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[H] Terran late game...

Forum Index > StarCraft 2 Strategy
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icki.icki
Profile Joined March 2010
106 Posts
March 10 2010 09:50 GMT
#1
Okay, I feel fairly adept at surviving most early pushes at this point, but I feel like unless my mid-game push wipes them out I don't really know what to transition into. Should I be going Thor? Battlecruiser? I know it changes based on the race, but I'm not having a lot of luck having long enough games to test it, so when I actually get there it's sort of a surprise.

Against Z they almost always seem to go Broodlord, so I try to get Vikings, but Corruptors do MEAN things to Vikings, and Broodlords own Thors... so Battlecruisers maybe?

Against P they usually go Collosus, which rarely goes well for me, but if it does it's due to a lot of Vikings, and from there I guess Thor is probably a great idea. Any thoughts?
Albinokuh
Profile Joined March 2010
Germany9 Posts
March 10 2010 09:52 GMT
#2
I'm playing around a lot... so

Z: MMM +Helion + Raven
P: MMM+Ghost+'some' Viking
Irgendwas is ja immer -_-
sleeepy
Profile Blog Joined September 2009
Canada777 Posts
March 10 2010 10:34 GMT
#3
There is no late game vs Zerg. If you fail to kill them off or do considerable damage before the 12-15 minute mark, you may as well gg.

In TvP just continue to mass MMM with some tanks support if you can afford it and adapt according to their tech. Templar heavy? Get ghosts. Colossus heavy? Get vikings. Immortal heavy? Add a ton of reactor barracks and overwhelm them with marines. Just really focus on macro and you should be fine.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
March 10 2010 11:20 GMT
#4
On March 10 2010 19:34 sleeepy wrote:
There is no late game vs Zerg. If you fail to kill them off or do considerable damage before the 12-15 minute mark, you may as well gg.

In TvP just continue to mass MMM with some tanks support if you can afford it and adapt according to their tech. Templar heavy? Get ghosts. Colossus heavy? Get vikings. Immortal heavy? Add a ton of reactor barracks and overwhelm them with marines. Just really focus on macro and you should be fine.

There is late game against Zerg.
It just requires lots of tanks, marines, medivacs and ravens.
You just try to cut the map in half and play a defensive harassment style. Utilise drops well, Ravens can harass too and always build planetary fortresses at far expansions.

Late game TvP is MMMG with possibly vikings thrown in, but you fight Collosus reasonably well with marauders and EMP. Remember to build turrets on high ground, this makes it hard for Collosus to traverse.

The WORST for me is TvT. I was miles ahead in a TvT game today after using a 2 starport opening well (it's like 2 hatch muta for Terran!). I got an expansion ahead and was in a great position so I transitioned to 3 port Battlecruisers. Sadly BCs are now HARD COUNTERED by Vikings. The Vikings move faster and have longer range, meaning you can never hit them. I moved out with 8 BCs but his 6 Vikings forced me to retreat, I still won the game but it's sad that BCs will now never be seen in TvT again.
Don't hate the player - Hate the game
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
March 10 2010 11:29 GMT
#5
I think BC's are great against vikings, assuming you have yamato and a bunch of vikings yourself. Yamato kills a viking in one shot, so you can effectively drop X amount of them instantly when the battle starts. They can't kite your BC's around very well if you have a bunch of vikings yourself, either.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
ahcho00
Profile Joined March 2010
United States220 Posts
Last Edited: 2010-03-10 11:53:15
March 10 2010 11:38 GMT
#6
for protoss i notice that if u get 5 ravens (more if u like) and lay down point defense drone, it pretty much mitigates the stalkers attacks for about 10-15 seconds and if u EMP the collosus should drop like flies. if they bring zealots, bring hellions that should be pretty much gg as u should keep pushing/expanding. and they'll run out of minerals.'

regarding the point defense drone.

