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[G] FlatLine's 1G FE Variation PvT

Forum Index > StarCraft 2 Strategy
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.kv
Profile Blog Joined August 2010
United States2332 Posts
Last Edited: 2011-09-01 18:46:34
August 31 2011 18:22 GMT
#1
I know there are thousands of builds for PvT that starts off with 1G but mine has some slight variations to it as well as this post. I am just a typical masters protoss on the NA server and if you've watched my stream, I have only done this build against Terran for the past 2-3 months as I wanted to perfect it in every way possible; I wanted to know the weaknesses and how I should respond if I see this or that. I have made some modifications with it to make it safe against everything Terran can throw at me but I may not have a replay of each one. I do encourage the community though to share their replays if they do this build and I will add it asap.

The Build Order:+ Show Spoiler +

9 Pylon - Chrono Probes
13 Gateway - Chrono Probes and send scout
14-15 Assimilator - Chrono Probes. I say 14 because on some maps like Xel' Naga Caverns you can mineral stack to the 4 closest patch unlike Shakuras Plateau where you will have to get a 15 assimilator to constantly produce probes.
16 Pylon - Put 3 in gas immediately
18 Cybernetics Core
18-19 Assimilator - Chrono Probes. Like I said about the first assimilator. However you remove one probe from your first gas and move two in this one so you should have a total of 4 probes mining gas. I will talk more about why later
20 Stalker - Chrono Stalker and being Warp Gate research.
22-23 Pylon
24-25 Sentry - Chrono Warp Gate research from here on
28 Stop Probe Production and Build Nexus - From here, I will not put a definite supply as your scout may/may not die.
Gateway
Gateway - Put 1 more probe per gas to have full saturation of gas now and begin probe production.
Sentry
Robotics Facility
Pylon


Nexus will be finish about the time warp gate finishes which is the time your 2nd and 3rd gate finishes. All of this should align up perfectly which is why I had you have only 4 probes in gas for awhile. You now warp in 2 sentries and a zealot and should have 1 Stalker/4 Sentries/1 Zealot. After warp-in (don't forget to place a pylon), Robotics Facility should finish up and being chronoboosting your first two observer (3 if banshees are seen) and get a 3rd gas. Now around 7:20-7:50, you have to throw 2 more additional gateways. This is to help deal with the infamous 1/1/1 build. Now your first observer should reach their base around 8:30 at most and you can tell if you need to stockpile energy and stop probe production to prepare for the all-in or go about your everyday play and still make probes and what not. If you scout tanks, you need 1-3 immortals to help deal with it. GS will be huge (I know the bug where it doesn't help against tank fires but I'm saying huge for the next patch hehe). Also you want to stay heavy on zealots against the marine/tank/banshee and just clean it up with a fresh warp-in of stalkers. Now if they pull all their SCVs as well, feel free to pull some of your probes as well. Remember all you have to do is deal with that push and you basically win the game. The 1/1/1 all-in build will come at 9:30 or later. If you build your additional gateways around the time I posted, you should be able to warp in on time. Now on to why my build is different from others.

Why My Build?+ Show Spoiler +

My build is very versatile and as well can open up a lot of doors. Chronoboosting the Stalker will help get rid of the SCV asap and all they will see is 2 gas and a gateway. They do not know if you are teching or expanding when getting that 2nd gas. Also the tech path is pretty open as well. I prefer to go chargelot/archon into colossi because the flow of that tech path helps with my upgrades to get to 3-3 asap where colossi then charge doesn't. Chargelot/archon can deal with majority of the mid-game pushes as well. Also what I LOVE about this build is the fact that I can make 5-6 observers and I won't feel like it's cutting time into building colossi. I usually add the robotics bay and another robotics facility once I have 3 bases. But before that, I'm able to get 5-6 observers out on the map patrolling key areas to help scout where the opponent is at, what their army composition is like, and where drops are coming from. Drops is a huge thing for Terran and if you can outright deny their drops, they are down to facing my army straight up and generally Protoss will have the upper-hand. If you do go with this style, you do want to get the templar archives then the DT shrine (get the shrine about when you build your 3rd nexus). This is to help deal with drops a little bit as well as buy you time to get a safe third as well as denying their third. Now I want to go back to where I said it's very versatile. By that I mean, I can change my build instantaneously to like a DT opening if I scout a 2rax. DT openings punish 2rax openings because Terran just typically do not build an engineering bay or they only have one scan if any scans saved up when DTs are out. If the Rax timing nerf does go through the following timings I will be displaying will change. Also if you see a no gas 1 Rax FE, you can either do the warp prism/sentry ramp tactic and just outright win like that or if you wish to play a macro game. You just pull guys off of gas once you have 100 and get the Stalker and begin warp gate research and then the Nexus. If you do that, you can still make probes while making a zealot and add 2nd and 3rd gateway. Once you add those, put guys back into gas so you can get enough gas to make a robotics facility so you are able to scout terran the midgame.


