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! [G] W.T.F. - A PvT Guide

Forum Index > Brood War Strategy
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crescendo
Profile Joined April 2007
United States140 Posts
Last Edited: 2007-11-08 18:43:06
October 23 2007 04:12 GMT
#1
W.T.F.- WANTON TERRAN FUSTIGATION
A PvT GUIDE FOR THOSE TIRED OF GETTING OWNED


Foreword

I'll tell it to you straight, I'm by no means an exceptionally good Protoss player. However, I've had my share of getting my ass kicked and my share of winning by sheer dumb luck, so I made this guide in hopes of helping the people that are scared shitless of the "Terran Ball" (term copyrighted by IntoTheWow) and to just illustrate how I approach the Terran matchup in general. Screenshots come from a combination of pro games and my own games, and any random pictures I used I tried to give due credit to the respective poster(s).

I'd like to thank ArC_man for helping me suck less at Starcraft and for giving me advice on the guide, ShybalNoom for always playing me despite my suckage, IntoTheWow for his wtfamazing guides that made me start playing Zerg for fun and inspired me to write this guide, Nony for the most entertaining and informative FPVods evar (not to mention being ownagez), Tasteless just because, and almost everyone at TL for being classy gamers.

PvT Philosophy

Before mechanics, before BOs, and before kicking Terran ass, the first thing that you should do is the most important of any matchup in general:

Don't be a god damned pansy.

You will NOT improve if you turtle. You will NOT improve if you run away because "omgthere'sonesiegetankrightthere!" You will NOT improve if you're scared of taking expansions. And most importantly, you will NOT improve if you think all Terrans are "lawl lemme wait for 3-3 200/200 ggnore." Trust me; I used to bitch, piss, and moan about how hard the Terran matchup is once they get the macro game going, but the fact is if you want to start winning, you got to play the right way before you can start adding your own style back into it. And no, you're not fucking (P)Nal_rA because you did something cute-- cheesing may get you some wins,, but in the long run, you're not going to get better at the game and the matchup itself. It's not to say you can (P)Mantoss everything or play stupid aggressive-- rather, if you're scared of Terrans to start with, then what you should be doing is not focusing on how big and scary the Ball is, but how to start approaching the game that'll help you get those wins. Remember, this IS a game, and the only way you can get better is to not bitch at your losses, take everything in stride, LISTEN to people's advice instead of getting super defensive (not EVERYONE is wrong about what they say), and be flexible enough to change your way of play when it's necessary. This is not life or death. Unless you're going pro, this is not your LIFE, either. This is meant to be fun and challenging.

If you're just starting/not playing well, start playing safe, playing standard, playing smart, and most of all, playing like a fucking man. You're playing Protoss, for gods sake. You have balls the size of jackfruits-- it's time to use them.

So let's start things off. If you're not sure how to approach the PvT matchup, don't worry, because we'll start from the basics. From now on, you're Safetoss. That's your name.

Safetoss PvT Approach

The PvT matchup is macrofest at its finest. It's a relatively straightforward matchup that can be fun or boring as fuck depending on the players' styles. What does this mean for Protoss? That's right, it's time to channel the inner Cheater Protoss in you (no I don't mean maphacks <_< ) and start learning that you can't afford to be behind Terran in macro-- this means good probe count, throwing up them gateways in a timely matter, good money managament, and most of all, nabbing bases.

You've probably heard this a million and one times, but just to reiterate: at the very least, try to be one base ahead of Terran at all times and keep your probes pumping. You need the economy because Terrans can, in general, make more mistakes with their units than you can because the Ball is a resilient mother fucker. It's not to say if they've had their natural a few seconds longer than you that you MUST throw up that second and third base and disregard whatever you were planning on doing because likeomgwtfI'mgoingtoloseifIdon't, but once mid-game rolls around and the Terran Ball is about as big as your nads, then you're going to be needing every bit of economy you can get to break that thing down. So try your absolute best to be ahead of the Terran in expansions as soon as you can, whenever you can-- you need it a LOT more than Terran does.

Secondly, if you're losing a lot of games on the first push/getting contained way too much/just sucking right now or just getting started with the PvT matchup, all I can say is go double gate/range for your opener. It's Safetoss approved- as long as you have semi-decent Dragoon control, you generally won't get screwed by anything that the Terran can throw at you (unless it's cheese, but you're SAFETOSS. You saw the cheese, amirite?). Not only that, it's a wonderful opener to put a bit of pressure on the Terran early game and your sexy Dragoons are great as early scouts. What's not to love? Dragoons are almost cuddly, if you squint...

Always keep observers floating around-- not only at possible expansion locations, but also keep tabs on what the Terran is doing. Note his factory count at all times and add your own gateways accordingly-- the chance of you managing to win if your gateway count is the same or less than the Terran factory count at late game is slim, unless your micro/macro is extremely good bordering on pro, your tech. was somewhat early, and/or you somehow got the Mothership before SC2 even came out. Knowledge is power, and hell, the Terran is scanning your ass whenever he has the chance to-- it's only right that you get to see what he's up to as well. So be sure to move your observers around and keep one or two with your army so they don't step onto mines and you find yourself pressing 1 and having nothing pop up for your hotkey group.

Your third base's timing should be relatively quick, particularly if the Terran is getting his natural early (which is the case almost always in this age of macro). If you STILL feel like you're scared shitless about expanding, then it never hurts to put down the pylon and one or two cannons to prevent the vulture raid before you add the Nexus, though hopefully in the future you can be a bit more gutsy about it. You'd much rather have that expansion up and running as soon as you can rather than never have it going at all because you're scared of some Terran PRESSURE. Needless to say this shouldn't be an issue for your natural, because you're NOT turtling and your units are either around the map or at your choke, ready to kick ass. However, once mid-late game rolls around, it again does not hurt to add a few cannons at the natural too because vulture raids DO happen and playing safe is better than getting hardcore owned when you shouldn't be. Once you start nabbing other bases, just try to wall off with pylons (and the occasional shield battery if you're a straight up badass) with a cannon here or there. It never hurts to have one or two by your mineral line as well, in case of vulture drops or when a Terran just lands his barracks and builds a Firebat to scorch your probeline. >_>

So with that out of the way, it's time to focus on that wonderful thing that is the Protoss Probe.

Safetoss Scouting: The TvP Openings

So the game has started, you've started your first gateway, and now off your hero probe goes to scout the opposition. Try to keep your hero probe alive as long as possible to see what the Terran is up to, because remember, your probes ARE wonderful creatures and it's time to treat them as such.

You make it in, and your hero probe relays this information back to you. WTF should you do?

1. MEOW. I see nothing/only one supply depot.

Wow, you either must have scouted right on the first try, sent a hero probe early, this guy really sucks, or...

HOLY CRAP IT'S CHEESE.

First off, no need to panic. At this point, your Safetoss mentality is kicking in and you're ready to deal with this bullshit. Get Zealots as soon as you can and get ready to go to war.

Check your base ASAP to make sure that a bunker isn't going up near your buildings-- if it is, start taking probes off the probeline and try to snipe marines and/or snipe the SCV that's building the bunker. Both work to varying degrees of success; I personally aim for the SCV because it's slightly less micro intensive (lawl I'm lazy), but if the guy has no Marines left to load up then he's pretty screwed too.

If nothing is really going on, there's a chance that he might be going for double rax, in which case the Dragoon will be very helpful depending on how long it takes for the guy to choose to attack. The Zealot(s) and a few probes will be okay to hold the guy off, so just constantly check your minimap and make sure that your first scouting probe is scouring the map to see what it is the other guy is doing while you yourself start to slowly tech. and get back into your normal Safetoss groove. A bio rush/build of any sort has a limited window of opportunity before your army and your tech. is too powerful for it, so at this point play carefully and hopefully your probe can spot whatever is going on. Once Goon range is up, you're in very good shape to beat this crap off. If you hold off cheese, you're in an extremely good position to take the game as long as you play well.

If you found nothing with your scouting probe, your Reaver/DTs/holyshitevenCarrierswtf? are popping out, and STILL nothing is going on, the guy just sucks. Win please.

2. MEOW. This guy's a douche and walled off.

Um... god damn.

That's okay, but you're going to have to count on your Dragoons to be doing the majority of the scouting via their marine count, particularly on a map with a ramp. If it's like Longinus and there's open space, your Dragoons will have ample time to harass the supply depots/marines (possibly even snipe a depot), so at this point just play carefully. When a Terran walls off, considering you're Safetoss, you want to always be thinking that the guy might be trying for something to catch you off guard (BioMech, Fact/Port), so just keep those things in mind if you never get a clear idea of what the Terran is doing. Going for observers as soon as you can is probably good advice if you think something is really fishy or you don't feel comfortable.

You can send your hero probe back to mine if you so choose, or you can let him sit outside the wall and chill. It's up to you. I would generally leave the probe outside because there's a chance the barracks will lift or you might be playing with some sort of faster tech and you want to see when the Terran decides to push out. If you got a Zealot first and the wall is made of buildings and not guys in spacesuits... um, it can pop a beer and relax or something. =/

3. MEOW. I see a supply depot, and a Barracks and Refinery going up.

This will be what you normally see. Try to take note of how far along the Barracks in relation to your scouting time because there's still always the chance of the guy having gone another barracks somewhere else on the map, but that's pretty rare.

But the good part is it's time for PROBE HARASS OMG YAY.

Just try your best to keep the Probe alive while bothering the building SCVs as much as possible, and once the marine pops out (hopefully your hero probe got many SCV kills by this point and it'll be GG soon), just race around and wait to see what the guy plans to do. Hopefully you can keep your probe alive long enough to see the Factory go well under-way, or perhaps even longer (which would be great =D).

4. MEOW. ONE FACT.

We could have either a Fact/Port or a Fact/CC (FD) on our hands here. Both can mess you up if you don't play right, but it could also mess up the Terran if he screws it up.

If you think it's something like Fact/Port, keep your Dragoons on standby and be ready to protect your probeline at all costs. If you expanded, you want to be extra cautious about your natural since it will be a bit less protected. A nifty thing to do if you're relatively successful at holding off the drop is to move a few Dragoons that are around the map/at your choke to the possible route the dropship may take back to base if it doesn't get shot down at your main. It slips the mind of some people, but I think it's something worth remembering since a few hits may be all you need to get that thing down for good. If the dropship gets shot down and the Terran loses all his vultures while you take little damage, you're in good position and can take a few risks if you feel like it (i.e. sneaking an expo), because an early Terran push is not as effective without vultures and mines. Keep in mind, however, that it likely won't be the last drop you see-- you should be getting your observers up soon so you can get a more accurate idea of when he decides to push out or if he's going to try and send more stuff by air.

