Defending the 1/1/1 marine/tank/banshee all-in as Toss
I've had a really difficult time against this on ladder recently.
It always hits before I can get my first Colo out, and I can only get out 1 Immortal before it hits.
I included a replay so that you guys can critique how I play.
I know my Immortal was pretty late, and I didn''t do very well with it.
I didn't use my hallucinations very well, should have used them more and I would have scouted it. Also I only saw it when it was at my nat so that's probably my fault as well.
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Allez TCP!
: TCPLemminks.185
Piglet Pig! Piglet Pig!
Last edited by TCPLemminks; Mon, 22nd-Aug-2011 at 8:46 PM.
It's now too late for me to go on SC2 and check the replay but this is generally what you need to do against the 1/1/1. Open 1 gate Robo and then add 2 more gates, and send a fast observer scout. Your observer should probably scout the 1/1/1 before his first banshee moves out. Get the twilight council, and research the chargelot upgrade while making immortals and making more zealot units. Stay in the middle of the map and make sure you slow down the push or attack before they siege up in your natural. Never let them get close to your natural and set up a siege line or it's probably gg. You must ALWAYS engage in an open area before they have siege up. Most terrans if they realise you're reacting correctly to the all in will just expand and try to play safe. Get HT's so you can get Storm and Feedback on the Raven and the Banshees and you can just roll over the Terran. I might be able to upload a replay where I played with nGenPinkAW on ladder.
1-gate expo is definitely the way to go, but the hardest is when you do 3-gate opening. Then banshees are a pain. I play 3-gate-TC, and yet to figure a transition smooth enough to accomodate for 1-1-1.
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
So today on ladder I encountered a different form of the 1/1/1 which is even more all-in than the marine/banshee/tank.
The main difference is that it uses thors at the cost of less marines. However terran all-ins being terran all-ins he pulled a few scvs.
Now I scouted the fact that he was going 1/1/1, so I focused on getting my immortals out and warping in a ton of zealots. By the time we engaged I had 4 immortals, 4 sentries and a ton of zealots, while he had 3 thors, 3 banshees, a raven, a few scvs and a few marines.
However he seemed to completely obliterate my army -_-...zealots didn't do anything except kill some marines (they were blocked by the scvs -_-) and my 2 stalkers kept shooting blanks while he targeted my immortals. In the end I lost everything while he still had his thors and banshees.
The attack came at 13 mins btw and I had 1 gate expoed. Basically how do I deal with thors? Should I have had at least 2 colossi by the time he attacked?
I'd like to see a replay, generally it's the massive amount of marines with stim that own you at 13 minutes.
The longer the game goes on the better it is for you, you want to slowly add on more probes and more gas while constantly building immortals so you have a massive army. You also want more than 2 stalkers at 13 minutes. Stalkers are not good for 9-10 minute pushes as they are expensive, you can't get many out, and are fodder for siege tanks; although they are quite good when you have a number of them combined with immortals against thors.
Might sound like a troll comment, but gas-stealing every terran is a good way to prevent 1/1/1 or delay it for a long time if they persist in doing it? after all its not the marines that kill you the most, its the tanks and banshees
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Drop hacks, gotta watch out for dem Drop hacks.
Don't ever go phoenix against a 1/1/1.
Whilst it seems clever to pick off the Raven and/or Banshees and lift tanks it doesn't work. The moment they see the phoenix. They can just skip siege mode (or a single tank) and research cloak. Your lack of Detection means GG. That and Marines just destroy phoenix.
The best method of beating it is going for 1gate expo then very quick robo after nexus into robo with 5 gates. Just pump zealot immortal sentry until he pushes with 1, maybe 2 observers to scout when he moves out. Only make enough stalkers to shutdown banshees. When he moves out, it its at 8 minutes then you just need to have good positioning. Whilst people do say "run into the middle and force them to siege" this isn't always the best. Unless you have awesome stalker control its better to just wait for them to get near the natural then ambush them. (Don't necessarily let them siege, for example on Tal'Darim).
Also, don't be afraid to sack the Nexus if it means you can buy just enough time to hold the push with a large amount of units. If you can kill his whole army and then hold a counter you'll win the game.
But the most important thing is don't rush for high tech units. Tier 3 is out of the question and stargate doesn't work. High templar isn't viable because its 150 gas per feedback (and if they see HT they can lay off banshees and go more tanks) and you don't have that sorta resources when it hits. Colossus also aren't viable because you need extended thermal lance and at least 2 colossus to be effective and unless your 1 basing you can't get that by the push without sacrificing all manner of other units.
Whilst it might be considered good to do this 1 base colossus with 3 gates it actually fails quite badly. Either they will see no nexus, pull back and expand, in which case your behind, or set up a bunker siege contain where you can't poke beca
Don't ever go phoenix against a 1/1/1.
