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[H] TvP mid-game - Page 2

Forum Index > StarCraft 2 Strategy
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Keap
Profile Joined July 2010
United States214 Posts
August 15 2010 07:03 GMT
#21
Terran has all the opportunity in the world to end the game early and harass the protoss while getting ahead in economy. Problem is if you can't kill toss until HT/Colossus you'll lose if you don't have the micro do dodge storms or snipe colossus
Agawyntier
Profile Joined August 2010
United States6 Posts
August 15 2010 07:13 GMT
#22
I find the key to beating toss is to slow their economy. So reapers (not my favorite because it limits you early game) or hellions work best. early mid-game I'll send a medivac with 4 hellions inside to harass protoss economy. If you work your micro well enough you can kill tons of scvs and get away. The longer you can keep toss out of the late mid/end game the easier time you will have. I also find adding the hellions to a bio build is pretty easy. You should have medivacs anyway and hellions dont require upgrades or gas.
gogog0
Profile Joined August 2010
12 Posts
August 15 2010 07:23 GMT
#23
I have no idea what some people here are talking about, in TvP the protoss DEFINITELY dictates how the game will be played. there are just so many more options open. the toss can go standard ground, DT's, void rays, etc etc. And each of the protoss strats needs a precise counter or its instantly game over. Don't even get me started on late game. I don't think I've won a single game against protoss which lasted over 20 mins.
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
August 15 2010 07:28 GMT
#24
On August 15 2010 16:23 gogog0 wrote:
I have no idea what some people here are talking about, in TvP the protoss DEFINITELY dictates how the game will be played. there are just so many more options open. the toss can go standard ground, DT's, void rays, etc etc. And each of the protoss strats needs a precise counter or its instantly game over. Don't even get me started on late game. I don't think I've won a single game against protoss which lasted over 20 mins.


Yeah lategame in my opinion seems impossible for me, protoss can build two completely different types of armies in a matter of 2 minutes. Not to mention late game void rays are freaking impossible to deal with since they snipe expos, and are great units when massed. GL getting vikings in reponse, all your expos and your entire army will be dead by then.
Setz
Profile Joined April 2010
United States5 Posts
August 15 2010 08:47 GMT
#25
I have uploaded a couple of replays to demonstrate a "safe" terran opening against protoss in high level play. In the two replays it proves effective against both an early void ray tech and early immortal tech. Hope they help.

http://www.sc2replayed.com/replays/56960-1v1-terran-protoss-kulas-ravine
http://www.sc2replayed.com/replays/56955-1v1-terran-protoss-kulas-ravine
qazqwezxc
Profile Joined July 2009
Canada91 Posts
August 15 2010 13:09 GMT
#26
I think the biggest problem for me so far is transitioning out of 3 rax into fact/port and deciding on when to actually use a more heavy marauder army. Also, I find that the 1/1/1 build is too suspectible to early aggression where it really allows the protoss to freely expand where it is then up to terran to play the catch up game. The only problem with 3 rax is when to actually incorporate ghosts into the build or start to go marauders since during that time you gotta be careful from a protoss push with some really strong sentry/zealot/stalker combo which just steamrolls the bio build if your not careful with your micro or your bio ball is just plain small if toss goes 4 gate all in.

Whats the best way to approach a bio build vs protoss? It seems to me its quite hard to go 1/1/1 since it makes it seem like a waste of resources and your probably better off going 3 rax unless your prioritzing medivacs? If i want the more bio orientated army ASAP, should going 3 rax or the Brat_OK build be better vs protoss early-mid game before the late game starts to kick in where its pretty much a game of who has the better micro (EMP cloaked ghost vs feedback, storm, and collossus)?
naventus
Profile Blog Joined February 2004
United States1337 Posts
Last Edited: 2010-08-15 13:21:50
August 15 2010 13:20 GMT
#27
Re: superbabo
Here a few pieces of theorycraft I have:

1) Don't overdo siege. If you are doing 111, you only enough to push and hold your 2nd and 3rd expansions, and maybe if they are close, the critical points between you and him (close location LT). Otherwise, siege is completely unreliable in attack scenarios, you will never be able to reliably bring siege with you attacking cross map positions/expos.

