After the big tournament this past weekend, duckdeok cause a big upset by beating Innovation and nearly beating Maru as well by using primarily tricky builds and early cheeses - most notably, his 2-base blink all-in. After looking through his games, I decided to write it down and share so that you can humiliate your opponent's with fun blink builds! It's time to pull out the quacks .
Hits @8:30 with 12 stalkers All chronoboost is saved for blink after main base saturation
The goal of duckdeok's strategy is to open in a fairly common, straight-forward way while denying your opponent's information. Naturally, this can lead into either a very straightforward, normal game OR it can hide the true intentions of a mischievous all-in. Duckdeok takes advantage of this shortage of information to take advantage of his opponent and "randomize" his followups (for instance, one game he'll do a blink all-in, the next game he'll go for an insanely fast 3rd and normal robo play, as shown in his games against Innovation). The key here is to keep your opponent uncertain and either force a scan (which shouldn't catch anything important if you're positioning your buildings well) or a lot of premature bunkers.
The brilliant thing about duckdeok's build is that it defends well against most early aggression with the high number of stalkers and hits right before most stim timings are finished. This means that when you hit, you can often times snipe the tech lab with stim and get WAY ahead, even if your aggression fails. The huge numbers of stalkers that hit initially (~12) also do so much burst damage that it's generally possible to focus down a bunker in 2-3 shots.
In both games, duckdeok mind games his opponents pretty hard and is able to simply do a frontal assault with just a time warp and good blink micro. In other cases, it's generally standard to pressure the front then blink into the main while using time warp on the ramp to slow down the terran units. Other than this, using good blink micro and clever techniques like blinking down cliffs should secure you the win. The key is not getting surrounded by SCVs and keeping your MSC alive for continual time warps and high ground vision. A special note: duckdeok showed in his game against Maru that you can also cancel the widow mine's attack by blinking at the right time.
Duckdeok does this once on Frost and once on Yeonsu, presumably because you can control the flow of information and deny reapers from scouting your main base. This type of strategy probably also has a lot of promise on Whirlwind, which has only one available entrance for reapers. To transition (AKA if you don't outright win), you would most likely throw down a robo and a forge and take your natural gases while keeping your opponent pinned back with your blink stalkers.
So, whenever you feel you're falling behind in the PvT meta, whenever you feel like you can't seem to beat terran...just channel the duck and pull out all the quacks.
EDIT:
On November 14 2013 07:12 AgamemnonSC2 wrote: I made an audio build for this, hope it helps!
NOTE: Not building the Zealot will result in better build order timing. Cancel Zealot if safe, or do not build it at all. Your forward probe should scout if there is an expansion or not. This is especially important in the lower/not pro leagues!!! A one basing opponent can be beaten, but you may need to defend for a bit.
Thanks to IMBA Builds for the Replay.
Oh, and this is my first one. So any suggestions are welcome!
EDIT: this build also works off of 14 gate -> 17 nexus. This earlier nexus can coax the terran player into playing even more greedy because he won't be expecting a blink all-in.
What would you do against a gas first with this build? I feel that you can only do this against a reaper expand with no factory followup (e.g. widow mine Drops, i guess a hellion medivac push could be thwarted, but you dont have any detection against widow mines), do you suggest scouting with the MSC when you see a gas? to see what he follows the reaper up i mean.
TLDR: When do you Scout with MSC when seeing gas? Difference between gas first and 13gas? Or how do you react vs gas pressure?
Edit: I totally forgot to thank you for this writeup!! So sorry! Thanks alot for the work you put in, i was searching for this build and you just made my day :D thanks for the super work sc2john
Oh my god as a Terran this is the second worst build to see on ladder. It's just so painful and I have no idea how to reliably stop it. Now this with Star Station... Why is this topic here!~!!!
