Haha thats the build you used against Nada! Now I don't have to go over the replay many times to get the build order. Much love balloon!! I'd also like to point out that this is exactly why we should encourage Korean players or any high level player for that matter to become involved with our community.
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Azz had a chance at this one point in the game where he had a nexus and 6 probes. But he found a way to **** it up from there 3 times in a row - Iaguz
Last edited by FaDeBadger; Sat, 21st-Jan-2012 at 5:37 PM.
I haven't really tried the BO yet, but just from looking at the BO and imagining it happening to me, I can already say that this is pretty damn hard to hold as the Terran, since the Stalkers can just blink to the Terran's base from the low ground via the Observer, bypassing the bunkers and leaving the marines/marauders vulnerable.
Now I'll try to find the counter to this build, let's see...
2rax Fact Marine Siege Tanks: Too immobile for the blink stalkers, since they can just blink to the high ground.
1-1-1 Banshees: No. The presence of the Observer in your base makes Cloak useless.
3Rax Stim MM: This might be a viable counter, since this build can be considered an all in since the Toss went on 2 tech paths AND 4gates. The main problem now is if the Protoss has insane blink micro :/
Another alternative is to spot the cloaked observer and try to scan and kill it with a few marines. That will delay the attack for a while.
Have you guys thought of scanning the place where he blinked in to kill the obs?
Which would mean that you'd have to move the obs away once you've blinked in to avoid this.
Have you guys thought of scanning the place where he blinked in to kill the obs?
Which would mean that you'd have to move the obs away once you've blinked in to avoid this.
terran have to kill the obs
so protoss user have to take care of their obs
obs take many gases so if you make more then 1 it's hard to make stalkers so you have to ob control hard
Are you saying you don't want more protoss people playing like Korean protoss? How rude >: (
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Azz had a chance at this one point in the game where he had a nexus and 6 probes. But he found a way to **** it up from there 3 times in a row - Iaguz
He used this build against Nada in the replay pack posted here
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Azz had a chance at this one point in the game where he had a nexus and 6 probes. But he found a way to **** it up from there 3 times in a row - Iaguz
For Terrans: A simple sensor tower is great against this build. It gives you heaps of time to react to his army movement and allows you to more safely have units at your natural (rather than protecting your main)
Alot of the times the P will not even try to get in your main when he knows the sensor tower is there. If he does though you are ready.
Also it's better than place depots around your main edges and have them get sniped by stalkers, which can hurt alot when his big push at the front comes.
Last edited by koven; Thu, 2nd-Feb-2012 at 3:44 PM.
For Terrans: A simple sensor tower is great against this build. It gives you heaps of time to react to his army movement and allows you to more safely have units at your natural (rather than protecting your main)
Alot of the times the P will not even try to get in your main when he knows the sensor tower is there. If he does though you are ready.
Also it's better than place depots around your main edges and have them get sniped by stalkers, which can hurt alot when his big push at the front comes.
I have no idea where the hell did you get the gas to get senso r tower against this build.
I have no idea where the hell did you get the gas to get senso r tower against this build.
You can easily afford to delay your factory a bit to get a tower up as if you don't already have your expo running it will make it much safer to retake it, giving you access to 4 gas anyway.
Of course this is more difficult if you go for some kind of mech build/banshee play. I'm talking typical Bio play.
You really have to be super good at this build to have a high win rate with it.. If the terran senses it you are pretty much screwed, and even if they dont they can always lift and defend their expo like Light said and out-macro you.
You really have to be super good at this build to have a high win rate with it.. If the terran senses it you are pretty much screwed, and even if they dont they can always lift and defend their expo like Light said and out-macro you.
I agree after some testing I have found that you are REALLY reliant on that first blink into his main, you pretty much need it to be undetected so that you can micro with blink AFTER your cooldown has been reset. If you deny scouting and everything though this build is super strong.
Rossi's thorzain build does pretty well vs it. it has a nice stim timing
when i tried it vs him in practice i didnt execute it perfectly well, as i was just fooling around with my own timings but even if i had, i still believe he would have been able to hold it.
Omg, it is such a privilege to have a professional posting builds here. I've been watching HerO do variations of this blink opening vs T on his stream, especially on maps like Metalopolis (not necessarily 1base, oftening staying on 3 gate and expanding behind it).
This very sharp BO makes we want to log back onto SC2 and give it a whirl!
Terran tears? That's not something we see everyday.
