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Sweden33719 Posts
On June 03 2010 15:31 link0 wrote: Pheonix builds with decent micro absolutely RAPES tank builds. It makes me cry =[
I'm actually still trying to find a counter to pheonix that doesn't involve going back to the boring bioball. Thors are pretty good against phoenix.
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On June 03 2010 08:20 Salv wrote:Show nested quote +On June 03 2010 05:57 Parodoxx wrote: Ok I have had great luck with use of the phoenix against terran siege. with just 4 or 5 flying around with your army its easy to swoop into the back and quickly lift up all his siege tanks well your ground army goes to work. the beauty of this is if you get them quickly enough you can grab his first tank before he pushes out of his base as well as harass his mineral line well you happily expand. If he happens to mass viking behind them them this could be a problem, if you let it happen, keep up on your scouting and try to snipe viking as they are coming out (your phoenix will be coming out before his viking) other then that play defensively and dont rush into a battle just because wait for good position. Show nested quote +On June 03 2010 07:41 Phoenix_XY wrote: One build I was completely destroyed by, as a terran against protoss, was a Forge FE on blistering sands into 4gate Blink Stalkers. My opponent was so fast at getting mass stalkers and I chose to push him just as I saw his transfer of probes to destroy the FE and actually lost to over 15 stalkers blinking around my seiged tanks and then into my base through the backdoor. Don't know if its particularily viable in other maps, but it is certainly a possibility some toss players can try. Dealing with early siege tanks isn't a problem. A Protoss utilizing blink stalkers and immortals can hold off a Terran who goes a siege tank style of play well in to mid-game. The problem is when they get a certain amount of siege tanks (~15), which is impossible to break with a Protoss ground army. Compounding this problem is that vikings beat Protoss air as well, so once a Terran has a high enough supply, you cannot touch their army. Every combination of units has proved futile, and given sensor towers, it's very, very hard to flank, and even when you do, you only do moderately well. It's not difficult to gain an economic advantage versus a turtling Terran, but it doesn't matter how many bases you take, because when they do push out, you can't touch their force, that is the issue. In BW, between stasis, zealot drops, and mine drags, you could damage the Terran army, even when maxed. It was difficult, and a 200/200 vs 200/200 battle would go in the Terrans favour, but you could whittle them down with good attacks and use your superior economy to keep throwing units at them until they broke. Combine that with recalls and counter-attacking expansions, and that was late-game PvT in a nutshell. Now, mothership mass recall on top of the Terran ground force (or simply close to the tank force) results in a respectable amount of damage, you can take out 2/3 or 3/4 of a Terran's tank army this way. Vikings will take down a mothership quickly however, and a ghost EMP would make your attack futile. However, if you bring in the mothership after distracting the Terran, or you make sure they have no other vision when you move in (away from their sensor towers and xel'naga towers; AKA, they are attacking you), then your chances of getting off a decent mass recall goes up substantially, I have to do more testing to be sure, and I plan on doing that later, but just realize what the actual problem is. It's not that tanks are too hard to kill in small numbers, it's that their exponential power growth along with viking air domination makes late-game ridiculous for the Protoss.
Just mass 3/3 void rays if you have outmacro'ed him and the majority of his army is in siege tanks (15 tanks = 45 food which is like 1/3 his army). I think people vastly overrate vikings, they get obliterated by charged void rays and pheonixes stand on equal footing with them.
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its definately viable to go for mass voidrays after outmacro him... but its too risky to go straight for voidrays after containing him. If he manages to break through before you got the needed critical mass of voidrays, the game is over. Setup 6-8 Stargates, get the Upgrades, attack once more with a solid Groundforce... and then go for mass voidrays.
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While my answer doesn't directly answer your question, I've found that it helps a lot to push out when terran only has 1-3 tanks. My build usually rushes to obs and i have the observer sit outside their base to monitor movement/composition. After the first obs is built I usually just pump immortals from 1 robo and have about 3 warpgates to support. Expand if possible and usually push out simultaneously. Hit before they can siege. If you have to engage and they've already sieged, usually sentries + immortals can move around the army quickly enough to snipe the tanks. If they've been focus fired by mauraders to slow or something, my zealots can usually take out the bio support and i simply pull back, macro a bit, and repush. I've used this strategy consistanly and won almost every game. Haven't really encountered ghost/viking usage, but maybe I hit too early for that to work well? I use this at the platinum level and I'm ranked around 20-25ish in my division. The key thing is to just keep whittling away at them so they can never get enough units to push while you take an economic advantage. eventually, they'll have to expand to match you (and you can overrun them) or they'll keep producing units (in which you just stall them).
