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[G] [BR] Guide to Mech Transitions

Blogs > N.geNuity
Post a Reply
N.geNuity
Profile Blog Joined July 2009
United States5112 Posts
September 22 2014 02:58 GMT
#1
I'm excited about my first journal publication, so I thought I'd share

*WARNING: IMAGE HEAVY AND IMAGE HEAVY SPOILERS*

[image loading]


JOURNAL OF PROTOSS IMBALANCES, VOL XXX, PG(s) 470-500
AUTHORS: N.GENUITY* [1], MOUSTACHE_NGENUITY [2], PIRATE_NGENUITY [2]
PEER REVIEW: MINDCONTROLSCV [2]

[1] Universidad de Terrán [2] Fictitious
* LEAD AUTHOR


------------------------------------------------------
DISCLAIMER:
------------------------------------------------------

+ Show Spoiler +


First disclaimer: enjoy the blog! Some sections are spoilered (such as this) where text dominates more than figures, and the "academic" style was written first before battle report stuff was inserted. Most games are d+/c- skill level, and usually I am pretty far ahead to make this work (though success rate is high). There are actually a couple very short threads on MC from long ago, and I think it is legitimate if and only if the protoss thinks he can extend an advantage but not kill a terran outright (terrans can claw back in split map scenarios).

This blog is not a general methodology that will work in all cases nor will it work on all maps. It is advised only to be used against terran players that are approximately 1000 iccup points higher than your own rank [as such not tested on Fish server], as that should sufficiently balance out the pvt matchup. Finer points will be discussed later on, but it is important to note that it works best with carriers and with maps with lots of buildable space and/or ramps, although it is viable on 2, 3, or 4 player maps as all protoss strategies are viable on all maps.

Instead, this methodology is a way to confuse terran players who are not used to seeing a new brand of play style, and most particularly to BM players who are worse than you or choose terran in a fun way.

It also has not been benchmarked in any appreciable way, and should not work against high level terrans who are good at tvp, which occur with about the same frequency as a unicorn shagging KT's mascot

Only a handful of games have been played across 2013-2014; further data collection and analysis may lead to further research, and dedicated training to SCV recovery squads could help the success rate further



------------------------------------------------------
ABSTRACT
------------------------------------------------------


This blog illustrates and discusses late game mech transitions as another tool in the great protoss tool box of bullshit in the terran matchup.

3 games utilizing mind control play are given lengthy battle reports, and this tool is advised to be played in the most ridiculous and entertaining ways possible. A control study of usual protoss play (dark templar play) is given in a fourth battle report for comparison purposes.


------------------------------------------------------
INTRODUCTION
------------------------------------------------------


It is well known that the late game pvt matchup is quite difficult for protoss, as the very few and very weak options for protoss in carriers, high templars, recalls, incredibly large banks, and the ability to have 25+ gateways [or some amount corresponding to multiple full scale production capabilities] spread across the map simply does not cut it.

With this in mind, many protoss players worry about how to combat the late game terran mech and struggle to use their early and mid game advantages to secure late game victory.

An intuitive answer to preparing for the late game is presented simply here, as a means to combat this so called powerful late game terran mech with yet a stronger protoss army: mech.


TRANSITIONING TO MECH: A HOW TO



------------------------------------------------------
SECTION 1: OPENING AND MAP SELECTION
------------------------------------------------------


This method is sensitive to the map and the opening build order. It is found that the "Polish" build order is most optimal, but other build orders work too. Some build orders should not be used, and are mentioned below.

Contrary to popular belief, a build order does not begin at the start of a game. It, in fact, begins before the game starts. This is the "Polish" build order's greatest strength. Since build orders are not too important (particular at low level play), you can skip over this section if desired:

Map selection should be limited to fighting spirit only, although occasional other maps can be used; however, similar to the build order discussed below, it is important not to play on some maps that are either bad for protoss (none) or too good for protoss (heartbreak ridge), as that puts in jeopardy reaching the late game.

Note small maps won't work.

SECTION 1.i: POLISH BUILD ORDER & BUILD ORDER DETAILS
+ Show Spoiler +

SECTION 1.i.i: JOINING A GAME:

The first step is to demand your opponent reveal his race selection through the simple message of "race?". It is critically important that you pose this question, even though you have no intention to choose any race other than protoss. You also MUST ask this question even if your opponent already has selected their race.

Follow up with a "gogo" immediately after, while still sticking to random in the display screen. If the host chooses a race other than terran, or if he asks you to choose your race, immediately leave the game.

