Anders Sentinel Strategy with Example 2v2 Video

Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:

  • Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ

> 2533274793007755;1:
> Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available

Up to here is just not playing like a bag of fish.

Well it’s not this black & white. The build order u told here will die in 1v1 or 2v2 to any pressure build. Expanding like that is not done without attack vs decent player who actually scouts and builds units. I agree that sentinels are great if u can mass them and even better if they are hidden but early pressure is the key to prevent double base start from sentinel player.

> 2533274793142590;3:
> Well it’s not this black & white. The build order u told here will die in 1v1 or 2v2 to any pressure build. Expanding like that is not done without attack vs decent player who actually scouts and builds units. I agree that sentinels are great if u can mass them and even better if they are hidden but early pressure is the key to prevent double base start from sentinel player.

If you have the time, could you explain to someone who doesn’t play all that much Deathmatch etc how to properly build up to this strat versus a skilled player. Like, what units & upgrades would you use to support the time it takes to mass them, or is it all very situational?

> 2533274881110679;4:
> > 2533274793142590;3:
> > Well it’s not this black & white. The build order u told here will die in 1v1 or 2v2 to any pressure build. Expanding like that is not done without attack vs decent player who actually scouts and builds units. I agree that sentinels are great if u can mass them and even better if they are hidden but early pressure is the key to prevent double base start from sentinel player.
>
> If you have the time, could you explain to someone who doesn’t play all that much Deathmatch etc how to properly build up to this strat versus a skilled player. Like, what units & upgrades would you use to support the time it takes to mass them, or is it all very situational?

Since sentinel players need that second base to make deadly mass fast they usually rush to make that expand early with low units. U just need to start with little slower tech and focus little more on supply to get few rabbit/choppers out to harash and scout the timing of the expansion. Don’t make too many scouts and switch to marines / grunts early to be able to shoot first sentinels down when they try to hold ur attack. Spamming these units wont hurt ur energy that much and u can still get pretty fast t2 where u will get banshees and stuff that can kill sentinels. So with early push like 4-6 chopper and 4+ grunts u can easily pressure opponent expansion and force them to turtle in main base while u get map control and proceed to make banshees to totally shutdown sentinel build.

> 2533274793007755;1:
> Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ

There are better ways to do this because lvl 1 sentinals can be easily killed by most things they are worthless if the other team has any army at all up

> 2533274793142590;3:
> Well it’s not this black & white. The build order u told here will die in 1v1 or 2v2 to any pressure build. Expanding like that is not done without attack vs decent player who actually scouts and builds units. I agree that sentinels are great if u can mass them and even better if they are hidden but early pressure is the key to prevent double base start from sentinel player.

It will surely die in a 1v1 to a infantry hit early.

In a 2v2? you need to factor in his partners ability to play defense on his second base. If he can buy time and keep the anders 2nd base alive, it’s already over. With my experience so far, it’s a hit or miss this way.

> 2728966917066801;6:
> > 2533274793007755;1:
> > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
>
> There are better ways to do this.

You should be able to explain then just simply saying it.

His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.

> 2533274987431169;7:
> > 2533274793142590;3:
> > Well it’s not this black & white. The build order u told here will die in 1v1 or 2v2 to any pressure build. Expanding like that is not done without attack vs decent player who actually scouts and builds units. I agree that sentinels are great if u can mass them and even better if they are hidden but early pressure is the key to prevent double base start from sentinel player.
>
> It will surely die in a 1v1 to a infantry hit early.
>
> In a 2v2? you need to factor in his partners ability to play defense on his second base. If he can buy time and keep the anders 2nd base alive, it’s already over. With my experience so far, it’s a hit or miss this way.

Just lost a game in 1v1 to infantry rush, so I agree, it’s very weak to an early push. But… When you’ve got someone defending your expo in 2v2 is is a whole different ball game. My point ultimately was not to say this is unbeatable, clearly it’s not. It was more to highlight that if your opponent lets you get 8 of them, you can destroy their base in under 30 seconds which is just ridiculous. They also give you insane map control.

