Sunday, December 5, 2010

Cannon Rush Cheese




We all hate this. I for one never employ this tactic, I think its cheap and unfair. So as an update to my last post about the topic(which you can find here), I'd like to discuss a bit more about the subject as the cheese play has gotten a bit more difficult to deal with. First lets start with the maps this is more commonly used on and why:

Any map where only two players can spawn have a higher chance of this happening as the rusher already knows where you are at. Steppes of War is probably the most common as this map has close positions and big areas to hide that pesky Pylon. The key is taking out that Probe creating them and preventing him from escaping. If he manages to get a Cannon down, this is something I found out recently, if you put 3-4 workers attacking it while its warping in, they will destroy it before it becomes active.

Remember, Canon Rushes are for the most part All-ins, but lately the person doing the rush will block his ramp as to prevent you from coming and and destroying his economy. At this point you will need to focus down his pylons and make sure those probes go down first. No probes means no way of building more trouble, and a blocked entrance into his base means he cannot bring more probes in.

Once you have cleared him out you are already ahead as the majority of his economy has been devoted to knocking you off early, but don't rush into his line expecting victory as he can still hold his own against you, but his weakness is the immobility of his force. He will have not built a Cybernetics core yet so expect a force primarily of slow moving Zealots and stationary Canons. Whats the best way to mop this up? Drops into his mineral line. You need to bring in forces to put pressure on him as this is the point in which he is weakest. When you know you are about to mop up his buildings in your base, begin researching or building that structure that lets you transport units. The sooner the better.




Friday, December 3, 2010

Jungle Basin


This map has probably given me more trouble than any of the others. I have played on this map 5 times since its release and have only had one win on it. My usual strategy is to 4 gate or grab a Robo and do some early aggression, but I am quickly finding out that the positioning of the bases and their ramps have made early aggression easily defended against.

The natural expansion is also easily defended and hard to harass as the entrance ramp to the main is so close to the natural ramp so there is no reason to take it early. With a Sentry or two you can easily prevent your opponent from sneaking in. Terran Siege Tanks can easily defend both from the same spot. There is also not much room in the back of each main to hide air units like in Desert Oasis. So a frontal assault and harassment are both easily negated, so how do you defeat your opponent without relying to heavily on either tactic? In most cases your opponent will not try to do some massive attack early on, instead relying on Void Rays, drops, or Banshees to keep you on your toes or catch you unprepared and finish the game early.

As a Protoss, I realized that I too can take that an early expansion and that Colossus cost only slightly less than Carriers but require the same amount of tech structures to create. Why not go Carriers? If you watched Day(9)'s daily on how effective Carriers can be. People didn't realize that each Interceptor does 16 damage (2 shots 8 each). The majority of my opponents went primarily ground assault forces, very little anti air was ever made. With the distances between the bases so far, and an expansion easily defended, there is no reason to skip the initial tech and go straight for Carriers.

This reasoning applies to all races. On this particular map, take that natural early and get some more advanced tech, you will be surprised how fast you can get it and how easily accessible it is.




Thursday, December 2, 2010

Back to 4 Gating

So I find myself going back to four gating. My three Gate Robo build was not working out as well as I had hoped. After three week of not playing Starcraft 2, going back to four gating just seemed natural. Its an easy build:







4 Warp Gate Build Order


9 Pylon
13 Gateway
14 Assimilator
16 Pylon
17 Cyber Core
19 Gateway
20 Stalker
23 Gateway
24 Pylon
24 Gateway

By the time you hit your 26th supply(provided you only build 1 Gateway unit and are constantly building probes) Warp Gate tech is ready and you will need to produce mass amounts of Pylons. I like to drop 3 more at once to expand my supply to 50. Then start warping in units and gradually be placing Pylons down as 4 gateway units count as 1 Pylon worth of supply. This is also a good time to put a proxy Pylon somewhere.

Chrono Boosts
Chrono Boosts play a big part in any Protoss Build. No matter what opening build you are doing, you should be going for Warp Gate research. It is the cheapest research with the biggest benefits. It cuts training down by five seconds per gateway unit and allows any Gateway unit to be warped in to your Pylon influence in four seconds. Ideally you can use 4 Chrono Boosts on Warp Gate before it finishes. Each one cuts 10 seconds off the time. However, if your timing isn't perfect you can end up wasting half of the 4th one so I tend to stick with 3. By doing this I can also use 3 Chrono Boosts on my Nexus as well.

Poking and Scouting
While you are getting your base setup, send a probe every now and again to poke into the base, yes you will lose a probe but you will be able to tell what his unit comp is or isn't. In my latest match, my opponent went for heavy Stalkers and very little Zealots, I saw this by simply suiciding a probe onto his ramp. So I quickly put down a Twilight Council and started researching Charge. Zealots with just the movement speed increase move almost as fast as a stalker.

