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On September 24 2011 19:13 dazaris wrote:Show nested quote +On September 23 2011 08:55 bankai wrote:On September 22 2011 16:29 HaruRH wrote:On September 22 2011 16:08 bankai wrote: Have a question!
In the OP it says that to defend 1-1-1 you must either 1 gate-robo-FE or 1-gate-FE-robo, but that either of these builds will die to 2rax.
I usually open 2gaterobo (gate-robo-gate) like MC does. The 2nd gate goes down straight after the robo. Assuming I dont get interrupted, I can put down an expansion as early as 36 supply (forgot the timing of this).
My question is - is this too late to react to 1-1-1? I am afraid that if I open 1 gate-robo-FE, then if it turns out to be a 2rax then I will die. But i rely on my obs to confirm if its 1-1-1 cos sometimes my stalker scout is not enough to conclude anything, but by the time my obs confirms what they are doing, I must have already committed to the 2gaterobo opening instead of 1gaterobo-FE. you didn't read the whole post, did you? OP stated clearly that the 2 initial sentries is to stop any 2 rax. That should be enough I guess. no need to be rude..... Perhaps i didnt frame my question very well. Will try again. I want to clarify - do you have to commit to 1gaterobo-FE or 2gaterobo builds before you confirm its 1-1-1? In the OP "Scouting" section, it sounds like after using ur scouting probe, unless you are lucky and see a marauder or something, there are often times when you think there is a chance of 1-1-1 but not sure until the obs reaches their base. But by the time the obs reaches the base, you must have already committed to an opening build. The OP does say that if you know its 2rax, then 1gaterobo-FE is not optimal, even though you would be able to hold it off with the 2sentries. So to summarise my questions are: 1) Do you basically have to commit to a build before confirming its 1-1-1? 2) If I always open 2gaterobo and expand on 36supply (assuming no terran interuption), then if it turns out to be 1-1-1, will my expansion be too delayed to hold it off? Thanks and sorry if there is something said about this already. Reading the OP i didnt see the answer to this but i may have overlooked. 1) Yes. You will have to commit to your build before getting confirmation that that he is 100% doing a 1/1/1 build. You do this based on scouting information. The reads you will need to make are contained in the "Scouting" section of the OP. This will not tell you 100% that they are doing a 1/1/1 build, especially if you are unable to get your probe into their base (a 4 player map) but are a good indicator for a tech build if you can confirm they have taken their gas. 2) If you open 2gate robo and expand it will be harder to hold off the 1/1/1 than if you had 1gate or 1gate+robo expanded. Expanding off one gate is preferred as your expansion will have been running long enough to have paid for itself. A delayed expansion off a 2gate robo on the other hand would mean being 400 minerals + cost of probes down at the time of the attack unless you delay the push significantly.
Thanks a lot, that was really helpful advice
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Are the "misinformation" in the OP really misinformation? They may not work all the time, but I've seen many of the tricks used to help fighting against 1-1-1. For example, I've seen pros stalling the push from all the way from T's base using forcefields/(blink) stalkers, buying time to crank out more units to fight. In those circumstances it basically came down to controls/engagement. If forcefields are used correctly, or you manage to distract T with your stalkers/phoenix, sometimes getting a tank snipe or two. But failfields or fail blinks will usually mean death sooner or later.
Often times the responses I hear is "that only works if the T sucks", but I disagree. No one plays perfect, and good players are capable of force out opponent's mistakes. It requires much more skill/effort from P, but it doesn't mean they are "misinformation", IMO.
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On September 26 2011 08:42 usethis2 wrote: Are the "misinformation" in the OP really misinformation? They may not work all the time, but I've seen many of the tricks used to help fighting against 1-1-1. For example, I've seen pros stalling the push from all the way from T's base using forcefields/(blink) stalkers, buying time to crank out more units to fight. In those circumstances it basically came down to controls/engagement. If forcefields are used correctly, or you manage to distract T with your stalkers/phoenix, sometimes getting a tank snipe or two. But failfields or fail blinks will usually mean death sooner or later.
Often times the responses I hear is "that only works if the T sucks", but I disagree. No one plays perfect, and good players are capable of force out opponent's mistakes. It requires much more skill/effort from P, but it doesn't mean they are "misinformation", IMO.
