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The game between Inori and Huk on Tal Darim Altar was his most impressive, will see if I can find it, gimme a sec...
Edit: Found it: http://sv.twitch.tv/ignproleague/b/297066690 Starts at 0:57:56 I'd like to learn not just his opening build, but that entire gameplan of his looked amazing.
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I've been trying this out for a while now. It does defend 4 gate but you lose the option to go offensive if your opponent is being greedy.
I also saw the game HerO vs MC but I didn't quite get the BO.
Here's what I've been doing :
9 pylon 11 CB nexus 12 gate 13 CB nexu 14 gas 16 cyber 17 zealot cut probes at 21/26 21 warpgate (3 chronos) 21 stalker 23 gateway x 2 23 stalker 25 probe 26 pylon 26 3x stalker 2 more probes, a pylon and warp in 2 stalkers and a zealot at 5:50-5:55.
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Germany7 Posts
Wow man, thanks a lot, you guys are amazing
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From the video, Inori's BO is :
9 pylon 11 CB nexus 12 gate 13 CB nexu 14 gas 17 cyber 18 zealot cut probes at 22/26 22 warpgate (3 chronos) 22 stalker 24 gateway x 2 24 pylon 24 stalker -make three more probes -3x stalker -gas -probes
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hero did this vs mc on taldarim altar at mlg orlando
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this is an amazing 3 gate vs 4 gate build. you will have more stalkers and probes than him at the time when warpgate research is done, but of course once he starts warping in rounds of 4 you will have less. hence, it's essential to move out of your base and look around
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I really like builds like this, the general idea of getting warp gate a bit slower but producing units out of the regular gateways before hand. Thus meaning that while he has 1 zealot/6 stalkers at his first warpin, if you can delay him for a bit, you have 7 stalkers/2 zealots (or whatever, depending on the specifics of the build you're doing). You can then crush the first wave and/or kill the proxxy pylon and after that it should be fine to hold with good micro
On maps with tight ramps (forcefield-able) I've been doing a build I made for the last week or so, whereby it's essentially a 3 stalker rush, but with a fast 2nd gas, and 1 stalker/2sentries. The stalker wards away the scouting probe, and the 2 sentries (chronoboosted, the WG is chrono'd 3 times as well) will have 4 forcefields by the time a 'balls' 4 gate arrives, if he even decides to do it after scouting what he thinks to be a 3 stalker rush.
After the 2 sentries you can get your 3rd gate (optional depending on scouting) and a robo or twilight. Get a 3rd sentry/zealot or 2 stalkers depending on which tech path you choose. (stalkers > blink, sentry/zealot > robo ofc. Sentry/Immortal is pretty damn good early game against anything but stargate). If you feel completely safe you can just have the stalker/2sentries until WG finishes
2/300 gas in sentries sounds like a lot if he does a tech build, but the early 2nd gas and the fact that sentry/immortal with some stalker support is so damn good makes up for it I feel. You can VERY securely take your natural with 2/2/3/5 zealots/immortals/sentries/stalkers. The only problems I've had with it so far is that if he does go for a proper 3 stalker rush, you're gonna have to use your sentry energy early on which definitely is not ideal. A typical 1zealot/1stalker poke can also actually kill 1 stalker/2sentries straight up, but if he pushes with those units that early with the threat of a 3 stalker rush coming, he's either a genius or the luckiest person alive
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United Kingdom20285 Posts
On October 15 2011 23:00 BlindSC2 wrote: I really like builds like this, the general idea of getting warp gate a bit slower but producing units out of the regular gateways before hand. Thus meaning that while he has 1 zealot/6 stalkers at his first warpin, if you can delay him for a bit, you have 7 stalkers/2 zealots (or whatever, depending on the specifics of the build you're doing). You can then crush the first wave and/or kill the proxxy pylon and after that it should be fine to hold with good micro
On maps with tight ramps (forcefield-able) I've been doing a build I made for the last week or so, whereby it's essentially a 3 stalker rush, but with a fast 2nd gas, and 1 stalker/2sentries. The stalker wards away the scouting probe, and the 2 sentries (chronoboosted, the WG is chrono'd 3 times as well) will have 4 forcefields by the time a 'balls' 4 gate arrives, if he even decides to do it after scouting what he thinks to be a 3 stalker rush.
