http://replayfu.com/download/rs9hhf
edit: vs reaper expand into 2 more gates, then fac tech. I could have added the additional gates much sooner.
here's the other thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=233968¤tpage=1
Forum Index > StarCraft 2 Strategy |
Alejandrisha
United States6565 Posts
http://replayfu.com/download/rs9hhf edit: vs reaper expand into 2 more gates, then fac tech. I could have added the additional gates much sooner. here's the other thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=233968¤tpage=1 | ||
Alejandrisha
United States6565 Posts
On July 02 2011 12:12 eatmybunnies wrote: I've tried this build 5 times and failed every time. What the terran does is either polt timing push or some other 1 base all in. It's retarded and im pissed. i see you guys talking about how to end the game early but when the terran is on two bunkers in his base behind supply depots there is no way in hell, that im gonna go in there and kill him. Here's the game im mad at what did i do wrong? http://replayfu.com/r/KcBpkf Thanks You went 12 gate instead of 13gate and 13gas instead of 14 gas. This forced you to have to cut probes to get your core up on time, which went down on 16 instead of 17. You can get the core down at the same time on 17 food if you 13gate and use your 2nd cb just as the first one finishes. This will help you execute not only this build but anything you do. As a result of this inefficiency, your additional gateways went down several seconds late. You can start your probe on 26 without any fear of capping yourself since you will still have enough money to warp in 3 stalkers once your WG finishes. You missed a cb on your WG but since you started the extra gates sooner this wasn't noticable in the replay, but I'm telling you now that is a mistake You didn't transfor your gates into WG once the tech finished. Everything up until here explains why you warped in stalkers at 6:20 instead of 5:50. If you got those stalkers out, you could have crushed him right off the bat since he was being very unsafe with how quickly he teched. You made the right move starting your robo and additional gases after you poked up the ramp. Hopefully this helps. Practicing your efficiency and timings vs AI will make you a hell of a better player. Hope that helped. Good luck! | ||
Lobber
Canada414 Posts
On July 02 2011 12:12 eatmybunnies wrote: I've tried this build 5 times and failed every time. What the terran does is either polt timing push or some other 1 base all in. It's retarded and im pissed. i see you guys talking about how to end the game early but when the terran is on two bunkers in his base behind supply depots there is no way in hell, that im gonna go in there and kill him. Here's the game im mad at what did i do wrong? http://replayfu.com/r/KcBpkf Thanks I played a game pretty recently where I got scv + rine all inned and handled it pretty easily. It wasn't every scv, and wasn't 100% all in, but pretty close. Replay, rawr PS this is game 1 of a bo3, in which I played like shit and got stomped the other 2 games then raged... Sry Kalu... | ||
GxZ
United States375 Posts
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Alejandrisha
United States6565 Posts
On July 06 2011 08:25 Lobber wrote: Show nested quote + On July 02 2011 12:12 eatmybunnies wrote: I've tried this build 5 times and failed every time. What the terran does is either polt timing push or some other 1 base all in. It's retarded and im pissed. i see you guys talking about how to end the game early but when the terran is on two bunkers in his base behind supply depots there is no way in hell, that im gonna go in there and kill him. Here's the game im mad at what did i do wrong? http://replayfu.com/r/KcBpkf Thanks I played a game pretty recently where I got scv + rine all inned and handled it pretty easily. It wasn't every scv, and wasn't 100% all in, but pretty close. Replay, rawr PS this is game 1 of a bo3, in which I played like shit and got stomped the other 2 games then raged... Sry Kalu... Game should have ended at 6 minutes Don't put any more than 2 cb's on your nexus and don't cb the stalker. You could have gotten your core slightly (~10s) faster if you didn't cb the nexus the third time. From simply missing CB's on warpgate, your wg tech finishes at 6 mins instead of 5:40. If you had those 3 additional stalkers from the get go, he never would have been able to get across the map with good control. Your control was good enough to win, but try really hard not to lose a stalker to a marine. It is pretty tough, especially when he gets in between 2 groups of stalkers, but possible. Was wondering why the later nexus and the different cb usage? | ||
Lobber
Canada414 Posts
On July 06 2011 11:09 Alejandrisha wrote: Show nested quote + On July 06 2011 08:25 Lobber wrote: On July 02 2011 12:12 eatmybunnies wrote: I've tried this build 5 times and failed every time. What the terran does is either polt timing push or some other 1 base all in. It's retarded and im pissed. i see you guys talking about how to end the game early but when the terran is on two bunkers in his base behind supply depots there is no way in hell, that im gonna go in there and kill him. Here's the game im mad at what did i do wrong? http://replayfu.com/r/KcBpkf Thanks I played a game pretty recently where I got scv + rine all inned and handled it pretty easily. It wasn't every scv, and wasn't 100% all in, but pretty close. Replay, rawr PS this is game 1 of a bo3, in which I played like shit and got stomped the other 2 games then raged... Sry Kalu... Game should have ended at 6 minutes Don't put any more than 2 cb's on your nexus and don't cb the stalker. You could have gotten your core slightly (~10s) faster if you didn't cb the nexus the third time. From simply missing CB's on warpgate, your wg tech finishes at 6 mins instead of 5:40. If you had those 3 additional stalkers from the get go, he never would have been able to get across the map with good control. Your control was good enough to win, but try really hard not to lose a stalker to a marine. It is pretty tough, especially when he gets in between 2 groups of stalkers, but possible. Was wondering why the later nexus and the different cb usage? I was talking on skype at the time and not playing perfect at all, too distracted too play properly... | ||
