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[H] TvP mid-game - Page 3

Forum Index > StarCraft 2 Strategy
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kar1181
Profile Joined May 2010
United Kingdom515 Posts
Last Edited: 2010-08-16 09:04:40
August 16 2010 09:03 GMT
#41
I think the problem with TvP 'midgame' (and it's not as pronounced as with Zerg, but its origins are the same) - is the early game.

A 111 Terran build, imo doesn't cut it, because any protoss opener *has* to include super fast stalkers. A 111 will put the Terran behind with any kind of early stalker harass, even if the Terran pops up a bunker.

However the threat of early reapers and the ridiculous strength of a 3 rax bio build,with/without ghosts, forces the protoss to gear up a certain way and they cannot expand until they hold off the bio push. Now any 400+ diamond protoss has to have learned how to hold the first push, but it's such an effort to do, and it gives the terran the opportunity to expand first and get an economic lead. 3 rax isn't an instawin (although, at low diamond and below it usually is) but it forces the game to a certain way. And it's impossible to force it to go any other way AND survive the opening push.

Now void rays can help, there's a small window just after you've held the 3 rax push where you can go on the offensive. But the typical followup to the 3 rax is to hold with marines, and then pump out 3-4 vikings. The flying siegetank then shuts the window and the Terran is ahead in macro and from there has initiative a solid defense and an economic lead.

So it comes down to a battle for expos, and trying to find a chink in the terran turtle. While being vigilant you don't take a massive hit from a drop yourself.

Sadly attacking a biomech turtling terran is a bit like Russian roulette, where the Terran gun only has one bullet, but yours has 5.

Protoss can't just sit back and defend because if 5-6 tanks rock up out the front it's already gg. You have to engage Terran in the open and on the move.

Sitizen
Profile Joined April 2010
United States34 Posts
August 16 2010 09:14 GMT
#42
On August 14 2010 18:00 Treva wrote:I just need a general understanding of what to do with mech as T against P because right now I just seem like I get crushed with whatever I throw against P because I don't really know how to use it against P. I can make the units sure but the execution is what I am having trouble with. Any advice on how to approach mech against P would be great. Thanks.


Correct me if I'm wrong but mech play to me is about either contain or defend, to buy time.

Are you expanding before your push? Are you pushing w/ factory/starport down?

If you are pushing out w/ just 3rax then your transition is bunker up while you get out siege tanks into an expo.

If you are pushing out with factory/starport and you don't lose everything on your push, or don't crack him, then siege up outside his main/natural and either get up expo if he isn't tech switching or react to his tech switch from scouting.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
August 16 2010 16:11 GMT
#43
On August 16 2010 18:03 kar1181 wrote:
I think the problem with TvP 'midgame' (and it's not as pronounced as with Zerg, but its origins are the same) - is the early game.

A 111 Terran build, imo doesn't cut it, because any protoss opener *has* to include super fast stalkers. A 111 will put the Terran behind with any kind of early stalker harass, even if the Terran pops up a bunker.

However the threat of early reapers and the ridiculous strength of a 3 rax bio build,with/without ghosts, forces the protoss to gear up a certain way and they cannot expand until they hold off the bio push. Now any 400+ diamond protoss has to have learned how to hold the first push, but it's such an effort to do, and it gives the terran the opportunity to expand first and get an economic lead. 3 rax isn't an instawin (although, at low diamond and below it usually is) but it forces the game to a certain way. And it's impossible to force it to go any other way AND survive the opening push.

Now void rays can help, there's a small window just after you've held the 3 rax push where you can go on the offensive. But the typical followup to the 3 rax is to hold with marines, and then pump out 3-4 vikings. The flying siegetank then shuts the window and the Terran is ahead in macro and from there has initiative a solid defense and an economic lead.

So it comes down to a battle for expos, and trying to find a chink in the terran turtle. While being vigilant you don't take a massive hit from a drop yourself.

Sadly attacking a biomech turtling terran is a bit like Russian roulette, where the Terran gun only has one bullet, but yours has 5.

Protoss can't just sit back and defend because if 5-6 tanks rock up out the front it's already gg. You have to engage Terran in the open and on the move.



111 w a bunker and 2 supply depot wall off stops any stalker harass w repair. I have easily stopped all types of early stalker harass, espcially since im getting my first tank fast as well. It works best when the P does this as well because he gets too many stalks early on so when I do my tier 2 push my PDD ends up GGing him. At the same time any stargate build is also an auto loss as I can get a fast cloaked banshee. I still belive that the 1/1/1 is the most solid build vs Toss at this stage in the game. It has an amazing tier 2 push and is very flexible at transistioning into TvP late game.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
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