I see what you're saying. There are alternative methods that can have success against the 1-1-1 and I've listed the most common ones in that section. However, most of the "misinformation" I quoted is indeed exactly that. Players commenting that rushing to Storm, having 3 Colossi at 9 minutes with Thermal Lance are simply incorrect. I do agree with you that a 1-1-1 can be stopped with other builds that implement Colossus, Phoenix play, etc. but I still strongly believe that a Zealot/ Immortal/ Sentry based army is the most flexible and safest. Blizzard's buff to the immortal further reinforces this theory.
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On September 24 2011 23:34 kcdc wrote: I'm a little late to this party, but I've never had trouble with 1-1-1, and my solution is different than the ones listed in the OP.
I 1-gate FE (2 chrono on nexus at start and then the rest on WG and hallucination). My gateway production goes zealot-stalker-sentry-zealot. Get to 3 gates. At this point I should know if T is going bio expand, and I'll diverge from this plan. If T is still on 1 base, then forge shortly before hallucination finishes. Hallucination scout. If starport tech lab is active, cannons in both bases for detection. If still on 1 base, get to 6 gates all on 1 gas with I think about 40-45 probes. Mass zealots with about 3 sentries and about 4 stalkers. Make a pylon a ways out from your natural in an open space. Engage there to catch T off guard and unsieged. Use your sentry energy for guardian shield and forcefielding marines to help out your zealots, and focus the tanks with your stalkers. Reinforce with stalkers if you need more AA or zealots if there's still some army left. Win.
Note that I don't build a robo at all unless I have to deal with cloaked banshees, in which case the army is smaller.
This strategy can work but only against a significantly delayed 1-1-1. I don't see how you can get up to 40-45 probes with a decent army at the 8:00-9:00 minute mark. Early 1-1-1's can come at 8 minutes, at which point there is no way you will be able to support 6 gateways, even with a 1 gate - expand. More importantly, it will be very difficult to force mid map engagements against a Terran with cloaked banshees if you don't have an observer with your army. Please post a replay for further analysis, I'm curious to see how you deal with 1-1-1's that come closer to the 8 minute mark.
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On September 27 2011 04:03 QTIP. wrote:Show nested quote +On September 24 2011 23:34 kcdc wrote: I'm a little late to this party, but I've never had trouble with 1-1-1, and my solution is different than the ones listed in the OP.
I 1-gate FE (2 chrono on nexus at start and then the rest on WG and hallucination). My gateway production goes zealot-stalker-sentry-zealot. Get to 3 gates. At this point I should know if T is going bio expand, and I'll diverge from this plan. If T is still on 1 base, then forge shortly before hallucination finishes. Hallucination scout. If starport tech lab is active, cannons in both bases for detection. If still on 1 base, get to 6 gates all on 1 gas with I think about 40-45 probes. Mass zealots with about 3 sentries and about 4 stalkers. Make a pylon a ways out from your natural in an open space. Engage there to catch T off guard and unsieged. Use your sentry energy for guardian shield and forcefielding marines to help out your zealots, and focus the tanks with your stalkers. Reinforce with stalkers if you need more AA or zealots if there's still some army left. Win.
Note that I don't build a robo at all unless I have to deal with cloaked banshees, in which case the army is smaller. This strategy can work but only against a significantly delayed 1-1-1. I don't see how you can get up to 40-45 probes with a decent army at the 8:00-9:00 minute mark. Early 1-1-1's can come at 8 minutes, at which point there is no way you will be able to support 6 gateways, even with a 1 gate - expand. More importantly, it will be very difficult to force mid map engagements against a Terran with cloaked banshees if you don't have an observer with your army. Please post a replay for further analysis, I'm curious to see how you deal with 1-1-1's that come closer to the 8 minute mark.
I probably guessed a little high on the probe count. I probably actually cut probes in the 35-40 range now that I'm thinking about it. I believe I have 26 probes and a nexus started at 34/34 food, I make a couple more while the nexus is building, and then I think I make maybe about 8 after my nexus finishes. I probably have 2 probes each on 16 mineral patches with 3 probes on 1 gas geyser, so that'd be 35 probes. I'll upload a replay when I get a chance.
And as for cloaked banshees, you really don't see many Terrans bothering to tech cloak before going all-in. And when they do, the attack is later. I doubt I'll be able to get a replay with cloak any time soon.
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On September 27 2011 05:57 kcdc wrote:Show nested quote +On September 27 2011 04:03 QTIP. wrote:On September 24 2011 23:34 kcdc wrote: I'm a little late to this party, but I've never had trouble with 1-1-1, and my solution is different than the ones listed in the OP.