Alejandrisha
United States6565 Posts
On July 06 2011 13:32 Lobber wrote: Show nested quote + On July 06 2011 11:09 Alejandrisha wrote: On July 06 2011 08:25 Lobber wrote: On July 02 2011 12:12 eatmybunnies wrote: I've tried this build 5 times and failed every time. What the terran does is either polt timing push or some other 1 base all in. It's retarded and im pissed. i see you guys talking about how to end the game early but when the terran is on two bunkers in his base behind supply depots there is no way in hell, that im gonna go in there and kill him. Here's the game im mad at what did i do wrong? http://replayfu.com/r/KcBpkf Thanks I played a game pretty recently where I got scv + rine all inned and handled it pretty easily. It wasn't every scv, and wasn't 100% all in, but pretty close. Replay, rawr PS this is game 1 of a bo3, in which I played like shit and got stomped the other 2 games then raged... Sry Kalu... Game should have ended at 6 minutes Don't put any more than 2 cb's on your nexus and don't cb the stalker. You could have gotten your core slightly (~10s) faster if you didn't cb the nexus the third time. From simply missing CB's on warpgate, your wg tech finishes at 6 mins instead of 5:40. If you had those 3 additional stalkers from the get go, he never would have been able to get across the map with good control. Your control was good enough to win, but try really hard not to lose a stalker to a marine. It is pretty tough, especially when he gets in between 2 groups of stalkers, but possible. Was wondering why the later nexus and the different cb usage? I was talking on skype at the time and not playing perfect at all, too distracted too play properly... Hey man you asked | ||
Lobber
Canada414 Posts
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InVerno
258 Posts
If the terran goes mm.. I feel really good transitioning into a mass-gates adelscott style, with only 2 gas before the third expansion and early blinkers contain\harass. I feel this build is pretty awesome for that style of playng, the robo tech is just a "breack" i dont want to have (2forge its enought). This is from my experience but, any other ideas for mid-game follows who perfectly accord this build? | ||
Alejandrisha
United States6565 Posts
+ Show Spoiler + HUUUUUUUUUUUUUUUUUUKARUUUUU SUP SON \__☼¿☼__/ | ||
GreEny K
Germany7312 Posts
On July 06 2011 13:32 Lobber wrote: Show nested quote + On July 06 2011 11:09 Alejandrisha wrote: On July 06 2011 08:25 Lobber wrote: On July 02 2011 12:12 eatmybunnies wrote: I've tried this build 5 times and failed every time. What the terran does is either polt timing push or some other 1 base all in. It's retarded and im pissed. i see you guys talking about how to end the game early but when the terran is on two bunkers in his base behind supply depots there is no way in hell, that im gonna go in there and kill him. Here's the game im mad at what did i do wrong? http://replayfu.com/r/KcBpkf Thanks I played a game pretty recently where I got scv + rine all inned and handled it pretty easily. It wasn't every scv, and wasn't 100% all in, but pretty close. Replay, rawr PS this is game 1 of a bo3, in which I played like shit and got stomped the other 2 games then raged... Sry Kalu... Game should have ended at 6 minutes Don't put any more than 2 cb's on your nexus and don't cb the stalker. You could have gotten your core slightly (~10s) faster if you didn't cb the nexus the third time. From simply missing CB's on warpgate, your wg tech finishes at 6 mins instead of 5:40. If you had those 3 additional stalkers from the get go, he never would have been able to get across the map with good control. Your control was good enough to win, but try really hard not to lose a stalker to a marine. It is pretty tough, especially when he gets in between 2 groups of stalkers, but possible. Was wondering why the later nexus and the different cb usage? I was talking on skype at the time and not playing perfect at all, too distracted too play properly... You asked him... Don't make excuses after asking what happened. | ||
Lobber
Canada414 Posts
On July 06 2011 11:09 Alejandrisha wrote: Show nested quote + On July 06 2011 08:25 Lobber wrote: On July 02 2011 12:12 eatmybunnies wrote: I've tried this build 5 times and failed every time. What the terran does is either polt timing push or some other 1 base all in. It's retarded and im pissed. i see you guys talking about how to end the game early but when the terran is on two bunkers in his base behind supply depots there is no way in hell, that im gonna go in there and kill him. Here's the game im mad at what did i do wrong? http://replayfu.com/r/KcBpkf Thanks I played a game pretty recently where I got scv + rine all inned and handled it pretty easily. It wasn't every scv, and wasn't 100% all in, but pretty close. Replay, rawr PS this is game 1 of a bo3, in which I played like shit and got stomped the other 2 games then raged... Sry Kalu... Game should have ended at 6 minutes Don't put any more than 2 cb's on your nexus and don't cb the stalker. You could have gotten your core slightly (~10s) faster if you didn't cb the nexus the third time. From simply missing CB's on warpgate, your wg tech finishes at 6 mins instead of 5:40. If you