If you think it's the FD (note the marine count and pay attention to what the Terran is doing: expansions tend to come when generally the Terran has his stuff at his second choke), things open up a bit more. Whatever tech. you've been going for will be a lot more viable at this point, and essentially you can wreck a bit more havoc with what you have if the Terran isn't adequately prepared. Just be sure to get your own natural going (and your third base a bit earlier if you weren't doing any sort of real tech. and were doing the macro game) in good time because the Terran is certainly strong at this point, but not strong enough to stop you from what you're doing particularly if you did something like 2 gate/obs.

If the Terran did FD and pushed out with what he had somewhat early (i.e. only 1 vulture or not enough marines), AND he's far away on the map (i.e. cross positions), even with SCVs, the Terran made a huge mistake. 2 gate/range is, in my opinion, more than strong enough as long as your Dragoons were already outside the Terran's base/around his choke to start engaging the force as soon as you can, while sending Dragoon backup all the meanwhile. The big thing here is to snipe what you can and always try to take out the vultures and mines ASAP, because the mines are what REALLY mess you up if you aren't careful with your control. The Terran has to keep very good track of his units at this point, and essentially you can punish him if he's not careful or if he starts thinking he's the bomb diggity just because he pushed you back into your main, because he's not going to win or contain you with the FD even if you one gated unless, as I said, he's a lot better than you or you were careless with your units.

If he loses most of his shit (which he will, if you have decent micro) and decides it's time to turn tail and run, unless you've already nailed the Tank (actually, even if you nailed the Tank), try not to let him get out of this clean and judge if you can chase after him. I've seen contains get set up or Terrans run away completely unpunished just because the Protoss got a bit lax when he could have saved himself some headache and took apart what the Terran had. The key here, however, is you sort of estimating how many/where the mines are. If you take out most of the FD push and you still have decent numbers, just make sure your goons are watching their step because you land on a mine and it's back to square one in terms of any advantage you had. If you're very careful and the Terran was cocky enough to not build his CC in his base, you can likely snipe the SCV and whatever pitiful force he has and camp outside, wrecking havoc on all who dares venture out because the build is very reliant on the mines saving the Terran's ass from a counterattack.

5. MEOW. DOUBLE FACT.

Okay, this is going to be a pretty big push, so get your ownage glasses on so you get +10 kickassness. You're going to be relying a lot on Goon Micro, which I'll talk about a bit more later. If you double gate/ranged, you should be okay if you micro extremely carefully (no matter what tech tree you're climbing up at this point), but if you one gated, if your micro isn't good enough chances are you're going to get contained for a while until your tech. comes out and you get gateways up. If you somehow get contained off a two-gate, hopefully you did good damage and the contain will be relatively easy to break out of... I'll talk a bit more about containment later, so just sit tight.

6. MEOW. TRIPLE FACT.

This is very rare (I've personally never been on the receiving end of it), and you very likely won't see it either because the probe is dead, the third factory is somewhere else, or you got walled out. Either way, this is dangerous for you, and at this point you better tug your pants on tight because a huge all-or-nothing attack is coming your way. You're going to get contained hard, pushed back hard, and just be in a pretty bad state. However, always keep in mind that this move IS basically all-or-nothing for the Terran, and if you beat this, the game is strongly in your favor. The timing of a three fact. won't really come before your natural is starting to get up, so if you do think that there's way too many units/you're going to get overpowered, don't hesitate to cancel that Nexus and power in your base. Deal with the contain carefully (as I said, I'll talk about it later), snipe what you can, and just be ready for a rather stressful situation all-around.

7. MEOW. DOUBLE STARPORT.

Lawl.

8. MEOW. 14 CC.

Double lawl.

Unless this is an island map/you 14 nexused/Arcadia. In which case you can't lawl. =(

9. MEO-- *explosion*

You... you let your probe die? >_> Ah well, can't be helped. Hope you saw enough to get a general idea of what to do, but if you really didn't no worries! Your Safetoss ways have set you off in the right direction, and now your tech. is settling in, Dragoons are out and about, and hell, maybe you even got your natural started! By golly, it'll be midgame soon (and you're still alive! =D). So it's time for you to grow up a bit and start taking the game into your own hands with some kickass control.

You're Babytoss now. Your balls haven't dropped, but you're well on your way to becoming manly.

Babytoss Dragoon Control

Let's start from the moment your first Dragoon is out. Own that scouting SCV as soon as you can, and then either sit on your ramp to watch for more scouts or hell, if you have nads the size of Jupiter (who cares if Terran sees my tech amirite), just move out to the Terran's base and lie in wait for LE AMBUSHZ.

Generally your Dragoons are not going to be particularly strong until the range goes up, so be a bit patient (unless you're super confident in your micro/you went Zealot first, so none of this applies/you see good opportunities) and wait for your initial Dragoon numbers to increase slightly and range gets finished-- just nail SCVs leaving his base or what have you. 2-3 Dragoons with range is a decent number to start engaging whatever the Terran has at this point, and if you're rallying more Goons towards the Terran's direction, you can focus a bit more on your micro while getting good reinforcements to fall back on.

Be very careful with your Dragoons at this point, because as the extremely wise Tasteless always says... "(person's name here) CAN'T AFFORD TO LOSE (whatever is getting raped) AT THIS POINT IT'S SO PIVOTAL FOR THE MATCH I'M NOT EVEN JOKING." And honestly, you want to try your absolute best to not lose your early Dragoons; it'll really hurt, ESPECIALLY if you can't get a few kills with your Dragoons. So just keep those suckers dancing and poking around with what the Terran has-- you really only want to start hardcore retreating if the Terran manages to take one (or two, but that won't happen because you're Babytoss) of your Dragoons down, a good amount of SCVs are following his units (obviously to contain your ass), you're hopelessly outnumbered (judge that more by the mech. than the marines), or if siege mode goes up. But even as you retreat, keep trying to get free hits off whatever is chasing you.

In almost every case the Terran will have gotten mines before siege-- but just try to think that all this means is you have a bit longer window to kick major booty right now (seriously). As long as the Terran’s units aren't up a ramp being gay and are on a level field with your Dragoons, you are very much in control at the moment. Snipe mines if you can and just try to pick off as many things as possible; the goal here isn't to win (though you might if you're a LOT better than your opponent) but to significantly weaken whatever early push the Terran is planning on doing and to stall long enough so that your own tech/expo/whatever starts going up while his own army is too weak to try and punish you. Whether you kill units or force the Terran to use up the mines, early Dragoon pressure is extremely beneficial and gives you something to do while you macro/tech.

Either way, you're likely going to get forced back in due time or it won't be safe for you to engage whatever the Terran has any longer. At this point I would really recommend KEEPING your Dragoons close to the Terran base (depending on the circumstances, of course) because your Dragoons are your best friends right now for keeping tabs on what the Terran has up his sleeve while you wait for your observers. Don't keep a lot: just a small number that will be able to pick off any scouts SCVs/vultures or give you the friendly "YOUR FORCES ARE UNDER ATTACK OMG" message when the Terran is really deciding to push out.

Here's the thing-- as long as you're keeping an eye on the minimap/listening to the Judicator piss and moan, Dragoons can take care of themselves. You're not their mother, and you're a Babytoss yourself without any pubic hair for gods sake-- the amount of "babysitting" you need to do for Dragoons is really... well, not that much. As long as they're away from Siege Tank range, they're really the best thing you can have out there, waiting to drink some Terran blood. Plus, it is absolutely crucial that you have the Dragoons there for the simple fact that they can severely slow down early pushes and to see the unit makeup (double fact/two fact. vultures, etc.) while you get yourself ready for what's coming and build up forces-- it's a shit load better than panicking when the Tanks are outside your door, elephant trunks out. Try to make the Terran fight on your terms, not theirs. Even mid-late game, just be sure that you don't lose Dragoons needlessly to a slow push and you really don't have to worry about them that much-- you don't want all your units to be stuck in your tiny ass choke when the Terran reaches your base. You just don't. >_>

Naturally, if the Terran is up his ramp/you can't get to his forces, just leave those small handful of Dragoons out there for the time being and do your own thing. Keep your senses on full alert, because whatever the Terran has coming will come soon enough... and if it never comes in good time, you'll have observers there around this point to see whatever gay he's up to and act accordingly.

Mines are Our Friends (sometimes)

Mines are the best things to happen to Protoss.

Now I know that they can literally own the blue goo out of your army, but don't fret-- the mine is a wonderful double-edged sword for the Terran that can fuck them over big time if they're not controlling their units well. So don't think of that mine as something dark and evil that will help the Terran turtle-- think of it as a weapon that can easily turn back on them.

In every single case, you want to just clean up those mines as soon as you can to prevent your units from unnecessarily getting explodedz. Don't be stupid and think that mines are there JUST to help you out and you never get rid of them-- you seriously want to pick off as many stray mines as you can because you need maneuverability for your army to flank easily instead of having to worry about a mine owning your stuff. So grab a few Dragoons (please don't send your entire Dragoon army for janitor work and then have a control group of vultures run into your base, my god), one or two obs, and send them out to do cleanup work. However, if the mines are extremely close to the Terran (as in, not just in front of his push but around/under his forces)... then lawl, you have yourself a good gambling opportunity.

Very early game (with your early Dragoons), you shouldn't ever run them into mines unless you think the potential payoff is winning-the-jackpot-huge at little cost to you (1 goon for tank+vulture+few rines? YES PLZ) or if you think you'll be in very bad position if you don't get rid of them (i.e. you lost two goons already and you haven't stalled his opening push enough). Using your units to bomb the Terran is very situational, but you generally want to dodge around the mine and move in at a good angle-- you don't want to run your unit straight into it unless the Terran is moving forward in your direction at the same time. Just to reiterate-- this honestly will very rarely occur and a good Terran will not let you do this sort of crap because his control will be good enough, but it does happen, and as I said before, it's a gamble.