On November 13 2013 17:10 Dragonadern wrote: High master toss here (2000 pts last season )
What would you do against a gas first with this build? I feel that you can only do this against a reaper expand with no factory followup (e.g. widow mine Drops, i guess a hellion medivac push could be thwarted, but you dont have any detection against widow mines), do you suggest scouting with the MSC when you see a gas? to see what he follows the reaper up i mean.
TLDR: When do you Scout with MSC when seeing gas? Difference between gas first and 13gas? Or how do you react vs gas pressure?
Edit: I totally forgot to thank you for this writeup!! So sorry! Thanks alot for the work you put in, i was searching for this build and you just made my day :D thanks for the super work sc2john
The power of this all-in is looking like a fairly normal opening while being quite effective against "standard" or greedy terran play. Last night on Inside the Game, Xenocider was talking about how Innovation was clearly scouting for signs of aggression, didn't see much, and so he didn't build an extra bunker. That's where the strength of this build lies. Of course, the other beautiful thing is that if you don't outright win, you can often times transition out of it with a solid 2-base economy.
I think perhaps you would just forgo blink and play a more standard robo-based game if you scout gas first; like I said in the OP, the build that duckdeok does looks pretty normal and can transition into almost anything. As far as scouting the followup to a reaper off of 13 gas, I'm not sure it's necessary. If your opponent does something standard, this blink all-in will be good; if your opponent does something less standard (i.e. widow mine drop after reaper), they won't have any units and you'll run them over with your all-in. In the game vs. Maru, I believe Maru does something wonky like marine/widow mine drops after reaper; duckdeok just defends the drop the best he can and then does an unbelievably strong counterpush.
Those are my thoughts. Hope they are helpful!
I suppose my next post should include something about proxy stargates!!! :D (So much terran tears, I can feel it hahaha)
I don't understand the expo first blink all-in, the whole point is to get in there before stim is done, why delay it at all? I do the one base version of this and it hits well over a minute earlier than this, I will stick to it.
On November 14 2013 02:53 Littlesheep wrote: I don't understand the expo first blink all-in, the whole point is to get in there before stim is done, why delay it at all? I do the one base version of this and it hits well over a minute earlier than this, I will stick to it.
While it may not hit as hard as a 1-base blink all-in, it does have the advantage of being "tricky" in that it looks almost normal to the terran player until around 8:00. Most terran players, especially with the more modern reaper expands we're seeing, hold off on building a bunker unless they see something out of the ordinary. Duckdeok takes advantage of that by denying scouting every game and mind gaming his opponents using either something like a blink all-in, a 3-gate stalker attack after expansion, or something incredibly greedy like a fast 3rd nexus. That said, it's important to think of this build in context to your goal; duckdeok's goal here was not to do the most extreme blink all-in as possible but to instead set up a series of expectations that he could exploit.
I don't know the exact differences between builds, but having 6 gateways and 14 extra probes and still hitting only a minute later than a 1-base blink all-in is amazing. In every game duckdeok did this in the global finals, stim still had like 20-30 seconds left to go when he attacked. In my eyes, it's still a very good attack timing and allows you to transition a lot better than a 1-base blink all-in.
On November 14 2013 02:53 Littlesheep wrote: I don't understand the expo first blink all-in, the whole point is to get in there before stim is done, why delay it at all? I do the one base version of this and it hits well over a minute earlier than this, I will stick to it.
because there is almost no way of them not knowing it is coming when it's one base. no expansion,6 on gass, missing a pylon? at that point they already know it's coming. with this sick build you have the opportunity to take them by surprise.
I tried the build out on on Star Station, which is a map just as good for it, and couldnt get it to work because of widow mine drop. Any tips on how to Approach this?
I tried it 4 times and I got destrooooooyed. I suck at the game obviously (platinum), and I can't seem to hit the timing correctly. Needs more practice than it might look like it does (or better fundamentals than mine in the first place).