SECTION 1.i.ii HOSTING A GAME:

Follow the same steps as joining a game, but now you have control over who is in the game. Ban anyone that chooses something besides terran (if you want to use this strategy), or perhaps even better, start the game immediately when someone joins and do not say anything. If the opponent chooses something other than terran, you can always leave the game immediately after it starts.

Here, the hosting/joining a game build order converges to a good timing window, where you must change your race from "random" to "protoss" at the last possible second in the countdown screen. This take many seconds of practice to achieve, but you may risk (~10^-2 frequency) messing it up.

SECTION 1.i.iii IN GAME BUILD ORDER

The neo-classical polish build order follows the main line of:

4 p
5-200 do whatever the fuck you want, you're protoss

However, 2 very important notes (counter-intuitive for the Polish expert) must be made:

1): you do not want to proxy any really important buildings. The biggest risk to your late game transition to mech is winning the game too early, which is very achievable through proxy dt, proxy robo, or just proxy gateways in the middle of the map [1 can be ok]. Proxying an assimilator (otherwise known as a "gas steal") is risky, as many terrans do not know how to respond and will try to respond with a dumb all-in barracks build, which again limits how often you get to reach the late game. However, the terrans that throw up a bunker and take their natural cc, are playing for the late game, and you can control the flow of the game from there.

2): do not open with 2 dark templars. 1 dt expand can be ok, but it is actually not the best build, despite thinking that it may help you reach mind control tech earlier on. An example is given in Appendix A: Battle Report 4 (control game).

These 2 notes drastically reduce the protoss win rate, but again, the goal is not to win the game too early or too easily, but play and toy with your opponent as a Protoss player may fondle his nipples after a good cheese or gas steal.

It is more important to get robo bay so you can safely transition to late game mech through observer usage.



------------------------------------------------------
SECTION 2: SETTING UP THE MID GAME
------------------------------------------------------


+ Show Spoiler +

Now that you've chosen not to just proxy the terran or bulldog him early, you can be in a good spot to reach the mid to late game with a healthy 3 base economy or so. A siege expand terran is probably ideal, as he probably was passive and you should be able to get an observer into his base, to see any 5 fact or 6 fact dangers that may come. Note many terrans will do that, so you may have to abandon ship and just play normally.

The 3 gas economy you have (or just early 2nd gas after a 1 gate expand or whatever) will let you start to get this going. You may have a shuttle already for zealot use, and that is quite good. Take your templar archives at a normal timing is the most safe option, just getting up to 1 arbiter with stasis before getting 2 dark templars to morph to your dark archon. Start mind control research, and throw down a support bay to get shuttle speed. Variants played here are not optimal for mind control timings, as it is more important to go ahead and research it before you "forget".

On fs, it is a good idea to take another main rather than the closeby thirds to get better build space, although by the time any scv gets mind controlled, you'll be taking a fourth there anyways

You can even delay your arbiters if you can pump a lot more zealots than dragoons to run into the tanks, as sometimes that first stasis is really important to surviving (as seen in appendix a: battle report 2). The decision to begin mind control play is a tempo-based decision, and should be made with total disregard to actual strategy just to confuse laddering terran players. There is simply too great of a risk of letting terran players skimp on their defense/cautiousness and getting a feel for tvp if protoss players do not randomly decide to do "stupid" things every now and then, independent of whether or not it is very successful. Terrans must be humbled by Protoss aggression.

The largest threat to this is an aggresive terran, typically the type who push with 5 facts (rather than a 6 fact all in). One reason for getting robo play is to scout the terran and make sure you survive.



------------------------------------------------------
SECTION 3: THE BIG PLAYS
------------------------------------------------------


So, although you can do this at any point in the game you feel comfortable, trying to rush for mind control early doesn't work. You have to get a good economy going, and be safe from immediate pushes out. 2 main paths sort of happen, but the first timing revolves around when the terran is setting up his third:

SECTION 3.i.i: LATE TERRAN THIRD

A lot of terrans kind of do some weak push you can kill or push back with your 1000 zealots you pumped earlier, and throw up their third cc at their third base unprotected as they took an aggressive posture. You can grab that scv there with the dark archon, and terrans will be confused why the hell a dark archon is by their third. Coincidentally, this works great to delay the third cc.


[image loading]
[image loading]
~8 seconds shy in this game....

[image loading]
An already won game, but a delayed third nonetheless


Even if the third isn't taken at the third expo, the timing generally still revolves around the completion of the third cc:

+ Show Spoiler [more terran third timings] +


[image loading]
A brave attempt, but the shuttle is to fall

[image loading]
A new comrade gets left behind.....