> 2533274793142590;5:
> > 2533274881110679;4:
> > > 2533274793142590;3:
> > > Well it’s not this black & white. The build order u told here will die in 1v1 or 2v2 to any pressure build. Expanding like that is not done without attack vs decent player who actually scouts and builds units. I agree that sentinels are great if u can mass them and even better if they are hidden but early pressure is the key to prevent double base start from sentinel player.
> >
> > If you have the time, could you explain to someone who doesn’t play all that much Deathmatch etc how to properly build up to this strat versus a skilled player. Like, what units & upgrades would you use to support the time it takes to mass them, or is it all very situational?
>
> Since sentinel players need that second base to make deadly mass fast they usually rush to make that expand early with low units. U just need to start with little slower tech and focus little more on supply to get few rabbit/choppers out to harash and scout the timing of the expansion. Don’t make too many scouts and switch to marines / grunts early to be able to shoot first sentinels down when they try to hold ur attack. Spamming these units wont hurt ur energy that much and u can still get pretty fast t2 where u will get banshees and stuff that can kill sentinels. So with early push like 4-6 chopper and 4+ grunts u can easily pressure opponent expansion and force them to turtle in main base while u get map control and proceed to make banshees to totally shutdown sentinel build.

Thanks a lot for taking the time, appreciate it.

> 2533274987431169;8:
> > 2728966917066801;6:
> > > 2533274793007755;1:
> > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> >
> > There are better ways to do this.
>
> You should be able to explain then just simply saying it.
>
> His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.

Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest

> 2728966917066801;11:
> > 2533274987431169;8:
> > > 2728966917066801;6:
> > > > 2533274793007755;1:
> > > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> > >
> > > There are better ways to do this.
> >
> > You should be able to explain then just simply saying it.
> >
> > His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.
>
> Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest

All you had to say was “I don’t know a better sentinel build then his even though I claimed there was just a moment ago” and respectfully retracted your earlier statement to khimaros. You did a massive cop out there.

And no getting tech 2 is not worthless. You don’t wait until tech 2 to hit with sentinels. That’s there to reasonable upgrade them and decide if you need to switch off of them or not depending on what your teammates are building.

His build is a great transition to mid game since he has two generators up and running instead of the usual one generator people go for for a all out sentinel hit early game.

> 2533274987431169;12:
> > 2728966917066801;11:
> > > 2533274987431169;8:
> > > > 2728966917066801;6:
> > > > > 2533274793007755;1:
> > > > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> > > >
> > > > There are better ways to do this.
> > >
> > > You should be able to explain then just simply saying it.
> > >
> > > His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.
> >
> > Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest
>
> All you had to say was “I don’t know a better sentinel build then his even though I claimed there was just a moment ago” and respectfully retracted your earlier statement to khimaros. You did a massive cop out there.
>
> And no getting tech 2 is not worthless. You don’t wait until tech 2 to hit with sentinels. That’s there to reasonable upgrade them and decide if you need to switch off of them or not depending on what your teammates are building.
>
> His build is a great transition to mid game since he has two generators up and running instead of the usual one generator people go for for a all out sentinel hit early game.

Not at all there is a much better build but it’s cool not worried if you believe it or not and if you hit with lvl 1 sentinals you will get destroyed and I said waiting till the 6 minute mark to get lvl 2 is worthless must do it much earlier

> 2728966917066801;13:
> > 2533274987431169;12:
> > > 2728966917066801;11:
> > > > 2533274987431169;8:
> > > > > 2728966917066801;6:
> > > > > > 2533274793007755;1:
> > > > > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > > > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> > > > >
> > > > > There are better ways to do this.
> > > >
> > > > You should be able to explain then just simply saying it.
> > > >
> > > > His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.
> > >
> > > Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest
> >
> > All you had to say was “I don’t know a better sentinel build then his even though I claimed there was just a moment ago” and respectfully retracted your earlier statement to khimaros. You did a massive cop out there.
> >
> > And no getting tech 2 is not worthless. You don’t wait until tech 2 to hit with sentinels. That’s there to reasonable upgrade them and decide if you need to switch off of them or not depending on what your teammates are building.
> >
> > His build is a great transition to mid game since he has two generators up and running instead of the usual one generator people go for for a all out sentinel hit early game.
>
> Not at all there is a much better build but it’s cool not worried if you believe it or not and if you hit with lvl 1 sentinals you will get destroyed and I said waiting till the 6 minute mark to get lvl 2 is worthless must do it much earlier