I 1-gate FE (2 chrono on nexus at start and then the rest on WG and hallucination). My gateway production goes zealot-stalker-sentry-zealot. Get to 3 gates. At this point I should know if T is going bio expand, and I'll diverge from this plan. If T is still on 1 base, then forge shortly before hallucination finishes. Hallucination scout. If starport tech lab is active, cannons in both bases for detection. If still on 1 base, get to 6 gates all on 1 gas with I think about 40-45 probes. Mass zealots with about 3 sentries and about 4 stalkers. Make a pylon a ways out from your natural in an open space. Engage there to catch T off guard and unsieged. Use your sentry energy for guardian shield and forcefielding marines to help out your zealots, and focus the tanks with your stalkers. Reinforce with stalkers if you need more AA or zealots if there's still some army left. Win.
Note that I don't build a robo at all unless I have to deal with cloaked banshees, in which case the army is smaller. This strategy can work but only against a significantly delayed 1-1-1. I don't see how you can get up to 40-45 probes with a decent army at the 8:00-9:00 minute mark. Early 1-1-1's can come at 8 minutes, at which point there is no way you will be able to support 6 gateways, even with a 1 gate - expand. More importantly, it will be very difficult to force mid map engagements against a Terran with cloaked banshees if you don't have an observer with your army. Please post a replay for further analysis, I'm curious to see how you deal with 1-1-1's that come closer to the 8 minute mark. I probably guessed a little high on the probe count. I probably actually cut probes in the 35-40 range now that I'm thinking about it. I believe I have 26 probes and a nexus started at 34/34 food, I make a couple more while the nexus is building, and then I think I make maybe about 8 after my nexus finishes. I probably have 2 probes each on 16 mineral patches with 3 probes on 1 gas geyser, so that'd be 35 probes. I'll upload a replay when I get a chance. And as for cloaked banshees, you really don't see many Terrans bothering to tech cloak before going all-in. And when they do, the attack is later. I doubt I'll be able to get a replay with cloak any time soon.
Thanks for getting back to me. What you're saying now sounds much more reasonable.
As for the lack of cloak, perhaps we've had differing experiences, but the exact 1-1-1 push I encounter more than any other is the one that MVP did against Tails in the recent GSTL match. Lots of Marines, 3-4 tanks, and 2-3 cloaked Banshees. Even if you crush the Marine-Tank portion of the 1-1-1, the banshees are usually retained by the Terran. Because the banshees are retained, the 2nd wave can be even harder to deal with due to the now 5-6 Banshee count. If you've been unable to kill any banshees to this point, you will need 1-2 Phoenix. I still strongly believe that Immortals are the key to stopping this push as opposed to mass gateway. The +1 range really really helps in preventing your Immortals from being focused down by marines before they are able to deal with the tanks. Blizzard has also emphasized in their situation notes that the Immortal range was specifically to address this.
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On September 27 2011 06:20 QTIP. wrote:Show nested quote +On September 27 2011 05:57 kcdc wrote:On September 27 2011 04:03 QTIP. wrote:On September 24 2011 23:34 kcdc wrote: I'm a little late to this party, but I've never had trouble with 1-1-1, and my solution is different than the ones listed in the OP.
I 1-gate FE (2 chrono on nexus at start and then the rest on WG and hallucination). My gateway production goes zealot-stalker-sentry-zealot. Get to 3 gates. At this point I should know if T is going bio expand, and I'll diverge from this plan. If T is still on 1 base, then forge shortly before hallucination finishes. Hallucination scout. If starport tech lab is active, cannons in both bases for detection. If still on 1 base, get to 6 gates all on 1 gas with I think about 40-45 probes. Mass zealots with about 3 sentries and about 4 stalkers. Make a pylon a ways out from your natural in an open space. Engage there to catch T off guard and unsieged. Use your sentry energy for guardian shield and forcefielding marines to help out your zealots, and focus the tanks with your stalkers. Reinforce with stalkers if you need more AA or zealots if there's still some army left. Win.