i tried 17 marines vs 25 stalkers. and with point defense drone i won the battle losing 1 marine. (no stim).
Vaul
Profile Joined January 2008
New Zealand112 Posts
March 10 2010 12:14 GMT
#7
I just played a game involving BC's vs vikings, and in low numbers the BC's win... I think you would need to outnumber the BC's by about 4 to 1 with vikings to beat them.
www.youtube.com/user/vaulsc
CauthonLuck
Profile Joined July 2009
United States93 Posts
March 10 2010 12:48 GMT
#8
The BC's never win if your opponent micros at all. I dislike the way the BC's attack works now, due to it's rapid fire low damage, most air units and even some ground can simply fire a volley and move back. Even if the BC's are close enough to shoot with their slow speed they'll only get off 1 or 2 ticks of their attack doing minimal damage while they slowly lumber after units that can fire a full damage volley and pull back. BC's are pretty much unusable in their current state.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-03-10 14:11:03
March 10 2010 14:10 GMT
#9
i think bc should have 2 modes that u can switch, 1 that shoots like it does now and 1 mode that shoots classic. swapping would take about 1-2 seconds tho :p (new one used to kill many units while the other one would be used to penetrate units with big armor like bc or carrier for example)

against z who wanna broodlord i always attack before they r morphing, thats when they r weakest^^ with MMMR

against toss i always MMMG, sometimes throw in some vikings or banshees
Progamerpls no copy pasterino
QibingZero
Profile Blog Joined June 2007
2611 Posts
March 10 2010 14:49 GMT
#10
Terran is more progression based in it's matchups. You start with your early game bio units, and you slowly make more and more of them while adding a couple friends for support.

vZ:

- Marine+Marauder early
- add Medivacs when available
- add Ravens when gas allows

The late game army composition that works best right now is those 4 units in varying amounts based on what the zerg is countering with. It works similar to SK Terran, where you'll want to exploit your mobility and the strength of small stimmed groups at times. Also similar to SC, you can add tanks if hydras are giving you too much trouble or if you need to siege the zerg's base for some reason.

vP:

- Marine-Marauder early
- go heavy on gas and add Ghosts asap
- add Medivacs eventually

Vikings are sometimes needed against Colossus-heavy armies. Strangely enough, pure bio works very well even if you're up against things that would normally massacre bunches of weaker units (Colossus, Psi storm). Just spread correctly and EMP everything that moves. Tanks are a worthy mention, but the toss will always be in position to build plenty of chargelots and Immortals so don't go too heavy.

vT:

This is just pure trouble right now. I've had success with a lot of things, but those same strategies have failed in other games pretty badly. +1 shield marine push can work, but if they get siege before you get there, it will likely be a big waste of time. Many people swear by mass vikings, but they always seem to let me down. I've surprisingly had the most success with defensive bunker/siege play into Marine/Medivac/Tank. TvT is still a lot about positioning and knowing when to tech switch. Good drops can win you the game.


But yeah, the 'end game' terran tech units are really subpar. You want units that give you the best chance of victory at whatever point in the game you're in, and it just seems to be bio with backup almost all the time now. Units like the hellion and banshee are overspecialized and only occasionally pay off. Units like BCs and Thors aren't reliable enough (or produced fast enough) to be among the core units in your arsenal.

Focusing on bio allows you to get the most of your upgrades throughout the game, and make no mistake - 3/3 stimmed marines still chew stuff up.
Oh, my eSports
Hobbes.uhz
Profile Joined February 2010
United States33 Posts
March 10 2010 15:28 GMT
#11
Platinum but 50-60s in my division, so take my advice with a grain of salt.

vT: I go for air dominance here. I generally make one or two tanks to allow me to expand safely, and then go mass vikings. I make so many vikings the guy gives up on going for air units, and that's my goal, to establish that I own the skies. Then I can mix in banshees and harass without too much worry of viking / raven shooting them down. So I do some harass, while expanding more. Still mixing in just enough tanks to scare away MMM. By late game I hope to have 2-4 battlecruisers, 10-16 banshees, a couple tanks, and still a ton of vikings which never died from earlier when he stopped trying to go air. Pushing with that is usually GG.

vP: I usually go for the 1 rax fast expand, teching to tanks asap so that very soon after I expand I have one sieged tank on my ledge. This dies to a couple of specific toss strats, but the only alternative I've found is the 2-3 rax bio timing attack, in which you try to get a ghost out and hit before he gets a colossus out. But I found it's an all in situation usually, and if he does get that colossus out and micros you well and beats your army, then by the time he gets 1 or 2 more colossi, you haven't had time to tech tanks or vikings, and he'll kill you. So I prefer the fast expand -> heavy mech.

vZ: I go MM, sometimes dual tech core maurader only if I scout roaches, because that's the only way I've found to stop a (good) roach rush. Then I transition late game into MMM + tanks + raven. You must have tanks if they go hydra, which they almost always do. Lots of tanks.
Buff Rock, Nerf Scissors, Papers ok
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