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Azz had a chance at this one point in the game where he had a nexus and 6 probes. But he found a way to **** it up from there 3 times in a row - Iaguz
Question - How do I defend against this in PvP, because it seems like it is a good build to expand while harassing. Thus I feel I need to expand to keep up but if I go robo tech, i can't seem to defend my expo at my natural from getting denied and my main from being harass even with an immortal on each side. advise?
I like variations of this build, 1gate blink expo - 3gate robo
Quick enough to stop cloak banshees and you'll also have blink.
Bad against rushes.
IMO use only on bigger maps
it was already bumped you noob, also in regards to 1/1/1 it hits just before 8 mins right? obs stalker kill banshee if he is going hellion drop not much trouble first tank will be popping from memory pretty good
yeh 1/1/1 guys cant leave their base. + u have an obs and blink stalkers vs banshee's............ at most the tanks help to defend, but then protoss can just expand and do whatever coz they SHOULD be completely contained, if they try move out they would get kited to hell and back
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Blink is the future of not having dry eyes.
You know, I'm just theorycrafting right now, but I think I just found a "counter" to this build, which is a relatively overshadowed unit.
The Raven.
For the stalkers to blink up to the high ground, there has to be some sort of unit that can give vision to the high ground so that the stalkers can just blink up and kill everything. In this case; the Observer. The Raven can detect the observer and then you can kill it with a couple of marines.
Another use for the ravens is that when you are forced to engage the protoss head on, you can just summon a PDD and block the stalkers's projectile.
Still, I haven't tried it yet, since I never faced this build on ladder before.
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Formerly known as neozxa
Instead of complaining about balance, try, try again.
Earlygame ZvZ is basically a knifefight with suicide bombers.
I'm only a diamond terran. but if i were to see this build (great share btw) i would have probally opened gas 1rax FE. to start with. if i noticed what he was doing i would place a couple bunkers at my expo ramp for early pressure before blink is done. and after i have gone into 3 rax start building mauraders and get conc / stim. and when conc is done. i would just start playing aggresivly around my base looking for proxys and engaging the protoss as much as i could trying to not let him blink up top. if he did it would probally be gg. i havent seen this build on the ladder yet. so i cant give a definate answer as to how to counter. but thats probally what i would do anyway.
although i would probally fail
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Previously known as FSQwerty
Pixel.709 - -
to counter you need to lift your nat cc into your main and get stim then win stalkers are pretty useless vs bio also take note that there is a 3 gate blink expo so watch for that.
to counter you need to lift your nat cc into your main and get stim then win stalkers are pretty useless vs bio also take note that there is a 3 gate blink expo so watch for that.
Stalkers can just blink up to your main and slaughter everything.
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Formerly known as neozxa
Instead of complaining about balance, try, try again.
Earlygame ZvZ is basically a knifefight with suicide bombers.
You defend this build by doing what Light said. You float your natural into your main. You pull a bunch of scvs to deal with the initial attack because you won't have enough bio yet and then you hold on for as long as you can until he's defeated. There's no obvious timing for when this is, but trust your 1.5 base Terran to outproduce a 1 base Protoss eventually. After he has expended himself it's a casual walk across the map to go end his shitty stalker army with your medivac + bio. Some Protoss might try to just expand instantly and pretend to be going full all in so keep tabs on just how many units he does have, try to build a sense for it.
Smaller tricks include:
1) when you scout 2 gas and a few stalkers early, strongly suspect this opening. Keeping scouts near the cliff can be one way to confirm it. Most protoss will only build stalkers early if they are doing this build as sentries cost precious gas and zealots do nothing.
2) scan and pick off observers whenever you can. Every observer you snag kills 1.5 stalkers that he wants to make instead and buys you more time.
3) Prioritise building marauders. Stim marauders rip stalkers up, and concussive shell is very useful when chasing the speedy bastards
4) keep your buildings away from cliffs. Your tech lab for stim must be in a safe place deep in your main and close enough to pull scvs for quick repair. If he snipes your stim research then you're going to have an extremely hard time beating his attack.
5) bunkers don't do anything. Salvage them/don't bother.
6) this is a big one so it gets put in all caps and bold FOR THE LOVE OF GOD BE CAREFUL WITH HOW YOU STIM AND DO NOT PURSUE!. So many times a terran will be in a great spot vs this and he fucks it up by killing 20% of his army with stim and chasing a protoss who just "LoL Blinku!" and loses nothing. Stim is great for punishing shitty blinks but it's never something you just throw out. Also, chasing blink stalkers before you have an overwhelming amount of units is fatal. He just blinks away, warps in another round of stalkers and then jumps on you once stim wears off. Stim again? Great! That's 40% of your army you just killed before a stalker fired a single shot. Cool.
