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On July 12 2011 08:15 Alejandrisha wrote:Show nested quote +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!! After further testing, I concluded that pulling 8-10 probes and executing everything perfectly lets you break even with 2 rax tech lab first.
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Thank you for this very guide, i've been having a hard time to keep my opponent off me when i fast expand alltho, this seems very very solid and safe.
As against zerg.. How does this build work out against them? do you put your 2 later gates at the natural if you play on for example xelnaga so you can wall off? I find early aggression hard to deal with unless you get the classic 1 zeal + 6 sentry + photon cannons. Still i suppose this build is hard to keep universal without tweaking it depending on matchup so my question is:
Is there anything special about this build i should keep in mind while facing a zerg opponent that goes for the standard idra play, like fast expo then pool?
Is it better to throw up a zeal + sentry and then stack sentries instead of these 4 initial stalkers?
Thanks in advance, Croxter from the EU ladder :-)
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On July 14 2011 04:59 Croxter wrote: Thank you for this very guide, i've been having a hard time to keep my opponent off me when i fast expand alltho, this seems very very solid and safe.
As against zerg.. How does this build work out against them? do you put your 2 later gates at the natural if you play on for example xelnaga so you can wall off? I find early aggression hard to deal with unless you get the classic 1 zeal + 6 sentry + photon cannons. Still i suppose this build is hard to keep universal without tweaking it depending on matchup so my question is:
Is there anything special about this build i should keep in mind while facing a zerg opponent that goes for the standard idra play, like fast expo then pool?
Is it better to throw up a zeal + sentry and then stack sentries instead of these 4 initial stalkers?
Thanks in advance, Croxter from the EU ladder :-) this build isnt for pvz. generally, you cant expand at 20 supply against a zerg.
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Thanks for the answear ribboo :-) I will keep this build for pvp and pvt i suppose :D
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On July 14 2011 05:16 Croxter wrote: Thanks for the answear ribboo :-) I will keep this build for pvp and pvt i suppose :D
You can't just take a build and use it for random matchups. This is PvT. PvP this will get you hurt in ways that will leave your head spinning.
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I apologize if this was addressed earlier in the thread, but what do you transition into with this build if you spot a 1-base Marine/Tank/Banshee or similar variant all-in coming at you?
I've found it's very safe against any early-game Rax pressure, but I keep getting demolished by these all-ins, and I it's either because I'm choosing the wrong tech, or just not getting enough Gateway units, but I'm not sure which. Can you hold it with just 2-base Gateway? How many Gates?
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I have been doing a different version of this build lately, which I think is slightly better. I chronoboost the nexus 4 times and then cb the first 3stalkers. I delay the additional gates until 30 food and get a second gas right after it. All cb on wg after this. Leaves you with roughly the same units and better econ.
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Someone tried this versus Marine/Thor/Banshee ? Just asking. I wanted to try this against my friends 3rax, and It went kind of ok. Do you repel 3rax with ease with this build?
Which Terran allin demolishes this build?
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United States17042 Posts
On July 15 2011 06:32 whereismymind wrote: Someone tried this versus Marine/Thor/Banshee ? Just asking. I wanted to try this against my friends 3rax, and It went kind of ok. Do you repel 3rax with ease with this build?
Which Terran allin demolishes this build?
from the OP:
Wall, bunker + marines- Most likely 1;1;1 all in, could be 1;1;1 expand or some kind of helion drop or fast tank play
HuK responds to this buy adding a robo and a forge; he puts one cannon inside of each mineral line and get a couple observers out and then immortals if he spots tanks. If the terran is all-inning, HuK cuts probes and essentially makes a swarm of zealots and absolutely destroys the push with zealot-sentry with stalkers to shoot down banshees and well-microed immortals to pick off tanks.
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I'm a pretty awful player, but it would be nice if I could get some pointers.
I basically tried this strat on backwater gulch, but I was unable to get any useful information out of scouting though I was fairly sure he was going MMM. So I drop 2 more gates + 1 robo + and get my +1 attack in response.
And........... I get ROLLED.
Replay attached. I don't understand where my execution failed to the point where I actually ended up behind rather than ahead coming into mid game.
http://replayfu.com/download/BfPxKc
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Can someone explain me this please:
No bunker, marines + mauradors Most likely 2rax expand, could be 3 rax HuK will warp in 3 zealots to his proxy pylon and walk right up that damn ramp and kill him a terran.
This means, if you marines + marauders, you can push terran? I have very bad experience with this, because marines and marauders can easily repel my attack.
Any tips so I can understand more?
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On July 16 2011 02:02 Necrophantasia wrote:I'm a pretty awful player, but it would be nice if I could get some pointers. I basically tried this strat on backwater gulch, but I was unable to get any useful information out of scouting though I was fairly sure he was going MMM. So I drop 2 more gates + 1 robo + and get my +1 attack in response. And........... I get ROLLED. Replay attached. I don't understand where my execution failed to the point where I actually ended up behind rather than ahead coming into mid game. http://replayfu.com/download/BfPxKc
So I went through the entire replay and I felt like you actually excecuted the build fairly well. You were ahead most of the time not actually behind.
