[G] Synystyr's TvP Anti Colossus Build - Page 28
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Treehead
999 Posts
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Synystyr
United States1446 Posts
On May 24 2011 00:20 Treehead wrote: Great build Syn. It definitely lives up to it's name. I can't see anyone building Colossus with range and surviving the initial push. With the new patch it seems like everyone's trying to fit more ghosts into their play. Given that the things this build has the most problems with are HTs, phoenixes, and early sentries, have you given any thought to adding a few early ghosts into the build? Of the three units you mentioned, the only one that actually gives this build trouble is HTs. Phoenix do cause annoyance, but that is because of how good they are against Terran air, not because of their ability to pick up units. Unfortunately, a Ghost is only a liability against Phoenix with this. To add early ghosts into the build (early as in before taking a third), then you'd either have to cut Thors out of Build Order 1 or delay your tech even later for Build Order 2, where Colossi and 2/2 timing pushes will run you over. In my opinion, it is best to see how your timing push works out and see how Protoss reacts if they hold the push off. A Stargate response should have you teching towards BCs while HTs would force out Ghosts. Either way, I don't think early Ghosts are useful in any manner. | ||
ChApFoU
France2981 Posts
I really don't understand how you're supposed to stop a 3 gate robo pressure with that. I've faced it 3 times and 3 times it just raped that build, even with proper bunker repair and decent micro. (and my opponent was nothing special, like high plat/low diam) | ||
Svizcy
Slovenia300 Posts
If you post a replay, i can give you better answer but i'm preaty sure that what your doing is placing your bunkers in strait line, alowing the toss to get a good FF arround them to prevent repair and force fire them down with immortals, ressulting in your loss afterwards.Instead put them behind one another, so that they form a double line of deffence, so that he needs double amount of FF to prevent your repair. But in any case post a replay, and then we can help you easier. good day, svizcy | ||
SergTom
United Kingdom9 Posts
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Kukaracha
France1954 Posts
But then again you could invest in more Bunkers since a failed 4Gate push is instawin... you've got the cloacked Banshees and the expo. | ||
SoftSoap
United States170 Posts
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Synystyr
United States1446 Posts
On June 08 2011 19:03 ChApFoU wrote: I've tried out this build and it's definitely worth the try BUT I really don't understand how you're supposed to stop a 3 gate robo pressure with that. I've faced it 3 times and 3 times it just raped that build, even with proper bunker repair and decent micro. (and my opponent was nothing special, like high plat/low diam) Hey there, Could you please post a replay? What it really comes down to in this is focusfiring down the Immortals quickly...would love to see the replay to check though. Immortal busts are actually quite easy to hold off if you scout it coming ahead of time. Thanks! On June 08 2011 20:50 SergTom wrote: sentry can force field the bunkers and then just kill them. i would think a 4 gate could beat this build. You'd think so, but not if you spread your bunkers and SCVs to repair like shown in this replay: http://www.mediafire.com/?11fd1lm6akc5kdf 4 Gate push with sentries forcefielding the bunkers is exemplified here. I crush it without even losing a bunker. Take a look On June 08 2011 22:21 SoftSoap wrote: Are archons a decent damage dealer to banshees? Are they strong against this build? They're excellent against Banshees because of their high splash damage....but realistically an Archon should never be able to hit a Banshee. The Archon moves about ..06 faster than the banshee but has 3 less range. With decent kiting, archons pose little threat. Just be careful you don't get a shot off against your stacked Banshee clump. | ||
tcheepin
Malaysia1 Post
I used this strategy against Protoss and Zerg,, and All I can say I enjoy the game more than ever now. Becasue it seems like with Banshee we are controlling the game pace, and opponent need to react on what we are actually building. I will definately upgrade my building armor, range, PDD duration, and StarPort Attack, for better bunker tank, and also PDD and Harrasse with Auto Turret, if change to raven build at late game. This is the best guide ever, game that I lose is mostly I din defend my base well, build enuf marine and bunker to tank their stalker and zealot. For HT jsut ignore them or kite them and fly straight to their mineral line. Once again thanks for the great guide. | ||
takkatakka
United States48 Posts
On June 09 2011 02:12 Synystyr wrote: You'd think so, but not if you spread your bunkers and SCVs to repair like shown in this replay: http://www.mediafire.com/?11fd1lm6akc5kdf 4 Gate push with sentries forcefielding the bunkers is exemplified here. I crush it without even losing a bunker. Take a look That replay shows a 3 gate expand. Wrong replay? | ||
Synystyr
United States1446 Posts
On June 09 2011 16:27 takkatakka wrote: That replay shows a 3 gate expand. Wrong replay? Right you are. I'll have to double check...I think I labelled that one a 3 Gate Sentry push...my bad. This is a little bit more standard but less powerful than a 4 Gate. Either way, the same push occurs and you should be able to defend that in the same manner. | ||
Nibbler89
884 Posts
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Diabolegal
United States110 Posts
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nface
106 Posts
CUT MARINES AT 13 I'm sure this is wrong, do you mean at 16? | ||
CCalms
United States341 Posts
three full bunkers is 3x4=12 add one for scouting and holding a tower is 12+1=13 FUCK math is hard >_< | ||
nface
106 Posts
On July 10 2011 06:05 CCalms wrote: three full bunkers is 3x4=12 add one for scouting and holding a tower is 12+1=13 FUCK math is hard >_< Well I thought he sticks to the Supply count. | ||
DisaFear
Australia4074 Posts
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DisaFear
Australia4074 Posts
I didn't adhere strictly to the BO provided by OP (because I couldn't remember it word for word) but I had Thors, Marines, Banshees and Ravens My my, it ripped | ||
13JackaL
United States577 Posts
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Synystyr
United States1446 Posts
Well obviously it doesn't have to be absolutely precise...those are just the build order timings up to the point where worker and unit deaths start to come in, so numbers become inconsistent. No big deal. On July 10 2011 00:53 Diabolegal wrote: Limiting Marine production to 13 in the "easy-to-defend-expo" build order variation makes no sense. I pulled off this build making Marines the entire time. If you don't make more than 13 Marines, your minerals stack up like crazy b/c you're on 2 bases early on and making higher-tech units. The Marines are more important in the early game than the Thors are for the late game b/c the former holds off early aggression, while the latter really just exists to snipe Observers. Really? I've always found myself starving for minerals once I get my Factory and Starport down. There is a very brief period where money piles up, but that is the point where you drop a Factory, Starport, Armory and a supply depot at the same time. Whenever I get any extra money, I throw down up to three more barracks. This allows for 5 rax production and if need be, I can add tech labs on to them and make Marauder/Ghost as a transition. 3 bunkers with marines is enough to hold off any pressure until your Thor/Banshee combo arrive. On July 10 2011 19:53 DisaFear wrote: Thanks for that, I sometimes use a 1rax FE to 3 port banshee but this looks safer and refined On July 11 2011 17:56 DisaFear wrote: Used this twice today, worked twice I didn't adhere strictly to the BO provided by OP (because I couldn't remember it word for word) but I had Thors, Marines, Banshees and Ravens My my, it ripped On July 11 2011 18:04 Ghostfoot wrote: IMO, this build is incredible abusive against protoss, 100% winrate with it so far. I love seeing these kinds of posts => | ||
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