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One problem i see with this counter is that you cannot really differentiate from a reactor first 2rax or 1-1-1 in the early game.
All you will see is marines, and the 1 gas. If you go 1gate nexus into robo, and the terran was actually doing a 2rax, you will lose your nexus and probably behind.
Do you think the faster robo is that critical to holding this off? or would 1gate nexus into 3gate before robo be better overall?
edit: reread OP for scouting tips
i don't know if the initial stalker poke will be enough to reveal the marauder for 2rax, most likely you'll just see 5 marines
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On August 02 2011 12:04 Anihc wrote:Show nested quote +On August 02 2011 12:02 lazydino wrote: Correct me if I'm wrong, but couldn't you grab all your stalkers and *fight* as he's moving out to your base? This sometimes forces PPD and delays the push by crucial seconds which you will need. As long as you don't lose stalkers, you should be in a better position instead of just waiting for the allin to arrive. Show nested quote +--- If you are very confident in your micro and unit control, many advanced players will attempt to pick off units as the push approaches (forcing multiple siege/unsieges, and buying additional time). This is an advanced tactic that can be highly successful in the hands of a skilled player, but you need to be extremely careful to not lose precious units.
Thanks for the clarification, as I've seen HuK do this plenty of times on his stream. You might want to add the tactic into the guide QTIP.
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United States8476 Posts
Anyways, I think you probably need more than 30 probes to theoretically deal with this push. This is for 2 reasons. First is that terran can get more income than you off 1 base with 30 scvs + mules than you can off of 2 base with 30 probes. Additionally, the terran's army scales better than yours as it grows. Tank splash gets a lot better, banshees scale better than stalkers, and marines scale better than zealots. Additionally, as the terran army grows, it's less likely that your immortals will be able to target his tanks. Thus, if the terran either somehow scouts you're cutting probes or blindly delays his push, you have no chance to defend.
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On August 02 2011 12:10 lazydino wrote:Show nested quote +On August 02 2011 12:04 Anihc wrote:On August 02 2011 12:02 lazydino wrote: Correct me if I'm wrong, but couldn't you grab all your stalkers and *fight* as he's moving out to your base? This sometimes forces PPD and delays the push by crucial seconds which you will need. As long as you don't lose stalkers, you should be in a better position instead of just waiting for the allin to arrive. --- If you are very confident in your micro and unit control, many advanced players will attempt to pick off units as the push approaches (forcing multiple siege/unsieges, and buying additional time). This is an advanced tactic that can be highly successful in the hands of a skilled player, but you need to be extremely careful to not lose precious units. Thanks for the clarification, as I've seen HuK do this plenty of times on his stream. You might want to add the tactic into the guide QTIP.
But it is in the guide.... thats where Anihc took it from.
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On August 02 2011 12:04 Fission wrote: As a terran who is diamond on KR region and who does this build frequently, I can confirm everything QTIP has said is good. The key points are:
1) Terran cannot pressure you early 2) stalkers suck really, really badly against tanks and marines
I would like to make a note though - I will almost always focus fire my tanks onto sentries, and then onto stalkers. Do not assume the terran is going to herp derp 1a and will splash his own marines with tank fire.
I highly recommend harassing the envoy of units across the map if you can spare the apm.
Good point. Many of the terrans I play do not seem to focus down my sentries, but at higher levels it makes perfect sense to do so.
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Really solid guide. I play T, and I gotta agree with you that the biggest mistake P can make vs 1-1-1 is to make too many Stalkers. With 1-1-1 we have access to so many units that shred Stalkers...Marauders, Tanks, Banshees, Ghosts.
How do you respond to Hellions though?
Personally the opening I do the most with 1-1-1 is blueflame drop into Banshees. Because Banshees tend to kill everything that Hellions cant, and I rarely see Stargate because Cloak forces Robo. At a first glance I would think it would be tough to fend off drops with 1 gate Stalker Sentry Sentry 2x Observer. Even if you spot it in advance and save all your probes you'll still probably lose both Sentries.
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TheBest has just raped CreatorPrime in Code A Qualifiers, using the 1-1-1 Marine/Tank/Banshee all in build on Xel'Naga Caverns. Creator engaged him in the middle off 3gates and 1 robo (doing 1gate expo followed by robo, then 2 more gateways) with some (~5) stalkers), like 4 chronoboosted Immortals and a bunch of zealots. Wolf claimed that you cannot hold the all in off without colossi. Any opinions on that?
TheBest engaged at roughly 9:40, with 4 tanks, siege mode and 3 banshees.
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My opinion is that 3 gates aren't enough (Yes, I just saw that match as well ^^).