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I've had definite success going Void Ray with Phoenix for lift and anti air, supplied by a good ground force of stalkers/sentry with a sprinkle of zealot. I'll even sprinkle some dark templar into the mix because with such a great AA focused army, I can kill the ravens super quickly. I don't see any real counter to this strat, as I've had 100% win percentage since patch 12, I know that sounds like a really outlandish claim, but i don't even remember losing even bio ball terrans recently... It's definitely a strat worth trying out!
I'm uploading some video about this strat in a few hours or so, I'll probably blog about it as soon as it pops.
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On June 04 2010 03:24 Skyro wrote:Show nested quote +On June 03 2010 08:20 Salv wrote:On June 03 2010 05:57 Parodoxx wrote: Ok I have had great luck with use of the phoenix against terran siege. with just 4 or 5 flying around with your army its easy to swoop into the back and quickly lift up all his siege tanks well your ground army goes to work. the beauty of this is if you get them quickly enough you can grab his first tank before he pushes out of his base as well as harass his mineral line well you happily expand. If he happens to mass viking behind them them this could be a problem, if you let it happen, keep up on your scouting and try to snipe viking as they are coming out (your phoenix will be coming out before his viking) other then that play defensively and dont rush into a battle just because wait for good position. On June 03 2010 07:41 Phoenix_XY wrote: One build I was completely destroyed by, as a terran against protoss, was a Forge FE on blistering sands into 4gate Blink Stalkers. My opponent was so fast at getting mass stalkers and I chose to push him just as I saw his transfer of probes to destroy the FE and actually lost to over 15 stalkers blinking around my seiged tanks and then into my base through the backdoor. Don't know if its particularily viable in other maps, but it is certainly a possibility some toss players can try. Dealing with early siege tanks isn't a problem. A Protoss utilizing blink stalkers and immortals can hold off a Terran who goes a siege tank style of play well in to mid-game. The problem is when they get a certain amount of siege tanks (~15), which is impossible to break with a Protoss ground army. Compounding this problem is that vikings beat Protoss air as well, so once a Terran has a high enough supply, you cannot touch their army. Every combination of units has proved futile, and given sensor towers, it's very, very hard to flank, and even when you do, you only do moderately well. It's not difficult to gain an economic advantage versus a turtling Terran, but it doesn't matter how many bases you take, because when they do push out, you can't touch their force, that is the issue. In BW, between stasis, zealot drops, and mine drags, you could damage the Terran army, even when maxed. It was difficult, and a 200/200 vs 200/200 battle would go in the Terrans favour, but you could whittle them down with good attacks and use your superior economy to keep throwing units at them until they broke. Combine that with recalls and counter-attacking expansions, and that was late-game PvT in a nutshell. Now, mothership mass recall on top of the Terran ground force (or simply close to the tank force) results in a respectable amount of damage, you can take out 2/3 or 3/4 of a Terran's tank army this way. Vikings will take down a mothership quickly however, and a ghost EMP would make your attack futile. However, if you bring in the mothership after distracting the Terran, or you make sure they have no other vision when you move in (away from their sensor towers and xel'naga towers; AKA, they are attacking you), then your chances of getting off a decent mass recall goes up substantially, I have to do more testing to be sure, and I plan on doing that later, but just realize what the actual problem is. It's not that tanks are too hard to kill in small numbers, it's that their exponential power growth along with viking air domination makes late-game ridiculous for the Protoss. Just mass 3/3 void rays if you have outmacro'ed him and the majority of his army is in siege tanks (15 tanks = 45 food which is like 1/3 his army). I think people vastly overrate vikings, they get obliterated by charged void rays and pheonixes stand on equal footing with them.
Getting the void rays charged up before they engage the vikings isn't always easy though.