Must scout at 4:30. But Why?+ Show Spoiler +

I advise everyone to rethink what to look for in replays. Mostly people go in and just look at build orders or what they could of done better. But what I like to do as well besides those is to see the opponent's build order and what their weakness is. After watching many replays, I found out that 4:30 is a very good timing to scout Terran with your probe. You want to keep your probe alive as much as possible so do not try to lose it before 4:30. Here is what I got from what I've seen in replays.

Terran
a. 1 Rax No Gas - 4 Marines right at 4:30
b. 1 Rax 1 Gas Concussive - 1 Marine 2 Maruaders at 4:30
c. 1 Rax 1 Gas Reaper - 1 Marine 1 Marauder at 4:30/1 Marine 1 Reaper at4:30
d. 1 Rax 1 Gas Factory FE - 2 Marines at 4:30
e. 1 Rax Reactor > 2 Rax CC - 1 Marine at 4:30
f. 1 Rax Reactor FE - 3 Marines at 4:30
g. 2 Rax No Add-ons - 5 Marines at 4:30
h. 2 Rax Reactor > Tech Lab – 3 Marines at 4:30
i. Gas First then Rax – 3 Marines at 4:30

I wish I had written down a bit more in-depth when I did this research but unfortunately I didn't. I know it's not much but it's better than anything. Now I would not be so caught up with counting marines cause Terran can just hide some but if for instance you saw 4 marines, Terran is down to either the a or g build. Process of elimination is what goes on when scouting at 4:30. Plus seeing a tech lab being thrown on the rax while scouting before 4:30 is a huge tell as well.


Weaknesses+ Show Spoiler +

Unfortunately, there isn't a build that is the almighty powerful one but the only weakness I've seen from this build is marine/scv all-in. Of course I lost to this because 1) I didn't have the timings I had at 4:30 which would've helped and 2) I didn't have my stalker out on the map. Other than that there's not weakness that I've experienced. Just remember. Close position. Nearly impossible for me to beat Terran.


Replays of Mine+ Show Spoiler +

Now I'm not Mr. Perfect so there are bumps in my play. Now some of these are older replays like before I made the 4 probe gas modification and the 4:30 timing scout but it's still the build.

PuNany vs. envyFlatLine - http://drop.sc/30853 - I scouted a tech lab and went for the DT variation. 500-600 Masters

cVoRammlied vs. envyFlatLine - http://drop.sc/30848 - I go phoenixes with chargelot/archon cause I scouted banshees and ravens honestly. I just feel better with phoenixes in that kind of situation. Plus phoenixes can help nullify drop play. 500-600 Masters

jediwin vs. envyFlatLine - http://drop.sc/30858 - First attempt at getting the faster nexus (pulling probes off gas). I played poorly against the banshees honestly but I still managed.

Drunkenboi vs. envyFlatLine - http://drop.sc/30854 - Saw tech lab and was going to go DT opening but he scouted twilight so I went greedy and expanded and got charge as I know Terran is forced to sit back and play defensive and get an engineering bay out. 900-1000 Masters

Light vs. envyFlatLine - http://drop.sc/30855 - A bit old but still evidence of how good the build is against 1/1/1 though I played extremely sloppy. 400 Masters

sacknut vs. Slurpee - http://drop.sc/30857 - How I respond to makarax (2rax) play.


User Submitted Replays+ Show Spoiler +

None atm


VoDs+ Show Spoiler +


MC does a slight variation but has the same concept. His style goes for a more early aggressive role. That's not MC playing btw lol :p


MC vs. Bomber at Dreamhack 2011


I'm sharing all my intel that I know thus far because I will be temporarily stepping away from SC2 as I need to settle a couple personal issues first and plus the TL community has given me a lot of information and has turned me into the Masters player I am today. Without the community, I would be pondering in the bronze league like I first started as.