The Mainpart of this build is not to win with brute force but with out-mindgaming your opponent and letting him play greedier and unsafer then against a 1-base all in. You don't expect a Toss to blink all in you when he sees a fast expand. My version is out of a 17 Nexus, which leads the terran into playing even more greedy, like 2 rax fast starport or even 3 CC. It hits at the same time with the same amount of stalkers, so I think playing this all in out of a 17 nexus mindfucks an opponent even more.
In the end it's a pretty solid all in for the ladder and even for tournaments.
On November 14 2013 02:53 Littlesheep wrote: I don't understand the expo first blink all-in, the whole point is to get in there before stim is done, why delay it at all? I do the one base version of this and it hits well over a minute earlier than this, I will stick to it.
because there is almost no way of them not knowing it is coming when it's one base. no expansion,6 on gass, missing a pylon? at that point they already know it's coming. with this sick build you have the opportunity to take them by surprise.
this is a sick build thanks once again john!
..and if it fails to kill, a two base build transitions much better :pp
Sick build, I'm gonna def try this. I like the aggro-pressure style, I'm the type that loves playing a reactive style, so I approve 100% of this over a 1 base definite all-in.
On November 14 2013 06:15 SalvationII wrote: Haha, nice writing you did here.. :D
The Mainpart of this build is not to win with brute force but with out-mindgaming your opponent and letting him play greedier and unsafer then against a 1-base all in. You don't expect a Toss to blink all in you when he sees a fast expand. My version is out of a 17 Nexus, which leads the terran into playing even more greedy, like 2 rax fast starport or even 3 CC. It hits at the same time with the same amount of stalkers, so I think playing this all in out of a 17 nexus mindfucks an opponent even more.
In the end it's a pretty solid all in for the ladder and even for tournaments.
EU-GM toss's opinion.
I used to do this too but only in Wol when nexus first was viable. I would nexus first and follow up with quick blink obs or gateway all in and win the majority of the time. How are you going nexus first in the current map pool though? Even pros rarely nexus first on whirlwind and frost.
On November 14 2013 04:50 Rickyvalle21 wrote: I tried the build out on on Star Station, which is a map just as good for it, and couldnt get it to work because of widow mine drop. Any tips on how to Approach this?
On November 14 2013 05:30 Nebuchad wrote: I tried it 4 times and I got destrooooooyed. I suck at the game obviously (platinum), and I can't seem to hit the timing correctly. Needs more practice than it might look like it does (or better fundamentals than mine in the first place).
Not much to say other than this allin is not quite as strong as other all-ins. Like Salvation said, the point is not to win with brute force, it's to mind game your opponent. That said, it might not be as viable a build in lower levels (although I think it still transitions out okay if you do at least SOME damage).
Dealing with widow mines is probably pretty tricky. If your opponent stays defensive with widow mines, the best response in my eyes is to just transition into robo/forge as soon as possible. If he's being aggressive with the widow mines...maybe look to duckdeok's game vs. Maru for some inspiration.
On November 14 2013 06:15 SalvationII wrote: Haha, nice writing you did here.. :D
The Mainpart of this build is not to win with brute force but with out-mindgaming your opponent and letting him play greedier and unsafer then against a 1-base all in. You don't expect a Toss to blink all in you when he sees a fast expand. My version is out of a 17 Nexus, which leads the terran into playing even more greedy, like 2 rax fast starport or even 3 CC. It hits at the same time with the same amount of stalkers, so I think playing this all in out of a 17 nexus mindfucks an opponent even more.
In the end it's a pretty solid all in for the ladder and even for tournaments.
EU-GM toss's opinion.
I believe duckdeok does a version off of (14 gate) 17 nexus in one of his games against Innovation. But yeah, the idea is similar and perhaps even stronger with a 17 nexus instead of a standard MSC expand. I'll make a special note of this in the OP.
On November 14 2013 07:12 AgamemnonSC2 wrote: I made an audio build for this, hope it helps!
NOTE: Not building the Zealot will result in better build order timing. Cancel Zealot if safe, or do not build it at all.
Thanks to IMBA Builds for the Replay.