Note that I don't build a robo at all unless I have to deal with cloaked banshees, in which case the army is smaller. This strategy can work but only against a significantly delayed 1-1-1. I don't see how you can get up to 40-45 probes with a decent army at the 8:00-9:00 minute mark. Early 1-1-1's can come at 8 minutes, at which point there is no way you will be able to support 6 gateways, even with a 1 gate - expand. More importantly, it will be very difficult to force mid map engagements against a Terran with cloaked banshees if you don't have an observer with your army. Please post a replay for further analysis, I'm curious to see how you deal with 1-1-1's that come closer to the 8 minute mark. I probably guessed a little high on the probe count. I probably actually cut probes in the 35-40 range now that I'm thinking about it. I believe I have 26 probes and a nexus started at 34/34 food, I make a couple more while the nexus is building, and then I think I make maybe about 8 after my nexus finishes. I probably have 2 probes each on 16 mineral patches with 3 probes on 1 gas geyser, so that'd be 35 probes. I'll upload a replay when I get a chance. And as for cloaked banshees, you really don't see many Terrans bothering to tech cloak before going all-in. And when they do, the attack is later. I doubt I'll be able to get a replay with cloak any time soon. Thanks for getting back to me. What you're saying now sounds much more reasonable. As for the lack of cloak, perhaps we've had differing experiences, but the exact 1-1-1 push I encounter more than any other is the one that MVP did against Tails in the recent GSTL match. Lots of Marines, 3-4 tanks, and 2-3 cloaked Banshees. Even if you crush the Marine-Tank portion of the 1-1-1, the banshees are usually retained by the Terran. Because the banshees are retained, the 2nd wave can be even harder to deal with due to the now 5-6 Banshee count. If you've been unable to kill any banshees to this point, you will need 1-2 Phoenix. I still strongly believe that Immortals are the key to stopping this push as opposed to mass gateway. The +1 range really really helps in preventing your Immortals from being focused down by marines before they are able to deal with the tanks. Blizzard has also emphasized in their situation notes that the Immortal range was specifically to address this.
Immortals are definitely useful. I don't typically use them for this push because you have to make an educated guess about what Terran is doing to have immortals out that early. If you're going FE and you see a quick reactor, you'll want to go straight to robo after your nexus to have a decent immortal count in time for a 1-1-1. But if you guessed wrong and T is actually doing a reactor + tech lab 2-rax pressure in front of an expansion, then you die. Also, while immortals are more efficient than gateway units for cost, there's about a 60 lag between when you invest your resources and when the immortal is in position to defend your expansion. Gateway units have a 5 second lag. In the early stages of the game, that makes a big difference.
Anyway, there can be lots of ways to solve the problem. I've been going 1 gate FE every game vs T since the beta, and I had to adapt to 1-1-1's early on. I haven't had trouble with those sorts of pushes in a long time, so it surprised me that people complain about them so much. I just wanted to share what works for me.
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On September 27 2011 07:01 kcdc wrote:Show nested quote +On September 27 2011 06:20 QTIP. wrote:On September 27 2011 05:57 kcdc wrote:On September 27 2011 04:03 QTIP. wrote:On September 24 2011 23:34 kcdc wrote: I'm a little late to this party, but I've never had trouble with 1-1-1, and my solution is different than the ones listed in the OP.
I 1-gate FE (2 chrono on nexus at start and then the rest on WG and hallucination). My gateway production goes zealot-stalker-sentry-zealot. Get to 3 gates. At this point I should know if T is going bio expand, and I'll diverge from this plan. If T is still on 1 base, then forge shortly before hallucination finishes. Hallucination scout. If starport tech lab is active, cannons in both bases for detection. If still on 1 base, get to 6 gates all on 1 gas with I think about 40-45 probes. Mass zealots with about 3 sentries and about 4 stalkers. Make a pylon a ways out from your natural in an open space. Engage there to catch T off guard and unsieged. Use your sentry energy for guardian shield and forcefielding marines to help out your zealots, and focus the tanks with your stalkers. Reinforce with stalkers if you need more AA or zealots if there's still some army left. Win.