+ Show Spoiler +

So here's a random case:

My probe goes into my opponent's base and before it dies, it manages to see a second factory going up:
[image loading]


I engage as soon as I can with three goons, and manage to delay a supply and snipe a few vultures to try and do as much as I can to slow down the push:
[image loading]


However, I suck ass and fail as a Protoss player and lose two of my Dragoons during the micro. This Dragoon manages to pick off a stray mine but knows it's a goner:
[image loading]


Since this Dragoon is definitely not going to get out alive and a mine is very close, I run upwards so I can get better positioning and drag the mine up towards me:
[image loading]


The mine pops up, and I'm carefully nestled between the Marines and the tank while the player had just moved the marines, thinking that my Dragoon had intended on running away:
[image loading]


The Dragoon dies, but it takes out a good amount of units and the living vulture has no mines left:
[image loading]


The Terran is now forced to repair his stuff and is unable to push out even with two-fact while I continue to amass units at home, preventing him from doing any serious damage to me.
[image loading]



Around mid-to-late game, most of your bombs are coming off Zealots in shuttles, Zealots running straight into the push, or Dark Templars being sneaky as hell. I do think that Reach's philosophy is best: as I recall, he essentially said that what helped make his bombing effective when attacking the push is that you should wait for the Terran to move his units over or near the mines he placed to keep you at bay, because Terrans are usually overeager to own your forces and skip killing off their mines with their vultures. It's a small window, but it's a good enough opportunity to increase your chances of getting some good bombs during the attack on the push. Also, you can't really get efficient bombs by dropping just one zealot and being stingy with them-- the first zealot is going to get focus-fired and the mines are very likely not going to get above ground and splash. So if you're intent on bombing, don't do it halfway. Keep in mind good Terrans will have their mines in a manner that is not particularly threatening to them (i.e. directly in front of their giant army and well in range of siege mode), so don't be stupid with your units.

Remember-- using bombs depends a lot on luck and the situation. Play smart. Don't play scared.

I Got Contained =(

Contains are gay. Moving on...

No, there's obviously a bit you need to do to break out. I'll try to help. =)

First, you really shouldn't be getting contained/having a lot of trouble with them if you're doing one base because contains in general are aiming to crush or actively deny your second nexus. Here's how you should probably react, and in all cases (except if you were going hardcore for DT), adding Robotics is your top priority:
2 gate/range: Add your robo. as soon as you can because you need the observers and possibly a shuttle. If your macro is not that great/you think there's too many units/the contain is getting too strong, add that third gateway as necessary, and if it's something like triple fact., even the fourth gateway won’t hurt.
1 gate/any tech: Stick with that tech. because the timing of it should be good enough to help you deal with the contain. Depending on the type of tech. you're doing, add 1-2 more gateways to what you already have and get ready to bust out. If it's say Reaver, your second gateway should probably be coming along/almost done so you can first try and see if you can harass the Terran's mineral line (no moniez=no army funding lawl) while you add that third gateway. If you were going DTs, the timing of a 1 gate/DT is probably early enough so that the DTs+whatever you have should be enough to break out. Just watch for mines, no matter what you're doing.
Natural is going up: Use your best judgment. If it's early or you really think you're going to get overwhelmed, cancel it and just macro like a madman, and when you break out, try and go delay their own natural from mining while you get yours back up. If your Nexus has just finished and you haven't even gotten it up and running, just try your very best to defend the Nexus from getting taken down because you're going to be very behind if it gets knocked off.
Natural is operating: Power hard, get up to 5-6 gateways accordingly, and just try your very best to break out while keeping your natural and your poor probes from getting blown to bits.

A major key to breaking out of a contain is knowing when you have enough and when you're just suiciding your stuff. This will come from experience, so just play through it... the most important thing is to keep your calm and always think in the back of your mind that the Terran is devoting a lot of time and resources to this contain, so if you can get out, there'll be hell to pay. Just don't let the contain get out of hand, or else you'll be the one that'll be in big trouble. =(

Babytoss' Templar Tech

Oh man, things are looking good for you now. You're not only still alive, but your bases are pumping merrily away, cash is flowin', and you've been happily climbing up that tech. ladder while the Terran cowers in fear at the sheer force of your ownage. So now it's officially time to incorporate all that the Templar caste has to offer into your main force and lay some smackdown.

Obviously, you don't have to go anything Templar related if you don't want to-- I personally like to, but if you've been macroing fine, your bases are running great, and you're in good position overall and just want to go air/keep hardcore macroing, go for it. However, I feel like at times during the mid-late game you're going to be somewhat gas heavy and you can spare to throw in a few HTs and DTs here and there to mix things up and let the Terran have something else to deal with.

High Templars, while very fragile, can mess up the Terran push badly as long as you have good control and good timing. Their psi storms can cut away vulture meat shields so your Zealots can get up and close and personal with the tanks, soften up the tanks for easier ownage, and flat out rape Goliaths when you go air. Obviously pair them with whatever you have and PLEASE keep them alive as long as you can-- most Terrans will just send most of their stuff at your retreating units or try to snipe your Templars, and if you get a good storm in while the vultures are chasing you, the tide can very potentially turn back to your favor. Going for a storm-drop or two is obviously a great idea as well and I feel that High Templars particularly shine when the Terran takes his min-only and you decide to attack, which is where the defense is often lax, there's good cliffs or the playing field is level for straight up ownage, and it's a great place to score a lot of SCV kills.

Which also brings in the Archon, which is so rarely used that I often wonder why people don't just keep one or two with their army if they're in a good position to do so. They're fantastic mine-cleaners, awesome for absorbing that first volley of tank/vulture shots, boosts your army's badass factor by a few hundredfold, and are hilariously efficient at owning the hell out of bunched vultures and SCVs. Can't spare to send your entire army to an expansion that's been mined up? Lawl, just send some Archons and feel the power. See a moderately clear path into their mineral line? Send that Archon in and make him pull the SCVs. It's just something to consider, even if it may not be the most practical unit choice all the time.

But the most useful is arguably, of course, the Dark Templar.

What I feel is so wonderful about the Dark Templar is that it is a versatile unit that can give your army a huge boost without too much hassle-- just micro them a bit more carefully. They're absolutely outstanding bombs to punish mine-whoring Terrans, a huge threat early-game in terms of stopping pushes/going on raids and forcing the Terran to get detection, and just a major annoyance in general-- and you definitely don't want the Terran being too comfortable sitting behind his little metal army. If the Terran isn't mining hard and there's no Turrets, sneaking in some DTs from the side/back and getting them situated in the Tank line at the moment you attack is also a great idea to divert Tank fire/draw vulture fire away from your Zealots. Your DTs are your ninjas infused with REAL ULTIMATE POWER, so treat them like it and don't let them just randomly charge head-long into battle; force the Terran to use scans and keep him on his toes with the DTs and just go for all-around harass. Always get the DTs set up well if you ARE engaging a push, because you want them to get a few swipes or let them splash the units around them from tank fire before they fall so they were at least worth the extra time and gas you invest in them.

Babytoss: Time to Own the Push

Before the Terran starts pushing, you want to always having your army out and about the map, because you want to exert as much map control as possible while you grab expansions and restrict Terran movement. Your advantage is that you don't have to be a giant stationary blob on the map to kick butt, so you don't want to be restricted to certain areas by mines or the like-- keep your units moving every once in a while, let your Zealots get some exercise, and overall, just keep your opponent guessing and fearful as he stays in his base. The way to beat a push with minimal losses is really catching the Terran unprepared and his units not set-up; the reason so many people have problems with slow-pushes is because the tanks are spread, mines are well-placed, turrets are lawling, and vultures are racing around ready to harass. You want to try your best to not let that happen.

So have you read this guide yet? Do it.

Still need help/too lazy to read that thing (you better not be <_< )? Then let me just say it again... FLANK.

Flanking will save your ass and make all your Protoss units happier because they won’t be dead. It's important that you always have your units around the map and not turtling in your base/just at your choke because the Protoss army is a lot more maneuverable than the Terran Ball, so always have them around, get them spread out, and have them ready to lay some smackdown. Usually you should keep some Dragoons at your base to guard vulture harass (hopefully your observers will have a general idea if he's trying something like that... look for the winding snake on the minimap), but for the most part, you want most of your forces around ready to engage the push. So be sure that you're not leaving a crap load of idle Zealots around, because you're seriously going to need them-- every unit is going to count in breaking the push.

It would obviously be best if you can get some sort of good pincer motion in or a good surround to really mess the Terran up-- however, it's not always the case, and oftentimes if you don't judge distances/terrain correctly, your first few groups could get slaughtered before your others come, and then your attempt at a flank will just turn into a lawlfest for the Terran. I basically always just think that the real way to beat the push is to try and make your force similar to a Pac-man mouth, because everyone knows Pac-man will eat everything including Terran armies.

If you can get this to work, it's extremely effective-- but it calls for a few seconds to set-up, which sometimes you just don't have. So if you can't, the absolute LEAST you can do is get your units spread out and ready to envelop the Terran army. Sending your army in a straight line or in giant balls is like asking the tanks to try some Protoss target practice.

So let's say that you weren't really set up and now the Terran is breathing down your neck. You can choose to either turn tail and run the hell away or engage the push. Try your absolute best to be assertive about this decision (your mother taught you this crap for a reason)-- if you choose to attack a push and about two seconds in realize that your stuff is going to get owned, you're obviously going to run-- but keep in mind you just took losses and the Terran scored a lot of free hits while being in good condition himself. So at least try to stick with your decision, whatever it may be, and hopefully the more you play the better you are at judging things right the first time.

If you decide to attack and WTF HE'S RIGHT THERE UNSIEGED THIS IS AWESOME OPPORTUNITY BUT HE SEES ME HE'S ABOUT TO HIT "1o2o3o" WHAT DO I DOOOOO, you need to act quickly. What you should do in the very very short time you have, while the Terran is still unsieged and the opportunity to strike is in the here and now, is to just click-move your units in a parallel line in relation to the Terran’s stuff, try to adjust a few Zealots here and there, and then go for it. Every little bit helps because you want to come out on top of this-- as I said before, the Terran force is just going to steamroll your ass if you don't beat the everlasting hell out of most of his pushes, particularly the big ones. BluzMan sort of summarizes this very quick means of getting your units spread out:

"A2.......
........B
A1.......

Now, you don't just A-move your army to B, but first order in to move to A2. While moving, your army formation changes from a blob to something more resembling a line. Then, before your troops reach the destination, A-move dragoons to B. The difference is tremendous."

So those few seconds before and during the push, micro like mad with what you have because this is seriously one of the big showdowns-- each time you discourage the Terran from moving up and out with his push, the more you're in control of the map and the closer you are to starving him out/getting to your win. By micro I mean trying your best to make the Zealots get into the tank line instead of making them attack vultures, making Dragoons target Tanks that will attack your weak point for massive damage, and spreading out any Dragoon clumps you can spot (if you attacked the push rather hastily, you WILL find lots of clumps). Try your very best to time it so your melee units (Zealots/Archons) take the first few hits before your ranged stuff (Dragoons/HTs) start joining the fray. Timing is really one of the most important things in terms of engaging a push and beating it. You WANT to come out on top of this because if you don't, the Terran can keep pushing forward and things are just going to get very, very bad for you.