[image loading]
An scv making a factory was grabbed here instead of the scv at the cc



SECTION 3.i.ii: TERRAN THIRD WELL PROTECTED
Sometimes terrans set up their third properly and it is hard to get in there with a shuttle vs turrets, or tanks are there to kill any scv you mind control, or they did well with earlier aggression so you had to delay doing this, or you lost your first dark archon or shuttle with him. Not to worry! They'll eventually have an scv for you to snag [again, likely to build it by his fourth base unprotected by air, or out making a turret], and you can even use the dark archon for other purposes in the meantime (see section 4)


[image loading]
The important thing is not to finish the battle, but to get that loose scv

[image loading]
One might think the important part of this battle would be to micro

[image loading]
But the SCV recovery is the top priority

[image loading]
Just barely missed stopping his fourth from completion



Typically, terrans that do this route planned to go up to a three base economy, so they are being passive so you can squeeze in a good 4.5 or more bases, depending on how good the terran is with vultures or any dropship presence on the map. This route has normal engagements, where you have ~1-4 arbiters and are perfectly fine to survive and win engagements, but it is important *not* go in for the kill against the terran.

SECTION 3.ii: GETTING CREATIVE

Sometimes, you just have to go that extra mile against a terran to get that scv out of there; this series is actually one of the first games testing out late game mech transitions (game was already well over)


[image loading]
The first of 3 dark archons made together easily fails

[image loading]
A second attempt snags an scv:

[image loading]
RUN AWAY! He has taken a tank blow, but he is OK

[image loading]
SNIPED!

Attempt 3:

[image loading]
Begin the recall. SCV still belongs to the terran

[image loading]
ee han timing! The dark archon mind controls only after the recall is underway

[image loading]
the scv is now converted to the winning side

[image loading]
the terran is none the wiser



------------------------------------------------------
SECTION 4: FUN FACTS LEARNED
------------------------------------------------------


Did you know that mind controlling a dropship with tanks in it lets you use siege mode even though you have no other terran units! It's true! What mysteries do the protoss race hold? The scientific explanation is that mind controlled units come with researched capabilities but not upgrades (e.g. mc'd neutral arbiters will have recall).


[image loading]
Hmmm, where did they learn to siege?


+ Show Spoiler +

This game developed from a gas steal where the terran decided to try to medic marine it with 2 rax. It was easily stopped with reaver tech and the game was won

The terran harassed throughout the game trying to get back into it, more successful than one would anticipate but nevertheless futile


[image loading]
My DA was ready to go mind control scv going to a third base at about this time (loaded up ~130 energy, should have ~145).

Pylons and observers spot for the thirds.

[image loading]
Still waiting....

[image loading]
A drop heads out!

[image loading]
Protoss observer sees it.....

[image loading]
Terran suspects nothing

[image loading]
But the trap is laid!

[image loading]
[image loading]
The shining moments


Much later, I finally unloaded when my army was out of position and some units came to my base. What a surprise that they could siege!



Did you know that if you try to D-Matrix your hallucinated arbiter to complete a recall, it kills the hallucination?


[image loading]
Buff me up guys! [visible dmatrix around hallucination]

[image loading]
*Poof* [hallucination is dispelled with dmatrix]

+ Show Spoiler +


[image loading]
This terran was determined not to give up, and was recall ready

[image loading]
No problem!

[image loading]
the first poof occurs....huh?

An immediate, second trial occurs before the experimenters realise what is happening, and is seen previously.


Did you know that you can't repair your carriers or dragoons with scvs? I actually haven't confirmed this, but I seem to remember from 2v2s or team melee with friends that an scv can repair your allies protoss units (dragoon in that case), but just playing around in single player I get "must target terran units" trying to repair a damaged unit with an scv.

If you have to abandon ship completely, just enjoy the usual protoss arbiter play.


------------------------------------------------------
SECTION 5: GAMEFLOW & ACTUAL TIMINGS
------------------------------------------------------


+ Show Spoiler +

When starting your cc, start a barracks and you'll be able to get 2 supply depots before it's factory time from constant scv production. Build like 7 scvs total, so you can continue getting depots while 3-5 factories build, and to have a healthy amount later on in the game.


[image loading]
cc finish, barrack start

[image loading]
[image loading]
2 depots sync up with barracks finishing

[image loading]
5 scvs and ready to go


Just get 1 armory for tank weapons upgrade immediately after factories finish (first 3 facts) and do not worry about plating or a second armory, and don't worry about comsat too early. Just get ~5-7 factories total, and use tanks to secure ramps/positional play. You don't have to worry about turrets too much, if at all, and you don't need to worry about going past 2-0 upgrades unless desired.