This is your way of saying you don’t have a better build then his cool now that we got that out of the way…

If you hit with lvl 1 sentinals 4 mins in with your teammates rolling in stuff also, you’ll be fine. Tech 2 is merely there to get you upgrades and such and transition out of sentinals if you need to.

The point of sentinals anyways isn’t to really engage there army. It’s there to drop their buildings/ bases quickly cutting there economy off so you’ll be ahead with being able to rebuild your army back up way better then they can.

Anyone high level or who has been paying attention knows that wolverines are pretty worthless againest sentinals since sentinals shred through them. Marines currently there only real counter, can’t keep up with the mobility of sentinals as they micro around killing your buildings and pads.

> 2533274987431169;14:
> > 2728966917066801;13:
> > > 2533274987431169;12:
> > > > 2728966917066801;11:
> > > > > 2533274987431169;8:
> > > > > > 2728966917066801;6:
> > > > > > > 2533274793007755;1:
> > > > > > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > > > > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> > > > > >
> > > > > > There are better ways to do this.
> > > > >
> > > > > You should be able to explain then just simply saying it.
> > > > >
> > > > > His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.
> > > >
> > > > Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest
> > >
> > > All you had to say was “I don’t know a better sentinel build then his even though I claimed there was just a moment ago” and respectfully retracted your earlier statement to khimaros. You did a massive cop out there.
> > >
> > > And no getting tech 2 is not worthless. You don’t wait until tech 2 to hit with sentinels. That’s there to reasonable upgrade them and decide if you need to switch off of them or not depending on what your teammates are building.
> > >
> > > His build is a great transition to mid game since he has two generators up and running instead of the usual one generator people go for for a all out sentinel hit early game.
> >
> > Not at all there is a much better build but it’s cool not worried if you believe it or not and if you hit with lvl 1 sentinals you will get destroyed and I said waiting till the 6 minute mark to get lvl 2 is worthless must do it much earlier
>
> This is your way of saying you don’t have a better build then his cool now that we got that out of the way…
>
> If you hit with lvl 1 sentinals 4 mins in with your teammates rolling in stuff also, you’ll be fine. Tech 2 is merely there to get you upgrades and such and transition out of sentinals if you need to.
>
> The point of sentinals anyways isn’t to really engage there army. It’s there to drop their buildings/ bases quickly cutting there economy off so you’ll be ahead with being able to rebuild your army back up way better then they can.
>
> Anyone high level or who has been paying attention knows that wolverines are pretty worthless againest sentinals since sentinals shred through them. Marines currently there only real counter, can’t keep up with the mobility of sentinals as they micro around killing your buildings and pads.

4 mins in you can have just as many wolverines as sentinels and lvl 1 sentinals do not shred through wolverines but it is cute you think they do

