i am a nobody.this is my first guide. I am the occasional bad mannered player when i am tired and should go to bed instead of staying up playing sc2
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The Focus of this build.
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I often find myself dying to the occasional marine scv all in build.- I guess i am a noob cause of this
. some terrans have even began faking like they are doing an expo by building a bunker at naturals ramp and then all inning. This build is designed leave you ahead of the terran in tech and slightly behind in econ for a bit but able to catch up quickly while being relatively safe.
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WHY IT WORKS
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this build might not be the best if your opponent is expecting what you are doing but it works because as you scout the terran player and see he has no gas he has 2 choices.
- 1) marine scv all in. with 2 gates and warp gate on the way and sometimes blink you can easily hold with good micro and once blink is done you can push him back. do i need say more?
2) with a fe and denying scouting marauders, stim, combat shields etc will be late. stalkers own marines without stim. being able to blink in and out of his base will set him back and allow you to catch up economically if not get ahead depending on your micro.
the early opening.
When it works
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This build works great anytime you scout a terran going for no gas on maps that have plenty of space to blink into his main. especially maps with longer distances work great like Tal'Darim, shakuras plateau and antiaga shipyard all work great.
The opening
[spoiler]9 pylon scout- scout here so you have the chance to get in his base. this build is viable vs non Gas openings.
12 gate
14 gas
16 pylon
17 core
19 gas
21 begin stalker and warpgate (aboue 3:40)
25 stalker pops out, begin 3rd hidden pylon when scv is chased away. follow it with probe so you know where it is. only move stalker out if you kill scv and feel safe he won't scout you again. this is about 4:20
27 pylon finishes begin twighlight
28 begin nexus (5:20)
28 cut probes for robo and blink (5:45 and 5:55)
begin probe production and build gates 2-4. this is about 6:50
build proxy pylon about now as well. when gates finish get 5 stalkers.
use chronoboost to get blink to finish and observers to spot in his base. my blink timings are finishing at 7:40 right now and getting in his base about 30 seconds later but better players could probably get that to line up perfectly.
as you harass get robo bay for collosi, try not to get supply blocked so your collosi comes out as quick as possible,
spend minerals on zealots.
note, if you do not feel safe with this build, building a second gateway and getting 3 stalkers can help if you think the terran is not actually fe and is going to all in you. it will make the harass start a bit later but you are safer in the begining
Notes about harassing
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5 stalkers 1 shot marines
5 stalkers 2 shot mauraders
5 stalkers 1 shot scv's
5 stalkers 3 shot medivacs
5 stalkers 3 shot vikings
5 stalkers 7 shot tech labs
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At this point you should have 5 stalkers 2 nexus 2 gates. robo and twighlight. as you harass the terran for the next min priorities are any tech labs = fewer marauders, especially any doing any research and scv’s. as you are probably behind a few probes at this point but you should be able to kill 5 or 6 scvs before being forced to pull back. any depots on the edge of the terrans base should be killed later when you are forced to blink out. if they start building turrets try killing the scv building the turret so your observers can get back in position.
during the harassment time it is important to keep the terran locked in their base while you get a robotics bay up and 1 or 2 collosi and range spending all your chrono on this. at the same time drop a few more gates if you went with a 2 gate variation.
at this point in time you should be in a good position against the terran and have 5 or 6 gates and a robo. blink 2 or 3 collosi and zealots.
going for the late game
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at this point in time i have 2 main deviations i like to go to but you should be able to do any semi standard mid/late game you choose. my 2 favorite are below.
1) after 3 collosi begin templar archives and switch to zealot templar production while trying to keep your stalkers and 2 or 3 collosi alive while taking a third. The weakness to this is that with all my gas having gone into blink, stalkers, collosi and templar upgrades usually come really late and i often don’t get my forges started till often when terran has +1/+1. with good chrono boosts however on forges i can usually finish +3 +3 around when the terran does counting on storm to repel terran until i get there.
2) after 3 colossi take a fast third with some colossi production for area effect and spend all chronos on upgrades and charge. This doesn't have the problems #1 has in falling behind on upgrades and it gives a great economy. combine this with a warp prism when collosi are not being built. i usually do not like to have more than 5 collosi cause then terran can get enough vikings to 1 or 2 shot them but with good warp harass allows for enough time to get storm if needed.
1) after 3 collosi begin templar archives and switch to zealot templar production while trying to keep your stalkers and 2 or 3 collosi alive while taking a third. The weakness to this is that with all my gas having gone into blink, stalkers, collosi and templar upgrades usually come really late and i often don’t get my forges started till often when terran has +1/+1. with good chrono boosts however on forges i can usually finish +3 +3 around when the terran does counting on storm to repel terran until i get there.
2) after 3 colossi take a fast third with some colossi production for area effect and spend all chronos on upgrades and charge. This doesn't have the problems #1 has in falling behind on upgrades and it gives a great economy. combine this with a warp prism when collosi are not being built. i usually do not like to have more than 5 collosi cause then terran can get enough vikings to 1 or 2 shot them but with good warp harass allows for enough time to get storm if needed.
Benefits of this build.
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I like this build because while my area effect tech comes a little late. spending my first gas resources on blink delays the terran from pushing out for a while and is useful against drops. the blink stalkers should give you good map control forcing the terran player to play in the dark or use scans. the fast robo and twighlight allow for quick tech switches between templar and collosi
against 1-1-1+ Show Spoiler +
If you choose to do this build while you were unable to scout your opoenents base and as your observer gets into position you see a 1-1-1 coming continue by harassing the Terran while trying to get the necessary units out. if you can cause him to delay his push long enough by harassing, picking off depots, marines, etc you can hold if he wasn't going for the thor variation. proceed by warping in sentries at home and getting a stalker or 2 and an observer. protect your probes the best you can and hope you can delay his push long enough to win. if he didn't go thors you should be able to force field your ramp indefinetly while you base trade with your stalkers in his base and with a little luck you can hold. chances are you will die though
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Replays
here is a replay where I feel i play pretty good
http://drop.sc/218825
sorry it took a while, have been studying for the mcat and sort of forgot about this thread