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+ Show Spoiler [Prelude] +Before we start it should be noted that I am not the original author of this build. I have seen several variations of it on the ladder, and it was taught to me from someone I have since forgotten the name of. Because of this I can not give credit where credit is due. This is a build that was developed pre-patch with the main objective of countering 4gate, and it has been used to take down several very good players. Post-patch, however, with a bit of tweaking, it started filling a new role: Pressuring your opponent before he gets his own warpgates up, while taking a second assimilator and teching ourself. How do we achieve this? Keep reading and you will find out.
Buildorder: + Show Spoiler +9 - Pylon 11 - Gate (scout) (use one chronoboost on Nexus) 13 - Assimilator (When finished, put only 2 probes on gas!) 15 - Cybernethics core (cut probes) 15 - Pylon (resume probe production) 16 - Zealot Core 100% - Warpgate tech (continuously chronoboost. Put a third probe on gas) Zealot 100% - Stalker (should be around the same time) 22 - 2x Gateways Stalker 100% - Stalker (Cut probes at 20, which should be at 26 food) 26 - Proxy pylon warp 100% - 3x stalkers Continue probe production
Execution: The above is the basic buildorder. It is extremely tight, and leaves no room for error (then again, in PvP, it rarely does). It helps a lot to use the mineral mining trick for this build. Use only one chronoboost on the nexus, and the rest on warpgate research. It should leave you with exactly enough to finish 15 seconds earlier than a gateway on 12 would. Do NOT lose your scouting probe. If that proxy pylon doesn't go down, you've lost the game. As the window of opportunity is extremely small, its also important to build this pylon as close to the enemy as possible. Be aggressive all the time, even with your initial units. If you can trade one of his units with one of yours, you're in a good place. If he starts hunting for the proxy pylon, punish him by flanking him with your 3 initial units from behind, and warp inn 3 more in the front.
Encounters: As with everything in starcraft 2, there is no magical "always win" button. You will need to adapt to your enemy, and this is how you do it: + Show Spoiler [4gate: ] +This build will hit 15 seconds before his 4gate finishes. Timing is crucial. If you do not do any damage within those 15 seconds, you will be climbing an uphill battle from here. Make sure to bring your probe along for the attack, and create another proxypylon close to his ramp. You will always be 15 seconds ahead with your warpin, but this will not help you if your pylon is 15 seconds away! Should he for some reason start forcefielding his ramp, you will need to warp in over it. Pylon radius have been shortened, but this is still possible. If you do not manage to do any damage after 2 warpin cycles, his fourth gate will now have payed for itself, and he will at all times be ahead of you in unit count. If you think you wont be able to break him, take a second assimilator right away. + Show Spoiler [2gate with 3stalkers: ] +The intention of his build is to find your proxy pylon and take it out, before you can use it, with his 3 initial stalkers. You can either make sure he doesn't find it, or you could use this against him! Let him find your pylon, and engage with your 3 initial units, and start warping in behind him. If you're lucky, you might be able to take out one of his stalkers, and its game over for him from there. In most cases, he will take an early second assimilator, so if your push does not do any damage you'll be far behind. Break him with everything you got! + Show Spoiler [3gate robo: ] +Your warpgate tech will finish around the same time the old 4gate used to before the patch. If you have ever used the old 4 gate, you know what to do here. Make sure to bring your probe and build a proxy pylon under his ramp, so you can warp up some zealots over his forcefield. + Show Spoiler [Various Cheeses: ] +There are too many variations of cheese for me to cover them all here. The important part is that since your first gate will come down on 11, you will have a much better chance at fighting off most cheeses
Follow up: + Show Spoiler +The beauty of this build is that not only does it have the potential to be game ending the moment you attack, but it also has a very strong ability to let you tech safely into the midgame. After your first warpin of units, you should have a surplus of minerals. So take your second assimilator right away. This will enforcen your attack with more stalkers and/or let you start teching to whatever you wish. As for what you should tech towards: use your own imagination. If you've encountered a 4gate, the safest bet would probably be to get a robotics bay. However if you somehow weren't able to break a 3gate robotics/twilight/stargate, you will now be behind, and your best bet is to try to catch up with some nifty blinkstalker action.
Replay or didn't happen! + Show Spoiler [Why of course!] +
Finishing words: + Show Spoiler +I have only worked on this build for about a month now, and I am probably not utilizing the full potential of it. However I do believe it is an incredibly strong build capable of taking down any opponent. I will continue to tweak it, and will probably come back to this thread frequently to update it.
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seems pretty interesting man.... its like an even more hardcore version of the old 4 gate (11gate 15 cyber vs 12 gate 16 cyber) but you only make 3 gates?
what kind of position are you in if your initial 6 units do minimal or no damage? Cause you only have 3 gates to reenforce and no tech to fall back on.
I'm sorry if this exact situation plays out in one of the replays... I didn't look through them all
But it absolutely looks like a cool way to get that influx of units at the old 4 gate timing. (end up with 1 zealot 5 stalker at basically the same time w/ 3 zealots coming... as opposed to 6 stalkers w/ 4 zealots coming)
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Wow seems like a very nice build, but it is not easy to pull off it seems.. I doubt I will be able to perform it right now ^^
I will watch replays and edit 
Okay watched the first two, and as you said it seems like the build has to be exuted perfectly to defeat the 4gate on very big maps, right?