> 2728966917066801;15:
> > 2533274987431169;14:
> > > 2728966917066801;13:
> > > > 2533274987431169;12:
> > > > > 2728966917066801;11:
> > > > > > 2533274987431169;8:
> > > > > > > 2728966917066801;6:
> > > > > > > > 2533274793007755;1:
> > > > > > > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > > > > > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> > > > > > >
> > > > > > > There are better ways to do this.
> > > > > >
> > > > > > You should be able to explain then just simply saying it.
> > > > > >
> > > > > > His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.
> > > > >
> > > > > Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest
> > > >
> > > > All you had to say was “I don’t know a better sentinel build then his even though I claimed there was just a moment ago” and respectfully retracted your earlier statement to khimaros. You did a massive cop out there.
> > > >
> > > > And no getting tech 2 is not worthless. You don’t wait until tech 2 to hit with sentinels. That’s there to reasonable upgrade them and decide if you need to switch off of them or not depending on what your teammates are building.
> > > >
> > > > His build is a great transition to mid game since he has two generators up and running instead of the usual one generator people go for for a all out sentinel hit early game.
> > >
> > > Not at all there is a much better build but it’s cool not worried if you believe it or not and if you hit with lvl 1 sentinals you will get destroyed and I said waiting till the 6 minute mark to get lvl 2 is worthless must do it much earlier
> >
> > This is your way of saying you don’t have a better build then his cool now that we got that out of the way…
> >
> > If you hit with lvl 1 sentinals 4 mins in with your teammates rolling in stuff also, you’ll be fine. Tech 2 is merely there to get you upgrades and such and transition out of sentinals if you need to.
> >
> > The point of sentinals anyways isn’t to really engage there army. It’s there to drop their buildings/ bases quickly cutting there economy off so you’ll be ahead with being able to rebuild your army back up way better then they can.
> >
> > Anyone high level or who has been paying attention knows that wolverines are pretty worthless againest sentinals since sentinals shred through them. Marines currently there only real counter, can’t keep up with the mobility of sentinals as they micro around killing your buildings and pads.
>
> 4 mins in you can have just as many wolverines as sentinels and lvl 1 sentinals do not shred through wolverines but it is cute you think they do

You missed a few variables in my message. I never said anything about lvl 1 sentinals shreding through wolverines. I even said flat out the point of sentinals isn’t to engage armies really.

> 2728966917066801;15:
> > 2533274987431169;14:
> > > 2728966917066801;13:
> > > > 2533274987431169;12:
> > > > > 2728966917066801;11:
> > > > > > 2533274987431169;8:
> > > > > > > 2728966917066801;6:
> > > > > > > > 2533274793007755;1:
> > > > > > > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > > > > > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> > > > > > >
> > > > > > > There are better ways to do this.
> > > > > >
> > > > > > You should be able to explain then just simply saying it.
> > > > > >
> > > > > > His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.
> > > > >
> > > > > Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest
> > > >
> > > > All you had to say was “I don’t know a better sentinel build then his even though I claimed there was just a moment ago” and respectfully retracted your earlier statement to khimaros. You did a massive cop out there.
> > > >
> > > > And no getting tech 2 is not worthless. You don’t wait until tech 2 to hit with sentinels. That’s there to reasonable upgrade them and decide if you need to switch off of them or not depending on what your teammates are building.
> > > >
> > > > His build is a great transition to mid game since he has two generators up and running instead of the usual one generator people go for for a all out sentinel hit early game.
> > >
> > > Not at all there is a much better build but it’s cool not worried if you believe it or not and if you hit with lvl 1 sentinals you will get destroyed and I said waiting till the 6 minute mark to get lvl 2 is worthless must do it much earlier
> >
> > This is your way of saying you don’t have a better build then his cool now that we got that out of the way…
> >
> > If you hit with lvl 1 sentinals 4 mins in with your teammates rolling in stuff also, you’ll be fine. Tech 2 is merely there to get you upgrades and such and transition out of sentinals if you need to.
> >
> > The point of sentinals anyways isn’t to really engage there army. It’s there to drop their buildings/ bases quickly cutting there economy off so you’ll be ahead with being able to rebuild your army back up way better then they can.
> >
> > Anyone high level or who has been paying attention knows that wolverines are pretty worthless againest sentinals since sentinals shred through them. Marines currently there only real counter, can’t keep up with the mobility of sentinals as they micro around killing your buildings and pads.
>
> 4 mins in you can have just as many wolverines as sentinels and lvl 1 sentinals do not shred through wolverines but it is cute you think they do

1 base wolves loses to 2 base Sentinel push. I can have 8 Sentinels by the time you’ve got 4 wolves, and I’ll win. Flayerr’s counter post is exactly how i lost my only game today. I’ve had several players try to go anti-air, including winning a 3v3 where all 3 players went anti air. they still lost because I killed all three of their expos and 6 bases beats 3.
Early marine push is the only counter to this.
My build is a really easy ‘guide’ it’s not set in stone, it’s a good starting point that transitions really easily into tech 2, the six minute mark is with five upgraded supply pads so you can constantly spam Sentinels. You could easily have tech 2 with this build by 4.30, as I stated, you scout and make a judgement call, either upgrade SP and harrass non-stop or if it’s not good transition faster into tech 2 and counter.

