so this 10-11 min push is seriously the bane of my existence at the moment lol i know the game is balanced and there is a way to beat it but my arguement would be that MMM is really easy to do i played a few games as T vsing P and its super easy to do and use and i play toss. no i wont swap lol does anyone who doesnt have trouble with this push at all have any replays that i could study and learn from please?
Last edited by LayZ; Sat, 14th-Jul-2012 at 1:11 PM.
forcefields and collosus or storm (if you are teching fast) otherwise you just need good forcefields and a good unit count.
I think it would be better if you uploaded some replays and we told you what you were doing wrong. Because there are tonnes of ways to beat that pressure. pretty much any 1 base play nullifies that push and most agressive 2 base plays as well will crush the 2-4 medivac push.
Check out the Parting build. 3 Quick nexus into 8 gate. I still need to practice mine but i think it's quite the answer to the usual 1 rax fe we commonly see from terran.
But i think terrans are finding ways to deal with it at the moment.
That being said i still need a lot of practice with it because it's a totally different style!
It's hard to tell without a replay, but make sure that you're being really greedy when you scout his 1rax expand. You should be nonstop cb probes with only 1 stalker, don't warp in focus on teching and eco, if he moves out with mass marine kite with one stalker and start warping in at base.
A build I use is MCs 1 gate expand followed by double gas at 6:50(natural ofc) and robotics bay + forge at 7:10~. You will have 1 collosus out and 2 sentries and can stall for one more collosus with ffs and you should crush him with 2 collosus, at that time take a third add a twilight get blink and possibly a second forge depending on whether you got an advantage or not.
Yeah it is really hard to tell with out replay, but my friend does this all the time on me and i play toss also.
There is 2 ways that i found, dunno if its best but i tell anyhow.
1 of them i go
1 gate then core then 1 robo then 2 gates, then robo bay for thermo lance, then build forge to put 2 cannons at front. when the push comes then expand, after battle fast
NOTE: when i do this i use the cannons and zealots for tanking as i micro my ffs and stalkers adn i also have 2 X collosus out by this time. the problem i find for this tho is by moving this fast tech and your opponent switches to something else i get screwed lol.
2nd one i do is if i know that he is going to MMM then i steal his 2 gases then tech to blink asap and mass stalkers, this i know drills them 100% all the time and is easy to do.
NOTE: the problem i find with this one tho is you kinda gotta find them asap and you have to know at start of game if they are a MMM player, doesnt work well on 4player maps, only if you find them with 1st scout.
My friend does this all the time on me, i kinda think that is all he knows how to play, because once i started doing those 2 methods i mentioned, i just kept crippling him all the time and then he left SC2 and stop playing it, lol......
I have a feeling tho this might only work on my friend but i have played on ladder maps and it did work on there also, but this works for me but im not a pro, but this should help you a little maybe.
I had this exact problem not long ago, I'd say you need a good balance of tech and units, if you're overteching, then you may just flat out die like what used to happen to me.
If you're going 2 base templar to hold off the aggression, I'd advice that you have +1 armor, charge, and at least two archons if the push is around 10-11 minutes. You'll need storm on the way too. Those archons are a must though, while the zealots tank damage, those archons are the splash needed to hold off this push.
Just want to put in my two-cents for future readers. Anybody can be open to criticise me or whatever but....
By 10-11 minutes you can easily have tech out such as collo or HT. In this situation where they are pushing you, they can easily tech switch into either counter, but collo would be more stable. If you could easily engage in a choke with some decent forcefields go HT because they are a lot handier in defense than collo.
Reasoning behind having HT on the defense is because you warp in 1-2 at each base with some zealots and any drop that comes in you storm and feedback and it is shut down. FEEDBACKS are underrated!
Chargelot archon with some sentries isn't a bad choice. WHen chucking up the third convert into Collo production.
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