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Unread Sun, 5th-Feb-2012, 10:38 AM BnetId: Baugi.799  Race: Location: U.S.A.  Total Posts Made: 31 # 1
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oh wow that is really cool idea, as for as why i don't use it against protoss is that it seems like only thing toss does is 4gate me so far, and i can't seem to hold it off with the 1-1-1, thanks a ton for all the advice!!
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Unread Sun, 5th-Feb-2012, 10:41 AM BnetId: breadfan.875  Race: Clan: ToR  Location: Brisbane, Australia  Total Posts Made: 1,073 # 2
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Quote:
Originally Posted by Baugi View Post
oh wow that is really cool idea, as for as why i don't use it against protoss is that it seems like only thing toss does is 4gate me so far, and i can't seem to hold it off with the 1-1-1, thanks a ton for all the advice!!
They key to holding a 4 gate is bunkers. As soon as you scout a 4gate, drop a bunker. Drop a 2nd bunker at around 5:30-6:00 as I think 4 gate timing is about 7:15 from memory? (Sorry I'm not an expert at timings, I just do it roughly for now)

Also, PULL SCVs! You need them repairing bunkers. A 1/1/1 is a fantastic way to counter a 4 gate - while your marines and tanks defend his push, your banshee goes in and rapes his economy (I recommend cloak if this comes up lots). It forces him to multitask which is always a good thing - much harder to reactively multitask than proactively multitask

EDIT: Here's a replay as an example.

I messed up my BO pretty bad (was meant to go gas first) and even though I scouted that some kind of 1 base timing was coming, I didn't throw up a second bunker. I was late to pull the SCVs to repair, but they served their secondary function as a meat shield. Meanwhile, banshees ensured that he wasn't going to recover. economically while I still had a lot of workers mining.

http://signaleleven.net/sc2/replays/...gate.SC2Replay

I can't rate his 4gate since I'm not really any good at protoss, but my MMR is such that half my games are vs Plat at the moment. I think this demonstrates that even with sloppy defense, a 111 can do a solid job holding a 4gate
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Last edited by breadfan; Sun, 5th-Feb-2012 at 10:51 AM.
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Unread Sun, 5th-Feb-2012, 9:53 PM Who's Who:   BnetId: TAChadMann.277  Race: Clan: TA/sR  Location: Byron Bay  Total Posts Made: 2,806 # 3
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Quote:
Originally Posted by breadfan View Post
They key to holding a 4 gate is bunkers. As soon as you scout a 4gate, drop a bunker. Drop a 2nd bunker at around 5:30-6:00 as I think 4 gate timing is about 7:15 from memory? (Sorry I'm not an expert at timings, I just do it roughly for now)
4 gate timing is 6:00-6:10...
but yeah.. Protoss rarely 4gate Terran's.. but yeah.. 2 bunkers and enough marines.. you win...
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Unread Thu, 9th-Feb-2012, 9:10 AM Race: Total Posts Made: 11 # 4
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Originally Posted by neozxa View Post
As a fellow Terran, I have only one piece of advice to share to you right now.

In a TvT, when the enemy is going for Siege Tanks, always put your units on Hold Position. Seriously. It will save you bursting aneurysms.
This is so, so, so important. I cannot tell you how many units I have lost because they blindly charge into a siege line without me looking.

Quote:
Originally Posted by TAChadMann View Post
4 gate timing is 6:00-6:10...
but yeah.. Protoss rarely 4gate Terran's.. but yeah.. 2 bunkers and enough marines.. you win...
Exactly what you need to do. As long as you have bunkers 4gate shouldn't really be a threat... remember bunkers are almost free so you can use them liberally.
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