Oh, and this is my first one. So any suggestions are welcome!
Thanks, man, sweet! I'll link this in the OP! As far as suggestions go, try not to sound like you're reading off a script as much. Other than that, great work!
On November 14 2013 06:15 SalvationII wrote: Haha, nice writing you did here.. :D
The Mainpart of this build is not to win with brute force but with out-mindgaming your opponent and letting him play greedier and unsafer then against a 1-base all in. You don't expect a Toss to blink all in you when he sees a fast expand. My version is out of a 17 Nexus, which leads the terran into playing even more greedy, like 2 rax fast starport or even 3 CC. It hits at the same time with the same amount of stalkers, so I think playing this all in out of a 17 nexus mindfucks an opponent even more.
In the end it's a pretty solid all in for the ladder and even for tournaments.
EU-GM toss's opinion.
I used to do this too but only in Wol when nexus first was viable. I would nexus first and follow up with quick blink obs or gateway all in and win the majority of the time. How are you going nexus first in the current map pool though? Even pros rarely nexus first on whirlwind and frost.
I think he means 14 gate -> 17 nexus. Nexus first is usually on 16.
1. Terran clearly misses what's going on, I just roll him 2. Terran knows what's going on, I try it anyway, do A LOT of damage with good micro and good map for this (star station), he dies to follow up push 3. Terran knows what's going on, I fake the pressure, he invests a ton in defense, meanwhile I had double forge and storm researching, he eventually I guess figures out what's happening and goes for a SCV all in, is met with storm archon chargelot blink stalker nexus cannon and gets absolutely rolled
On November 14 2013 11:02 Jer99 wrote: I can't wait to see this 100% of the time vs protoss on ladder
I actually think this is better than the 1-base version, because of the mind-gaming factor as well as the ability to transition out of it. I already defended 2 1-base Blink allins today, and it was much easier just because when you see that many early Stalkers and a Twilight, there's nothing else it can reasonably be, and from there the defense is pretty much mapped out for you (slight variation depending on maps). With this build, you have to be very sharp on the reactions and scouting. After all, Twilight on two bases can be fast Templar, DTs, Gateway defense of 3 bases with Charge/Blink, or this build. This variation is very sharp (as chess players would describe it).
On November 14 2013 17:49 NeThZOR wrote: Awesome build :D
On November 14 2013 21:47 NovemberstOrm wrote: Thanks for posting the build even though I don't play Protoss :D
On November 13 2013 15:35 Cyro wrote: <3
On November 13 2013 15:42 [CCSRAM] BaoQuan wrote: Nice write up!
On November 13 2013 17:11 NET wrote: Awesome. Thank you sir for the writeup.
On November 13 2013 18:29 JiYan wrote: nice writeup!
On November 14 2013 02:35 BronzeKnee wrote: Awesome writeup. But the proper name is the DuckFeok build.
On November 14 2013 06:59 ffadicted wrote: Sick build, I'm gonna def try this. I like the aggro-pressure style, I'm the type that loves playing a reactive style, so I approve 100% of this over a 1 base definite all-in.
No problem, thank you! I also want to note that I did a greedier version of this build in 2's and it is A GREAT build for 2's.
On November 16 2013 11:49 AgamemnonSC2 wrote: I wish I had mentioned this in the audio build:
Your forward probe should scout if there is an expansion or not. This is especially important in the lower/not pro leagues!!!
A one basing opponent can be beaten, you may need to defend for a bit.
On December 04 2013 12:33 eNtitY~ wrote: How do you defend reaper with 14 Gate -> 17 Nexus? Or am I just doing the order of the core/gas/pylon wrong?
Going for an early nexus like that unfortunately makes you vulnerable to reaper plays. The best way to deal with a reaper in those situations is to use a zealot or two and probes to distract the reaper long enough to get your MSC and a stalker out. It's not TOO bad if you lose a few probes (3-4) since you have an earlier nexus.