had those 3 additional stalkers from the get go, he never would have been able to get across the map with good control. Your control was good enough to win, but try really hard not to lose a stalker to a marine. It is pretty tough, especially when he gets in between 2 groups of stalkers, but possible. Was wondering why the later nexus and the different cb usage? You certain about not cbing the stalker? I didn't originally but I started after playing around with it a bit and finding that getting that stalker out 10 seconds earlier to get rid of scouting, and be able to poke a bit into their base (baring cs marauders of course) worth having to delay the other stalkers via warpgate. Also for the later nexus it was likely a combo of not paying attention and waiting for his scout to be out of the way first. Also, another replay where my initial 5 stalkers end up doing lol lots of dmg to this terran :D Replay tiems fyi, late night game I didn't care too much about, after my dmg early I was fooling around a bit with strat ideas and had an awesome 70 average apm at the end :D | ||
sleepingdog
Austria6145 Posts
No probe pull off gas, stalker first before nexus, nexus after scv is dead, sentry 2nd, stalker 3rd. If I had to guess then the advantages of keeping terran in the dark (DTs, voidrays etc.) outweigh the disadvantages of a slightly less economical opening, since his playstyle must've become really well known by now. Also he seems to be getting his 2nd gas earlier and adding more sentries earlier instead of applying pressure. Probably due to terrans playing it more safe and not flying their CC to the natural immediately. I've started doing this myself since I've been crushed two times in a row by terrans who hadn't sacrificed any unit but waited for a small nice MM ball from two rax and rofl-kited all my stuff with the following attack. Especially after rewatching the games I found that you need a sufficient sentry-count to not get kited into oblivion if the MM reaches a critical early game mass. | ||
Mictoman
Norway42 Posts
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whereismymind
United Kingdom715 Posts
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iamke55
United States2806 Posts
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CecilSunkure
United States2829 Posts
On July 12 2011 05:01 iamke55 wrote: I like that it destroys reactor first but I can't find any way to hold off tech lab first with some SCVs for bunkers. They can start building a bunker when you still have only 1 stalker out and they can easily have 2 bunkers done in time for your first warp in. Are you pulling probes? If they are bunkering + barracks units, you can afford to lose some probes since you'll have an early nexus to replace them. | ||
Alejandrisha
United States6565 Posts
On July 12 2011 05:01 iamke55 wrote: I like that it destroys reactor first but I can't find any way to hold off tech lab first with some SCVs for bunkers. They can start building a bunker when you still have only 1 stalker out and they can easily have 2 bunkers done in time for your first warp in. One of the replays in the op has it. Was on typhon peaks. They can get bunkers up but you can break it without losing enough to be of any detriment!! | ||
goodwin013
United States1 Post
Here's a recent replay of me defending a 2rax - something I had a lot of trouble doing when I first started HuKing but practice makes perfect!: http://replayfu.com/r/hnrhCs If anyone has tips I would love to hear them (please ignore the supply block when I spot the all-in, I allowed that on purpose so there would be more dramatic suspense for replay viewers ^^) Also, two questions which will probably show my nubishness: (1) In the OP, the BO says to make your initial stalker on 22. Should this be 20? If I make the stalker on 22, the gates would go up on 24/26, instead of 22/23 like the BO says, and I have trouble getting all three up before WG finishes in that case. (2) Everyone seems to take it as self evident that this build loses to rax w/ techlab first along w/ SCV pull. Why is this so much harder to defend than reactor first? I'm not disputing the fact, just curious. | ||
Trusty
New Zealand520 Posts
On July 12 2011 09:43 goodwin013 wrote: (2) Everyone seems to take it as self evident that this build loses to rax w/ techlab first along w/ SCV pull. Why is this so much harder to defend than reactor first? I'm not disputing the fact, just curious. because your first 4 gateway units are stalkers, and you're relying on them to poke the ramp/contain. If you see marauders early, people tend to back off from attempting to contain/poke for the risk of getting sniped with concussive. Once your information is limited in this way, you are less likely to see the SCV all-in coming (probably only see it at the first watch tower. Conversely, against early marine/scv, you're able to use your 4 stalkers to weaken his force as you kite them across the map. My personal response to seeing techlab first (probe or stalker poke): - Leave one stalker at base, in case of reaper. - Move my other 3 stalkers to his ramp, warp in 1 sentry when next allowed (don't need such a fast robo, as we've ruled out ultra-fast banshee's). - Next 100 gas will probably go to robo. I will be very light on my probe production, untill I can rule out an all-in. If I see no in-base CC with my observer, I'll cut probe production (and depending on his tech), and start pumping zealot/stalker. If I see an in-base CC with my observer, he'll probably be waiting for medivac tech, or just larger number of units, to brute force my contain. When his starport is finished, I will withdraw all my units, and warp-in a final zealot sitting @ his 3rd to confirm he is taking his natural. | ||
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