At the same time, take advantage of psychology and try to bait your opponent every once in a while-- being creative with push-breaking, capitalizing on Terran mistakes, and just doing things that Terran doesn't expect/doesn't react to well goes a long way.

+ Show Spoiler +

Here's an example:

The Terran is moving out after scanning my base, and seeing nothing at my choke, assumes that my macro blows ass and just moves out when in reality most of my army is outside in the middle of the map:
[image loading]

I send out a single DT from my choke and make him use another scan while preventing his siege tanks from immediately sieging, which gives my units plenty of time to come down to sandwich his forces:
[image loading]


The result is the push isn't set up in favor of the Terran and I beat it, leaving me free to either attack or go do other things with my remaining army.
[image loading]



But say that you don't really feel comfortable engaging a push outright... you only have a few excuses for such a case. If the Terran has the terrain to his advantage (you can't flank/he's on higher ground), well yeah, better to revert back to Safetoss for a bit and not lose your units needlessly; you don't want to be playing right into the Terran's hands. You should instead just wait for a better opportunity or try and see if there's some better way to break the attack, or even if you're safe enough to go harass the Terran's base for a bit and make him come home, as Flaccid summarizes well in this picture:

[image loading]

The other reason might be if the Terran is really slow-pushing and being gay for just about every tiny bit of ground he's covering. If that's the case or you've been beating most of the pushes and the game is starting to get to a standstill, it's time for the Babytoss to start closing this game out.

Going Airborne

So, when should you start getting air tech? The good news is (or bad news, depending on how you look at it)... it's up to you.

It's more of a "judging the scenario" type thing. Terrans are an absolute pain to beat especially because their defense is so strong, so if you always feel like pure macro isn't working no matter how much you send, then yeah, maybe it's a good time to go air. However, going air isn't something that's just random: you definitely want to have a decent economy to do it, the smarts to try your best to hide it and make sure the Terran doesn't see your air tech until you WANT him to, and finally, the nads to go air at the right time. The biggest weakness of going air is that you're cutting troops to do it, so if you give Terran ample preparation time and he sees your air tech before it comes out, your attack is severely weakened and you just blew a crap load of money on whatever you just did. Once you have whatever air unit you chose in satisfactory numbers (you know you want to choose Arbiter. You know you do. Stop depriving yourself) and you spy no Goliaths from the Terran, it's time to go out and kick some ass.

Naturally, the first thing you want to be doing is owning up the tanks while the Terran goes OMGWTFWHERETOSSFLEETCOMEFROM so whatever ground force you may have can start regaining some map control. If you went Carriers, you're a lot more flexible with what you plan on doing and oftentimes after you soften up the push you can just head straight for the Terran base to harass while you macro more ground/air-- remember, the Terran at this point is being forced to change up his unit mix and so you should take advantage of this while he adjusts to you. If you're feeling especially devious, you can even try to just straight up own the Armories and cut off his Goliath production for a while if you really managed to catch the Terran with his pants down. Carriers are not instant win, but they're extremely powerful so as long as you micro them well. They should generally own the everlasting hell out of nearly everything, particularly if the Terran just spams Goliaths, in which case you should have a moderate ground force to help your air fleet out. So be sure to get air upgrades for your Carriers (3/3 Terran lawls at you without upgrades) and abuse those cliffs and the terrain to the best of your ability!

If you went Arbiters (hopefully with some spells researched), the same thing applies except you obviously need to be very careful that they don't get shot down by Goliaths. If you decide to recall into the Terran's base, remember to always aim for the factories because cutting off production=awesometastic for you. So if there's a ramp, just send a Dragoon there and stasis that sucker while you wreck havoc on the Terrans buildings. Be sure to keep an eye on your Arbiters-- they’re not there to do much damage, they're there to give everything you have ninja powers and with the gas you spent on them you damn well better make sure they don't get randomly owned.

If you went Scouts, you're either completely dominating the matchup or you're insane. Or both.

If you went Corsairs, you're just insane.

So I'm Still Losing...

You're still losing? No worries, it happens to the best of us...

If you've been losing when both you and the Terran were playing standard, there may be many small mistakes you're making, your mechanics aren't good enough yet, or hell, you might even be slumping. The real key here is to watch those replays and really pay attention to what it is that you aren't doing right; after all, isn’t that the rule of the TL.net Strategy forums? =) Analyze your mistakes, learn from them, and keep them in the back of your mind as you go into your next series of games.

If you lose to some cheese or something sneaky, watch the replays and think of how you responded to those things. Chances are you're very likely going to have to deal with something like this again, and unless it was really hardcore cheese (in which case a lot of it would depend on how lucky you were), there's often things you could have done to react better.

If you lose because YOU tried some cheese/something absurdly sneaky, check what you did wrong and work out the kinks of the BO. With the way the PvT matchup is evolving, Protoss generally does need to do something outside of standard play once in a while to mix things up, so try and see what went wrong and whether it was sheer dumb luck that the other player countered your ass or if you did something wrong with how you executed it.

If you lose a really close game (or even win a really close game), and even if you already know what you did wrong during the game, it doesn't hurt to watch the replay through your opponent's vision and see how they react to what you did and how you can better improve your own play.

Find yourself a practice partner or a Starcraft professor (someone a shit load better than you) to give you tips and watch replays with you-- it'll really help a lot. And make sure your practice partner can beat the everlasting shit out of you most of the time, but isn't infallible-- as long as he's within shooting range of your own skills, you can keep developing, keep improving, and someday be able to take more than a few games off that person. Losing is the best way to get better.

Watch replays of pros and watch the outstanding games that are on live during the season to really get an idea of how the best of the best do it. Try to understand their logic and incorporate the best of their games into your own.

And finally... no, your mechanics aren't good enough. Don't even ask. There's ALWAYS room for improvement. Even if you're on a huge mega win streak that makes you want to e-mail KTF and be like "yo manz let me inz (P)garmtoss is lawl compared to mez," there's something wrong with your game that someone better than you can exploit (either by BO, mechanics, decision-making, WHATEVER)-- always be on the lookout for that and don't get cocky. You can get better.

Manto-... nah.

Great! So you're not as scared of the Terran now as you used to be, and you can start racking up a few wins! Fantastic! =)

However, the road to becoming a Mantoss is long and arduous... so far, there is only (P)One. So keep playing, training, and hopefully someday, you can be a great Protoss player. Best of luck to ya. =)

A Few Helpful Replays:

Here's a small replay pack that will hopefully help you guys out and give you something to sort of get an idea of how to deal with certain scenarios. And yes, they're all from pros; I wouldn't show you guys amateur replays and have you guys pick up shitty habits. =)

The first Bisu vs Nada replay is the very legendary game of the two on Arcadia. Folks, THIS is macro war at its finest. I expect you Tosses to be able to macro like this within the hour. =)

The second Bisu vs Nada replay is just what happens when a small M/M force is pushing out instead of something you'd normally expect; but note how completely and utterly ownage a 2 gate/range is. You're pretty safe from any bullshit a Terran can do, period.

Bisu vs Knight is an outstanding replay showing how to react to the dreaded and overwhelmingly gay that is a slow push. Note that you don't just sit in your base the entire time and wait for him to reach you-- kick ass whenever you can, and even when the slow push gets pretty big, if your macro is good this shit is lawltastic.

Tempest vs Flash is just Flash pulling a three-fact, which ultimately fails due to Tempest's inhuman macro and the somewhat large travel distances. Worth a watch to see how to break out of a three-fact contain.

Speaking of contains, Nal_rA vs. Xellos, straight off the Blizzcon matches, is a kickass replay of beating a two fact. push/contain off a 1 gate/reaver build. Remember-- use your tech! =)

Kingdom vs. PJ shows the manliness of early Zealots and how it can give you outstanding control of the game if you pull it off well. And yes, Devil Toss is not of this Earth. >_>

The Nal_rA vs. Nada is an example of how failed DT doesn't mean you're screwed-- just means you have to tap into your inner Cheater Toss and MACRO THE FUCK OUT of any mistakes you made early game. BTW, there's some awesome Arbiter use in this game too, so it's a very entertaining watch. =)

Reach vs. Super shows how to play manly with great early Dragoon pressure (YOUR PUNY WALL DO NOT AFFECT ME), timing your attacks before the Terran can turtle like no tomorrow, and of course, some Mundang action for the road.

Since it's fall I also threw in an Anytime replay highlighting DT cheese. Watch at your own discretion. >_>

BTW, be sure to watch VODs! Might I recommend the very recent Bisu vs. Hwasin ownage? =D
this mic is live
ArC_man
Profile Blog Joined August 2006
United States2798 Posts
October 23 2007 04:20 GMT
#2
gj n00b, I only read the part with my name
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
October 23 2007 04:32 GMT
#3
However, once mid-late game rolls around, it again does not hurt to add a few cannons at the natural too because vulture raids DO happen and playing safe is better than getting hardcore owned when you shouldn't be. Once you start nabbing other bases, just try to wall off with pylons (and the occasional shield battery if you're a straight up badass) with a cannon here or there. It never hurts to have one or two by your mineral line as well, in case of vulture drops or when a Terran just lands his barracks and builds a Firebat to scorch your probeline. >_>



Whats the point of getting a shield battery?
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
haduken
Profile Blog Joined April 2003
Australia8267 Posts
October 23 2007 04:35 GMT
#4
lol. good work but still too vague.
Rillanon.au
crescendo
Profile Joined April 2007
United States140 Posts
Last Edited: 2007-10-23 04:36:46
October 23 2007 04:36 GMT
#5
On October 23 2007 13:32 fusionsdf wrote:
Whats the point of getting a shield battery?


You obviously haven't thxed 2 your shield battery lately. =)

It's just a joke from the Blizzcon matches, you don't need to take it seriously. >_>
this mic is live
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
October 23 2007 04:42 GMT
#6
You need to explain the difference between arbs and carriers - how arbiters kick in wayyyy faster (ALWAYS ALWAYS RESEARCH STASIS FIRST AND IMMEDIATELY) but rarely have the potential for super mass ownage like carriers. Recent trends of 2 stargate arb though are kinda changing that.

and corsairs are totally viable in pvt =( dweb owns
What fun is it being cool if you can’t wear a sombrero?
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
October 23 2007 04:44 GMT
#7
VARY LONG

Excellent read, though. Entertaining ^^;
ㅋㄲㅈㅁ
relaxxl
Profile Joined June 2007
Japan78 Posts
October 23 2007 04:49 GMT
#8
Amazing! I read the entire thing, I really loved the picture links and the spoilers.