> 2533274793007755;17:
> > 2728966917066801;15:
> > > 2533274987431169;14:
> > > > 2728966917066801;13:
> > > > > 2533274987431169;12:
> > > > > > 2728966917066801;11:
> > > > > > > 2533274987431169;8:
> > > > > > > > 2728966917066801;6:
> > > > > > > > > 2533274793007755;1:
> > > > > > > > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > > > > > > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> > > > > > > >
> > > > > > > > There are better ways to do this.
> > > > > > >
> > > > > > > You should be able to explain then just simply saying it.
> > > > > > >
> > > > > > > His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.
> > > > > >
> > > > > > Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest
> > > > >
> > > > > All you had to say was “I don’t know a better sentinel build then his even though I claimed there was just a moment ago” and respectfully retracted your earlier statement to khimaros. You did a massive cop out there.
> > > > >
> > > > > And no getting tech 2 is not worthless. You don’t wait until tech 2 to hit with sentinels. That’s there to reasonable upgrade them and decide if you need to switch off of them or not depending on what your teammates are building.
> > > > >
> > > > > His build is a great transition to mid game since he has two generators up and running instead of the usual one generator people go for for a all out sentinel hit early game.
> > > >
> > > > Not at all there is a much better build but it’s cool not worried if you believe it or not and if you hit with lvl 1 sentinals you will get destroyed and I said waiting till the 6 minute mark to get lvl 2 is worthless must do it much earlier
> > >
> > > This is your way of saying you don’t have a better build then his cool now that we got that out of the way…
> > >
> > > If you hit with lvl 1 sentinals 4 mins in with your teammates rolling in stuff also, you’ll be fine. Tech 2 is merely there to get you upgrades and such and transition out of sentinals if you need to.
> > >
> > > The point of sentinals anyways isn’t to really engage there army. It’s there to drop their buildings/ bases quickly cutting there economy off so you’ll be ahead with being able to rebuild your army back up way better then they can.
> > >
> > > Anyone high level or who has been paying attention knows that wolverines are pretty worthless againest sentinals since sentinals shred through them. Marines currently there only real counter, can’t keep up with the mobility of sentinals as they micro around killing your buildings and pads.
> >
> > 4 mins in you can have just as many wolverines as sentinels and lvl 1 sentinals do not shred through wolverines but it is cute you think they do
>
> 1 base wolves loses to 2 base Sentinel push. I can have 8 Sentinels by the time you’ve got 4 wolves, and I’ll win. Flayerr’s counter post is exactly how i lost my only game today. I’ve had several players try to go anti-air, including winning a 3v3 where all 3 players went anti air. they still lost because I killed all three of their expos and 6 bases beats 3.
> Early marine push is the only counter to this.
> My build is a really easy ‘guide’ it’s not set in stone, it’s a good starting point that transitions really easily into tech 2, the six minute mark is with five upgraded supply pads so you can constantly spam Sentinels. You could easily have tech 2 with this build by 4.30, as I stated, you scout and make a judgement call, either upgrade SP and harrass non-stop or if it’s not good transition faster into tech 2 and counter.

You pretty much got it down bud.

