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Scroll Down to view Strat |
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No Reaver Tricks For You, FOOL! |
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by Executor Zileas, The Master of New School Protoss |
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Agent911 publisized this strat in a game vs 1_cool_guy, and although he hadn't optimized the build, or the techinque involved, he did come up with the idea, which is the most important part (and had the order 95% right i must admit -- He just didnt realize the shield battery part). Some people say Clasher came up with this, but I'm really not sure. I'll credit heinous boy and myself with perfecting this one. Zagi is also pretty good at this strat. Just for clarification, this is an ISLAND Build order. Do not attempt this on land -- You will likely die unless they are a pure reaver rusher. |
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Basically this build is a reaction to the anticipated reaver rush, but also works well as an "anti-random" build assuming you mix in a shield battery around the time you get the first dragoon (so you can barely hold muties). I generally play this against random on a larger map, and usually against protoss on any air map, as its pretty safe and leaves you in a very aggressive stance vs terran and protoss, and a decent defensive stance against zerg. |
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The reason this works against most protoss builds is that you a) control the map and can b) stop the other protoss from using reaver tricks by pressuring his shuttle with scouts, while at the same time being able to use your own reaver tricks. DO NOT attempt this strategy unless you are somewhat competent at reaver tricks. I've posted these here. |
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Always Build probes up till 17/17 control. Then make sure you continue to build probes but never so much that you will delay a combat unit due to pylon supply issues. |
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Taking the Fight to the Enemy |
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You should scout early with your first scout or your first shuttle. Assuming they are protoss, you aught to attack UNLESS they were playing the same build as you. If they played the same build, sit back, power up scouts, and expand with 4 dragoons and some watchful scout cover (but not too nearby, and not especially early in the game. You have to be very very careful about this) -- You dont want to get yourself in trouble because if you split your forces much a direct attack on your base will kill you. 4 dragoons and a watchful reaver should be JUST ENOUGH to hold an island expansion from a fast scout/reaver onslaught. Generally speaking its better to attack rather than defend. |
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Anyway, back on track. If you encounter a reaver rusher, use reaver tricks as well as scout pressure on his shuttle (ignoring his dragoon) to take out his forces. Once you down his first shuttle, counter attack and you will win right there. If they did heavy goon defense, just pump out more reavers and hit them with 3 or 4 at some point and they will die. Zealots help a lot too in this situation. The key to this strategy is to keep pumping out scouts especially, get speed upgrades and damage upgrades (do not waste money on armor and shields unless you have an expansion). If you waste scouts, you lose the game most likely. |
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Contegencies: Known counters |
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There is only one, and that is a fast shuttle drop with zealots and or dragoons. This will kill you most likely if it hits you, but you aught to be able to at least defend somewhat with your probes, or at the very least run them away. Once you have your dragoon you can peon defense, (build it early) or if you get your reaver you are fine. Once you stop this attack they are quite dead. If you are REALLY worried about this, you can pump an early zealot, but this is going to put you at a disadvantage against a zerg (if used as anti-random). The alternative to this build is simply power goons out of 3 gateways, and that build will stop anything, but put you in a really poor overly defensive position. I prefer to take the initiative, and sometimes a little risk. A fast drop wont necessarily kill you anyway. |
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Playing this Strategy as Anti-Random |
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Care must be taken when playing an anti-random order, but generally speaking, this or power goons are your only options. It is very important that you remember to put 4 probes on gas, and that you rapidly adapt your strategy the second you know what race your up against. A zerg will pose you the most problems. In order to insure that you do not die to the zerg, youll need to (hopefully) kill an overlord thast snooping islands nearby you, get out another dragoon or two and a shield battery (and another scout), and then go for templars and cannons. Several dragoons and two scouts can easily hold off the first mutalisk rush, but you have to be careful, and you WILL be at a disadvantage. Also, once you have your reaver, you want to try to drop the zerg's peons and get all that you can get... Make sure you go in at a weird backdoor angle. Against a terran, I recommend using your reaver to prevent them from expanding, in coordination with lots of scouts. Also, once you have the excess minerals, go ahead and expand, and get templars against them as well. Against protoss, I've already talked about what to do. |
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Other Things to Keep in Mind |
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In version 1.04, this build still is pretty good, although youll find it far less risky to expand with cheaper dragoons (vs protoss). Also, the standard templar defense (anti-zerg) is a better anti-random build in version 1.04 for islands, although a stargate + templar/cannon defense is also very good. |