Thank you for making Toss players proud!

En Taro Adun!
ShybalNoom
Profile Joined May 2007
United States2 Posts
Last Edited: 2007-10-23 05:12:58
October 23 2007 05:11 GMT
#9
*cough*
hello? hello? is anyone out there? o dear... its the twlight zone again...
*cough*
well, didnt think id ever be posting here... well, for quite a few reasons.
anyways, thanks newb, for putting my name out there and unlike teh ArC_man i at least read the whole thing... i think... i mightve blacked out at one or two parts... no harm done really
Sigrun
Profile Blog Joined February 2007
United States1654 Posts
October 23 2007 05:15 GMT
#10
Very nice guide, very funny too!
Graphics
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 23 2007 05:21 GMT
#11
Not the best technical guide but I loved ur humor, well put :D
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
October 23 2007 05:21 GMT
#12
wow...thats really..really..long
wish there would be an update on daze's terran guide though.
Both these guides are really awesome, even if i dont paly p.
im deaf
anch
Profile Blog Joined June 2006
United States5457 Posts
October 23 2007 05:27 GMT
#13
Nobel Protoss Prize goes to cresendo for his wonderful thesis.
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
Last Edited: 2007-10-23 06:22:23
October 23 2007 06:17 GMT
#14
I am Mr.IntoTheWow and I approve this thread.


[image loading]


ITW Seal of Approval® Copyright © 2007 ITW Inc. All rights reserved
Moderator<:3-/-<
Dromar
Profile Blog Joined June 2007
United States2145 Posts
October 23 2007 07:14 GMT
#15
This is an excellent guide. "!" worthy.
Snipinpanda
Profile Blog Joined October 2007
United States1227 Posts
October 23 2007 07:40 GMT
#16
This guide was helpful and made me lawl. On the other hand, its 3:41 in the morning with 2 pages out of the 5 written
*gulp*
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 23 2007 08:53 GMT
#17
There's been a couple of times when I went fast carriers vs a Yangachi terran (the one who abuses mass drops) and built 2-3 corsairs first. GG terran drops if you control them well.

I haven't read the whole thing, but it quoted me so it's excellent (o rly?). It is abit vague and abit too long due to much lyrical stuff, but it's a fucking piece of work =)

Woot, I hit 1000.
You want 20 good men, but you need a bad pussy.
HonestTea *
Profile Blog Joined December 2005
5007 Posts
October 23 2007 09:03 GMT
#18
MEEOWW~
returns upon momentous occasions.
minus_human
Profile Blog Joined November 2006
4784 Posts
October 23 2007 11:58 GMT
#19
OMFG

I just stumbled upon this

MUST READ it

just lemme get some chow

great great work
NoDDiE
Profile Joined November 2006
Poland170 Posts
October 23 2007 12:07 GMT
#20
don't agree with last part -
corsairs aren't insane in pvt
actually making some d-web is very sexy win XDDD
One for the money , two for the show , straight to hell is where i go
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
Last Edited: 2007-10-23 12:44:18
October 23 2007 12:38 GMT
#21
On October 23 2007 21:07 NoDDiE wrote:
don't agree with last part -
corsairs aren't insane in pvt
actually making some d-web is very sexy win XDDD


I agree, Corsairs are sometimes REALLY helpful to have in PvT.

I upgraded Disruption Web and the energy upgrade for Corsairs on Lost Temple (I was 12 and he was 2) and he kept annoying the hell out of me because I couldn't approach his main in any way, shape, or form but with my Corsairs I was able to pull off a GIGANTIC Recall for the win.

Corsairs are REALLY useful in clutch play

Also, that's one long guide. I couldn't read all of it.

edit: And why in the WORLD are there MEOWs everywhere -_-
^-^
Funnytoss
Profile Blog Joined August 2007
Taiwan1471 Posts
October 23 2007 13:04 GMT
#22
Because our wonderful creatures - probes - say Meow. (Or something similar to that. To understand the "wonderful creatures" quote and "meow", you probably want to watch one of Nony's FPVODs.)

Excellent guide; you covered many aspects of the matchup, including a very vital part regarding how to react to what you scout. Thanks a bunch!
AIV_Funnytoss and sGs.Funnytoss on iCCup
phreekill
Profile Joined October 2007
United States46 Posts
October 23 2007 13:52 GMT
#23
Thank you for this guide. Even a Terran user can read it to improve his tvp.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 23 2007 14:45 GMT
#24
Not sure why all the negative comments on page 1. I read it all and I thought it was concise, light-hearted and accurate. Fuck the haters!
Moderator
pyrogenetix
Profile Blog Joined March 2006
China5094 Posts
October 23 2007 16:44 GMT
#25
hahaha not bad, really had some funny bits there =D
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
DeadVessel
Profile Blog Joined April 2006
United States6269 Posts
October 23 2007 17:32 GMT
#26
Great post .
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
October 23 2007 19:43 GMT
#27
GOOD GUIDE
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
October 23 2007 19:53 GMT
#28
Nice read with good pictures, how'd you take them so well in all these situations?
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
October 23 2007 20:24 GMT
#29
Nice pictures, nice writing style.

The guide is very helpful for newer players like me.

Thanks.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Zeller
Profile Blog Joined August 2004
United States1109 Posts
October 23 2007 21:12 GMT
#30
good post man , now we can all get owned by p mass countering
Last.Epic , Epic[LighT]
Wizard
Profile Blog Joined May 2007
Poland5055 Posts
Last Edited: 2007-12-24 19:57:02
October 23 2007 22:38 GMT
#31
amazing guide!
sAviOr[gm] ~ want to watch good replays? read my blog: http://www.teamliquid.net/blog/wizard
fanatacist
Profile Blog Joined August 2007
10319 Posts
Last Edited: 2007-10-23 23:32:50
October 23 2007 23:28 GMT
#32
Wow. Amazing guide, truly. Probably one of the best if not the best I've ever read. I'd say "MORE PLZ" but you covered so much and it's so helpful... All I can say is

THANK YOU!!! <3

P.S.: Just as I was thinking to propose a screenshot to your "mines are a double edged sword" thing, you already had basically same one posted n_n. Nice. I will post mine here anyways <<.
+ Show Spoiler +

fanatacist vs Pressure

1 Goon that was micro'd out (the low health one), I have killed 1 Tank 1 Rine 2 Mines with these 4 Goons. I'm feeling awesome. Then I get the sinister plan for the last mine:

[image loading]


[image loading]


[image loading]



Now I just can't wait until some Terran does something super pimp, like attack their own mine while it is coming towards them or something of that sort. Then it will become standard super micro, and then the game will revolutionize again n_n

If only >: ...


P.P.S.: If by helpful replays you mean Pro and amateur, I could give you the replay of this one... I did a pretty good job with 2 Gate Goon, moved out early with the 4 to stop his early push, owned it with some things you mentioned in the guide. Get back to me if you want it.
Peace~
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
October 24 2007 00:25 GMT
#33
i dont even play protoss (except for occasionally dabbling in PvP) but i read this entire thing solely because i loved the style and humor with which it was written. Very well done
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
YPang
Profile Blog Joined April 2007
United States4024 Posts
October 24 2007 02:24 GMT
#34
wow good job, great read with nice dashes of comedy which makes reading it even more exciting.
sMi.Gladstone | BW: B high| SC2: gold T_T
crescendo
Profile Joined April 2007
United States140 Posts
Last Edited: 2007-10-24 02:49:19
October 24 2007 02:47 GMT
#35
I thank everyone who read and all the helpful comments. A small replay pack is up. =)

Thank you Chill, BTW. When's your next Zerg commentary coming? =O

I don't know why so many people got sensitive about the Corsair issue, which was said partly in jest, anyway. Do I have to throw up an emoticon every single time I'm not being completely serious or something? o_O Anyways, Goon/Web is not the most effective strategy and my guide, as I stated in the Foreword, is mostly to help people that are getting used to the Terran matchup and to reiterate basics for the matchup. Are Corsairs useable? Absolutely. Are they the most practical? No. If the Terran was going Wraiths versus your Carrier force, well yeah obviously, throw in a few Corsairs. BluzMan also mentioned mass drops-- yep, Corsairs are not bad there too. But for the most part, if you're going Corsairs, it's late game and you're very likely in control of the game. Carriers should rape anything Terran has up and down, and if you've teched Carriers against a turtle Terran, I don't see how you could be having trouble because you should have map control by then. If you were going Goon/Web, I don't have enough experience to talk about it, but I don't see it as a very viable strategy at higher levels of competition or for those that aren't used to PvT. Safetoss first, creative strategies once you start raping.

I'm sorry if I missed stuff, but by all means, don't hesitate to talk about it here and help other Protoss players out with this matchup. Again, thanks to everyone for constructive criticism and compliments, it means a lot! =D
this mic is live
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
October 24 2007 02:56 GMT
#36
On October 24 2007 08:28 fanatacist wrote:
Wow. Amazing guide, truly. Probably one of the best if not the best I've ever read. I'd say "MORE PLZ" but you covered so much and it's so helpful... All I can say is

THANK YOU!!! <3

P.S.: Just as I was thinking to propose a screenshot to your "mines are a double edged sword" thing, you already had basically same one posted n_n. Nice. I will post mine here anyways <<.
+ Show Spoiler +

fanatacist vs Pressure

1 Goon that was micro'd out (the low health one), I have killed 1 Tank 1 Rine 2 Mines with these 4 Goons. I'm feeling awesome. Then I get the sinister plan for the last mine:

[image loading]


[image loading]


[image loading]



Now I just can't wait until some Terran does something super pimp, like attack their own mine while it is coming towards them or something of that sort. Then it will become standard super micro, and then the game will revolutionize again n_n

If only >: ...


P.P.S.: If by helpful replays you mean Pro and amateur, I could give you the replay of this one... I did a pretty good job with 2 Gate Goon, moved out early with the 4 to stop his early push, owned it with some things you mentioned in the guide. Get back to me if you want it.


I feel bad for Pressure because you HAD to use his pictures hahaha
^-^
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
October 24 2007 02:56 GMT
#37
On October 23 2007 22:04 sd502 wrote:
Because our wonderful creatures - probes - say Meow. (Or something similar to that. To understand the "wonderful creatures" quote and "meow", you probably want to watch one of Nony's FPVODs.)

Excellent guide; you covered many aspects of the matchup, including a very vital part regarding how to react to what you scout. Thanks a bunch!