On close positions the early gate allows for some very early aggresion and it seems really strong against 4gating.
All-around it actually seems very versatile especially post-patch, I will have to try it out.. Maybe I'll post some replays too
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Looks good, I'm going to try it out and see how it works for me
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On June 01 2011 09:44 stokes17 wrote: seems pretty interesting man.... its like an even more hardcore version of the old 4 gate (11gate 15 cyber vs 12 gate 16 cyber) but you only make 3 gates?
what kind of position are you in if your initial 6 units do minimal or no damage? Cause you only have 3 gates to reenforce and no tech to fall back on.
I'm sorry if this exact situation plays out in one of the replays... I didn't look through them all
But it absolutely looks like a cool way to get that influx of units at the old 4 gate timing. (end up with 1 zealot 5 stalker at basically the same time w/ 3 zealots coming... as opposed to 6 stalkers w/ 4 zealots coming)
Basically your objective is to fall back on a second assimilator (which should be made right after you warp in the first cycle of units at his base) should you not be able to do any damage. However, if your opponent managed to hold you off with something like a 2gate robo, then he will have taken his second assimilator ahead of you and his robotics will already be down. In this situation you're pretty much screwed unless you can manage to come back with some fancy blinkstalkerplay (which is entirely possible as you should have more units than him).
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Interesting... I'll try this out right now
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I get this feeling that if the protoss scouts an earlier than normal gate, he may detect aggression and can therefore play defensively. Especially with the excess energy saved up on the nexus.
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what are the advantages of this build over Adelscott's delayed gas PvP build, which also pressures before warpgate but does not need to cut probes?
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Sounds really interesting. I love me some agressive protoss play so I'll go try it out when I get the chance.
what are the advantages of this build over Adelscott's delayed gas PvP build, which also pressures before warpgate but does not need to cut probes? One advantage is that it beats 3 stalkers, which Adel's build, in my experience does not, and leaves you in a better position to tech. I also would imagine it would hold off Adel's build but I could be wrong on that point.
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On June 01 2011 10:19 ntvarify wrote:Sounds really interesting. I love me some agressive protoss play so I'll go try it out when I get the chance. Show nested quote +what are the advantages of this build over Adelscott's delayed gas PvP build, which also pressures before warpgate but does not need to cut probes? One advantage is that it beats 3 stalkers, which Adel's build, in my experience does not, and leaves you in a better position to tech. I also would imagine it would hold off Adel's build but I could be wrong on that point.
Yes. The problem with the adel's build is that it requires close position on maps like Metal or shattered, and even then it will have trouble vs builds like the 3gate stalker. This build can be done on any map. Infact, the bigger, the better.
I do not know how this does vs the adel's build, as I have yet to see anyone on the ladder use it against me. I will have a buddy of mine help me test it tomorrow.
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I've played two games with this and both of them I was able to win fairly easily. It seems that people aren't used to this kind of attack anymore after the nerf to warpgate time. I am however only gold so take that with a big grain of salt lol.
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Tested against adel's build today and added replay in the OP.
This build does work vs the adel's build. However my opponent used one chronoboost wrong, so his second stalker came a bit late, and the positions would be closer on maps like metal or shattered (closeposition). So while it is entirely possible, it could get tight for a second. Once you've stopped the initial push though, you're worlds ahead of him.
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On June 01 2011 09:31 Excludos wrote: + Show Spoiler [ 3gate robo +Your warpgate tech will finish around the same time the old 4gate used to before the patch. If you have every 4gated, you'll know what to do here. Make sure to bring your probe and build a proxy pylon under his ramp, so you can warp up some zealots over his forcefield.
I really disagree with this. You won't break a properly executed 3gate robo after the WG nerf off 3 gates. Best to just play it from behind if your opponent isn't awful and try to expand sooner than your opponent to make up for his faster tech. Maybe even try to contain a little.
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On June 02 2011 23:31 MassIncestor wrote:Show nested quote +On June 01 2011 09:31 Excludos wrote: + Show Spoiler [ 3gate robo +Your warpgate tech will finish around the same time the old 4gate used to before the patch. If you have every 4gated, you'll know what to do here. Make sure to bring your probe and build a proxy pylon under his ramp, so you can warp up some zealots over his forcefield. I really disagree with this. You won't break a properly executed 3gate robo after the WG nerf off 3 gates. Best to just play it from behind if your opponent isn't awful and try to expand sooner than your opponent to make up for his faster tech. Maybe even try to contain a little.
Thats the thing: This 3gate build hits around the same time the old 4gate used to, with the same amounts of units, and everyone who tried going 3gate robo in the old patch knows how infuriatingly impossible that used to be. Most people have also tuned their build to work vs the new 4gate timing, which means that an attack hitting 15 to 20 sec earlier could be devastating.
I have yet to see anyone early tech and still hold this build. Then again, all my opponents have been around high masters league. I have yet to test this vs anyone in GML.