If you like my games, you can probably find some of my games of my other matchups or whatnot on my stream @ http://twitch.tv/sc2combat.

I would also like to hear comments from everyone about the build. I have more replays so if you need more I can upload a couple more.
CBNMystery
Profile Joined June 2011
Canada25 Posts
August 31 2011 19:26 GMT
#2
Great Information on the 4:30 timings and interesting timings, thanks for all the research :D
CB NERDS
.kv
Profile Blog Joined August 2010
United States2332 Posts
September 01 2011 01:14 GMT
#3
No problem. I like to keep my build as refined as possible
drybones
Profile Joined August 2011
United States69 Posts
Last Edited: 2011-09-01 01:45:37
September 01 2011 01:44 GMT
#4
didnt get a chance to watch all the replays but, how does your build handle a well hidden 2 rax + scvs for bunkers attack at ur natural? I find this to be the biggest struggle in 1gate FEs as protoss

edit: (the 1 maruader 5 marine with rallies reinforcements kind)
if ur not improving ur falling behind
WombaT
Profile Blog Joined May 2010
Northern Ireland26672 Posts
September 01 2011 01:52 GMT
#5
Sexy build man, gonna go test this out now
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
.kv
Profile Blog Joined August 2010
United States2332 Posts
Last Edited: 2011-09-01 02:01:16
September 01 2011 01:59 GMT
#6
On September 01 2011 10:44 drybones wrote:
didnt get a chance to watch all the replays but, how does your build handle a well hidden 2 rax + scvs for bunkers attack at ur natural? I find this to be the biggest struggle in 1gate FEs as protoss

edit: (the 1 maruader 5 marine with rallies reinforcements kind)


Like I said, that's one of the weaknesses this build may have cause the opponent is taking a risk by building a proxy rax. I do have a replay posted that shows how to deal with the opponent that is doing 2 rax when you scout it. You have to just scout around honestly against Terran at their natural and around your natural. Another skeptical sign is the orbital command beginning when their rax in their main is almost done. I still have to research on some replays of proxy rax and see if there's a viable way of knowing they have at least a hidden rax

usually if they do that marauder push, they would build the tech lab at their main and if scout at 4:30, you can just go DT and win you just have to use probes/zealot/stalker and just 1 sentry.
iChau
Profile Joined December 2010
United States1210 Posts
September 01 2011 03:21 GMT
#7
I love this build. <3
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
GomJabbar
Profile Joined February 2011
United States161 Posts
September 01 2011 04:32 GMT
#8
I've seen oGsMC do a build similar to this one in GSL lately. In his variation, he makes a zealot and chronoboosts 2 stalkers from the first gateway for harassment before building the nexus. At 23 probes (29 supply) he cuts workers and makes gateway, gateway, robo, assimilator, pylon. He never chronoboosts warpgate. At about 6:30, his 2 gates finish, his robo finishes, he warps in 1 zealot 2 stalkers and starts an observer. Against 2-rax, the stalkers can focus down the marauders and have a decent chance of defending it, although long rush distances help and a probe pull might be needed if he has SCVs with him.

http://www.youtube.com/watch?v=NFSsT2I_6q8

I think the idea behind your build and his are very similar, cutting probes in order to get a full warp-in right when warp-gate finishes. The sentry warp-in in your build might end up better on maps with natural ramps, like antiga or shakuras.
talontromper
Profile Blog Joined March 2011
United States258 Posts
September 01 2011 15:15 GMT
#9
Good stuff Flatline, i like the build and will most likely try it tonight
"It was a glorious day for fools when modesty became a virtue. There is a difference between cockiness and confidence. Confidence allows for greatness in others."
.kv
Profile Blog Joined August 2010
United States2332 Posts
September 01 2011 17:15 GMT
#10
On September 01 2011 13:32 GomJabbar wrote:
I've seen oGsMC do a build similar to this one in GSL lately. In his variation, he makes a zealot and chronoboosts 2 stalkers from the first gateway for harassment before building the nexus. At 23 probes (29 supply) he cuts workers and makes gateway, gateway, robo, assimilator, pylon. He never chronoboosts warpgate. At about 6:30, his 2 gates finish, his robo finishes, he warps in 1 zealot 2 stalkers and starts an observer. Against 2-rax, the stalkers can focus down the marauders and have a decent chance of defending it, although long rush distances help and a probe pull might be needed if he has SCVs with him.

http://www.youtube.com/watch?v=NFSsT2I_6q8

I think the idea behind your build and his are very similar, cutting probes in order to get a full warp-in right when warp-gate finishes. The sentry warp-in in your build might end up better on maps with natural ramps, like antiga or shakuras.