MEOW! <3

I get it now ^_^
^-^
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
October 24 2007 02:58 GMT
#38
On October 24 2007 11:47 crescendo wrote:
I thank everyone who read and all the helpful comments. A small replay pack is up. =)

Thank you Chill, BTW. When's your next Zerg commentary coming? =O

I don't know why so many people got sensitive about the Corsair issue, which was said partly in jest, anyway. Do I have to throw up an emoticon every single time I'm not being completely serious or something? o_O Anyways, Goon/Web is not the most effective strategy and my guide, as I stated in the Foreword, is mostly to help people that are getting used to the Terran matchup and to reiterate basics for the matchup. Are Corsairs useable? Absolutely. Are they the most practical? No. If the Terran was going Wraiths versus your Carrier force, well yeah obviously, throw in a few Corsairs. BluzMan also mentioned mass drops-- yep, Corsairs are not bad there too. But for the most part, if you're going Corsairs, it's late game and you're very likely in control of the game. Carriers should rape anything Terran has up and down, and if you've teched Carriers against a turtle Terran, I don't see how you could be having trouble because you should have map control by then. If you were going Goon/Web, I don't have enough experience to talk about it, but I don't see it as a very viable strategy at higher levels of competition or for those that aren't used to PvT. Safetoss first, creative strategies once you start raping.

I'm sorry if I missed stuff, but by all means, don't hesitate to talk about it here and help other Protoss players out with this matchup. Again, thanks to everyone for constructive criticism and compliments, it means a lot! =D


Haha good point there -_-

But next time make sure you put lots of ^_^ ^^;;; :O :D next time you put something sarcastic haha
^-^
Pressure
Profile Blog Joined October 2006
7326 Posts
October 24 2007 03:47 GMT
#39
fana
i dont even remember playing you

i lost that one though?
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
October 24 2007 03:57 GMT
#40
On October 24 2007 12:47 Pressure wrote:
fana
i dont even remember playing you

i lost that one though?


Well obviously.

He has 4 Dragoons, you apparently had nothing left, and the replay was almost done.
^-^
fanatacist
Profile Blog Joined August 2007
10319 Posts
October 24 2007 11:07 GMT
#41
On October 24 2007 12:47 Pressure wrote:
fana
i dont even remember playing you

i lost that one though?

Yea D: Sorry. On Hamachi.

Equinox, it was the best and only example I had that I could remember >: Was a few weeks ago.
Peace~
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
October 24 2007 20:57 GMT
#42
damn best guide ever !
not that many specific details but hey
enough information and funny! nice pics linked in the text love it <3
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
studmuffin
Profile Joined October 2007
Korea (South)8 Posts
October 25 2007 04:38 GMT
#43
thanks for the replays ^_^
This is not 'WarCraft in Space'! It's much more sophisticated!
boudiou
Profile Joined October 2007
France190 Posts
Last Edited: 2007-10-25 07:33:09
October 25 2007 07:11 GMT
#44
I thank you so much.
You sure don't go straight to the point every time but the way you take is funny so it's great.
The replay pack is awesome. With this, bisu vs hwasin and reach vs boxer final (to understand manliness concept applied to toss playing) this should allow me to get some pubic hairs soon.
\o/ You helped a newbie.

<DISCLAIMER>It seens to me that a particular two facts strategy shall be covered however I know the followings are newbie questions, the answers are in other posts but I think they have their place here. If I am wrong please feel free to nuke this post or not to answer it.
If a newbie like me comes over there the most part of answers is here :
answers
</DISCLAIMER>

Let's consider there's cliff over the nat, I have taken my expo. He first went 2facts he set up an heavy push then goes starport and takes some units from push to do a 4rines/4SCV bunkering+ turreting the thing/turret/2 mining vultures/1 tank drop.

first question:
What the hell should I do/have done? (considering I should have scouted it with an obs between push and base, or over the push if no turret, seeing the two dropships.)

2nd question:
What do I do if I missed the scouting part is it already over for me?

3rd question:
I fought and took my cliff back with few probes down and not too much units lost what is the best way to make sure he won't take that cliff again assuming that by now I have obs and 1 shuttle so hopefully I'll see the drop quite early. Basicly what units should be on my cliff/rdy to be dropped to prevent the drop with cost efficience?

What I am pointing out is that a countered drop still implies threat if the dropships are still alive. (I mean threat in the way of the neo gen PvZ article: http://teamliquid.net/forum/viewmessage.php?topic_id=60959 and the threat is maximised by cliffs over nats.

I won't consider don't play on Lost Temple as an answer I should be able to handle it fffs. >
As I said the questions may not be the important thing here but a few advices on how to handle drop threat after a rather bad early game vs two facts may have its place in the guide.
RIEN.
FirstBorn
Profile Blog Joined March 2007
Romania3955 Posts
October 25 2007 13:38 GMT
#45
Nice writeup, really enjoyed it.


And now I know what to do when I'm playing on luna .
SonuvBob: Yes, the majority of TL is college-aged, and thus clearly stupid.
Metaspace
Profile Joined November 2006
Austria670 Posts
October 25 2007 13:50 GMT
#46
Honestly, great and entertaining guide!
I am sure you must at least have been partially drunk when writing it....the picture links....LOLZ!!
Wir haben zuwenig Vespingas!
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
October 25 2007 14:13 GMT
#47
On October 25 2007 16:11 boudiou wrote:
I have taken my expo. He first went 2facts he set up an heavy push then goes starport and takes some units from push to do a 4rines/4SCV bunkering+ turreting the thing/turret/2 mining vultures/1 tank drop.

first question:
What the hell should I do/have done? (considering I should have scouted it with an obs between push and base, or over the push if no turret, seeing the two dropships.)

2nd question:
What do I do if I missed the scouting part is it already over for me?

3rd question:
I fought and took my cliff back with few probes down and not too much units lost what is the best way to make sure he won't take that cliff again assuming that by now I have obs and 1 shuttle so hopefully I'll see the drop quite early. Basicly what units should be on my cliff/rdy to be dropped to prevent the drop with cost efficience?

What I am pointing out is that a countered drop still implies threat if the dropships are still alive. (I mean threat in the way of the neo gen PvZ article: http://teamliquid.net/forum/viewmessage.php?topic_id=60959 and the threat is maximised by cliffs over nats.

I won't consider don't play on Lost Temple as an answer I should be able to handle it fffs.
As I said the questions may not be the important thing here but a few advices on how to handle drop threat after a rather bad early game vs two facts may have its place in the guide.


If he went 2 fact and starport it means he didn't expo to be able to afford all that. So even if you lose your nexus to cliffing (save probes!) you can rbeak that and expo again (or even twice).

From my old experience on LT i remember goon + DT being really effective in patrolling cliffs. If you dont have templar tech, get 3 goons up there, and have observers patrolling dropships paths to catch it before it drops (or when it leaves). 3 goons can hold drops, and if they cant, they should buy enough time for you to ferry some more units up there.

Also, if you see a dropship heavy user, try to expo to places hard to drop, add a cannon or 2 in expo to give you time to save probes and divie your army around the map to kill drops and harrass attemps. Dropship users usually dont have a main strong force to attack with, and rely on harrass while macroing to build a 200/200 army to push against you.

So the most important thing is never letting your macro slip while holding all this harrass, once you kill that first 200/200 push, expo again and refill your army to hold the second one.

good luck,
Moderator<:3-/-<
boudiou
Profile Joined October 2007
France190 Posts
October 25 2007 14:38 GMT
#48
Ok thanks a lot IntoTheWow and happy birthday!
I've always been afraid to split my units because of a poor multitasking but I guess I just have to improve it.
RIEN.
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
October 25 2007 14:40 GMT
#49
Well you rely heavily on hotkeys for it. But its a good habit to pick up.


ps: thanks!
Moderator<:3-/-<
clizz
Profile Joined September 2007
Canada6 Posts
October 25 2007 19:23 GMT
#50
Entertaining read, but I object to the juvenile and bigoted use of the term "gay". I guess it's too much to ask of a community based around a video game to show a little bit of maturity.
DamageControL
Profile Blog Joined July 2007
United States4222 Posts
October 25 2007 21:11 GMT
#51
immediately used the advice and crushed my little brother! (Who's worst race is t)

The worst part is I usually don't. He beats me with every race.
Liquid | SKT
Razamataz
Profile Joined October 2007
Canada135 Posts
October 25 2007 22:19 GMT
#52
Nice guide i enjoyed the replay pack
ck)zink
Profile Joined October 2007
Poland1 Post
October 26 2007 11:09 GMT
#53
It's awansome guide-GJ !
-orb-
Profile Blog Joined September 2007
United States5770 Posts
October 27 2007 23:43 GMT
#54
This guide is fantastic.

I just finished reading every jizz-tastic word.

Absolutely hilarious and informative at the same time.

"THIS MAKES BABY ADUN CRY"

Oh man I <3 you long time
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
micronesia
Profile Blog Joined July 2006
United States24680 Posts
October 28 2007 00:52 GMT
#55
On October 23 2007 13:12 crescendo wrote:
If you're just starting/not playing well, start playing safe,
I misread that as start playing strafe,

Does this make me a bad person?
ModeratorThere are animal crackers for people and there are people crackers for animals.
Wizard
Profile Blog Joined May 2007
Poland5055 Posts
Last Edited: 2007-12-24 19:58:16
October 28 2007 01:19 GMT
#56
never mind
sAviOr[gm] ~ want to watch good replays? read my blog: http://www.teamliquid.net/blog/wizard
Rayzorblade
Profile Blog Joined September 2004
United States1172 Posts
October 28 2007 02:04 GMT
#57
i was going to read your guide, but i got sidetracked reading about the ULTIMATE POWER OF THE NINJAS & that website was deliriously funny, so i'm sorry I didn't get very far, but what I read of the guide was awesome so thanks!

(& thanks for introducing me to the ninja site! omggggz!!)
Love.Zelduck
Profile Joined February 2008
United States170 Posts
January 16 2009 23:27 GMT
#58
Sorry if I shouldn't bump, but this was the most beneficial and entertaining guide I've ever read, and I felt the author deserves the kudos.

Plus, a rep pack with explanations on each game? AW YEAH!
arb
Profile Blog Joined April 2008
Noobville17921 Posts
January 17 2009 00:37 GMT
#59
this is really great
Artillery spawned from the forges of Hell
liger13
Profile Blog Joined February 2008
United States1060 Posts
January 17 2009 01:07 GMT
#60
lol nice.. its good to know protoss have a hard time in TvP as well
I feel like pwning noobs
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
January 17 2009 01:32 GMT
#61
Why was this bumped?
Being healthy, it has been said, really consists of having the same disease as everybody else.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
January 17 2009 01:40 GMT
#62
On January 17 2009 10:07 liger13 wrote:
lol nice.. its good to know protoss have a hard time in TvP as well


They doesn't! 1a2a3a
Lim Yo Hwan forever!
motbob
Profile Blog Joined July 2008
United States12546 Posts
Last Edited: 2009-01-17 01:55:46
January 17 2009 01:55 GMT
#63
On January 17 2009 10:32 TheFoReveRwaR wrote:
Why was this bumped?

