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[I] TvP Strategies and Build

Forum Index > Brood War Strategy
Post a Reply
thuunderstruck
Profile Joined October 2025
3 Posts
3 hours ago
#1
Dear Brood War Enjoyers,

This is thuunderstruck, aka 0dysseus, I just shared a bit of my background in a sister post to this, for TvZ strategies.

Considering the strong performances of Sn0w in this recent ASL, the TvP matchup will need to be re-assessed. Sn0w has accomplished his goal, of micro'ing mech to death. I do not think that even a Terran player as strong in mech as Light or FlaSh could defeat Sn0w in a best of 7, with their current compositions and strategy.

As other Protoss players learn why Sn0w is so dominant in this matchup, and begin implementing his tactics, I suspect the Terran winrate will plummet, without new developments.

To explain why is fairly simple.

Mech is the dominant strategy in TvP, SkTerran wouldn't work, and these are the two styles of Terran that are played on the pro level at this moment.

Mech has extraordinary weaknesses, that are inherent to the composition. It's strength is that it is by far the most powerful army that Terran can field, but it's downside, is that its incredibly expensive, and clunky.

In other words, mech strategies accentuate the Terran race's greatest strengths and weaknesses, being incredibly powerful, but incredibly slow.

Sn0w's strategy against Terran players is to simply overwhelm them with so many different attacks and tactics, that the Terran player cannot effectively respond to all of his attacks. Trying to counter attack, as we saw with BarrackS, is also not a sound way to defeat Sn0w, as Sn0w split BarrackS focus well enough to allow him to dismantle BarrackS' attack with half the supply.

It is funny, as BarrackS seems very good at multitasking and managing multiple different things at once.

The issue is simple, Sn0w is too skilled at controlling his units, so many small engagements favor him, especially against a mech player.

The mech player cannot hope to micro their tanks fast enough, in multiple different spots. Sn0w is essentially forcing the Terran to split their focus, and since Protoss armies are faster to control than a Terran mech composition, Sn0w can reliably win 3 different engagements against a mech player, simultaneously.

This is effectively what happened in his match against BarrackS.

All other Protoss players have to do, is learn how to control their armies like Sn0w, while Sn0w's reaver shuttle control helps, it is not the secret to his decisive victory over BarrackS.

Sn0w in actuality, controls his armies more like a Zerg player. Look at the minimap from that series against BarrackS, for a clear example.

None of this should work on paper, but in practice, Sn0w is so skilled, that he can do this. It will not be long until the rest of the Protoss player base implements some of his practices.

Anyways, I digress, here are the basic strategies.

Mech builds are strongest when you have near spawns. With far spawns, do not count on mech to defeat a skilled Protoss. With near spawns, there is pretty much no way Protoss can stop a mech push. Part of the reason I oppose 3 and 4 spawn maps, and favor 2 player exclusive maps. Multi spawn maps can be VERY t-favored with certain spawns. Dominator is the worst case, due to the three spawns guaranteeing a close spawn.

In cross spawn scenarios, I would not count on mech in its current form to win. There are too many ways strong Protoss players can harass and tear your army apart.

In these circumstances, a slight change in approach is necessary.

Terran's greatest strength, compared to other races, is that they can build freely.

Protoss meanwhile, has the weakest early game of the three races, especially against Terran.

So, it is very simple. Cheese early, win.

When doing bunker rushes, it is good to bear in mind, that you don't need to build the bunker to attack an already built Protoss base. What I mean is, building a bunker early, on the Protoss player's third base, is an easy way to secure an early advantage.

Once a bunker is built early on the Protoss player's side of the map, just stage your units there, and siege some tanks, and the Protoss is highly unlikely to break the position.

If the Protoss tries to circumvent this "staging ground", and attack your bases directly, you have two options.

One, you could pincer the attacking Protoss with whatever you have at your mining bases, and from the staging ground.

Two, you could simply counter attack and start sieging their base.

If Terran's were more creative with building bunkers and turrets, you could easily set up early contains against a Protoss, without them even realizing.

What's Sn0w going to do?

For a funny cheese build.

3-2-1

1 rax
natural expand
2 more rax
academy/e-bay
2 factories
1 machine shop
1 starport
1 control tower
science facility
covert ops

This, is a ridiculous build, that might work, because Protoss is so weak in the early game against Terran, so you can generally get away with building whatever you want, as long as it is strong enough mid game.

The idea of the early game is to do a large attack with bio and vultures. This is a much more powerful combination in the early game than pure bio, and it is a shame I don't see it used.

By mid game, you rushed ghosts and science vessels. You don't need too many of these, but this is where it gets funny.