I was excited about this build mostly because the OP said that it looks standard and you can deny scouting so you can either do the all-in, or play something completely opposite like quick 3 nexus or robo standard. Then I watched the VODs vs Innovation and Maru... he commits to the build before being able to deny reaper scout.
vs Innovation: Reaper scouts it instantly. Innovation simply should have been prepared for both DT and blink. He wasn't ready for either.
vs Maru: No reaper, no scan. Maru really just didn't scout for it and still nearly won the game anyway. He saw blink when he lost the marines at the front and didn't put up more bunkers until it was too late.
2 base blink all-in is great, but expect people to scout it (reaper expands are so common) and for them to quickly learn how to deal with it properly. The build gets twilight council before a stalker is out, so there is no chance to deny a reaper. If there are other games in which he is able to deny the reaper scout, please post it. I imagine it's not this build though.
Could you modify this to get stalker (finished) -> MSC (finished) -> twilight council, or will that be too slow to get there before stim? I imagine that you don't need blink until you are near his base, so delaying it 20-30 seconds seems reasonable to deny scouting.
Put the twilight somewhere outside your base if you want to commit to all-in, remember he can always scan if his reaper dies without seeing anything (a lot of high level terrans will), or learn some light fake pressure transition out of this. Because of popularity of blink all-ins, terran will freak out and over-defend if he sees a twilight council tbh
On December 06 2013 06:45 ffadicted wrote: Put the twilight somewhere outside your base if you want to commit to all-in, remember he can always scan if his reaper dies without seeing anything (a lot of high level terrans will), or learn some light fake pressure transition out of this. Because of popularity of blink all-ins, terran will freak out and over-defend if he sees a twilight council tbh
If he overcommits I think the best answer will be to fake pressure and proceed to macro game.
On December 06 2013 06:45 ffadicted wrote: Put the twilight somewhere outside your base if you want to commit to all-in, remember he can always scan if his reaper dies without seeing anything (a lot of high level terrans will), or learn some light fake pressure transition out of this. Because of popularity of blink all-ins, terran will freak out and over-defend if he sees a twilight council tbh
This is a powerful enough build that the terran must scout and respond IMMEDIATELY in order to stop. As long as your timing is tight, you don't need to worry about having to try to be tricky. The other part to this build is the fact that you already have 38 probes total and a second nexus, so you can pressure and transition out of it much more reliably than a 1-base blink allin.
On December 06 2013 14:22 KingofGods wrote: Anybody else read the title "bs" as "bull s***" ?
That's the idea .
On December 09 2013 12:14 9-BiT wrote: This might prompt me to switch to protoss. I think I have lost all my dignity.
I think that the potential to snipe stim researching with this build is a huge factor in how successfully the build works. I usually hit with it as stim is nearing completion so I typically target researching tech labs before anything else.
I have been doing this build on mainly Akilon Wastes for over half a year now, it's a great build. When I saw Duckdeok use it I knew he was gonna smash the terrans, since it's just that flexible. I usually would continue probe production after the first 2 warpins (I'd hit with 9-11 stalkers, while building robo and 2 extra gasses). Snipe the tech lab's on the bar's first and then just continue to poke in with that group of units, while teching up to upgrades, storm and charge. If you research charge the moment you get into the base of the terran, any counterattack will get smashed by you, even IF you somehow lose the blink stalker army.
On December 06 2013 06:45 ffadicted wrote: Put the twilight somewhere outside your base if you want to commit to all-in, remember he can always scan if his reaper dies without seeing anything (a lot of high level terrans will), or learn some light fake pressure transition out of this. Because of popularity of blink all-ins, terran will freak out and over-defend if he sees a twilight council tbh
This is a powerful enough build that the terran must scout and respond IMMEDIATELY in order to stop. As long as your timing is tight, you don't need to worry about having to try to be tricky. The other part to this build is the fact that you already have 38 probes total and a second nexus, so you can pressure and transition out of it much more reliably than a 1-base blink allin.