I dunno, but it's a really helpful guide.
ModeratorGood content always wins.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
January 17 2009 03:54 GMT
#64
On January 17 2009 10:55 motbob wrote:
Show nested quote +
On January 17 2009 10:32 TheFoReveRwaR wrote:
Why was this bumped?

I dunno, but it's a really helpful guide.

Actually no..its well written but outdated, vague, and has lots of bad advice But oh well.
Being healthy, it has been said, really consists of having the same disease as everybody else.
LuckyFool
Profile Blog Joined June 2007
United States9015 Posts
January 17 2009 04:11 GMT
#65
On January 17 2009 12:54 TheFoReveRwaR wrote:
Show nested quote +
On January 17 2009 10:55 motbob wrote:
On January 17 2009 10:32 TheFoReveRwaR wrote:
Why was this bumped?

I dunno, but it's a really helpful guide.

Actually no..its well written but outdated, vague, and has lots of bad advice But oh well.
It's well written and a very funny read. I'm very happy it got bumped. Screenshots are amazing. :-)
Clasic
Profile Blog Joined January 2009
Bosnia-Herzegovina1437 Posts
January 17 2009 04:45 GMT
#66
On January 17 2009 10:40 Zoler wrote:
Show nested quote +
On January 17 2009 10:07 liger13 wrote:
lol nice.. its good to know protoss have a hard time in TvP as well


They doesn't! 1a2a3a


BAN!
No no no no its not mine!
MorningMusume11
Profile Blog Joined November 2007
United States3490 Posts
January 17 2009 09:05 GMT
#67
14 CC lawl made my day
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
January 17 2009 10:39 GMT
#68
Hmm, I think its actually recommended to bump strategy threads if you have a question or something, but this was bumped for props, nice.

And yeah, its hard to play PvT at times too, we can't always go 1a2a3a or else our units walk in a death march.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
NotSupporting
Profile Joined February 2008
Sweden1998 Posts
Last Edited: 2009-01-17 11:11:36
January 17 2009 11:10 GMT
#69
Protoss can have a hard time in PvT too, but only compared to other Protoss player. Terrans are playing on a whole other level even though they are the same rank and the same mu.
Shauni
Profile Blog Joined July 2004
4077 Posts
January 17 2009 12:01 GMT
#70
On January 17 2009 20:10 NotSupporting wrote:
Protoss can have a hard time in PvT too, but only compared to other Protoss player. Terrans are playing on a whole other level even though they are the same rank and the same mu.


Oh god... I don't even want to reply to this post anymore.
I'm taking whatever coverage I can get, because frankly, I'm busy working on this million dollar deal at my job. Early retirement is a good thing brotha man. - MessengerASL
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
January 17 2009 14:39 GMT
#71
On January 17 2009 20:10 NotSupporting wrote:
Protoss can have a hard time in PvT too, but only compared to other Protoss player. Terrans are playing on a whole other level even though they are the same rank and the same mu.


This is very true at the levels up to C-. At the D+ level a protoss actually win over a terran unless their mineral goes over 3000. A 2000 mineral toss can defeat a 100 mineral terran because the terrans doesn't have the perfect pushing micro and the multitasking yet (harass, defend and push at the same time)
Lim Yo Hwan forever!
HooHa!
Profile Blog Joined February 2006
United States688 Posts
January 17 2009 14:46 GMT
#72
This is awesome.
Hoo Ra!
CosmicAC
Profile Blog Joined January 2009
United States238 Posts
January 22 2009 04:05 GMT
#73
great guide, very helpful.
To follow the path: look to the master, follow the master, walk with the master, see through the master, become the master.
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
January 23 2009 02:08 GMT
#74
Ugh I wish Terran-players in this thread would go cry in some TvP guide about how "hard" TvP is and how "easy" PvT is.

This guide helped me out alot back in the day, very entertaining.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
peidongyang
Profile Joined January 2009
Canada2084 Posts
January 23 2009 02:29 GMT
#75
that was looonnnnng lol gj tho
the throws never bothered me anyway
Jakustodus123
Profile Joined March 2009
Canada1 Post
March 24 2009 02:10 GMT
#76
K so really helpful but i was wondering if you've ever encountered / know how to deal with terran who does total turtle like goes for siege first and lines the cliffs of his base with tanks and turrets then macros wraiths until he has like 24 then goes to nukes and BCs depending on the map.
ZOMGWTFWHERETOSSFLEETCOMEFROM
Empyrean
Profile Blog Joined September 2004
16987 Posts
March 24 2009 02:38 GMT
#77
It's impossible to fight against 24 Wraiths. You should've given up before he got nukes.
Moderator
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
March 24 2009 02:45 GMT
#78
On March 24 2009 11:10 Jakustodus123 wrote:
K so really helpful but i was wondering if you've ever encountered / know how to deal with terran who does total turtle like goes for siege first and lines the cliffs of his base with tanks and turrets then macros wraiths until he has like 24 then goes to nukes and BCs depending on the map.

get every other base on the map, then go arb/storm/giganticassarmy
posting on liquid sites in current year
Louder
Profile Blog Joined September 2002
United States2276 Posts
March 24 2009 02:47 GMT
#79
On October 23 2007 13:42 GrandInquisitor wrote:
You need to explain the difference between arbs and carriers - how arbiters kick in wayyyy faster (ALWAYS ALWAYS RESEARCH STASIS FIRST AND IMMEDIATELY) but rarely have the potential for super mass ownage like carriers. Recent trends of 2 stargate arb though are kinda changing that.

and corsairs are totally viable in pvt =( dweb owns


This is wrong. You should get ENERGY while your first arb(s) build, then start stasis immediately afterward.
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
March 24 2009 04:20 GMT
#80
o.o guide are double edge weapons , now i know how to device better
Be kind whenever possible. It is always possible.
Zapdos_Smithh
Profile Blog Joined October 2008
Canada2620 Posts
March 24 2009 05:26 GMT
#81
On March 24 2009 11:10 Jakustodus123 wrote:
K so really helpful but i was wondering if you've ever encountered / know how to deal with terran who does total turtle like goes for siege first and lines the cliffs of his base with tanks and turrets then macros wraiths until he has like 24 then goes to nukes and BCs depending on the map.


troll
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
March 24 2009 07:13 GMT
#82
On March 24 2009 11:10 Jakustodus123 wrote:
K so really helpful but i was wondering if you've ever encountered / know how to deal with terran who does total turtle like goes for siege first and lines the cliffs of his base with tanks and turrets then macros wraiths until he has like 24 then goes to nukes and BCs depending on the map.

IIRC, there's a guide for PvT against a Turtle.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
Chronopolis
Profile Joined April 2009
Canada1484 Posts
April 13 2009 01:55 GMT
#83
You have balls the size of jackfruits-- it's time to use them


LOL
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2009-04-13 03:23:05
April 13 2009 03:02 GMT
#84
I must admit I overlooked this guide at first becuase it seemed too general and had joking tone at times. But, this is probably the best pvt guide out there. Not that there are an abundant amount of good ones of course.

The replays the guy included were generally good example reps and stood to show the guy knew what he was talking about. Nonetheless, take for instance his analysis of bisu vs nada @longinus which is so wrong I thought he must be talking about a diffrent game (which would be bisu vs nada on reverse LT, but bisu goes 1gaterangerobo then 2ndgate that game):
"The second Bisu vs Nada replay is just what happens when a small M/M force is pushing out instead of something you'd normally expect; but note how completely and utterly ownage a 2 gate/range is. You're pretty safe from any bullshit a Terran can do, period."
First he calls fd terran "a small m/m force". Also, bisu did go 2gate range, but it was more of the fake sort as he expoed after only 3 goons. So the lesson here is not that 2gate range is "ownage", but that you can fight off weak fd with small amount of goons and have an earlier expo advantage. Imagine fake 2gate vs a strong FD build now-a-days. Either way he is wrong or confused =/.
| www.ArtofProtoss.vze.com |
Sonu
Profile Blog Joined December 2008
Canada577 Posts
April 13 2009 04:05 GMT
#85
is your name peter by any chance?

nice simple .... language guide
"I really like this wall-in, because its not a fucking wall" - DAy[9]
StalkerSC
Profile Blog Joined April 2009
Canada378 Posts
April 30 2009 14:51 GMT
#86
Lol scouts are gooder then corsairs if you can afford them ( in game not in real life ) good statergy.
IIf your good at Starcraft, Your good at life. - Artosis
Wurzelbrumpft
Profile Blog Joined July 2008
Germany471 Posts
April 30 2009 16:45 GMT
#87
On April 30 2009 23:51 StalkerSC wrote:
Lol scouts are gooder then corsairs if you can afford them ( in game not in real life ) good statergy.


epic post
beam me up scotty, this planet suxX
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
April 30 2009 16:59 GMT
#88
How come this awesome awesome awesome guide only has 5 pages!!! Moar!!
Lim Yo Hwan forever!
koubaros
Profile Joined October 2009
Greece19 Posts
October 25 2009 19:20 GMT
#89
replay pack not there, could some1 post it again? a n00b is asking!!!
mOnion
Profile Blog Joined August 2009
United States5657 Posts
October 25 2009 19:27 GMT
#90
On October 26 2009 04:20 koubaros wrote:
replay pack not there, could some1 post it again? a n00b is asking!!!


welcome to TL

a bump for many generations to come!
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
frozenkatkiller
Profile Blog Joined July 2009
United States168 Posts
October 25 2009 20:08 GMT
#91
On October 26 2009 04:20 koubaros wrote:
replay pack not there, could some1 post it again? a n00b is asking!!!


I have the pack, how should I send it to you?
sashkata
Profile Joined September 2008
Bulgaria3241 Posts
October 25 2009 20:19 GMT
#92
Ahhh, I remember this guide. Helpfull and awesome to read too.
koubaros
Profile Joined October 2009
Greece19 Posts
October 25 2009 21:28 GMT
#93
okoubaros@gmail.com and a million thanks to you!

[

QUOTE]On October 26 2009 05:08 frozenkatkiller wrote:
On October 26 2009 04:20 koubaros wrote:
replay pack not there, could some1 post it again? a n00b is asking!!!


