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[H] PvT 1 base push

Forum Index > StarCraft 2 Strategy
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RAZROK
Profile Joined March 2010
Latvia49 Posts
May 26 2010 18:27 GMT
#1
Lost to this twice in a row.

Replay ( 1v1 game, for some reason there are 2 extra players in info) - [image loading]

1st time one guy didnt even get siege tanks, just ghosts and marauder + medic, but in this replay another guy even had siege tanks.
You will not win because I will not lose!
Nah
Profile Joined February 2010
Poland50 Posts
Last Edited: 2010-05-26 19:33:37
May 26 2010 19:32 GMT
#2
Hi.

I am also struggling vs these builds.

Perhaps the only viable one base option is colossus. If opponent uses siege tanks you should have phoenixes to lift them. When siege tanks are lifted you can a-move colossus + zealots to deal with the army. Obviously it requires solid micro and tight macro from protoss. Just do not spend gas on nothing but phoenixes, colossus and upgrades until first fight. At about 9th minute you should have 1 colossus and 3 phoenixes at least. Try that one and tell us how it went.

Cheers
Protoss wins it all
RAZROK
Profile Joined March 2010
Latvia49 Posts
May 26 2010 19:37 GMT
#3
Hmm ok ill try. God.. This is so easy for T. Just build the proper units and done deal.
You will not win because I will not lose!
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-05-26 19:56:55
May 26 2010 19:48 GMT
#4
I've been having a lot of trouble with these 1-base marin/tank/ghost pushes as well. For those saying it's very gas heavy, realize that this push really only needs 1 ghost and 1-2 tanks, which is not very gas heavy as well. Very little to no marauders are often used, just mass marines.

It seems that Phoenix may work, but the marines will easily shred your phoenixes in seconds before you can really benefit from the antigrav. Sentries get roflstomped by tanks as their spells are useless against them; sure, their shields help to negate a lot of marine dps, but the marines are more there as a meatshield to allow the tanks to do more damage from a safe range. At the same time, the Terran will have a crapton of marines due to the vast amount of minerals their MULEs will generate. Immortals get owned by mass marines with stim, along with EMP which owns everything else also. In addition, if the push fails, the Terran won't be too far behind if at all because they can pump out tons of marines very fast with reactors, and defensive play is Terran's specialty and this push is pretty economical.

Colossi could be used, but they're get shredded pretty easily by tanks, which also negates any possibility of kiting by the colossi due to the tank's superior range. Later on, the Terran just adds vikings and ravens for PDD and your colossi are pretty much sitting ducks. I personally like using HT/storm, as it can destroy marines pretty easily, as well as feedbacking ghost, but storm is pretty gas-intensive and it's pretty hard for me to get a good number of storms down before the push hits. I will need at least 3+ storms due to the ridiculously small area of effect and the fact that any decent player will be able to micro out of the storms pretty easily. Not only that, but the gigantic chokes on the maps also make storming a lot less efficient.

TLDR: This 1-base push is annoying. Not gonna say OP or imba...but need some input on how to stop it :\
RAZROK
Profile Joined March 2010
Latvia49 Posts
May 26 2010 20:24 GMT
#5
Exactly. No matter which unit u make - they all will die instantly. Maybe some guerilla tactics are required. Like try to FE and camp with 50 cannons, then ht drop and storm his scvs. Then pump more units and roll over him lol. I just dont see anything regular working here.
You will not win because I will not lose!
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
May 26 2010 20:51 GMT
#6
I always found it easy to expand off 1-2 gate stalker against marine-tank openings, and you can even peck at his marines/depot until his first tank comes out since your shields regenerate. I think you'll have less difficulty with a two base economy. (One base Protoss can't defeat one base Terran since Terran can oversaturate their minerals. I'm confident the Protoss needs a lead in bases, and that's OK.)
My strategy is to fork people.
RAZROK
Profile Joined March 2010
Latvia49 Posts
May 26 2010 20:57 GMT
#7
Hmm, i guess ill try to come up with a FE build against T in that case... Thnx for advice.
You will not win because I will not lose!
FaTLiP
Profile Joined August 2004
United States57 Posts
May 26 2010 21:48 GMT
#8
Well. It is indeed hard, but then again just about every PvT is hard against P. First huge mistake is you gave the T map control. T with map control is a gauranteed loss. Once he had you bottled at you choke is was GG, no matter the unit comp you throw at him (except carriers. GL with that on one base.) Keep you units out of your base, and away from all chokes. keep 1+2 stalkers for a ramp block against ninja hellions. DO NOT let him have map control. the pheo+chargelot builds works great against a agressive map controling terran. Try it. and for the love of god, if your going to go IMMO's get blink on your stalkers, and ALWAYS lead with your immos. In this replay you have 6+ stalkers gettin faceraped before you immo takes a single tank splash.
Nerf after nerf, I'm still rockin P!
iNdo-Man
Profile Blog Joined May 2010
United States191 Posts
May 26 2010 22:05 GMT
#9
I recommend leaving 1 stalker in your mineral line after you have 1 or 2. 1 at yoru ramp and 1 at your minerals to stop reaper harass. just takes 1 stalker that you can always pull back to the ramp if need be.
Nitron
Profile Joined April 2010
Singapore177 Posts
May 27 2010 18:02 GMT
#10
ever since patch 13 now the Terran has become extremely strong in their timing push against protoss. Getting down 4 rax, stim pack and marine hp boost, and push when upgrades are done. It is extremely difficult to beat that, and even if we do, they just transition to siege tanks with some medivacs and ghost academy which decimates my whole army when i tech up to colossus to fight the MMM ball.
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