Go ahead and throw down another command center to float as a roughly 6th or 7th base, or even just as a second scan. Just use your first command center for comsat only.

The main advantage of the mind control play is to simply get a few tanks for positional defense, whether it is the center expansion on fighting spirit or up ramps or chokes, without needing skill to cast storms with your micro'd carriers for zoning play against the goliaths



------------------------------------------------------
SECTION 6: FINISHING THE GAME
------------------------------------------------------


So hopefully you didn't die to the terran, but it's OK if you think you have (e.g. lost your army) because you need to be strategic about how things will progress anyways and you are actually perfectly fine

Throw down a lot of stargates for carriers (probably where your third/fourth is nearby where your factories are) and go ahead and trade armies, so you can remax on carriers as you build your tanks.


[image loading]
A terran scans

[image loading]
The natural terran reaction [he does not see the factories building]


Most terrans, even if they win a fight vs the 3 or so arbiters with full energy (try not to get emp'd!), run into the "oh shit I got no goliaths" moment. The tanks you have can defend a ramp if need be, so once he starts amassing goliaths you are actually perfectly safe against his goliaths.

It's a great idea to have some arbiters used only for recall, i.e. at opposite corners of the map. Often terrans flail around trying to kill expos, and a simple recall of your carriers to one corner saves it (while, since you have a healthy tank line, your other base is secure enough for your carriers to fly back). Defensive recall can be a very potent ability, and is highlighted in Appendix A: Battle Report 2.

Recalls dont need to just be over terran factories:

[image loading]


Here, a (late) recall fails to save a base, but prevents the terran's floating CC to establishing it as his own (and gets the gg)

Many terrans are bad at taking their 4th and 5th bases, so if you've made a carrier switch as the terran is setting up their last expos on their half of the map, you've won the game. Terrans also transition into an odd mentality of "if I split the map, I win" after a long enough time, whereas previously the terran mentality is to control the protoss from getting too overpowered (and making pushes to kill the protoss expos and such). This mentality switch is hard countered by your own mech transition, as now the terran can't handle the late game armies and volunteers himself to go into a passive state. If desired, the protoss can even go BCs if he don't need to use the carrier transition.

[image loading]
Tank recalls are also very important.


Many terrans also wish they were Boxer (Lim Yo Hwan) and will amass wraiths to go against your carriers. Just make sure that you have a comsat, and laugh in their face when they get excited for killing your 1 or 2 observers in your carrier fleet and you just scan anyways. Or, just have 4 observers following your carriers anyways as there is no reason not to, but native protoss players seem to forget this often.

+ Show Spoiler [protoss comsat] +


[image loading]
1 observer with the carriers and only 1 comsat available for the protoss/terran player (used up). The terran goes in

[image loading]
A few paper airplanes take out the observer and wail away at the carriers for quite some time

[image loading]
Eventually scan is used @ 50 energy

[image loading]
No obs, no problem



------------------------------------------------------
SECTION 7: RE?
------------------------------------------------------


If they ask for a re (they won't, never happens), just proxy 2 gate.


------------------------------------------------------
APPENDIX A: CASE STUDIES
------------------------------------------------------


Battle Report 1: Destination, no carriers
+ Show Spoiler +

This might have been the "best" opponent I faced, somewhere C- or near C I think.

The game begins with typical protoss beginnings


[image loading]
an early probe heads out; he does not gas steal

[image loading]
one pylon

[image loading]
two pylons!

[image loading]
zealot gets scouting SCV idle at gateway

[image loading]
The terran follows up with 2 factory


The terran goes for a 2 fact, and heads out:

[image loading]
I engage at his ramp

[image loading]
goon bugs out on the retreat


+ Show Spoiler [middle of map micro] +


[image loading]
He wastes 2 early mines outside his nat

[image loading]
One vulture taken down

[image loading]\
Another

[image loading]
mine targeting

[image loading]
That third vulture from above runs into reinforcements

[image loading]
Terran continues to bleed vultures

[image loading]
Another one to bite the dust


Even though the terran opened 2 fact, no mining was dirupted at the natural. He lost too many vultures


He resorts to a harass oriented game to try to come back

Here, his 1 tank swung all the way around to the spot behind the natural on desti


[image loading]
Runs in some vultures while I clear out mines out front for vision

[image loading]
Mines hurt!

[image loading]
Tank's vision


This is an interesting phenomena of destination. The tank does not actually have any vision after those vultures died (and no mine present). However, he gets to shell at that goon sitting there


[image loading]
he kills it

[image loading]
Scares me into fleeing away (he must have vision right?)