I have the pack, how should I send it to you?[/QUOTE]
Old Sagat
Profile Blog Joined March 2010
United States42 Posts
March 31 2010 17:59 GMT
#94
I have a quick question. I tend to go to fast DTs against Terran. Usually, I'll try to get two DTs and a shuttle and drop in their mineral line. My question is when I should be dropping my pylon/gas/gate. Currently, I'm going pylon on the seventh physical SCV, then gateway at nine, and assimilator as soon as I can get it after that. I send the probe that drops the pylon to scout. Is this a good build order, or is there something else I should consider. I've tried waiting for the assimilator, but the fast gas really helps get the DTs out quicker. I can post replays if needed.

Thanks
if it isn't obvious, the above is a post I made to TL
kOre
Profile Blog Joined April 2009
Canada3642 Posts
March 31 2010 18:42 GMT
#95
- Start with 4 Probes
- As soon as your 7th Probe comes out (food count should be 8/9) make your Pylon
- Scout with the Probe that just built the Pylon

BISU STLYE
- Stop Probes for a brief second at 9/9 and once 9/17 build Gateway

STORK STYLE
- Keep pumping Probes and build Gateway at 9/17 (slightly later Gateway production because 10th Probe was queued before Gateway)

- Gas at 11/17
http://www.starcraftmecca.net - Founder
3FFA
Profile Blog Joined February 2010
United States3931 Posts
March 31 2010 19:18 GMT
#96
On April 01 2010 03:42 kOre wrote:
- Start with 4 Probes
- As soon as your 7th Probe comes out (food count should be 8/9) make your Pylon
- Scout with the Probe that just built the Pylon

BISU STLYE
- Stop Probes for a brief second at 9/9 and once 9/17 build Gateway

STORK STYLE
- Keep pumping Probes and build Gateway at 9/17 (slightly later Gateway production because 10th Probe was queued before Gateway)

- Gas at 11/17

this made my day. lol
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
love1another
Profile Blog Joined December 2009
United States1844 Posts
March 31 2010 20:27 GMT
#97
Oh no! I can't download the rep pack anymore. Does anybody have it/can reupload it?
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
radiumz0rz
Profile Blog Joined January 2009
United States253 Posts
March 31 2010 21:09 GMT
#98
Wow. Comprehensive guide is saying the least. Some of your concepts are non-standard like the corsairs, making it much less viable when playing.
Berkeley '10
sashkata
Profile Joined September 2008
Bulgaria3241 Posts
March 31 2010 21:38 GMT
#99
On April 01 2010 05:27 love1another wrote:
Oh no! I can't download the rep pack anymore. Does anybody have it/can reupload it?

The reps are pretty outdated. The guide is still good though. Really funny and informational. Perhaps my fav guide. lol

reps: http://rapidshare.com/files/370492640/WTF.rar.html
gumbum8
Profile Blog Joined December 2008
United States721 Posts
March 31 2010 22:28 GMT
#100
TeamLiquid has become a huge Nostalgia fest all of a sudden lol... I remember this thread so clearly now!
but really, has anyone REALLY been far even as decided to use even go want to do look more like?
TwoPac
Profile Joined October 2009
United States163 Posts
April 01 2010 01:14 GMT
#101
Should've described the auto win start for toss (12 nex -> 2 base CARRIER YEAH NIGGA). But a good guide :D!
"I once contemplated suicide, but when I held that nine all I could see was my mama's eyes."
DarkPlasmaBall
Profile Blog Joined March 2010
United States44322 Posts
April 01 2010 05:59 GMT
#102
Awesome guide :-) All-around good information!
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
GeMicles
Profile Blog Joined January 2010
Canada307 Posts
April 02 2010 02:58 GMT
#103
great guide. really helped my testicles drop when playing a terran thats slow pushing.
any tips on hotkeys?
i pikachu in the shower
No_eL
Profile Joined July 2007
Chile1438 Posts
January 16 2011 19:04 GMT
#104
the replay pack is missing...

someone have it? i love this guide, but i cant find those reps, plz someone upload it again.
Beat after beat i will become stronger.
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
January 16 2011 19:36 GMT
#105
Haha this was an awesome guide to read^^
Writerdamn, i was two days from retirement
MiraKul
Profile Blog Joined November 2010
Malaysia498 Posts
January 16 2011 19:51 GMT
#106
seriously awesome guide, at least for a newbie like me.
ovrpwrd
No_eL
Profile Joined July 2007
Chile1438 Posts
January 17 2011 19:28 GMT
#107
im having problems with my pvt fe at this time, maybe in your reps you hace some examples to start practicing?
Beat after beat i will become stronger.
TheNessman
Profile Blog Joined May 2009
United States4158 Posts
January 17 2011 23:26 GMT
#108
this is so lolz, i'm glad everyone is givin approval itt.
~~! youtube.com/xmungam1 !~~
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
January 18 2011 00:15 GMT
#109
I wonder why this thread is only 6 pages long although it is like 3 years old..

nice one to read though. Totally missed it till today :p
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
]343[
Profile Blog Joined May 2008
United States10328 Posts
January 18 2011 06:33 GMT
#110
hahaha I remember this guide. MEOW.
Writer
Euronyme
Profile Joined August 2010
Sweden3804 Posts
January 18 2011 19:04 GMT
#111
rofl I slipped in thinking it was sc2 ^^
Took me until he mentioned dragoons like halfway down until I really got it into my head haha.
Love it none the less
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
slappy
Profile Blog Joined March 2010
United States1271 Posts
January 18 2011 22:04 GMT
#112
this guide is great. really awesome insight

i thought you were being sarcastic when you said mines are my friend, as i usually get pwned hard by mines due to bad micro and late observers
jaedong imba
DenSkumle
Profile Joined December 2010
Norway108 Posts
January 19 2011 00:47 GMT
#113
PvT Guid: 1a2a3a4a5a into his base.

User was warned for this post
zer0das
Profile Blog Joined May 2007
United States8519 Posts
January 22 2011 22:58 GMT
#114
On January 19 2011 07:04 slappy wrote:
this guide is great. really awesome insight

i thought you were being sarcastic when you said mines are my friend, as i usually get pwned hard by mines due to bad micro and late observers


I've incorporated the mine dragging in this guide to pretty good effect... my opponent kept laying mines in really bad positions for himself, so I kept dragging them with dragoons and wiping out his army. He did a 2 fact and was in my natural, and I got both of his tanks, 2 marines, and a vulture with one mine drag, and a few more vultures on one shortly after (had to clear it out anyways and didn't have an obs). Then later I blew up about a dozen vultures he got really careless. xD I wouldn't have won without the first mine drag. The one that blew up almost all his vultures was just icing.

He wasn't that happy. I suppose half the battle is being aware of situations where you can use it to your own advantage. He certainly wasn't aware when he was giving me opening.
cchuntem
Profile Joined December 2010
51 Posts
January 25 2011 19:11 GMT
#115
On January 17 2011 04:04 No_eL wrote:
the replay pack is missing...

someone have it? i love this guide, but i cant find those reps, plz someone upload it again.


Yep, guide is awesome (and guide within it from BluzMan is a nice read too), but it seems as we should find some good PvT reps on our own - actually it will be pain in the ass for me to do it now as I just have started with BW (yeah, switched from SC2), so would really appreciate if someone still has this pack.
sashkata
Profile Joined September 2008
Bulgaria3241 Posts
January 26 2011 00:13 GMT
#116
Like I said the last time the rep pack is Really outdated. Good, but outdated just so you know.

http://www.2shared.com/file/mX3NPRi6/WTF.html
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
January 26 2011 00:14 GMT
#117
one of the guides that helped me waaay back. really really good in helping me figure out what to do.:
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
aimaimaim
Profile Blog Joined March 2010
Philippines2167 Posts
Last Edited: 2011-01-26 03:02:48
January 26 2011 03:01 GMT
#118
i think this guide is for maps like python but not for the likes of Blue Storm .. this is what i did on PvT python and its great .. Blue Storm on the other hand .. -_-

On January 19 2011 07:04 slappy wrote:
this guide is great. really awesome insight

i thought you were being sarcastic when you said mines are my friend, as i usually get pwned hard by mines due to bad micro and late observers



i sincerly agree that mines are P's friends .. they are awesome .. !!
Religion is a dying idea .. || 'E-sport' outside Korea are nerds who wants to feel like rockstars. || I'm not gonna fuck with trolls on General Forum ever again .. FUCK!
cchuntem
Profile Joined December 2010
51 Posts
January 26 2011 07:19 GMT
#119
On January 26 2011 09:13 sashkata wrote:
Like I said the last time the rep pack is Really outdated. Good, but outdated just so you know.

http://www.2shared.com/file/mX3NPRi6/WTF.html


Thank you! I'll keep it in mind, but at my current level every hi-level replay is priceless, outdated or not.
tryummm
Profile Joined August 2009
774 Posts
January 26 2011 18:47 GMT
#120
On April 01 2010 14:59 DarkPlasmaBall wrote:
Awesome guide :-) All-around good information!


I hope you realize the contents of this guide really don't apply to progaming anymore.
First of all,
"Stay 1 base ahead of the Terran at all times" is probably the worst advice floating around at times. The only time Protoss seems to get a quick third is when they go Reaver against Barracks CC. Otherwise the Protoss goes up to 3 Gateways and/or starts Arbiter/Carrier tech prior to taking their third. Additionally, 2 Gate Goon with Range is almost never used anymore in professional matches. And when it is used...its not used for early harassment. Its used more so to force the Terran into a position where its difficult to take the third base. Consequently tech is highly delayed in this build. But in almost all PvTs, a pro gamer will start their tech early instead of focusing on being 1 base ahead of a Terran at all times.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
January 26 2011 20:33 GMT
#121
On January 27 2011 03:47 tryummm wrote:
Show nested quote +
On April 01 2010 14:59 DarkPlasmaBall wrote:
Awesome guide :-) All-around good information!


I hope you realize the contents of this guide really don't apply to progaming anymore.
First of all,
"Stay 1 base ahead of the Terran at all times" is probably the worst advice floating around at times. The only time Protoss seems to get a quick third is when they go Reaver against Barracks CC. Otherwise the Protoss goes up to 3 Gateways and/or starts Arbiter/Carrier tech prior to taking their third. Additionally, 2 Gate Goon with Range is almost never used anymore in professional matches. And when it is used...its not used for early harassment. Its used more so to force the Terran into a position where its difficult to take the third base. Consequently tech is highly delayed in this build. But in almost all PvTs, a pro gamer will start their tech early instead of focusing on being 1 base ahead of a Terran at all times.

damn bw has sure changed a lot since ive last played o.o
When they see MC Probe, all the ladies disrobe.
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