Hey guys, I decided to finally make a build order. This build was born from my attempts at using factory and starport units (cyclones, vikings, and liberators) to try hold off the 4:30 - 5:00 adept drops. The problem I was finding that it was very difficult to cover my entire base when defending such an early timing. Some games I would instantly win, where others I would instantly lose. It's impossible to tell where the warp prisim will enter your base and I was frustrated with the losses. Adept drops should still be an active build after the patch but hit about 15-30 seconds later, this build works with the current patch and will work even better after the nerf. Best of all it is incredibly simple to execute and transitions well into an aggressive mid game push.
Build Order:
00:18 14 supply
00:42 16 rax
00:46 16 refinery
01:30 19 tech lab rax
01:30 19 orbital command
01:45 19 command center
01:50 20 start marine production
02:00 20 stim
02:05 21 depot
02:20 23 rax
02:35 25 rax
02:45 26 engi bay
after 3 marines start marauders
03:00 29 orbital
03:15 33 +1 attack
at around this time minerals will be tight.
03:40 40 start 2x turrets
03:50 42 2x depots
04:10 46 combat shields
at 04:30 10 marines 3 marauders with stim
at 05:00 take 3x gas, build addons, 3rd CC, upgrades, engi bay + armory, factory, 2x rax, starport, into medis.
Video:
Hope it helps, let me know if you have any comments or questions.
Isn't reactor first a better option, as it gets more marines quicker, then double tech lab on the 2nd and 3rd rax for stim/cc at the same time? This way you don't die to oracles?
On January 30 2016 03:26 ZZangDreamjOy wrote: Currently, this would die to any oracle/pylon opener, or State's proxy gate shenanigans with immortal.
After patch, it'll still die to Phoenix Adept, which is prevalent on KR.
It's more for players below GM who have difficulty positioning units, I haven't lost the game before 6 minutes with this opener yet vsing high master - low GM on NA. But yes there are some alternative build paths, which I mention in the video, due to the nature of LOTV and how reactive you have to play.
It really needs replays, particularly against non-adept drop strategies. Three rax before factory has not enjoyed a reputation for defending heavy pressure this expansion; previous robust guides with videos and replays have repeated the conventional wisdom that it's too much of a delay in tech to defeat LOTV Protoss. Here you go even further to drop an ebay before the factory.
Your video just leaves too many unanswered questions to how robust this build order is. Presumably, you drop those early extra rax before your first scan and you have no reaper to scout tech. This is just too much commitment to 3rax after expand + ebay to justify the lack of replays showing defense against allins/proxy allins. The third timing in your build order is late enough to assume a reaction to scouting info; I don't criticize that. The dearth of replays on other opening is concernings, with only [i]your word[/] on 6 minutes (but had you lost the game before 6 minutes and played it out to 10-12 minutes?) that it tolerates other Protoss aggressive builds.
A safe build is one that is flexible enough that it can handle anything your opponent throws at you without setting you too behind. For example, creating two Hatcheries before creating a Spawning Pool is not a safe build because it dies to rushes, even if one has godly micro. Similarly, one-base attacks result in diminishing returns against increasingly experienced opponents because a successful defence on two bases sets you behind so much that you will not be able to recover (this is why such builds are called all ins). On the other hand, despite being less economical, a one Hatchery before a Spawning Pool build can hold its ground against a two Hatcheries before a Spawning Pool build. I.e., it is possible to win.
This is not an anti adept build, this is a build that will get fast stim, get units from 3 raxes and +1 attack... therefore it can defend most protoss. Its really old school tvp except instead of getting 3 raxes and then tech lab and stim, you get the tech lab and stim first so you have faster stim and also combat shield after that. MKP did the old way all day on his stream, went quite well except he had problems against oracle, you get turrerts so thats good. So you get bio with stim, combat shield and +1 attack and you're ready to defend just about anything... there is nothing really wrong its just that you sort of can't leave your base because of the threat of warp prism drops and the defensive photon overcharge... and you don't have any way to put pressure like liberators or widowmine drop would. Anyways this is a good build.