[image loading]
Eventually, I clear him out

[image loading]
And take a third


Surviving this early game aggression allows the choice to be made right here:


[image loading]
The first DA morphs


+ Show Spoiler [continued Terran harass] +


[image loading]
He is persistent with vultures.

Note I still didn't really transfer back my probes

[image loading]
A dropship flies out...

[image loading]
as he has seen me planning a fourth

[image loading]
I rush over

[image loading]
But he gets the probe



Continuing from the above spoiler, an actual good play should be noted. This is a nice spot on desti for terrans to try to harass. Leave a tank to deny that fourth and go into the main base, as seen below. Terrans should keep in mind such map details when trying to get better:


[image loading]
A smart play


+ Show Spoiler [further progression] +


[image loading]
He goes into my main, but no probes are there

[image loading]
I already ran them away safely

Note the dark archon is getting ready...

[image loading]
The terran turns back




[image loading]
My fourth is planted

[image loading]
And I see his third (just recently completed)

[image loading]
Harass continues

[image loading]
Luckily cannons are stronger than Terran units!

[image loading]
Seen previously, this SCV recovery team fails


With a failed mind control, things have to be extended a bit longer

+ Show Spoiler [a midgame battle] +

I am actually caught well out of position idling


[image loading]
The terran runs to my right base, and I ran away probes seeing him poke too early

[image loading]
He also sieges too low to shell nexus

[image loading]
My probes are safe

[image loading]
Throw some units below

[image loading]
Throw some units above

[image loading]
Get zealots to clean it all up!




[image loading]
A second dark archon morphs

[image loading]
Misplace your bases

[image loading]
Don't wall with pylons, use gosu zealot hold positions

However, he sees the second DA.....


We are in a firm position, teasing the terran into thinking he has a chance but knowing full well this game is in the bag, as a 5th base is nearly up

Some more time passes

+ Show Spoiler [midgame details] +


[image loading]
zealots eventually clear out that tank

[image loading]
more harass continues


Luckily, protoss have this incredible static defense in the cannon, so no damage is really taken


[image loading]
Stargate is starting. Upgrades are churning


It is important to note the terran is late on upgrades, just at 1-0 or so at this point

It is also important to note I trapped a dragoon, and though he could get out if he killed the gateway there. We wouldn't want a terran to fight an actual max vs max battle, we must give him some help


[image loading]
The terran wants to take this base. I stop him

[image loading]
But he gets it soon after, as I don't run up my whole army

[image loading]
6 vultures continue harassing, but "luckily" cannons are there

(protoss players, use your damn cannons)



After this time has passed, an opportunity presents itself:
[image loading]
A stray SCV



The scv headed out to construct a base, but little does he know he will soon be constructing a base for the protoss player

I take precaution to get my army over there with my dark archon near the front, and the major engagement begins

The first important thing to do as Protoss is to immediately lose your shuttle, such that the terran thinks he "sniped" it


[image loading]
Shuttle is lost

[image loading]
Doesn't matter, have storm (and vultures not there)

[image loading]
The SCV recovery is the top priority

[image loading]
The battle wraps up


Now, that SCV must run back to a spot where he can build. It is important to first get him stuck on gateways for ~20 seconds due to pathing errors


[image loading]
Spazzing out

[image loading]
finally gets the cc


Now it comes to a finer point in TvP mid/late game, which many protosses simply do not acknowledge. The fact that the terran has to run all over the map to try to eliminate protoss expos can lead to very favourable exchanges for the protoss (and now protoss/terran, either proran or tertoss depending on how he switches) player

His army must commit to wiping out the left side:
+ Show Spoiler [getting the terran out of position] +


[image loading]
It was ambitious to take this base

[image loading]
He discovers bot left for the first time

[image loading]
He takes it out

[image loading]
Stuck on the left



With the terran out of the left side, we attack him directly


[image loading]
Counter the right


Make sure to lull the terran into thinking he can "defend" that base. Forget to stasis the units on the ramp until after a few run up, and let your first arbiter get emp'd


[image loading]
Totally planned

[image loading]
A second comes in for the save

[image loading]
Throw as much of your shit into mines, it doesn't matter


Now, we must understand how to "multitask". Some aspects of the game are much more important than others:


[image loading]
Go ahead and 1v1 an arbiter vs a goliath

[image loading]
As constructing factories is most important

[image loading]
Doesn't matter, that base is easily Protoss'd

[image loading]
The terran finally pushes up the left, after having to fight at the right


The rest of this section is important Tertoss/Proran (protoss and terran) late game theory. If one section is to be remembered by protoss players, it must be this:


[image loading]
The rax must be scouting a strategic location

[image loading]
Let the terran emp your arbiters frequently, to give him hope

[image loading]
The terran thinks he is in a good spot....