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On June 04 2010 05:09 Legendary- wrote: I've had definite success going Void Ray with Phoenix for lift and anti air, supplied by a good ground force of stalkers/sentry with a sprinkle of zealot. I'll even sprinkle some dark templar into the mix because with such a great AA focused army, I can kill the ravens super quickly. I don't see any real counter to this strat, as I've had 100% win percentage since patch 12, I know that sounds like a really outlandish claim, but i don't even remember losing even bio ball terrans recently... It's definitely a strat worth trying out!
I'm uploading some video about this strat in a few hours or so, I'll probably blog about it as soon as it pops.
Looking forward to it! Reply here or post your blog link! Thank you!
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On June 04 2010 05:13 xDaunt wrote:Show nested quote +On June 04 2010 03:24 Skyro wrote:On June 03 2010 08:20 Salv wrote:On June 03 2010 05:57 Parodoxx wrote: Ok I have had great luck with use of the phoenix against terran siege. with just 4 or 5 flying around with your army its easy to swoop into the back and quickly lift up all his siege tanks well your ground army goes to work. the beauty of this is if you get them quickly enough you can grab his first tank before he pushes out of his base as well as harass his mineral line well you happily expand. If he happens to mass viking behind them them this could be a problem, if you let it happen, keep up on your scouting and try to snipe viking as they are coming out (your phoenix will be coming out before his viking) other then that play defensively and dont rush into a battle just because wait for good position. On June 03 2010 07:41 Phoenix_XY wrote: One build I was completely destroyed by, as a terran against protoss, was a Forge FE on blistering sands into 4gate Blink Stalkers. My opponent was so fast at getting mass stalkers and I chose to push him just as I saw his transfer of probes to destroy the FE and actually lost to over 15 stalkers blinking around my seiged tanks and then into my base through the backdoor. Don't know if its particularily viable in other maps, but it is certainly a possibility some toss players can try. Dealing with early siege tanks isn't a problem. A Protoss utilizing blink stalkers and immortals can hold off a Terran who goes a siege tank style of play well in to mid-game. The problem is when they get a certain amount of siege tanks (~15), which is impossible to break with a Protoss ground army. Compounding this problem is that vikings beat Protoss air as well, so once a Terran has a high enough supply, you cannot touch their army. Every combination of units has proved futile, and given sensor towers, it's very, very hard to flank, and even when you do, you only do moderately well. It's not difficult to gain an economic advantage versus a turtling Terran, but it doesn't matter how many bases you take, because when they do push out, you can't touch their force, that is the issue. In BW, between stasis, zealot drops, and mine drags, you could damage the Terran army, even when maxed. It was difficult, and a 200/200 vs 200/200 battle would go in the Terrans favour, but you could whittle them down with good attacks and use your superior economy to keep throwing units at them until they broke. Combine that with recalls and counter-attacking expansions, and that was late-game PvT in a nutshell. Now, mothership mass recall on top of the Terran ground force (or simply close to the tank force) results in a respectable amount of damage, you can take out 2/3 or 3/4 of a Terran's tank army this way. Vikings will take down a mothership quickly however, and a ghost EMP would make your attack futile. However, if you bring in the mothership after distracting the Terran, or you make sure they have no other vision when you move in (away from their sensor towers and xel'naga towers; AKA, they are attacking you), then your chances of getting off a decent mass recall goes up substantially, I have to do more testing to be sure, and I plan on doing that later, but just realize what the actual problem is. It's not that tanks are too hard to kill in small numbers, it's that their exponential power growth along with viking air domination makes late-game ridiculous for the Protoss. Just mass 3/3 void rays if you have outmacro'ed him and the majority of his army is in siege tanks (15 tanks = 45 food which is like 1/3 his army). I think people vastly overrate vikings, they get obliterated by charged void rays and pheonixes stand on equal footing with them. Getting the void rays charged up before they engage the vikings isn't always easy though.
I've never actually had to pre-charge my void rays to engage vikings b/c they simply wouldn't have enough vikings due to their large ground army if you have him contained and out macro'ed. Usually you can find some buildings or rocks on the edge of their bases to just charge up on away from the vikings and by the time they get to your void rays they'll be charged. Or if you want to be really fancy hallucinate a bunch of extra void rays/phx's and use those to charge up and tank viking damage for you. But really all that is probably unnecessary.