I think 3 Immortals and several more Zealots would have been far better, because the tanks had been cleaned up quickly but the marine force was not killable. I also think he had ~6-7 Stalkers so that have been too much of those, imagine double the amount of zealots chipping away on the marines ^^
(Next paragraph is an assumption! As I can't watch the replay to confirm it I just tell what I thought I saw ^^)
I'm also not sure but by flying by it looked like Creator had not enough/badly spreaded workers - only 6-8 at the natural and 16+ in the main so that severely damaged his economy.
I actually hold this push with 6 gates, a maximum of 1 Immortal (I use this to lead the charge if the terran sieges up on my natural) - I do it like this because HuK is doing it like this as well on his stream (Using some Stalkers to prolong the push and get as much warp-ins as possible from his 6 gates).
Workerwise I stay on 2x 16 for the minerals + 2 Gas = 38 Probes.
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Good write-up - I don't necessarily like the one gate robo fe since you don't need to start immortal-production that early....but then again I have currently no idea what would be the best way to beat this build and will therefore just shut up.
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You make a great point many people miss. If you clean up the marine/tank you, the banshees are no threat.
As Anich said, zealot or zealot/immortal flanks are very strong against this push. Depending on the timing you can have 1-2 immortals with the zealots. If you can flank the tanks with immortals toss should be in great shape. I don't know though, I can say this yet I still died to a similar push today.
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On August 02 2011 19:46 Perfi wrote: TheBest has just raped CreatorPrime in Code A Qualifiers, using the 1-1-1 Marine/Tank/Banshee all in build on Xel'Naga Caverns. Creator engaged him in the middle off 3gates and 1 robo (doing 1gate expo followed by robo, then 2 more gateways) with some (~5) stalkers), like 4 chronoboosted Immortals and a bunch of zealots. Wolf claimed that you cannot hold the all in off without colossi. Any opinions on that?
TheBest engaged at roughly 9:40, with 4 tanks, siege mode and 3 banshees. At 9:40 you can only have 1 colossus. I think I'd rather have immortals and gateway units for that specific timing.
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On August 02 2011 20:32 iamke55 wrote:Show nested quote +On August 02 2011 19:46 Perfi wrote: TheBest has just raped CreatorPrime in Code A Qualifiers, using the 1-1-1 Marine/Tank/Banshee all in build on Xel'Naga Caverns. Creator engaged him in the middle off 3gates and 1 robo (doing 1gate expo followed by robo, then 2 more gateways) with some (~5) stalkers), like 4 chronoboosted Immortals and a bunch of zealots. Wolf claimed that you cannot hold the all in off without colossi. Any opinions on that?
TheBest engaged at roughly 9:40, with 4 tanks, siege mode and 3 banshees. At 9:40 you can only have 1 colossus. I think I'd rather have immortals and gateway units for that specific timing. I know, I wasn't agreeing with Wolf there, just quoting him for those who didn't see the game.
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This is a question from the Terran perspective of this build, is it possible to get two barracks instead of a reactor, and have the two barracks by the ramp to disguise the 1-1-1 build? Or would you not have enough minerals to hit the timing window? It seems this build would be more gas heavy then minerals?
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The problem i have had with this build is that the exact varration is so unscoutable and therefor i was prepearing for sth. else than he was actually doing. I feel that i'm only really save if i gas steal and then play a 3gate pressure expand as he will most likely go for a 2-3 rax, which feels pretty easy to deal with. (I ofc don't gas steal if he doesnt have a gas yet).
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Been facing this alot recently on ladder, thanks for the guide, very informative.
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On August 02 2011 20:37 LedFarmer wrote: This is a question from the Terran perspective of this build, is it possible to get two barracks instead of a reactor, and have the two barracks by the ramp to disguise the 1-1-1 build? Or would you not have enough minerals to hit the timing window? It seems this build would be more gas heavy then minerals?
It's gas and mineral heavy because you're going for a timing push. The reactor building gives you time to delay a supply depot a bit. There's really no timing where you can get two early rax unless you delay your other tech by a decent amount because you'll have plenty of gas, but not enough minerals. Delaying like this would be a bad idea because he'll get an observer in there at the same timing anyway, know what's up, and have more time to prepare.
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On August 02 2011 20:58 CoRe23 wrote:Show nested quote +On August 02 2011 20:37 LedFarmer wrote: This is a question from the Terran perspective of this build, is it possible to get two barracks instead of a reactor, and have the two barracks by the ramp to disguise the 1-1-1 build? Or would you not have enough minerals to hit the timing window? It seems this build would be more gas heavy then minerals? It's gas and mineral heavy because you're going for a timing push. The reactor building gives you time to delay a supply depot a bit. There's really no timing where you can get two early rax unless you delay your other tech by a decent amount because you'll have plenty of gas, but not enough minerals. Delaying like this would be a bad idea because he'll get an observer in there at the same timing anyway, know what's up, and have more time to prepare.
Okies! Thanks for the input.
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