The above is actually one of the most important mindshifts in the game, and you must understand the terran player's thought. He is now caught up on upgrades relatively well (soon to finish 3-3, which was slow), and he thinks he has the map split.

Terran players go into a sense of "Aha, I can win the game split map!" at this moment. Progamers, such as Flash, have spoken about this on particular maps such as Match Point before pretty frequently in interviews.

So, how does the Protoss/Terran player close out the game from here?


[image loading]
Make sure you trap units and have to lift factories to get them out

[image loading]
The barracks scout comes in handy

[image loading]
As it sees the terran pushing to the right


Due to the barracks scout, we had time to run our probes away pre-emptively.

At this point, I'd like to point out the frequent use of running away probes pre-emptively. At levels like this (< C rank), it's generally much more advantageous to save probes than to worry about getting optimized mining by just *barely* saving them. It is sort of like how a 12 nex can be perfectly OK to die if you save your probes from it.

The protoss can throw away his army to get positions back on the map to get expos back up and running, and when aiming for the late game, protoss just needs to make sure it can secure its bank in "chunks"

Continuing


[image loading]
1a2a3a4a your arbiters into clumps to get EMP'd

[image loading]
Somehow his vessel rapidly shot 2 emps instead of bugging out

[image loading]
Let him get the fourth arbiter emp'd for good measure

[image loading]
Doesn't matter, just crush terran and run to his base

[image loading]
Priorities. That exact moment, siege random tanks across the map

[image loading]
Retake bases that have roughly the same amount of minerals as a nexus cost


Here is the actually "winning" moment, although the game was won a long time ago when Protoss was selected in the menu screen on the map destination

[image loading]
Get a jump on a good siege position

[image loading]
Attack the terran's base

[image loading]
Terran army has no chance

[image loading]
Throw in a stasis for good measure

[image loading]
The terran tries to save bottom left

[image loading]
Simply stasis

[image loading]
force him out (stasis ends here)

[image loading]
Obligatory tank battles on destination

[image loading]
The terran won't make it any further

[image loading]
Recall tanks

[image loading]
And don't receive a GG




*****
iu, seungah, yura, taeyeon, hyosung, lizzy, suji, sojin, jia, ji eun, eunji, soya, younha, jiyeon, fiestar, sinb, jung myung hoon godtier. BW FOREVERR
N.geNuity
Profile Blog Joined July 2009
United States5112 Posts
September 22 2014 02:58 GMT
#2

------------------------------------------------------
APPENDIX A: CASE STUDIES CNTD
------------------------------------------------------


Battle Report 2: Fighting spirit, full arsenal of protoss utility [long]
+ Show Spoiler +

This opponent isn't very good, only ~mid d+ at most. However, he seems to be somewhat smart in some of his plays

But, this BR can illustrate finer protoss play, if you want to be a defensive late game protoss


[image loading]
begin with a middle of the map proxy

[image loading]
pylon 1

[image loading]
pylon 2

[image loading]
harass the scv off the depot

[image loading]
he actually sent the injured scv back to the depot, so the zealot kills it


Now, from the first battle report and this battle report, both terrans actually walled off. However, this shouldn't deter you from poking at the wall with your zealot. It forces the marines abck to the wall so that it takes longer to clear the manner pylon. Here, the depot got to ~1/2 health and it forced him to panic a little bit, and the pylon is still up


[image loading]
delay the manner pylon's death

[image loading]
the terran throws up a second factory

[image loading]
I find his scouting scv, but he runs by so he still gets to scout my base

[image loading]
T moves out

[image loading]
zealot spots it


Note that the zealot provides great scouting; earlier he stayed by the natural in case some marines came down or to sort of spot the FD timing (i don't know if I pulled him back to early for that though)


[image loading]
a bad timing for the terran

[image loading]
good micro

[image loading]
target some mines

Note the zealot ran back to the T natural and some vultures take the time to attack him

[image loading]
lost 1 goon to a mine afterwards

[image loading]
terran has to give up and just take the center pylon

[image loading]
the DT fear is strong in him


This is somewhat of an important point to make about lower level terran players (or terran players in general)

The fear of the DT persists so strongly in them that they must take account for it or lose, even if it a situation that isn't too good for DTs.

This is partly because the "Polish/iccup protoss" presence is so strong.