Note that I don't build a robo at all unless I have to deal with cloaked banshees, in which case the army is smaller. This strategy can work but only against a significantly delayed 1-1-1. I don't see how you can get up to 40-45 probes with a decent army at the 8:00-9:00 minute mark. Early 1-1-1's can come at 8 minutes, at which point there is no way you will be able to support 6 gateways, even with a 1 gate - expand. More importantly, it will be very difficult to force mid map engagements against a Terran with cloaked banshees if you don't have an observer with your army. Please post a replay for further analysis, I'm curious to see how you deal with 1-1-1's that come closer to the 8 minute mark. I probably guessed a little high on the probe count. I probably actually cut probes in the 35-40 range now that I'm thinking about it. I believe I have 26 probes and a nexus started at 34/34 food, I make a couple more while the nexus is building, and then I think I make maybe about 8 after my nexus finishes. I probably have 2 probes each on 16 mineral patches with 3 probes on 1 gas geyser, so that'd be 35 probes. I'll upload a replay when I get a chance. And as for cloaked banshees, you really don't see many Terrans bothering to tech cloak before going all-in. And when they do, the attack is later. I doubt I'll be able to get a replay with cloak any time soon. Thanks for getting back to me. What you're saying now sounds much more reasonable. As for the lack of cloak, perhaps we've had differing experiences, but the exact 1-1-1 push I encounter more than any other is the one that MVP did against Tails in the recent GSTL match. Lots of Marines, 3-4 tanks, and 2-3 cloaked Banshees. Even if you crush the Marine-Tank portion of the 1-1-1, the banshees are usually retained by the Terran. Because the banshees are retained, the 2nd wave can be even harder to deal with due to the now 5-6 Banshee count. If you've been unable to kill any banshees to this point, you will need 1-2 Phoenix. I still strongly believe that Immortals are the key to stopping this push as opposed to mass gateway. The +1 range really really helps in preventing your Immortals from being focused down by marines before they are able to deal with the tanks. Blizzard has also emphasized in their situation notes that the Immortal range was specifically to address this. Immortals are definitely useful. I don't typically use them for this push because you have to make an educated guess about what Terran is doing to have immortals out that early. If you're going FE and you see a quick reactor, you'll want to go straight to robo after your nexus to have a decent immortal count in time for a 1-1-1. But if you guessed wrong and T is actually doing a reactor + tech lab 2-rax pressure in front of an expansion, then you die. Also, while immortals are more efficient than gateway units for cost, there's about a 60 lag between when you invest your resources and when the immortal is in position to defend your expansion. Gateway units have a 5 second lag. In the early stages of the game, that makes a big difference. Anyway, there can be lots of ways to solve the problem. I've been going 1 gate FE every game vs T since the beta, and I had to adapt to 1-1-1's early on. I haven't had trouble with those sorts of pushes in a long time, so it surprised me that people complain about them so much. I just wanted to share what works for me.
You don't actually straight up die to 2-rax if you 1 Gate - Robo - FE. It will lead to a delayed expansion relative to the Terran, but it wont' be a build order loss. 1 Gate - FE - Robo would be a build order loss to a 2-rax.
I mention in my guide that against a 2-rax, a fast Robo is sub-optimal. It is preferred to have 3 Gates up to defend the 2-rax and put on pressure as well. I do agree that the lag in resources paying off can be detrimental and problematic. I think the lag time is a drawback you will have to accept though.
Either way, thanks for your feedback. I've seen your guides and know that you're well aware of what it takes to be a good Protoss player. As you said, there are many ways in which to deal with this build, I simply believe that the method I have detailed gives you the best chance.
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On September 27 2011 08:33 yoonshik95 wrote: QTIP you are so good.
-_-?? sarcasm? lol. I'm confused.
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On September 27 2011 08:57 QTIP. wrote:-_-?? sarcasm? lol. I'm confused.
No I just watched the replays and you're sooo good I'm amazed
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On September 27 2011 10:21 yoonshik95 wrote:Show nested quote +On September 27 2011 08:57 QTIP. wrote:On September 27 2011 08:33 yoonshik95 wrote: QTIP you are so good. -_-?? sarcasm? lol. I'm confused. No I just watched the replays and you're sooo good I'm amazed
o.o
Ty. You're so nice.
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On September 27 2011 10:26 QTIP. wrote:Show nested quote +On September 27 2011 10:21 yoonshik95 wrote:On September 27 2011 08:57 QTIP. wrote:On September 27 2011 08:33 yoonshik95 wrote: QTIP you are so good. -_-?? sarcasm? lol. I'm confused. No I just watched the replays and you're sooo good I'm amazed o.o Ty. You're so nice.