2) Instead, I think preigniter hellion vP is a bit underrated mid game. Use them like lurker in your infantry line, so when the chargelots come in, they just get burned quickly. Otherwise, zeal tank way too much damage (and you probably shouldn't be dumping into marine after templar are out).

3) My idea for dealing with mass void ray mid game is EMP + HSM. HSM is utter trash in almost every scenario, except for air units, which tend to clump a lot. It's also bad vs muta since they fly so fast, but VR and corruptor are slower.

Viking/marine straight up is absolutely terrible against VR because after charge, VR eats up everything, not to mention that there will be a big HP ground army to cut through too.
hmm.
JimCozad
Profile Joined August 2010
Belgium47 Posts
August 15 2010 17:24 GMT
#28
On August 15 2010 17:47 Setz wrote:
I have uploaded a couple of replays to demonstrate a "safe" terran opening against protoss in high level play. In the two replays it proves effective against both an early void ray tech and early immortal tech. Hope they help.

http://www.sc2replayed.com/replays/56960-1v1-terran-protoss-kulas-ravine
http://www.sc2replayed.com/replays/56955-1v1-terran-protoss-kulas-ravine


I tried your strategy and it worked brilliantly!

Thank you, sir!

ps: I made this account especially to thank you, that's how happy I am :D
BAM! Kind of ...
S.K. Ren
Profile Joined August 2010
United States1 Post
August 15 2010 18:46 GMT
#29
I'm not the most experienced player... Ok so I'm still very green but I may have a solution to endgame TvP. Basically when I first started playing I would tech Siege Tanks, guard my front/rear door, and the Wall myself in with Missile turrets and I mean a near solid wall. This takes care of those nasty VRs. Next I would build a handful of Thors to serve as guard dogs. The next step is pretty bland. Set up 4 Rax with reactors and pump out marines. About 80+ should do. Build about 10 Medivacs and 2 Ravens to accompany your army and you should be ready to kill everything. Just stim your army prior to encounters, let them heal and repeat. I also Estimated an average of 35min per game with this strategy.

Now I understand the severe investment in Turrets will weaken you mid game so speed is essential. Once the enemy notices your rapidly growing wall of anti-air hes probably going to sneak a few VRs through a weak spot and grind you from the back. Now Im not asking for a critique of my own build as I have already adapted new strategies but the point is...

Nothing and I mean nothing the protoss has can stand up to 80+ Stimmed marines backed by Medivacs AFAIK. If you find yourself losing to Protoss mid-game and have the resources, wall off and just start building Marines and Medivacs until you die.
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
Last Edited: 2010-08-15 19:04:15
August 15 2010 19:03 GMT
#30
On August 16 2010 03:46 S.K. Ren wrote:
Nothing and I mean nothing the protoss has can stand up to 80+ Stimmed marines backed by Medivacs AFAIK. If you find yourself losing to Protoss mid-game and have the resources, wall off and just start building Marines and Medivacs until you die.

What the hell? Storm and Collosus will eat that alive.

A turret wall? really? How many expansions do you plan to do this at?
Treva
Profile Blog Joined June 2010
United States533 Posts
August 15 2010 19:35 GMT
#31
Again thanks for the help everyone and Setz I looked at your replays and liked your strat and will definitely play around with it. Again, I don't mind making a bio heavy army it's just 3 well placed storms can kill an 80 food bio army in seconds so I am trying to get more mech into it. Tonight I'll try some builds on the ladder and hopefully upload some replays on here so you all can take a look at them. Again, thanks a lot everyone.
Live it up.
pat965
Profile Joined April 2009
Canada274 Posts
August 15 2010 21:41 GMT
#32
On August 16 2010 03:46 S.K. Ren wrote:
Nothing and I mean nothing the protoss has can stand up to 80+ Stimmed marines backed by Medivacs AFAIK.


I know you said you weren't the most experienced player, but you shouldn't make such bold statements, especially if they're not terribly correct. Instead of making such a bold claim and then adding the disclaimer "AFAIK" at the end, you should just make a less definitive statement.
hi
LaiShin
Profile Joined November 2005
Australia978 Posts
August 16 2010 01:12 GMT
#33
On August 15 2010 15:54 superbabosheki wrote:
Show nested quote +
On August 15 2010 15:45 LaiShin wrote:
Fousty is most definitely trolling.