With the vessels, emp.

With the ghosts, lockdown.

Use the vessels and emp the Protoss armies and maybe spellcasters. The bio and vultures will clean up everything.

If there is anything that gives the bio and vultures a problem, like say, shuttle reavers, simply cast lockdown. Lockdown on a shuttle prevents all drop damage, and nets you the shuttle, and whatever was in the shuttle.

Early lockdown would completely shut down Sn0w's shuttle reavers shenanigans, if played properly.

I see no reason this build wouldn't work.

For another funny cheese build,

1-2-1

1 rax
fast expand
2 factories
2 vultures
2 machineshops
1 starport
control tower
armory/e-bay/academy somewhere

This one is simple, and can be used against zergs.

Proxy both factories, in different spots on the map. Rush speed and mines, and then send in mass vultures, along with whatever bio you've been building.

Do not proxy the starport, and build a drop ship when possible.

Since both factories are in different spots, there is a chance the Protoss will only scout one of them, and not realize there's two.

Even if they scout both of them, trying to eliminate one simply opens them up to attack from the other.

I also see no reason this build shouldn't work.

I'll leave it at this for now, I might share some rough drafts of some maps I've been designing.

Sincerely,
thuunderstruck, aka 0dysseus
Jealous
Profile Blog Joined December 2011
10206 Posts
2 hours ago
#2
I see no reason this build wouldn't work.

You mean besides the fact that it's easily scoutable by the first observer that Terran is going Bio/Mech with practically no army and rushing tech to ghost/science facility/EMP off of 2 gas so he has no gas for siege tanks? With a spell that you won't get until you're like 10 minutes into the game and won't have energy to use for another one or two minutes while Protoss will have reavers significantly earlier?

I also see no reason this build shouldn't work.

You mean besides the fact that Terran has no factories in his main base, so no tanks, no mines, etc. so any sort of bust by Protoss is a free win? Pressuring the first bunker with dragoons is a common tactic and if no tank ever comes out, Protoss will continue hammering on the bunker, costing the Terran ever more minerals in repairs (while he is also somehow affording double fac double shop starport + dropship with 2 SCVs presumably somewhere out on the map)? And when Protoss realizes that no tank is coming they can just bust down the front with their first reaver for free?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
thuunderstruck
Profile Joined October 2025
3 Posts
1 hour ago
#3
You mean besides the fact that it's easily scoutable by the first observer that Terran is going Bio/Mech with practically no army and rushing tech to ghost/science facility/EMP off of 2 gas so he has no gas for siege tanks? With a spell that you won't get until you're like 10 minutes into the game and won't have energy to use for another one or two minutes while Protoss will have reavers significantly earlier?


I'm not sure why you're under the impression there's no army with this build. You're pumping out bio from 3 rax, and vultures from 2 factories. Precisely, you don't have gas for tanks, that's why this is a highly mineral intensive army, with highly gas intensive support.

Reavers take a while to get, and while it can be faster than ghosts and vessels, the Protoss is going to be getting attacked constantly by bio and vultures. In the mean time, you can build some turrets, so drops don't kill you.

It is very simple to make something like this work, if you read the post properly.

I don't know why you'd assume that you'd build 3 rax and 2 factories, and not build units out of them.

You mean besides the fact that Terran has no factories in his main base, so no tanks, no mines, etc. so any sort of bust by Protoss is a free win? Pressuring the first bunker with dragoons is a common tactic and if no tank ever comes out, Protoss will continue hammering on the bunker, costing the Terran ever more minerals in repairs (while he is also somehow affording double fac double shop starport + dropship with 2 SCVs presumably somewhere out on the map)? And when Protoss realizes that no tank is coming they can just bust down the front with their first reaver for free?


Yes, and while they're attempting this bust, they're getting run down by vultures in their main and natural. You have vultures out on the map, and can also flank the bust, and pincer it by attacking from two sides, maybe even 3.

It is so simple. Why are you so focused on defending, when these builds are about attacking?

What wins faster? Vultures killing your entire mineral line? Or waiting for a reaver and shuttle to finish, so you can slowly break down and siege the Terran?

Vultures win faster.

"Oh no, what if they do a pylon wall? Now my vultures can't get in!"

Rather than panic immediately, have some faith. If they do a pylon wall, they can't get any more dragoons out, so you just swing your vultures back around to your base, and kill off the dragoons they were trying to use to siege you. Now the Protoss can't even move out, and you have total map control. You could even use the first two vultures that you build before the machine shops, and swing them by immediately to deal with the dragoons along with your bio.

So simple.
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