> 2533274793007755;17:
> > 2728966917066801;15:
> > > 2533274987431169;14:
> > > > 2728966917066801;13:
> > > > > 2533274987431169;12:
> > > > > > 2728966917066801;11:
> > > > > > > 2533274987431169;8:
> > > > > > > > 2728966917066801;6:
> > > > > > > > > 2533274793007755;1:
> > > > > > > > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > > > > > > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> > > > > > > >
> > > > > > > > There are better ways to do this.
> > > > > > >
> > > > > > > You should be able to explain then just simply saying it.
> > > > > > >
> > > > > > > His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.
> > > > > >
> > > > > > Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest
> > > > >
> > > > > All you had to say was “I don’t know a better sentinel build then his even though I claimed there was just a moment ago” and respectfully retracted your earlier statement to khimaros. You did a massive cop out there.
> > > > >
> > > > > And no getting tech 2 is not worthless. You don’t wait until tech 2 to hit with sentinels. That’s there to reasonable upgrade them and decide if you need to switch off of them or not depending on what your teammates are building.
> > > > >
> > > > > His build is a great transition to mid game since he has two generators up and running instead of the usual one generator people go for for a all out sentinel hit early game.
> > > >
> > > > Not at all there is a much better build but it’s cool not worried if you believe it or not and if you hit with lvl 1 sentinals you will get destroyed and I said waiting till the 6 minute mark to get lvl 2 is worthless must do it much earlier
> > >
> > > This is your way of saying you don’t have a better build then his cool now that we got that out of the way…
> > >
> > > If you hit with lvl 1 sentinals 4 mins in with your teammates rolling in stuff also, you’ll be fine. Tech 2 is merely there to get you upgrades and such and transition out of sentinals if you need to.
> > >
> > > The point of sentinals anyways isn’t to really engage there army. It’s there to drop their buildings/ bases quickly cutting there economy off so you’ll be ahead with being able to rebuild your army back up way better then they can.
> > >
> > > Anyone high level or who has been paying attention knows that wolverines are pretty worthless againest sentinals since sentinals shred through them. Marines currently there only real counter, can’t keep up with the mobility of sentinals as they micro around killing your buildings and pads.
> >
> > 4 mins in you can have just as many wolverines as sentinels and lvl 1 sentinals do not shred through wolverines but it is cute you think they do
>
> 1 base wolves loses to 2 base Sentinel push. I can have 8 Sentinels by the time you’ve got 4 wolves, and I’ll win. Flayerr’s counter post is exactly how i lost my only game today. I’ve had several players try to go anti-air, including winning a 3v3 where all 3 players went anti air. they still lost because I killed all three of their expos and 6 bases beats 3.
> Early marine push is the only counter to this.
> My build is a really easy ‘guide’ it’s not set in stone, it’s a good starting point that transitions really easily into tech 2, the six minute mark is with five upgraded supply pads so you can constantly spam Sentinels. You could easily have tech 2 with this build by 4.30, as I stated, you scout and make a judgement call, either upgrade SP and harrass non-stop or if it’s not good transition faster into tech 2 and counter.

Lol keep believing this i appreciate guys like you that don’t rush very well yeah it beats 90 percent of the people that play this game but keep on keeping on