Also fixed typoe, thanks for bringing that to my attention
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I Like this Build. I do this type of build in 2v2, but I transition into a second gas fairly early for fast blink.
However depending on the and the Mathcup and my partner. I will often warp in my first round of units in a proxy location for initial pressure.
I wonder how your stalker build would pair up against this type of PvP build.
9 Pylon 10 food, Wait for 150 minerals = gateway. 11-14 Food Probes with 1 crono boost. 14 Gas 15 Cybernetics 17 pylon - Chain Crono Boosts on Cybernetics. second gateway at 20-21 depending on if you droped a zealot.
Usualy I like to build 4 gates asap. But however with the intial scout if you see a stalker you need to match the stalker.
As a whole this is the fastest warpgate build I have used so far. And being on 1 gas allows you to warp in 3-4 Stalkers first round.
I have however lost quite a few matches with this build. I just Find PvP so terrible as a matchup. ZvZ and TvT leave room for macro games. PvP 5% are macro games 
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IME, this build is flawed. You have a fifteen second window to take a tactical advantage against a player who likely has more economy and better production than you do. If he has even a single sentry, your fifteen second advantage is gone.
Also, on 1v1 maps 11 gate is incredibly common. I've had to adjust my play to at the very latest a 12 gate because heavy zealot 4 gate is so dangerous.
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On June 03 2011 00:09 nonethewiser wrote: IME, this build is flawed. You have a fifteen second window to take a tactical advantage against a player who likely has more economy and better production than you do. If he has even a single sentry, your fifteen second advantage is gone.
Also, on 1v1 maps 11 gate is incredibly common. I've had to adjust my play to at the very latest a 12 gate because heavy zealot 4 gate is so dangerous.
Who said your opponent has better economy? At this point you will most likely have more probes than someone who does a regular 4gate. If he builds a sentry with his initial units (and a lot does), then it works out in your favor. There are at least one replay where exactly this happens.
The build you're thinking of with the heavy zealot 4gate is made on 10gate, and not 11. Pluss that one is an allin build with no return seeing as you skip gas after you get enough for wp tech. It is classified as a cheese. The build posted in the OP is one that lets you pressure your opponent while letting you safely tech into midgame. It also has an incredibly large chance of breaking your opponent right off the bat.
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i have a practice partner who used this build a lots of time. The fact that you only has 1 chrono boost on your probes make you always behind in probes counts as well as you cut probe at 20. Any sign of high chrono count in PvP would result 1 side get more than 1 sentry to solve the problem. In fact with the sentries build time buff and pylon range nerf, i could open 1 gate robo with 2 gases and hold your build just fine as long as there is a ramp and its not close spawn. You will always behind in 5-8 probes once your pressure stop and it is huge entering mid game.
Also a dis advantage by applying early pressure early on in PvP is that you always miss scouting proxy pylon. In this case when you cut probe at 20, you cant afford any probe scout mid game either. I also forgot to mention the 2 gate block at ramp which delay any sort of stalker rush forever.
In conclusion, it is TRUE that the 4 gate timing still can be revoke post patch but we already held it just fine pre patch. Doing it now, post patch, with the pylon nerf and sentries buff, just is as risky as 2 gates proxy: if he doesnt scout+react to it he die.
Btw: only 1 chrono on probe is WAY behind since most people spend like 3 now and still safe.
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awesome! will have to give this a try
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On June 03 2011 01:32 NB wrote: i have a practice partner who used this build a lots of time. The fact that you only has 1 chrono boost on your probes make you always behind in probes counts as well as you cut probe at 20. Any sign of high chrono count in PvP would result 1 side get more than 1 sentry to solve the problem. In fact with the sentries build time buff and pylon range nerf, i could open 1 gate robo with 2 gases and hold your build just fine as long as there is a ramp and its not close spawn. You will always behind in 5-8 probes once your pressure stop and it is huge entering mid game.
Also a dis advantage by applying early pressure early on in PvP is that you always miss scouting proxy pylon. In this case when you cut probe at 20, you cant afford any probe scout mid game either. I also forgot to mention the 2 gate block at ramp which delay any sort of stalker rush forever.
In conclusion, it is TRUE that the 4 gate timing still can be revoke post patch but we already held it just fine pre patch. Doing it now, post patch, with the pylon nerf and sentries buff, just is as risky as 2 gates proxy: if he doesnt scout+react to it he die.
Btw: only 1 chrono on probe is WAY behind since most people spend like 3 now and still safe.
The reason you wont be behind on probe count is because you should continue probe production while attacking. I know this sounds wild, but having only 3 gates, you can easily have continuous probe production, get a second assimilator up, and still continuously warp in units.
In one of the replays, a 1100 master player gets sentries and 2 canons at his ramp..he still did manage to stop the initial push. You can not open onegate robo and think you'll be safe against this. You mention close position, which makes me think you haven't even read the build. You will be warping in all your units, distance does not matter.
EDIT: a lot of pro players spend 3 chronos on their nexus because they know what their opponent is doing, and they know they are safe. For every chronoboost spent on the nexus is 10 seconds more advantage you will have over your opponent when doing this build.
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