**** Original Starcraft 2 Thread ****

2 gate robo is for pvp the idea is to get immortal and set it on stalkers, takes on 4 gate push at the ramp pretty well.

For terrans I believe protoss go for 3 gate robo? I am not sure.
 
Versus Terran the idea is to go gateway, robo, gateway, support bay, gateway.

Against protoss you can afford to cut the third gateway and instead get your colossi and range upgrades out as quickly as possible.

Against Terran, if you do this, it's more risky as they pressure your ramp more than protoss can, and stimmed marauders annihilate Protoss ground so effectively you need the extra meat shield production capabilities. To pay for the third gateway, against Terran, you can drop the range upgrade usually, as if they are three rax expanding the colossi lets you expand with them and they will probably waste money on a bunch of vikings to counter the colossi. A post expansion switch to blink and templar tech is quite powerful.

You use blink to keep their bio blob mostly at home (rather than asserting map control) and then you just have to deal with shuttle drops. Once you have storm and amulet, you're pretty good to go.
 
Guys, how quickly should a harass take place?

Say if I'm Terran and can launch an attack on my enemy supply within 9 minutes, is that OK?

The attack being 6 Raven with turrets direct to their supply.

I can happily get 6 Raven out and amass a large-ish marine (20+) setup to defend against counter within this time.
 
Is anyone playing in craftcup today?

Guys, how quickly should a harass take place?

Say if I'm Terran and can launch an attack on my enemy supply within 9 minutes, is that OK?

The attack being 6 Raven with turrets direct to their supply.

I can happily get 6 Raven out and amass a large-ish marine (20+) setup to defend against counter within this time.

You should attack whenever you feel you have a good timing. There isn't a bad timing to attack. Just pick a time and attack. If it works then great, if it fails constantly then find another timing.
 
Copy and pasted in bnet eu forums from us forums and now I am copy and pasting it here.

Timings (in 1.1.1)

PvZ

- 6 Pool: Lings pop around 2:25
- 8 Pool: Lings pop around 2:35
- 5 Roach Rush: Roaches pop around 5:05
- Baneling Bust: Banelings up around 6:30
- 1 Base Muta rush: Mutas up at 7:35
- 2 Base Muta: Mutas up at 11:00

PvT

- Proxy Reaper/Marauder Rush: Reaper pops around 3:30, Marauder version pops at 3:20
- Marine All In: Marines move out around 4:30-5:00
- One Rax Conc Marauder push: Marauder pops at 4:30
- 2 Rax Push: Force moves out at 6:30
- 3 Rax Push: Force moves out at 7:00
- Hellion Drop: Medivac loads around 7:00-7:30
- Banshee Rush: Cloak is done at 8:15

PvP

- Proxy 2-gate: Zealot pops at 3:00
- Proxy Cannon Rush: Cannon up at 3:10
- Korean 4-warp gate rush: First proxy pylon down around 4:30
- 4 Warp Gate rush: Attack around 6:20
- Fast Colossus: Colossus up around 8:20
 
Well just lost against a higher ranked Protoss player using my raven turret drop and marine backup strat, I didn't realise Protoss could teleport in to your base... lots to learn!

He had some teleport at the back of my base that I didn't see and he rushed my lines, so I retaliated and took out both of his supply lines, he had two bases versus my one. If only I had known about his teleport he wouldn't have been able to get in to my base so easily and my turret drops would have rendered his supply null.

Resource gathering graph actually showed me running the lead for most the game, just goes to show he expanded a little early.

Live and learn, very close thing though.
 
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