I thought most people in this thread, including you were saying that this build basically is good because of its trickery element, but you say here that it's strong enough to not worry about being tricky?
Just trying to confirm that we really need to deny a scout or not..thanks very much!
PS - im not trying to get all semantic or anything, just want to make sure i really understand cause this build/ writeup is really good and I have had a lot of success with it already on ladder and vs my terran friend… so i just want to understand. It just seemed to me that you said it was strong because of how normal it seemed, but that if they scout it they still need to respond immediately/perfectly to stop it?
On December 06 2013 06:45 ffadicted wrote: Put the twilight somewhere outside your base if you want to commit to all-in, remember he can always scan if his reaper dies without seeing anything (a lot of high level terrans will), or learn some light fake pressure transition out of this. Because of popularity of blink all-ins, terran will freak out and over-defend if he sees a twilight council tbh
This is a powerful enough build that the terran must scout and respond IMMEDIATELY in order to stop. As long as your timing is tight, you don't need to worry about having to try to be tricky. The other part to this build is the fact that you already have 38 probes total and a second nexus, so you can pressure and transition out of it much more reliably than a 1-base blink allin.
On December 06 2013 14:22 KingofGods wrote: Anybody else read the title "bs" as "bull s***" ?
That's the idea .
On December 09 2013 12:14 9-BiT wrote: This might prompt me to switch to protoss. I think I have lost all my dignity.
I thought most people in this thread, including you were saying that this build basically is good because of its trickery element, but you say here that it's strong enough to not worry about being tricky?
Just trying to confirm that we really need to deny a scout or not..thanks very much!
PS - im not trying to get all semantic or anything, just want to make sure i really understand cause this build/ writeup is really good and I have had a lot of success with it already on ladder and vs my terran friend… so i just want to understand. It just seemed to me that you said it was strong because of how normal it seemed, but that if they scout it they still need to respond immediately/perfectly to stop it?
Terrans can't be your friends!
Jokes aside, this build is solid enough to transform it into your usual Blink All-in build if you wish to do so. The one base version is too risky and works only in some situations where the Terran player does not scout properly and does not erect adequate defense against the attack. I prefer economical builds such as this where you can get ahead with a snipe here and there and then macro up with the advantage that you gained.
On December 06 2013 06:45 ffadicted wrote: Put the twilight somewhere outside your base if you want to commit to all-in, remember he can always scan if his reaper dies without seeing anything (a lot of high level terrans will), or learn some light fake pressure transition out of this. Because of popularity of blink all-ins, terran will freak out and over-defend if he sees a twilight council tbh
This is a powerful enough build that the terran must scout and respond IMMEDIATELY in order to stop. As long as your timing is tight, you don't need to worry about having to try to be tricky. The other part to this build is the fact that you already have 38 probes total and a second nexus, so you can pressure and transition out of it much more reliably than a 1-base blink allin.
On December 06 2013 14:22 KingofGods wrote: Anybody else read the title "bs" as "bull s***" ?
That's the idea .
On December 09 2013 12:14 9-BiT wrote: This might prompt me to switch to protoss. I think I have lost all my dignity.
I thought most people in this thread, including you were saying that this build basically is good because of its trickery element, but you say here that it's strong enough to not worry about being tricky?
Just trying to confirm that we really need to deny a scout or not..thanks very much!
PS - im not trying to get all semantic or anything, just want to make sure i really understand cause this build/ writeup is really good and I have had a lot of success with it already on ladder and vs my terran friend… so i just want to understand. It just seemed to me that you said it was strong because of how normal it seemed, but that if they scout it they still need to respond immediately/perfectly to stop it?
The blink all-in is what I would call a very "sharp" play, meaning that usually terrans have a very small window to scout and get the proper defenses up in time to deal with it. Of course, when you deny scouting, you make this window even smaller, so it's always good to try and deny scouting the best that you can.