I love you so much I use you every morning after shower to swab my ears
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On September 27 2011 10:29 yoonshik95 wrote:Show nested quote +On September 27 2011 10:26 QTIP. wrote:On September 27 2011 10:21 yoonshik95 wrote:On September 27 2011 08:57 QTIP. wrote:On September 27 2011 08:33 yoonshik95 wrote: QTIP you are so good. -_-?? sarcasm? lol. I'm confused. No I just watched the replays and you're sooo good I'm amazed o.o Ty. You're so nice. I love you so much I use you every morning after shower to swab my ears lol. T_T
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First off I like this response to the 111 just some things I wanted to respond to hopefully my criticism and ideas are good. Dunno I dont generally do the 111 allin as I dont like doing allins so the replays you posted were my first time ever seeing it. (A note dunno if this problem happened to anyone else but replay 1 won't load for me)
The thing about all ins is there is usually not a safe transition out of it if you continue to rally units this doesn't feel very all inish to me. For example, in the third replay after the crushing defeat the terran player instead of rallying more units could of had his expo starting and rebuilt his bunker lifted off starport and start with medivacs (as you already have both geysers) and with the factory build a reactor so after the first medivac the starport could now have a reactor and then build to raxes on the two empty tech labs. This is not say you are not behind as the toss already has his expo but you would be by now means out of the game. + Show Spoiler +He kind of tries this but only after attempting to force the 111 to work so he loses not only the initial attack but the reinforcements that carelessly left in the middle of the map and even then delayed it a bit. Then top it off he realized how far behind was and then really went all in but attacked right before stim finished the battle could have played out differently if he had pulled his scvs, had those additional units he lost in the middle of the map, and had waited for stim. Probably would of still lost but it would of been better for him.
On top of all this it seems to me that a hellion regardless of what type of 111 you do would be the first thing you would want to produce so you have a scout capable of seeing what types of units the protoss is building if this zealot/sentry composition does in fact turn out to be the best and the terran player knows this. If he sees that composition with the hellion he could just abandon the strat and switch to standard play. (Or mech if hes like me)
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On September 27 2011 10:47 QTIP. wrote:Show nested quote +On September 27 2011 10:29 yoonshik95 wrote:On September 27 2011 10:26 QTIP. wrote:On September 27 2011 10:21 yoonshik95 wrote:On September 27 2011 08:57 QTIP. wrote:On September 27 2011 08:33 yoonshik95 wrote: QTIP you are so good. -_-?? sarcasm? lol. I'm confused. No I just watched the replays and you're sooo good I'm amazed o.o Ty. You're so nice. I love you so much I use you every morning after shower to swab my ears lol. T_T I do the same thing as well Thanks QTIP <3 <3
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On September 27 2011 11:12 CrazyF1r3f0x wrote:Show nested quote +On September 27 2011 10:47 QTIP. wrote:On September 27 2011 10:29 yoonshik95 wrote:On September 27 2011 10:26 QTIP. wrote:On September 27 2011 10:21 yoonshik95 wrote:On September 27 2011 08:57 QTIP. wrote:On September 27 2011 08:33 yoonshik95 wrote: QTIP you are so good. -_-?? sarcasm? lol. I'm confused. No I just watched the replays and you're sooo good I'm amazed o.o Ty. You're so nice. I love you so much I use you every morning after shower to swab my ears lol. T_T I do the same thing as well Thanks QTIP <3 <3
lol <3
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Anyone tried 1Gate FE into chargelots +2 armor till 9 minutes for this? chargelots + few sentries + 1 canon at home for banshee. Is it viable?
This decimates marine scv army, free way to tanks, and for banshees we warpin stalkers near cannon after we clear ground army.
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I saw yesterday the IPL , Huk vs alive in metalopolis, we can consider that huk was going for a blindly counter for the 1-1-1 all in. He made 1 gate -> expo -> 29/1 robo-> 30/2gate then started to cut probes at like 28 and Immortal first out the robo then an observer. Then since a blindly counter for it cutting probes and such leaves u behind in the game, he went for a push to justify the units he had in the game. Any comments in that strat? and I am always scared about my number of stalkers and the banshees, the terrans usually harass a bit the worker line with 1-2 banshees and then come with the push.
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On October 07 2011 15:17 whereismymind wrote: Anyone tried 1Gate FE into chargelots +2 armor till 9 minutes for this? chargelots + few sentries + 1 canon at home for banshee. Is it viable?
This decimates marine scv army, free way to tanks, and for banshees we warpin stalkers near cannon after we clear ground army.
did u read the whole thread? u cant have all that at 9 minutes. If u do you should be already dead to banshees or 2rax. Its like teching to HTs
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