Thanks...didn't know that but I'll add a VoD section and put this in.

And talon gl man...would love to see some results with it.
Jayrod
Profile Joined August 2010
1820 Posts
Last Edited: 2011-09-01 17:48:57
September 01 2011 17:48 GMT
#11
If your crisis management was half as good as your macro you'd be really really good.

Thanks for the reps though I feel like the build could be a little more consistent before presented as a build on its own. By that I mean the games all look and feel different from the reps so maybe choose some reps where you have a very similar first 10 minutes or so, but where you are up against a few different things and it still performs well.
Lakai
Profile Joined December 2010
Canada315 Posts
September 01 2011 18:11 GMT
#12
On September 02 2011 02:48 Jayrod wrote:
If your crisis management was half as good as your macro you'd be really really good.

Thanks for the reps though I feel like the build could be a little more consistent before presented as a build on its own. By that I mean the games all look and feel different from the reps so maybe choose some reps where you have a very similar first 10 minutes or so, but where you are up against a few different things and it still performs well.



That's the thing about this build. It is very flexible to deal with the majority of terran openings. This is the exact build I came up with (Gate->Nexus->Gate->Gate->Robo->Gate) when I was having problems with early game T. This build allows you to react to almost everything a terran does early game while having a great economy. You aren't committed to anything until the nexus finishes and you should have a good idea if it should be cancelled or not.

The only problem with this build is it is more of a jack of all trades instead of a good solid counter to specific terran openings.
HerO - Minigun - MaNa - Puzzle - NonY - Axslav - MKP - DeMusliM - SeleCT - LosirA
.kv
Profile Blog Joined August 2010
United States2332 Posts
Last Edited: 2011-09-01 18:22:03
September 01 2011 18:19 GMT
#13
On September 02 2011 02:48 Jayrod wrote:
If your crisis management was half as good as your macro you'd be really really good.

Thanks for the reps though I feel like the build could be a little more consistent before presented as a build on its own. By that I mean the games all look and feel different from the reps so maybe choose some reps where you have a very similar first 10 minutes or so, but where you are up against a few different things and it still performs well.


Thanks . Yea I know crisis management for me is probably my worst. I prefer to work against computers than ladder honestly so that may be why.

Well the thing about this build is that is alternates on what I scout and the fact I keep trying to modify it every time I hit a bump or a build that just outright demolishes it. I will try to post some more reps today when I get home but they will probably be bad as I haven't played in the last 3 days lol :p

I'm still wondering if going double forge or forge+twilight then a 2nd forge later is a better mid game transition.

On September 02 2011 03:11 Lakai wrote:
Show nested quote +
On September 02 2011 02:48 Jayrod wrote:
If your crisis management was half as good as your macro you'd be really really good.

Thanks for the reps though I feel like the build could be a little more consistent before presented as a build on its own. By that I mean the games all look and feel different from the reps so maybe choose some reps where you have a very similar first 10 minutes or so, but where you are up against a few different things and it still performs well.



That's the thing about this build. It is very flexible to deal with the majority of terran openings. This is the exact build I came up with (Gate->Nexus->Gate->Gate->Robo->Gate) when I was having problems with early game T. This build allows you to react to almost everything a terran does early game while having a great economy. You aren't committed to anything until the nexus finishes and you should have a good idea if it should be cancelled or not.

The only problem with this build is it is more of a jack of all trades instead of a good solid counter to specific terran openings.


I wouldn't say it's a problem but the strength of this build. To me, you want a build that can react to anything and be fine rather a build that is catered to just a specific terran opening.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
September 01 2011 18:22 GMT
#14
This si the build huk/mc have been using for abouth 2-3 months :p, it's awesome though.
Valor is a poor substitute for numbers.
.kv
Profile Blog Joined August 2010
United States2332 Posts
September 01 2011 18:24 GMT
#15
On September 02 2011 03:22 Arcanefrost wrote:
This si the build huk/mc have been using for abouth 2-3 months :p, it's awesome though.