Right now I'm having a lot of success with a macro build based off of this allin. I just poke with my initial 12 stalkers at 8:30 to see what the terran has: if he isn't prepared for the blink all-in or is caught off guard, I go ahead and finish the allin; if he has scouted properly and gotten the proper defenses up, I'll just poke with the stalkers, kill off some units/SCVs, and macro up behind it. The reason why a macro play works well off the back of this build is that usually terran has to overreact to deal with any kind of dedicated all-in, especially in the current map pool (which favors blink). In these cases, the terran usually has to build extra bunkers, start marauder production early, get concussive shells, sometimes even lift the natural CC, etc., etc. The overrreaction is what allows your "economical pressure build" to transition smoothly without straight up dying.
So what do you do if the Terran builds more than 1 reaper? Should I just abandon the poke and just macro up? I wasn't able to kill off both the reapers, so when I moved out he just sent the reapers in to kill my probes And then i was behind so I went for it but I was slowed down and bla bla bla I lost because he had too much time to prepare and get more units before I blinked in or ran back to my base. I'm guessing I should've just abandoned it or tried harder to kill the reapers? I'm in gold league btw.
On November 14 2013 06:15 SalvationII wrote: Haha, nice writing you did here.. :D
The Mainpart of this build is not to win with brute force but with out-mindgaming your opponent and letting him play greedier and unsafer then against a 1-base all in. You don't expect a Toss to blink all in you when he sees a fast expand. My version is out of a 17 Nexus, which leads the terran into playing even more greedy, like 2 rax fast starport or even 3 CC. It hits at the same time with the same amount of stalkers, so I think playing this all in out of a 17 nexus mindfucks an opponent even more.
In the end it's a pretty solid all in for the ladder and even for tournaments.
EU-GM toss's opinion.
I used to do this too but only in Wol when nexus first was viable. I would nexus first and follow up with quick blink obs or gateway all in and win the majority of the time. How are you going nexus first in the current map pool though? Even pros rarely nexus first on whirlwind and frost.
On November 14 2013 10:36 ffadicted wrote: Have tried this build 3 times:
1. Terran clearly misses what's going on, I just roll him 2. Terran knows what's going on, I try it anyway, do A LOT of damage with good micro and good map for this (star station), he dies to follow up push 3. Terran knows what's going on, I fake the pressure, he invests a ton in defense, meanwhile I had double forge and storm researching, he eventually I guess figures out what's happening and goes for a SCV all in, is met with storm archon chargelot blink stalker nexus cannon and gets absolutely rolled
On November 14 2013 10:36 ffadicted wrote: Have tried this build 3 times:
1. Terran clearly misses what's going on, I just roll him 2. Terran knows what's going on, I try it anyway, do A LOT of damage with good micro and good map for this (star station), he dies to follow up push 3. Terran knows what's going on, I fake the pressure, he invests a ton in defense, meanwhile I had double forge and storm researching, he eventually I guess figures out what's happening and goes for a SCV all in, is met with storm archon chargelot blink stalker nexus cannon and gets absolutely rolled
I'm having fun with this build lol
Your fun is my anger T_T
Bahahaha, I knew this topic would come back up. Everyone in the world hates me for ruining PvT right now lol.
So, i've been doing this build, and just have a question about gas timings. I follow what you suggest, and end up with a fair amount of gas banked, until i get about 2 or 3 warp-ins of stalkers out. Is this normal?
On March 21 2014 08:23 ObiWanPwnobi wrote: So, i've been doing this build, and just have a question about gas timings. I follow what you suggest, and end up with a fair amount of gas banked, until i get about 2 or 3 warp-ins of stalkers out. Is this normal?
The gas timings in this build are accurate. It should give you enough gas for ~20 stalkers total of continuous warping in before you run out of gas. If you don't want it to be as "all-in" or want to transition sooner, either 1) only build 4 gates total and get your natural gases earlier or 2) Only build 12 stalkers total and then immediately take your natural gases (my preferred method).