Anyways, some harassment tries to happen:

+ Show Spoiler +


[image loading]
Shut down at the bridge

[image loading]
Note no mine actually blocks a nexus

[image loading]
Tries to run in, semi-positioned for it

[image loading]
Gets in though

[image loading]
Just be cautious not to have a stats vs leta moment



So, now we've defended some speed vulture harass and should pay attention to our observer to see what the terran is doing. One note is the terran thoroughly checks around the map (including flaoting barracks to top right...) to check for protoss expansions. However, we are teching up to arbiters to be safe

My macro is actually pretty bad in this game as I have too few gates, so we get into a bit of a tricky spot


[image loading]
going to arbiters; note T vision

[image loading]
Don't just send a probe to the third; terrans always mine that up.

Yet many P players are lazy

[image loading]
Just block the ramp pretty easily

[image loading]
Keep yourself safe at home


However, the terran is now trying to make his game winning push. If we defend, we win. He has a clear "1o" syndrome of sieging up all of his tanks


[image loading]
T moves out

[image loading]
make your third safe

[image loading]
edges closer; arbiter not ready

[image loading]
pool zealots

[image loading]
If he goes across the bridge, you can take out a chunk

[image loading]
@100 energy, strike

[image loading]
zealots go in

[image loading]
zealots go through

[image loading]
he has some units arriving to save them out of stasis

[image loading]
have to run back

[image loading]
Lead with zealots under cloak; terrans won't scan

[image loading]
clear the way


Alright, so now the game is in good shape. We had a probe go up to a fourth, but the terran vision is actually good (note mine again does not block), but this time it works in his favor since if it was blocked, a pylon wall would be built

Terran still has a lot of factories still


[image loading]
Fourth planted

[image loading]
Forces a cancel

[image loading]
His third planted

[image loading]
protect your probes going to expo!


The Dark Archon is committed a little bit previously; we are in good shape


[image loading]
The star of the hour


Anyways, a small attack moves out


[image loading]
Rolling out

[image loading]
looks bad?

[image loading]
NOPE STASIS


Now, it is time to check around for an scv to mind control. I actually just scout with my shuttle to the top right, and also use an observer to check 3 o'clock

I sweep all the way back across the map to go to the third, which I hadn't formally scouted until then

[image loading]
scouting

[image loading]
The third is safe


Anyways, some harassment happens:
+ Show Spoiler [harass] +


[image loading]
Top left dropship

[image loading]
Cleared out much later

[image loading]
Some vultures run by

[image loading]
Some get caught

[image loading]
Running towards the cannon saves mostly everything


I've been patiently trying to get an scv out in the open


[image loading]
The terran mines out

[image loading]
the DA waits

[image loading]
goliaths chase him away

[image loading]
carrier switch (upgrade already going at 1 core)

[image loading]
big engage

[image loading]
easily Protoss'd

[image loading]
SCV grab

[image loading]
He actually saves these with tanks below, but the deed has been done

[image loading]
all stargates pumping


Lategame defensive protoss


Here, we can easily see how a protoss can be defensive and just as territorial as a terran can be, through the use of dark magic

First off, we begin with....

Defending with stasis


+ Show Spoiler [guarding a ramp] +


[image loading]
Delay with leftover stasis

Note this terran was not good with EMP's, or at all

[image loading]
some zealots try to defend

[image loading]
nah just delay more

[image loading]
carriers come to the rescue

[image loading]
still a lot of terran

[image loading]
but turns around as he can't go up the ramp

[image loading]
he actually goes around to take out a base

[image loading]
sees the factories

[image loading]
easily defended at the high ground

[image loading]
stasis for fun


Sometimes, stasis can just be used in a pinch. Being harassed? Just stasis!


[image loading]
excellent drop defense

[image loading]
tank line not ready yet?

[image loading]
just block off with stasis!


This next section will focus on holding out the game:

game progression:
+ Show Spoiler [some details] +


The terran makes the very wrong choice to spend some time to kill my main base. This should delight all protoss players, as there is actually no need to ever need your main base again at this point


[image loading]
turns around

[image loading]
kills the base....

[image loading]
Gives time for me to clear top right bases

[image loading]
uh oh! out of position

[image loading]
templar have no storms

[image loading]
too lazy to recall

[image loading]
lotta goliaths

[image loading]
just hold the ramp!

[image loading]
return back when you feel safe

[image loading]
although some goliaths killed many probes



This second section will be...


Travelling across the map


The terran (who already lost) now needs to try to out maneuver the protoss

Here, we see a large push to the top right

[image loading]
EMP on carriers (carriers would win anyways)

[image loading]
just recall tanks!

[image loading]
forced to go to top left

[image loading]
recall carriers!