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Here is PvT play, where Protoss wins.
The game started with DT harass while expanding. Then the idea was to wait until my opponent ran out of minerals at his main (20 min mark). After Terran transered 30+ SCVs to his new main I attacked with splash dmg to kill them all and possibly expansion itself. In the meantime I made a transition to Void Rays. Luckily, with my economy unharmed I fended off the Terran and started preparations for final battle.
To sum up if opponent have gone Marines instead of Hellions I would have probably lost last battle and the game itself at that point. 20 zealots raging into 18 tanks just vanished into thin air.
Before I ran into the tanks I turned Warp Gates back into Gateways and just queued units while other die. Turned out to be a good idea.
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So now that Siege tank got the nerf bat (hard)...
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On June 04 2010 03:24 Skyro wrote: Just mass 3/3 void rays if you have outmacro'ed him and the majority of his army is in siege tanks (15 tanks = 45 food which is like 1/3 his army). I think people vastly overrate vikings, they get obliterated by charged void rays and pheonixes stand on equal footing with them.
That isn't going to work. Even fully charged +1 void rays lose to vikings of equal resource numbers. If you're going to get 3/3 air, you might as well make carriers.
On June 04 2010 11:49 Asunder wrote: So now that Siege tank got the nerf bat (hard)...
A 17% damage reduction isn't hard. Siege tanks will still be useful, it just will make dealing with them a little bit easier.
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Hey i'm a toss player mid level diamond and i came up against a tanking terran the other day, whilst i was attempting a push with 2 immortals, i decided to back out and double expand rather than suicide into his tanks. I then went double robo and started pumping Collosi and zealots with a dash of stalkers for Anti-Air. When he moved out to take his third i blinked stalkers and charged zealots up whilst moving up with the Col, it was pretty close but i managed to take his army and destroy his CC and clean up from there.
Yeah a bit of waffle baisically i out expanded him and attacked when he was vunerable simple stuff ^^
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On June 02 2010 06:17 JOmega wrote:Thanks for that idea! I will try that! But usually they are lined up, fairly separated on along a cliff, or they are spread throughout the base to defend critical spots...  Dont attack a seiged terran base. Never (untill you learn the game and know when it is possible).
On June 04 2010 09:49 Nah wrote: the idea was to wait until my opponent ran out of minerals at his main (20 min mark). After Terran transered 30+ SCVs to his new main I attacked with splash dmg to kill them all and possibly expansion itself. You must be kidding.
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On June 04 2010 21:59 Cheerio wrote: You must be kidding. Why? Just watch the replay.
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On June 04 2010 12:36 Salv wrote:Show nested quote +On June 04 2010 03:24 Skyro wrote: Just mass 3/3 void rays if you have outmacro'ed him and the majority of his army is in siege tanks (15 tanks = 45 food which is like 1/3 his army). I think people vastly overrate vikings, they get obliterated by charged void rays and pheonixes stand on equal footing with them. That isn't going to work. Even fully charged +1 void rays lose to vikings of equal resource numbers. If you're going to get 3/3 air, you might as well make carriers. Show nested quote +On June 04 2010 11:49 Asunder wrote: So now that Siege tank got the nerf bat (hard)... A 17% damage reduction isn't hard. Siege tanks will still be useful, it just will make dealing with them a little bit easier.
Read the post I was responding to. To clarify, he was asking what to do vs bust through a turtling terran who you had outmacro'ed/contained and had a large army of tanks. Thus in that situation due to his large army of ground forces they would indeed not have an equal resource numbers of vikings.