What to transition into.
Before transitioning into Colossus or Voidrays or whatever, you need to take an expansion. Having two bases mining is so important in Starcraft 2. You will want to take you small force in and cause some trouble, make him think twice about moving out. This will allow a safe expansion to be warping in. Once you have two bases its time to decide what to do next. Two bases can support up to 8 Warp Gates and a Forge. However this way leaves yourself vulnerable to Cloaked units. You may want to grab a Robotics Facility to grab an Observer. This will also open up a transition into Colossus. You can make one Robotics Facility and get up to 6 Warp gates for faster unit production. Picking up a Twilight Council as well to grab Charge or Blink is also useful as the building alone allows you to research more effective armor and weapons upgrades.

There you have it, the 4gate build order. It is a heavy macro oriented build. To learn more about macro and how to master it check out my post about the subject here.






1v1, 1 v 1, Protoss, Starcraft 2, SC2, Starcraft2, Protoss Build Order, 4gate, 4 Gate, Chrono, Chrono boost, Chronoboost, Nexus, Pylon, Pylons, Supply, Supply Blocked, Stalker, Zealot, Core, Cybernetics Core, Warp Gate, Gateway, Assimilator,Strategy Game, 3 Gate Robo, 3gate robo, 3gaterobo, Probes, Probe, 4 warpgate build order, 4gate build order, Twilight Council, Charge, Blink, Blink Stalkers, Stargate, Star gate, Observer, Macro

Tuesday, November 23, 2010

Banelings! Banelings! Banelings!




I thought this was clever and creative and funny!


It is sung by Kurt Hugo Schnieder and Husky. You can find it on iTunes, just search for banelings :)



Wednesday, November 10, 2010

Broke a losing streak.



So I have been on a losing streak lately. I played 5 matches the other day and lost all of them, vs 5 Protoss. Today I finally broke that streak. I lost 2 two in a row to just early Zerglings and Zergling/Mutalisk.

My strategy had been to just try to out macro my opponent and use my 3 Gate/Robo build because I believe so strongly that it is economically sound in the early game, and in my tests it is, but when I get into a ladder game, I get so distracted easily that my macro and build fall apart. This build requires near perfect timing to achieve and get 50 food worth of units in about 7 minutes and my expansion at 7min, 20 sec. Else I'm not spending minerals like I should.

My Flaws
My first big flaw was not letting my opponent feel the full wrath of the warriors of Auir! In other words, applying good, constant pressure. For me when I am up against Zerg or Terran, its hard for me to gauge where they are at in the game. I cant look at a unit composition from my scout and tell whether they are going certain tech. I know I should be able too, and I know I should play the other races for a bit to get a better feel for it, but I feel i would do better to work on simple play and macro. Once I can do this and not miss a probe, or building, I'll expand my knowledge beyond Protoss. What good is knowing what my opponent has if I don't have the macro and faster hands to deal with it? My other flaw, which I have already stated is my macro is seriously lacking. I think the only way to fix this is to just play a some games until I can "remember" what I should be doing.

How I finally won.
My macro was bad, my eye was not on the minimap like it should, but I did notice one thing...I only got supply capped once in each game I lost. That told me I mentally rose building pylons constantly as a priority to a point where my probe production was suffering. So decided to just keep my macro from being worse, but trying to apply pressure. This gave me knowledge of what my opponent was doing, he destroyed both my advances, and if he had pushed back I would have lost, but I noticed he was massing Stalkers, probably because he saw I had 2 Immortals on the field. I already had my expansion down, probe count was lower than I wanted, but I at least had decent saturation. So I took a chance, dropped 2 more Gateways down and a Twilight Council and began warping in Zealots. In hindsight I did take my expansions two gases after I did this, I don't know why, I was just going to go Mass Zealots. I kept warping them in as I could and brought in a few more Immortals to help take the Stalkers down. When he pushed, his army was crushed. He outnumbered me by about 18 food. But because I knew Stalkers have a hard time against Zealots, I just massed Zealots.

I'm going to try playing a minimum of 3 matches a night now to help keep my macro up. Playing the AI no longer helps me.




Monday, November 8, 2010

The Winner of MLG Nationals

LiquidJinro takes the win at MLG Nationals in Dallas this year! Even though he is Terran, he is from Team Liquid, and thats OK with me :) Here is a picture of the entire team. Congratulations Team Liquid!

From Left: Jinro, Haypro , Tyler, Huk, Nazgul, TLO, Ret

Head on over to Teamliquid's site to keep up with them and get some great information on how to improve your game!



Sunday, November 7, 2010

MLG Dallas

So far the action has been incredible. The matches that were played have been some of the best and most entertaining I have ever seen, with the best match being QXC vs. Sen. A TvZ matchup with Sen quickly gaining a lead but QXC was able to match him blow for blow, sometimes making 3-4 drops in different areas at the same time. Unfortunately, the Zerg overwhelmed him with there ability to out macro any opponent in the late game.

Huk was eliminated this morning by his teammate TLO in a very creative match involving burrow and Baneling mines! TLO also 6 pooled on there second matchup and Huk held it off incredibly well, however the zergs ability to out macro his opponent again led to TLO taking the win and knocking Huk out of the tournament. No hard feelings though, they both shared a hug and Huk wished him good luck in the tournament.