Probes, immortals, etc.

Discussion in 'StarCraft 2 Strategy Discussion' started by Galaxy.ein, Jan 15, 2011.

Probes, immortals, etc.

  1. Galaxy.ein

    Galaxy.ein New Member

    Joined:
    May 3, 2010
    Messages:
    92
    Likes received:
    1
    Trophy points:
    0
    I've been learning and playing more recently and got a lot stronger. I learned a few things that I thought would be pretty useful to show. In particular, I've started using some of the units I used to overlook a lot--immortals and void rays. These units are far more useful than I once thought.

    First of all...immortals against Terran. For some reason I like to get a count of 4. I don't always do immortal builds, but when I do that seems like a pretty healthy count. They'll plow through armored units and bunkers. Also I get a more zealot heavy composition since the immortals provide great support for that. My stalker count will be pretty low, but high enough that it makes me comfortable.

    I haven't been keeping up on the really recent strategies, but I feel like some of this stuff is pretty "new" and valuable. New as in it hasn't been widely used. I could be wrong though. I haven't played or seen terribly many games.

    Anyway onto the details. I have 2 immortal strategies to share. One is a rush, and the other is a standard build.

    The Immortal Rush
    So let me explain how I came to learn about this rush. I was watching a game between...DuckloadRa and Strelok when I first saw this build. Basically DuckloadRa got a few gateways and what not for units, but got like 4 immortals and a lot more zealots than usual. Strelok went to expand at a fairly modest time, and threw down four bunkers to help stop DuckloadRa's impending push. Well his push came anyway...and demolished Strelok. I knew it had to be good so I tried it myself, and it was almost too easy to win with it. Great stuff!
    Rough Build:
    3 Gate / Robo
    4 Immortal / Zealots / Stalkers / Sentries ---> Attack

    So I attached DuckloadRa's game for an example of this.

    The Immortal Composition
    Well I was playing against some 1900 diamond Terran and saw he had a factory. I decided, naturally, that I'd just go for immortals. However, with my new found love of the unit, I decided I'd go ahead and get 4 and create an immortal-based army. Naturally I went for templars and focused on higher zealot concentrations for my army. The result seemed solid to me.
    The Rough Build:
    2 Gate / Robo ---> Expand
    +2 Gate / Forge / Twilight Council
    +2 Gate / Templar's Archive

    So I'm attaching a replay of that. However I want to note something...my opponent didn't play very well. His undeniable mistake was not building enough scvs. Note how easily I out macro him by producing a good amount of probes. A good probe production is the #1 way to improve playing strength. In fact I didn't get enough probes in the game...I stopped ~60 when I should have kept going until ~80. I got pretty lazy and impatient towards the end of the game, which was completely bad and unnecessary and could have cost me the game. He didn't seem to be doing much and I decided to just barge in and neglect my home base in the process.

    So I'll attach that game too.

    Lastly I experienced a void ray rush in one of my games. It seemed like a very strong rush. The game was a PvP. Later I tried the void ray rush against a 2100 diamond Zerg. It was a very easy win. It's a simple build to perform. You just get ~3gates, and get 4-5 void rays. Getting +1 air upgrades isn't a bad idea either, although for whatever reason I didn't do it in this game.

    Anyway, you attack...just charge up the void rays on rocks near the opponent's expansion, and then attack with everything you have. If you actually get the void rays charged then there is virtually no army/defense which will stop your push.

    So I attached that too.

    Hope some of this is cool/helpful. I also recommend getting a zealot after cycore in all match-ups...it seems really useful. It's up to preference though. I played some 2800 Terran (now master league) and the zealot was able to take 2 marines off him and scout around, despite him microing pretty decently. In general I usually get my money back for the zealot except when someone walls, which is no issue (a single zealot rounds off a handful of stalkers very nicely). Protoss often skip on the stalker and I can sometimes get a probe kill or better with the zealot. Zerg doesn't like the pressure one way or another. The zealot is good for scouting too, even if you only get like one marine kill or something with it.
     

    Attached Files:

  2. Stirlitz

    Stirlitz Member

    Joined:
    Aug 20, 2010
    Messages:
    840
    Likes received:
    5
    Trophy points:
    18
    From:
    Greece
    Thanks, mate! I'm in a rush so can't think much on what you said, but these deffinitely sound like stuff I wish to try cause they seem pretty solid... Thanks for the reps too!

    When I'll get some time I'll watch them and also post what I get after trying out these...

    Thanks :)