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On June 05 2010 05:08 Skyro wrote:Show nested quote +On June 04 2010 12:36 Salv wrote:On June 04 2010 03:24 Skyro wrote: Just mass 3/3 void rays if you have outmacro'ed him and the majority of his army is in siege tanks (15 tanks = 45 food which is like 1/3 his army). I think people vastly overrate vikings, they get obliterated by charged void rays and pheonixes stand on equal footing with them. That isn't going to work. Even fully charged +1 void rays lose to vikings of equal resource numbers. If you're going to get 3/3 air, you might as well make carriers. On June 04 2010 11:49 Asunder wrote: So now that Siege tank got the nerf bat (hard)... A 17% damage reduction isn't hard. Siege tanks will still be useful, it just will make dealing with them a little bit easier. Read the post I was responding to. To clarify, he was asking what to do vs bust through a turtling terran who you had outmacro'ed/contained and had a large army of tanks. Thus in that situation due to his large army of ground forces they would indeed not have an equal resource numbers of vikings.
what if the terran spends minerals on getting some missile turrets as well beside the tanks to completely wreck your void rays??
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On June 05 2010 10:38 darkkinz wrote:Show nested quote +On June 05 2010 05:08 Skyro wrote:On June 04 2010 12:36 Salv wrote:On June 04 2010 03:24 Skyro wrote: Just mass 3/3 void rays if you have outmacro'ed him and the majority of his army is in siege tanks (15 tanks = 45 food which is like 1/3 his army). I think people vastly overrate vikings, they get obliterated by charged void rays and pheonixes stand on equal footing with them. That isn't going to work. Even fully charged +1 void rays lose to vikings of equal resource numbers. If you're going to get 3/3 air, you might as well make carriers. On June 04 2010 11:49 Asunder wrote: So now that Siege tank got the nerf bat (hard)... A 17% damage reduction isn't hard. Siege tanks will still be useful, it just will make dealing with them a little bit easier. Read the post I was responding to. To clarify, he was asking what to do vs bust through a turtling terran who you had outmacro'ed/contained and had a large army of tanks. Thus in that situation due to his large army of ground forces they would indeed not have an equal resource numbers of vikings. what if the terran spends minerals on getting some missile turrets as well beside the tanks to completely wreck your void rays??
With turrets it's easier to come in w/ charged void rays, if needed. Mass charged void rays melt turrets nearly instantly. It's similar to the whole scenario of how to break a turtling terran on an island expo. The answer is mass void rays. You can even hallucinate some void rays to tank damage if you so desire.
But again, this scenario is so rare (where you have complete map control and T is stuck in 1 mining base) in a game-to-game basis. This is basically only comes up when the T has lost but just chooses to drag the game on to annoy you.
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On June 02 2010 05:46 JOmega wrote: First: I'm bad. I'm in gold league.
Now to my question, I find it hard to attack a Terran opponent that has a lot of siege tanks (5+) sieged everywhere, especially on maps that have the cliff/high-ground advantage.
When I see this I have tried to get void rays (is this proper?) because they are the only you that can hard counter them, but I find them not cost-effective against marines (which the Terran player will usually pump out as well). Stims and medivacs really hurt the expensive void rays, and I cannot get my ground force in effectively because of the siege tanks. Collosi do not out-range a sieged tank, right (with the extended thermal lance upgrade)?
Recently, as soon as I see more than 3 tanks I will research Zealot charge and I have found them MUCH more effective not only in terms of damage, but also in terms of resources. I will try to proxy them somewhere close to the enemy, or in a corner behind their base so that I can kill a few tanks before the enemy's main army comes.
Is this the right choice? Or am I supposed to get better with void rays?
Thank you!
I've made panic rays when I've gone into a terrans base and seen 5+ siege tanks as well, it won't work.
I played a game today where the terran had about 9 siege tanks and some marines/marauders. I used a stalker heavy army (about 20) with 4 lancer colossi and 2 immortals and I steamrolled the terran.
Maybe try that?
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also try to shift attack with your immortals i think an immortal needs 3 shots for a tank so if u have like 3 then u can one hit them
requires of course that u can pass that was to them or if they are on a cliff just use an obs and chargelots are a must have in any PvT that takes longer than 15-17 mins
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Here's the build I pretty much always go against terran if they're doing the 1-1-1 build that seems to be getting quite popular (racks with reactor, fact for siege tanks, port for ravens), or just any build that involves a lot of tanks.
I did this during my placement matches against someone in gold, so there was somewhat of a skill differential, but it's pretty much how it goes.
The 'NonY' 2 gate stargate build.
http://dl.dropbox.com/u/45875/Starc...build.SC2Replay
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