[image loading]
one last effort up this ramp

[image loading]
scv block and tanks kill it

[image loading]
we're actually out of money...but the opposing terran sees his fate

[image loading]
need to transfer workers?

[image loading]
recall!

[image loading]
standard late game comp

[image loading]
last ditch attempt

[image loading]
standard late game base

[image loading]
classic GG

Battle Report 3: Tornado, refined play [short]
+ Show Spoiler +


I'm not quite sure how good this opponent is, as he lost very early on in the game

Note the screen name is important



[image loading]
An early probe scout does a gas steal

[image loading]
Manner pylon is a necessity.

Note the probe helped himself to a gas cube

[image loading]
He lives for a while, but dies in the end

[image loading]
throws up the natural

[image loading]
Bunker falls


Here, I think the fourth scv was moved just before the bunker, as he should have been fine w/ 4. The fourth was put on when the fourth dragoon came, but I dont think it repaired.


[image loading]
easy win

[image loading]
get barracks


It is decided not to run up and win the game instantly, although I probably should have. I get a transfer to my third the same time he feels comfortable enough to land back at his natural



[image loading]
MC can begin right away

[image loading]
a nice healthy base, 2 stargates going

[image loading]
A simple mind control

[image loading]
A drop was seen flying out earlier

[image loading]
My scv is scared vultures may be in the drop, and actually transfered to a safe location

[image loading]
But the drop is killed

[image loading]
terran on 5 fact while +3 starting

[image loading]
factory transition

[image loading]
tank line is seen

[image loading]
defensive recall

[image loading]
a lot of dead goo

[image loading]
defensive recall for tanks

[image loading]
terran sees the carriers building, gg's out humbly

Batle report 4: Python, proxy DT control study

+ Show Spoiler +

Most accurately, this is a hidden DT on python, as the proxy location is only slightly closer to the terran than usual.

The best part is that this comes from just a normal opening (no horang2 madness).

Our scouting probe (probably on 8 supply @ pylon construction) goes the wrong way and scouts the terran last, but bumps into the SCV going the wrong way to our base

[center][image loading]

Immediately decide to set up a proxy there, as there is no way the terran will ever scout back there again. Note that the SCV is going onto his second scouting route.

[center][image loading]

Continue normal scouting pattern and send a second probe out to finish the proxy. You probably should try to be extra sneaky with him in case the scv decided to go cross map, so avoid going through the center


[image loading]
Probe 2 is on his way....

[image loading]
Probe 1, all is normal!


The terran will be confused, as you do not research range (can fake the air weapon if desired) and will kill your scouting (first) probe in his base. Note the scv actually scouts the entire main out of not seeing a second pylon, but will get chased out by a dragoon. Probably having experienced many protoss bullshit throughout the years, the terran decides maybe it is just a mind game with the second pylon, or possibly a proxy robo (this terran went heavy on marines, so this is likely his thought)

[image loading]
confused terran

[image loading]
What a lovely proxy! Continuously pump DTs!


Even if the terran thinks mines are up in time, he will in fact be wrong. This terran was a few seconds late, but just waltz into the base no matter how well the terran thinks he has defended. The first 2 dts make it to the terran, and the 3rd (proxy) goes for the kill while the fourth DT defends at home.

[image loading]
mines are no problem

[image loading]
Even last ditch hopes of fleeing to the natural are easily defeated


GG~!

iu, seungah, yura, taeyeon, hyosung, lizzy, suji, sojin, jia, ji eun, eunji, soya, younha, jiyeon, fiestar, sinb, jung myung hoon godtier. BW FOREVERR
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
September 22 2014 03:10 GMT
#3
Dude 5/5!!
People are imbeciles, lucky thing god made cats.
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
Last Edited: 2014-09-22 03:14:06
September 22 2014 03:13 GMT
#4
Intotherainbow would be proud. Hope your next guide is on the royal stove.
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
September 22 2014 04:57 GMT
#5
Good guide. That's quite a bit of pictures >.> haha.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Djagulingu
Profile Blog Joined December 2010
Germany3605 Posts
Last Edited: 2014-09-22 13:52:44
September 22 2014 13:52 GMT
#6
I thought it was a TvZ mech transition guide & BR. Still 5/5 though. Attempting polish -> late third mech transition itself guarantees a 5/5.
"windows bash is a steaming heap of shit" tofucake
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
September 22 2014 15:43 GMT
#7

[2014-08-03 오후 6:39:03] Qikz: the guy called MINDCONTROLSCV
[2014-08-03 오후 6:39:07] Qikz: actually mind controlled my SCV


We now know who our mystery man is.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
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