Ignoring some small errors in the beginning of the game it came down to where you engaged at the main battle. First you should have waited for your +1 to kick in. It was close to being done but it didn't finish until your army was defeated. Secondly, bad bad bad bad place to try and engage. at 13:40 seconds you can see that half of your army is out of range and your ff's didn't do much of anything. Basically what happened is his army killed your zealots while only a few stalkers were able to hit. If you waited for him to come up that ramp and get him in the split by your natural, you would have ROLLED him. Assuming you forcefielded correctly. you make it so half of his army cant attack, and you win. You had more workers than him, a better economy, and right at the engagement, even a better army if you look at the army resource tab. I think that you did well for the most part except for choosing where to attack. I know I fall into the same thing all of the time. I wonder why I got rolled and I realize that it was simply where I chose to attack. Next time force him to come into your choke. If he doesn't want to, you win anyways cause your way ahead economically. Hope this helps.
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On July 16 2011 05:49 whereismymind wrote:Can someone explain me this please: Show nested quote +No bunker, marines + mauradors Most likely 2rax expand, could be 3 rax HuK will warp in 3 zealots to his proxy pylon and walk right up that damn ramp and kill him a terran. This means, if you marines + marauders, you can push terran? I have very bad experience with this, because marines and marauders can easily repel my attack. Any tips so I can understand more? He means that this attack tends to do well against Terrans who don't make a bunker.
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A variation I've been doing on this build (which I LOVE btw against Terran) is to only use one Chronoboost on probes and send out a 9 Probe for the scout. This lets me harass the Terran scv building the rax and can throw them off their game a little bit (I love harassing those scvs with my probe).
I lay down gas at 14 and put only two probes in gas. I keep those two probes in there for the duration, only putting a third once I lay down my two gateways. I use the chronoboost that I didn't use on my nexus (which can sometimes be wasted a little bit since I send the 9 scout) on my stalker to repel any lingering scvs and helps me against any early marine pressure. Once the warp gate is finished, the gas lines up quite perfectly to pump out three stalkers, giving you almost a 4gate like hit with 5 stalkers either attacking or defending. It's also really good to get that 9 scout, since getting a look at those geysers can really tell what's headed your way.
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I like this build... only tried it twice on ladder and won pretty easy both times... once against tech first 2rax the other against gasless expand (easy)
I think a decent way to practice if you don't want to ask a friend to terran 2rax vs u is to play insane comp on metal... it always 3racks timings you, which imo is an allin that pretty much wrecks this build with decent micro/scvs...
anyways, nice build.. pretty much unscoutable esp with zealot cancel.. and generally the early nexus seems to provoke an extreme response from the terran.. which the proxy pylon punishes nicely after you hold..
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Ok so I just played vs. Dia Terran using a weird variant of this build; I scout reactor first so instead of going Nexus first I went for 3 gateways, held the initial push with a 4th gate (MM+Concussive) and expo. He retreats, expands with bunkers and I expand a little behind his but I feel like I'm a little ahead, make some sentries/zeals and drop double forge twilight council.
He re-pushes and I body it with some good FFs/guardian shields but lose all my sentries and zealots and a few stalkers, and he has another wave of marauders behind this and finishes off my remaining stalkers when my Temp Archives completes.
One of my big mistakes was not adding a 5th/6th gate, not adding immortals from my Robo to answer marauders and teching to blink instead of charge but it seemed really, really close if I had done everything right with just MMM vs. Gateway... what I'm really searching for is the proper response if he's just going to keep slamming me with medium sized barracks balls and trading armies. Should I colossus instead to force Vikings?
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I really like this build! I have been using it with succes on ladder. I even go for this strat on close spawn meta lol. It is really safe (safer then a standard 1 gate expo I feel). 2rax (reacot+techlab) is strong, but terran must decide before they scout your expo to build a second rax. With 5 stalkers + 3 zealots and some probes one can hold the 2 rax tough. The 5 stalker push is nice to scout them out, and should normally give you the necessary information to continue.
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HuK seems to be doing a safer 1g expo build than these days with 2nd gas on 19, stalker, sentry+ nexus then an extra 2-3 gates according to WG progress. Allows for faster teching since you can drop the robo before the extra gates are even finished and sets you up for the midgame a bit better as you have a higher sentry count.
A rough expo build that came out of the original 20 nexus I'm tinkering around with is a 2g expo. Where you drop a 2nd gate when you start WG then get a nexus and have a 2nd gas on 19 or so. The two gates along with chrono allows you to be quite a bit safer in the duration before WG finishes. Nexus is only delayed about 15s @ 4:10
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Hey, thanks a lot for this,
will have to try this out.
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Ok as I understood, if Huk sees MM(marauder-marine), he just stop making probes put 2 more gates(total 5) and go push Terran before he hits timing for 3rax?
I am so sorry, but I really don't understand how is this build able to repel average 3rax timing push. Is someone nice and ready to share replay defending 3rax timing push with this build?
Thank you guys.
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