> 2728966917066801;19:
> > 2533274793007755;17:
> > > 2728966917066801;15:
> > > > 2533274987431169;14:
> > > > > 2728966917066801;13:
> > > > > > 2533274987431169;12:
> > > > > > > 2728966917066801;11:
> > > > > > > > 2533274987431169;8:
> > > > > > > > > 2728966917066801;6:
> > > > > > > > > > 2533274793007755;1:
> > > > > > > > > > Here’s my walk-through for a very nasty Sentinel build that is at present, pretty broken. I’m sure it’s beatable from a really early rush, but I’m putting this here so that at least everyone can see just how powerful Sentinels are:
> > > > > > > > > > - Build order: SP (supply pad), SP, Generator, SP, SP. Upgrade Generator immediately upon completion and choose R&D as her first leader power. - Collect crates with your first two marines, head towards a free base slot as you go. - Build your first base around 1min 30 - 1min 45. Upgrade a Supply pad when you have 200 power. - Build another marine, start taking power nodes with your 3 marines. - When your expansion base finishes you build a generator then 2 supply pads. Your next leader power will be available, chose Sentinels and start double pumping from both bases. - Scout your enemy and gauge what they’re doing, if it’s looking like they will have a large marine force you can save 1000 power for a quick tech 2 and start pumping counter units, if it’s anything else, upgrade SPs until you can continually pump Sentinels from both bases. If they’ve got a lot of choppers/jack rabbits you can get a turret up. - Keep your Sentinels hidden until you have 8-10, which should be around the 5 minute mark, go to their base, if it’s still only got 5 slots you can focus it down in about 16 seconds. If it’s tech 2 with 7 slots it will take you about 35-40 seconds. Determine if it’s worth focusing for this long on the main or kill his buildings. Keep pumping Sentinels. - Third leader power goes towards upgrading R&D, Fourth is Sentinel Synergy (sheilds FTW!) then Fifth is the Uber Sentinel. - You should comfortably be able to hit tech 2 by the 6 minute mark, have power coming out of your ears, have total map control, be just shy of your 80 unit cap and be able to transition into whatever you want, but air is a no brainer to get the upgrades, a couple of healing units and either a barracks or armory to get teching. - If you’re playing team games, have your ally build marines then get a barracks for counter units, Enjoy all the wins and hate mail in your inbox. - Eat cookies, whilst waiting for the patch to nerf Sentinelshttps://www.youtube.com/watch?v=usc4L4cqChQ
> > > > > > > > >
> > > > > > > > > There are better ways to do this.
> > > > > > > >
> > > > > > > > You should be able to explain then just simply saying it.
> > > > > > > >
> > > > > > > > His is one variation that’s good for mid game since he will be hitting tech 2 faster with both those generators up.
> > > > > > >
> > > > > > > Sorry not going to explain people should not need every way of doing things laid out for them the fun in this game to me at least is figuring things out myself but lvl 2 at 6 mins is completely worthless against anyone that can play you can have a lot of wolverines up in that for this to be viable at all have to have lvl 2 by 430 at the latest
> > > > > >
> > > > > > All you had to say was “I don’t know a better sentinel build then his even though I claimed there was just a moment ago” and respectfully retracted your earlier statement to khimaros. You did a massive cop out there.
> > > > > >
> > > > > > And no getting tech 2 is not worthless. You don’t wait until tech 2 to hit with sentinels. That’s there to reasonable upgrade them and decide if you need to switch off of them or not depending on what your teammates are building.
> > > > > >
> > > > > > His build is a great transition to mid game since he has two generators up and running instead of the usual one generator people go for for a all out sentinel hit early game.
> > > > >
> > > > > Not at all there is a much better build but it’s cool not worried if you believe it or not and if you hit with lvl 1 sentinals you will get destroyed and I said waiting till the 6 minute mark to get lvl 2 is worthless must do it much earlier
> > > >
> > > > This is your way of saying you don’t have a better build then his cool now that we got that out of the way…
> > > >
> > > > If you hit with lvl 1 sentinals 4 mins in with your teammates rolling in stuff also, you’ll be fine. Tech 2 is merely there to get you upgrades and such and transition out of sentinals if you need to.
> > > >
> > > > The point of sentinals anyways isn’t to really engage there army. It’s there to drop their buildings/ bases quickly cutting there economy off so you’ll be ahead with being able to rebuild your army back up way better then they can.
> > > >
> > > > Anyone high level or who has been paying attention knows that wolverines are pretty worthless againest sentinals since sentinals shred through them. Marines currently there only real counter, can’t keep up with the mobility of sentinals as they micro around killing your buildings and pads.
>
> Lol keep believing this i appreciate guys like you that don’t rush very well yeah it beats 90 percent of the people that play this game but keep on keeping on

So let me get this straight, do you think Sentinels are fine and don’t need adjusting, or are you just trying to make yourself look good, i can’t tell?
The next patch Sentinels will be nerfed and Wolves/Reavers will get a buff. Because right now they don’t do what they’re supposed to do well enough, and the Window for shutting down Sentinels is small, once it’s gone, you can build all the counters you like, it won’t help. That’s the definition of broken and i’m trying to draw attention to it to get it fixed.
Step outside the expanse of 1v1 and look at a map like Sentry in a 2v2 scenario. There’s no way you’re taking my expo down before i’ve got the Sentinels i need to kill your base and your team mates too.