I don't think i've ever won TvP after it reaches mid-game unless the P over-expands or doesn't macro enough. Mid-game onwards, it's all about sniping collosus/templars before the fight starts.. Sniping collosus is easy, but templars require a bit more precision and i'm horrible at that.

Last resort is flanking them!!


Skill level? Toss shines in late game, due to how fast they can rebuild an army, tech switch to void rays, defend expos with storm/cannon, still have walking death stars, have map hack units, flank/avoid a terran ball and waiting for it to get out of position, etc.

It is so hard for Terran to take out expos because of the risk of getting backstabbed(which is in the tosses favor, he can take out your bases for almost no cost while he warps in templar and stays cost effective vs your main army).

edit: terran flank? wtf lol


Definitely valid points. I feel the pain. Anything past the 20th min mark feels like an uphill battle.

I'm mid-diamond btw.

Few builds that I use to go for the early win:

1) rine/ghost (Brat_ok's)

This only works flawlessly if Toss went immortals. For that to happen, show them a few early marauders. And pray that they went immortals.

2) Banshee + marine/marauders

I have no idea why this works.

3) Reactor rax followed by proxy tech rax

Less cheesy than early reapers, but still cheesy as hell. I feel bad whenever I win with this, which is every time. Doesn't work on 4 player cross position map. Unless both are proxied maybe.
atrain117
Profile Joined August 2010
United States54 Posts
August 16 2010 01:29 GMT
#34
As a toss, i have never lost a single pvt after getting carriers/yo mommaship. I'd recommend scouting up the wazoo for this because in my last game, my opponent completely scouted around my armies and assumed it was safe to use his 10 or so battlecruisers. they ended up getting vortexed, void rayed and stampeded on by 1 mothership, 4-5 carriers, and 7-8 void rays. I then demolished his base and sent my 40 or so zealots to knock on his front door and offer him cookies. it was a very easy GG.

The moral of the story is to end it by midgame. If you don't, you better have some damn strong scouting/ anti air.

BTW i'm in the gold league so I just assume everyone is completely incapable of not cheesing.
"I think we could make a successful merger." -High Templar
goobahman
Profile Joined May 2010
Australia8 Posts
August 16 2010 04:07 GMT
#35
In my humble opinion TvP is much more micro focused mid game then anything else.

I try to skirmish non-stop. MMM's are the fastest army around at the moment. You have to take advantage of that mobility, and constantly try to engage in fights that you have the advantage in.
So if I see HT, it's stim, in and straight out, so only one tick hits my army. colossi, it's about sniping them with my vikings before they can get to my mass, if it's immortals, it's about kiting his zealots so his ranged units can't continuously fire, whilst his zealots tank.

TvP to me is simply a continuous game of hit and run, trying to wear them down.

P.S Throw in ghosts for sexy results!
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
August 16 2010 04:55 GMT
#36
1/1/1 Build my friend can still easily end the game under 15 minutes while also offering a great transition into late game. My late game army usually end sup being MMM with Ghost/tank/left over banshees/raven. Very strong army. I also add vikings if the collsi start getting one too many. TvP is my best MU now. In the last two days im 8-0. However, I do suggest doing a MMM ball build on steppes of war instead of 1/1/1 I just find that build still superior cuz theres too much open area for tanks.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Terranist
Profile Blog Joined March 2009
United States2496 Posts
August 16 2010 05:08 GMT
#37
On August 16 2010 13:55 XXXSmOke wrote:
However, I do suggest doing a MMM ball build on steppes of war instead of 1/1/1 I just find that build still superior cuz theres too much open area for tanks.


i find mech to be much stronger especially since you can siege his natural from low ground without having to deal with the double ramp forcefields as bio.
The Show of a Lifetime
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
August 16 2010 05:51 GMT
#38
Yeah on steps a marine tank composition to take your expo fast or contain his is really strong, esp with viking support for scouting/collosus/air.

I think the key to TvP is just continuous medivac harassment while macroing an army, similar to how tvp was in brood war(vulture harass while macroing).
AncienTs
Profile Joined March 2010
Japan227 Posts
August 16 2010 07:56 GMT
#39
On August 16 2010 13:07 goobahman wrote:
In my humble opinion TvP is much more micro focused mid game then anything else.


this.

Also, what's HSM? Is that a new acronym?
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
August 16 2010 08:47 GMT
#40
Hunter seeker missile.
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