Whilst it seems clever to pick off the Raven and/or Banshees and lift tanks it doesn't work. The moment they see the phoenix. They can just skip siege mode (or a single tank) and research cloak. Your lack of Detection means GG. That and Marines just destroy phoenix.
The best method of beating it is going for 1gate expo then very quick robo after nexus into robo with 5 gates. Just pump zealot immortal sentry until he pushes with 1, maybe 2 observers to scout when he moves out. Only make enough stalkers to shutdown banshees. When he moves out, if its at 8 minutes then you just need to have good positioning, whilst if its later its ok to meet him in the middle with enough units (only if you feel safe doing so, don't feel forced to). Whilst people do say "run into the middle and force them to siege" this isn't always the best. Unless you have awesome stalker control its better to just wait for them to get near the natural then ambush them. (Don't necessarily let them siege, for example on Tal'Darim).
Also, don't be afraid to sack the Nexus if it means you can buy just enough time to hold the push with a large amount of units. If you can kill his whole army and then hold a counter you'll win the game.
But the most important thing is don't rush for high tech units. Tier 3 is out of the question and stargate doesn't work. High templar isn't viable because its 150 gas per feedback (and if they see HT they can lay off banshees and go more tanks) and you don't have that sorta resources when it hits. Colossus also aren't viable because you need extended thermal lance and at least 2 colossus to be effective and unless your 1 basing you can't get that by the push without sacrificing all manner of other units.
Whilst it might be considered good to do this 1 base colossus with 3 gates it actually fails quite badly. Either they will see no nexus, pull back and expand, in which case your behind, or set up a bunker siege contain where you can't poke with colossus because they can see your high ground with banshees and they can force you to react with the constant banshee abuse.
So basically follow the Teamliquid guide, don't make colossus, don't make HT, don't make stargate, just zealot sentry immortal with a smattering of stalkers, good force fields and good focusing and you should be alright.
Last edited by eCKo`Tazerenix; Tue, 23rd-Aug-2011 at 8:33 PM.
skimmed thread dont think i saw what im about to say, apologies if it has been said.
Im not sure about the build order side of it, and it looks like it has been discussed. However, as a terran I found most protoss who stop 1/1/1 usually delay the engagement as long as possible. That means engaging in the middle of the map (saw this in GSL too), forcing siege up, fall back, engage again, force siege, fall back. It buys time for critical 'tech' units or just more units in general. If you FE'd then you'll be able to make more use of that expand. Furthermore, if you engage mutliple times before base you have the chance of picking some of the terran's army apart so that when it gets to your door its weakened.
I've just been 4gating, not really an all in 4gate though. Aim to hit around 6.20 or so and it just keeps them contained a little bit and they stay in their base for longer. Then transition into blink stalkers if the 4gate doesn't break them and just slow down their roll by engaging, making them siege then blinking away. Only move forward once the siege tanks have unsieged again. Also if you can manage to get a few stalkers around the bulk of their army try and cut off their reinforcements. If you do that they will either pull back their army to deal with it, giving you much more time to macro or they will try to take them out with the reinforcements and you should be able to take out at least 1 or 2 waves if they do that.
Personally i have 2 builds to counter 1-1-1. But most importantly i open 1 gate expo.
Build A: Forge Twilight Council
Get +1 armor and charge ASAP. Right after you assume they are 1-1-1 with your 1st stalker scout. No need 3rd and 4th gas for this build. Get up to 6 gates after you start the research. Keep poking with your stalker and if you see no tanks, make 1 cannon at each of your mineral line and keep 3 stalkers with them. Constantly warp in zealot sentries (more zealots). Send half of your army to towers(some maps) or outside your base so when they come you can flank them. Chrono on the charge upgrade is essential if he hits at an earlier timing. If he decides to delay his attack for a much larger attack, grab your 3rd and 4th gas and get templar archives for archons. (Storm probably wont finish in time).
Build B: Double Robo Collossus
This build is better on larger maps like taldarim( actually i only used it on taldarim, crevasse, terminus). 1 gate expo into 3 gate robo. Get your 3rd and 4th gas ASAP for this build. Get robo bay + 2nd robo. Get thermal lance and 2 collossus at one time. Warp in all zealots. If your observer sees 2 starport, you can cancel your robo(if not nvm), get stargate. This build is general better for later 1-1-1 ( 10 min+) attacks.
just recently i saw a replay with NEXSickness (I think was the name) where he went 3gate robo WITH a warp prism after scouting the 111, he also poked with the starting units, sniping off marines. But he's like masters/GM. so it's not accurute, but warp prism play seems like it may really slow down the terran, forcing them to stay in their base if you can do it.
But as i said it's high level play and fairly micro intensive, so it's tough to say it'd work in lower leagues though.
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