That's cool to hear they are doing this build as well. I know Sani can vouch that I've worked with this build a long time ago and still working on it so that my mid-game transition is super strong. But it is nice to hear the pro players are doing this build. I know they do that 3gate robo but I don't reps of them having 4 in gas then 6 to get the timings of warp gate down. And their midgame transition and such.
Enright
Profile Joined August 2011
9 Posts
September 01 2011 18:33 GMT
#16
Any chance .kv stands for Killervirus?
iamke55
Profile Blog Joined April 2004
United States2806 Posts
September 01 2011 18:34 GMT
#17
If you're having trouble with a marine/SCV all-in, scout for an orbital command and gas. If Terran doesn't have either of those, it's a marine/SCV all-in for sure. If he has orbital but no gas, check his SCV count to guess whether there's proxy barracks.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Swad1000
Profile Joined January 2011
United States366 Posts
Last Edited: 2011-09-01 18:41:30
September 01 2011 18:36 GMT
#18
On September 02 2011 03:24 .kv wrote:
Show nested quote +
On September 02 2011 03:22 Arcanefrost wrote:
This si the build huk/mc have been using for abouth 2-3 months :p, it's awesome though.


That's cool to hear they are doing this build as well. I know Sani can vouch that I've worked with this build a long time ago and still working on it so that my mid-game transition is super strong. But it is nice to hear the pro players are doing this build. I know they do that 3gate robo but I don't reps of them having 4 in gas then 6 to get the timings of warp gate down. And their midgame transition and such.


Mc used this build vs Bomber during Dreamhack 2011 and against Terrans @mlg colombus. His variation goes 1 gate into 3gate/robo then adds twilight/forge usually at the same time. Gets blink and uses observers/blink to defend drops. Around 10 minutes he gets 6 gates then picks a tech tree. After his 6 gates are up his stalker count is high enough to completely cut production and mass zealots freeing up gas for templar/colossus.

You can dig around his old Mlg replays
http://www.sc-replay.com/mlg-columbus/?s=ogsmc

G1 against Bomber was a good game anyway.
http://www.youtube.com/watch?v=NCWhqcAzPY8&feature=channel_video_title
.kv
Profile Blog Joined August 2010
United States2332 Posts
September 01 2011 18:45 GMT
#19
On September 02 2011 03:33 Enright wrote:
Any chance .kv stands for Killervirus?


no...it's my first and last name initial

On September 02 2011 03:34 iamke55 wrote:
If you're having trouble with a marine/SCV all-in, scout for an orbital command and gas. If Terran doesn't have either of those, it's a marine/SCV all-in for sure. If he has orbital but no gas, check his SCV count to guess whether there's proxy barracks.


yeah the gas is a tell...how many SCVs though should Terran have...do they have to cut SCV production before my scout dies?

On September 02 2011 03:36 Swad1000 wrote:
Show nested quote +
On September 02 2011 03:24 .kv wrote:
On September 02 2011 03:22 Arcanefrost wrote:
This si the build huk/mc have been using for abouth 2-3 months :p, it's awesome though.


That's cool to hear they are doing this build as well. I know Sani can vouch that I've worked with this build a long time ago and still working on it so that my mid-game transition is super strong. But it is nice to hear the pro players are doing this build. I know they do that 3gate robo but I don't reps of them having 4 in gas then 6 to get the timings of warp gate down. And their midgame transition and such.


Mc used this build vs Bomber during Dreamhack 2011 and against Terrans @mlg colombus. His variation goes 1 gate into 3gate/robo then adds twilight/forge usually at the same time. Gets blink and uses observers/blink to defend drops. Around 10 minutes he gets 6 gates then picks a tech tree. After his 6 gates are up his stalker count is high enough to completely cut production and mass zealots freeing up gas for templar/colossus.

You can dig around his old Mlg replays
http://www.sc-replay.com/mlg-columbus/?s=ogsmc

G1 against Bomber was a good game anyway.
http://www.youtube.com/watch?v=NCWhqcAzPY8&feature=channel_video_title


thanks for the link and vod...putting it in the first post
CaptainPlz
Profile Joined September 2010
Canada38 Posts
September 01 2011 19:18 GMT
#20
Are you guessing what they have at 4:30 solely based on a ramp poke?
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