Hey guys I'm moving along the ladder pretty good, feel pretty confident against other protoss and zerg. terran seems to give me the most trouble. I just dread playing them. any who in general any gameplay improvements you guys want to point out would be greatly appreciated here is a replay I'm silver but I play gold players mostly http://www.sc2sea.com/downloads.php?do=file&id=491
Hey guys I'm moving along the ladder pretty good, feel pretty confident against other protoss and zerg. terran seems to give me the most trouble. I just dread playing them. any who in general any gameplay improvements you guys want to point out would be greatly appreciated here is a replay I'm silver but I play gold players mostly http://www.sc2sea.com/downloads.php?do=file&id=491
Cloudfive vs HumanPaladin
Shakuras Plateau
Length : 25:36
Version 1.4.1
Replay Analysis
You're saving too much Chronoboost, chrono as soon as your pylon is down to have quick minerals:
You scout correctly a 3 rax no gas, the alarm bell is ringing loudly, you should make units and especially stalkers and sentries if you have some gaz left. Don't make a robo, there's no Marauder, Tanks (Immortal) and banshees or Ghosts (obs) coming soon. Even the 2nd gas seems risky to me.
First of all send all your stalkers nearby your enemy base to kite the marines and SCVs (if All-In is coming) during the way back to your base. Be sure that when your not watching your Stalkers, they retreat a bit (for a few seconds only).
It's the utmost importance to manage your base with shortcuts the maximum to keep your eyes on your stalkers and not loosing them when the is going to attack.
Don't chrono your gate research, put down as much gate as you can afford, and make units, Chrono them, especially stalkers (with 2 sentries max I think) that are the best anti-marine you will have and will do huge damage to enemy units while kiting them.
Why Stalkers are ideal to do this job of kitting : They are quicker than Marines and SCV and have +1 range comparing to marines (6 to 5). You should not loose any while kitting to your base. That's very micro intensive, but when it's too intense or you have lost too much shield, just retreat the time to recover it and manage your base.
The battle :
5:43 : Bad army placement. Your sentry should be behind so you don't loose it at the engagement;
6:07 : The marines arrive, too slow to FF. In beginning of PvT when an attack is waited, watch your ramp nearly all the time with your army in a shortcut to FF immediately;
6:25 : Bad way point for your gate leading to the loosing of your new sentry.
7:30: End of Battle:
You warped 1 unit. If a very quick attack is coming make units, you don't need quick warp, it won't be there in time. You only warped 1 zealot during the battle;
You are building a Immortal that is not quite good vs marines;
7:44 : Full energy on Nexus, 1.000 minerals in bank. I know the battle was shaking but first priority is to macro again quickly after.
Until 8:40, full energy on Nexus, still 1000 min in bank. After such a push, scout with a stalkers and try to expand. It's only 100K mineral lost if you have to back.
9:18 : You send your obs to enemy base which is good but you should control the path to your base while doing this to see any attack coming.
9:40 : Your opponent over-extended and you can pursue and destroy all his army before it get back and then win the game as your opponent expanded and you have a now useful immortal. You should not have stop your pursuit.
9:50 : What are you doing with this warp prism ? Don't try to harass at that moment. Expand or kill him right away with all your forces.
10:40 Now you're far behind as your opponent have a Orbital command down 2 bunkers , have teched to starport, have tech labs, reactor and you still haven't expanded. From that point you nearly already lost. The main effort you have to do is BEFORE that point and mainly macro after his first push;
17:42 : You push but because you were far behind, you loose a lot of stuff
22:20 : Excellent defense at your choke The cannot pass because he has no Vikings. But that's still a desperate (funny, my wife is listening to those "housewives" at the moment ) game now
24:47 : Ha, ha, you're sure toying with him with those rocks.
But he got you in the end:
Strong points
You're doing quite well with your Stalker micro and kitting. Use that to control the map before the is able to push and to kite him on the road to your base
Your build order 3 gate Robo is well executed, but you don't adapt to what your opponent is doing. He does a quick full marine rush. Rush stalkers and some sentries, don't waste Chronos on Warp, put them all on units. Don't make a robo against no gas s
What could be improved
Change your plans when needed
Take the map with a zealot and Stalker if no Marauder with concusive shell on the field
Protect your sentry
Expand more quickly after a push, control the map with a stalker or drone
ah man thanks sooo much super helpful! really! I didn't know about not going robo if no gas. what build order would you suggest? Im just comfortable with that observer. Thanks again insanely helpful! I will be referring to it as well!
ah man thanks sooo much super helpful! really! I didn't know about not going robo if no gas. what build order would you suggest? Im just comfortable with that observer. Thanks again insanely helpful! I will be referring to it as well!
Glad it helps.
As Erasmus said, put down 3 gates, make and chrono stalkers then poke the Terran and kite his marines as you did in your base. As long as there is no Marauders, they reign on the open field, you don't need obs (and as long as there is no cloaked Banshee or cloaked Ghosts).
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