After the 2 sentries you can get your 3rd gate (optional depending on scouting) and a robo or twilight. Get a 3rd sentry/zealot or 2 stalkers depending on which tech path you choose. (stalkers > blink, sentry/zealot > robo ofc. Sentry/Immortal is pretty damn good early game against anything but stargate). If you feel completely safe you can just have the stalker/2sentries until WG finishes
2/300 gas in sentries sounds like a lot if he does a tech build, but the early 2nd gas and the fact that sentry/immortal with some stalker support is so damn good makes up for it I feel. You can VERY securely take your natural with 2/2/3/5 zealots/immortals/sentries/stalkers. The only problems I've had with it so far is that if he does go for a proper 3 stalker rush, you're gonna have to use your sentry energy early on which definitely is not ideal. A typical 1zealot/1stalker poke can also actually kill 1 stalker/2sentries straight up, but if he pushes with those units that early with the threat of a 3 stalker rush coming, he's either a genius or the luckiest person alive
The thing is, 4gate gets you a nice burst of units, you warp in one set of 4 units, almost always 4 stalkers, then another set of 4 units... and then... you kinda dont have money to run more than 2-2.5 gates from just 20 probes with no bank left after spending everything.
If you can break even with him until his third warp cycle, 3gate gives you just as many units as 4gate does, with an early advantage AND a probe lead
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Is this a build you guys feel is more of a tal'darim build/a map without a ramp build?
I don't see much reason to do it on a map with a ramp, you can be quite a bit greedier now and still hold a regular 12gate
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On October 15 2011 23:41 Cyro wrote:Show nested quote +On October 15 2011 23:00 BlindSC2 wrote: I really like builds like this, the general idea of getting warp gate a bit slower but producing units out of the regular gateways before hand. Thus meaning that while he has 1 zealot/6 stalkers at his first warpin, if you can delay him for a bit, you have 7 stalkers/2 zealots (or whatever, depending on the specifics of the build you're doing). You can then crush the first wave and/or kill the proxxy pylon and after that it should be fine to hold with good micro
On maps with tight ramps (forcefield-able) I've been doing a build I made for the last week or so, whereby it's essentially a 3 stalker rush, but with a fast 2nd gas, and 1 stalker/2sentries. The stalker wards away the scouting probe, and the 2 sentries (chronoboosted, the WG is chrono'd 3 times as well) will have 4 forcefields by the time a 'balls' 4 gate arrives, if he even decides to do it after scouting what he thinks to be a 3 stalker rush.
After the 2 sentries you can get your 3rd gate (optional depending on scouting) and a robo or twilight. Get a 3rd sentry/zealot or 2 stalkers depending on which tech path you choose. (stalkers > blink, sentry/zealot > robo ofc. Sentry/Immortal is pretty damn good early game against anything but stargate). If you feel completely safe you can just have the stalker/2sentries until WG finishes
2/300 gas in sentries sounds like a lot if he does a tech build, but the early 2nd gas and the fact that sentry/immortal with some stalker support is so damn good makes up for it I feel. You can VERY securely take your natural with 2/2/3/5 zealots/immortals/sentries/stalkers. The only problems I've had with it so far is that if he does go for a proper 3 stalker rush, you're gonna have to use your sentry energy early on which definitely is not ideal. A typical 1zealot/1stalker poke can also actually kill 1 stalker/2sentries straight up, but if he pushes with those units that early with the threat of a 3 stalker rush coming, he's either a genius or the luckiest person alive The thing is, 4gate gets you a nice burst of units, you warp in one set of 4 units, almost always 4 stalkers, then another set of 4 units... and then... you kinda dont have money to run more than 2-2.5 gates from just 20 probes with no bank left after spending everything. If you can break even with him until his third warp cycle, 3gate gives you just as many units as 4gate does, with an early advantage AND a probe lead
I'm not really sure I understand your point in relation to my post. I know you can hold a 4 gate with 3 gates, I'm suggesting you can do that AND get a robo so once you hold off the 4 gate you have the tech, probe, and gas lead, with a few sentries gathering energy in your army to boot. If he really commits to a balls 4 gate with my build you could just get 4 sentries and hold the ramp infinitely, getting whatever tech you want on one base with 2 gates.
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can someone update this thread if it actually works because sometimes it seems that the the last round of units to complete 7 stalkers 2 zealots composition feels like a little bit late
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