateways to help defend and expand when T's aggression is no longer effective.
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The late gas is something really brilliant, recently I also try to incorporate it into my game. If you get enough zealots, you can easily deflect marauder-pushs unless you screw up your stalker-positioning.
Basicly the late gas doesn't slow down your robotics too much, but it enables you to get the 1 gate robo 3 gate economicly. If you get the 2nd gas early you don't really have the economy to add 3 gates early. Also, since the protoss production circle is "reversed" there's nothing wrong with letting the gates idle for a few seconds while you throw down your nexus.
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On January 25 2011 05:07 KOVU wrote: Artosis did a how-to PvT without losing to all-ins, it should be on his youtubechannel ArtosisTV The build artosis explained is basicly the same as this, and now wonder why - this is a safe yet economical build, which actually also gives you quite the tech if you choose to go collosi.
Started doing this build and so far I'm doing great agaisn't terrans, I'm really only having problems when i botch my forcefields or something like that.
Can someone link the Artosis video?
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On January 26 2011 02:49 Vededrid wrote: This build is really weak it seems early game. Especially in lower leagues, most terrans do a bio push between 6-9 min, the later ones usually having a couple tanks with them. With this build you would not have the army to find off an early push like this. If you ff'd well and held him off through ff's you would still be contained to 1 base, while he is free to expo all over the map and get an economic advantage, since his eco was weakened early for the larger army to pressure the toss with. How could you transition out of a contain like that?
Watch Mana destroy DieStar going for marine/tank in the XMG Cup of today:
http://www.esl.eu/eu/sc2/xmg_series/cup3/rankings/#/eu/sc2/xmg_series/cup3/download/25021544/
As long as you are capable of selecting the immortals and tell them to shoot the tanks, you lol at this push.
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On January 25 2011 05:07 KOVU wrote: Artosis did a how-to PvT without losing to all-ins, it should be on his youtubechannel ArtosisTV The build artosis explained is basicly the same as this,
whitera basicaly lost 2 iem finals games due to scv all ins (scrap+1 i dont remember the map)
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On January 26 2011 02:53 Flaxler wrote: Mh, do you think this would work in pvp? if u chrono immortal he should be there when 4gate comes. Absolutely not. You've probably never played against a decently executed 4 gate, otherwise you'd know that you can't possibly hold an aggressive 4 gate with 1 gate robo. At least against a 1 gas 4 gate you need at least 3 gateways to defend.
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