If you're playing a 1/1/1 style and your opponent opens these then you have to decide whether you want to all in and risk getting backstabbed and playing that horrible game or trying to expand and try to avoid losing anything to random blink pokes. I dunno it's fairly miserable.
You defend this build by doing what Light said. You float your natural into your main. You pull a bunch of scvs to deal with the initial attack because you won't have enough bio yet and then you hold on for as long as you can until he's defeated. There's no obvious timing for when this is, but trust your 1.5 base Terran to outproduce a 1 base Protoss eventually. After he has expended himself it's a casual walk across the map to go end his shitty stalker army with your medivac + bio. Some Protoss might try to just expand instantly and pretend to be going full all in so keep tabs on just how many units he does have, try to build a sense for it.
Smaller tricks include:
1) when you scout 2 gas and a few stalkers early, strongly suspect this opening. Keeping scouts near the cliff can be one way to confirm it. Most protoss will only build stalkers early if they are doing this build as sentries cost precious gas and zealots do nothing.
2) scan and pick off observers whenever you can. Every observer you snag kills 1.5 stalkers that he wants to make instead and buys you more time.
3) Prioritise building marauders. Stim marauders rip stalkers up, and concussive shell is very useful when chasing the speedy bastards
4) keep your buildings away from cliffs. Your tech lab for stim must be in a safe place deep in your main and close enough to pull scvs for quick repair. If he snipes your stim research then you're going to have an extremely hard time beating his attack.
5) bunkers don't do anything. Salvage them/don't bother.
6) this is a big one so it gets put in all caps and bold FOR THE LOVE OF GOD BE CAREFUL WITH HOW YOU STIM AND DO NOT PURSUE!. So many times a terran will be in a great spot vs this and he fucks it up by killing 20% of his army with stim and chasing a protoss who just "LoL Blinku!" and loses nothing. Stim is great for punishing shitty blinks but it's never something you just throw out. Also, chasing blink stalkers before you have an overwhelming amount of units is fatal. He just blinks away, warps in another round of stalkers and then jumps on you once stim wears off. Stim again? Great! That's 40% of your army you just killed before a stalker fired a single shot. Cool.
If you're playing a 1/1/1 style and your opponent opens these then you have to decide whether you want to all in and risk getting backstabbed and playing that horrible game or trying to expand and try to avoid losing anything to random blink pokes. I dunno it's fairly miserable.
Nirvana you are protoss right? DELETE THIS POST!
But whatever iaguz said is totally good to defend against blink obs.
Just my 2 cents. I've seen GM Terrans held
this off before. Lift CC at nat to main. Throw down a fourth barracks just to get the quantity up. Pull a couple of SCVs (5-6) during the first engagement to stall time and accumulate your bio ball. Try to keep your production buildings as inward to your main CC as possible. Build one or two bunkers inside your main. Save scans! Pre empt it either just before the stalkers blink up(ideal if you are certain your marines are in range to snipe
It) or right at the start of the engagement(good tosses will withdraw the observer once the staplers blink up so you gotta be fast). Push out with your bio ball and first 2 medivacs. Remember to scout around your base and destroy the proxy pylon(s) before doing so. Props to Light and Iaguz for the initial tips!
Hero just used this in GSL against MVP, but MVP had a money scan so hero expanded whilst pressuring with obs/stalkers.
A small extra tip for terrans out there, before you move out you want an army twice as good as his stalkers are, so that can engage him with half his army and then if he blinks into your main you have the other half there to destroy him and win the game.
http://www.sc2sea.com/replays.php?do=viewreplay&id=801
Replay of me attempting 4 gate build.
Let me know what you all think ..
And also what i can improve i know i missed warping. and macro was shotty. first time doing this build
man sick build i was just wondering how effective this is against 1 base play i am plat and not every terren early expands
Non-early expand is almost certainly an all-in of some form or another. It should be able to take out a 111 because it hits before the push is ready and has an observer, the only problem would be marauder-based pushes. From what I have heard, with proper micro blink stalkers can defeat marauders cost for cost, but I haven't been able to test this due to my sub-korean APM.
This build is amazing, somewhat ineffective against terran as the game progresses but against toss it can be used amazingly. I especially love blinking a few up then hitting the natural with the rest.
Only weakness is a heavy marauder push, or an early 4gate push.
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