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[PvT] Best way to crack a turtling terran?

Forum Index > StarCraft 2 Strategy
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1 2 Next All
McPwnage
Profile Joined June 2010
Canada48 Posts
September 07 2010 19:00 GMT
#1
It really seems like I have been running into a lot more terrans that will just turtle on one base with marines, marauders, seige tanks and a variety of units and I am haivng some trouble with it.

I've won a few games against it by bleeding them out and trapping them in their base until their minerals run out while denying any expansion attempts but I never really seem to be able to run into their base and survive. Plus on a good chunk of maps securing your natural isn't hardd at all

Drops work sometimes depending on how skilled he player is and if they build misssle turrets it takes out the ability for me to go in with an observer. I beat one game by kamakazying void rays to kill all his seige tanks on the high ground and then moving my army right afterwords.

If I can't break their turtle I end up having this fear that a fleet of batlecruisers being right around the corner to kill everything.
TheRazorMan
Profile Joined May 2010
United States22 Posts
September 07 2010 19:08 GMT
#2
T is just superiorly good at turtling. And to be honest, there is no good way to break the shell.
Turtling is a weakness at the same time.
First he needs to build 3 mil tanks to secure the shell.
Second he needs to build 3 mil turrets to make sure u cant see anything.
As a result, u have all the time in the world to expand and mass up an army that could be max 3 mil times faster than his (or her I hope).
It's a long game yeah but it's a RTS game, u cant expect to always win in 3 mins.
My life for Aiur!!!!
sith
Profile Blog Joined July 2005
United States2474 Posts
September 07 2010 19:13 GMT
#3
When I face a turtling terran I like to get a bunch of stalkers and blink up their cliff, then when they pull troops from the front send in massive amounts of chargelots/collosi/HT or whatever you want up their ramp.

It doesn't really matter what you do when you get to a certain point, as you should have 2x to 3x as many units as he does not to mention upgrades. If you see him turtling and can't break him with the first few pushes, just expand, mass up, and make sure the next time you fight you have 60 stalkers with 3/3/3 ready to get in there and cause some damage.
ahcho00
Profile Joined March 2010
United States220 Posts
September 07 2010 19:14 GMT
#4
i really hope ur using pheonix to lift those tanks and running ur ground army in because that's what i do when i'm toss.
koppik
Profile Joined April 2010
United States676 Posts
September 07 2010 19:17 GMT
#5
Massing void rays with the speed upgrade is probably the best way to do it. Five charged up void rays take out a turret in less than a second. Vikings similarly are similarly insta-gibbed, and they can't micro against speed rays. Marines are a threat, but you have a speed and range advantage.

Otherwise, expand like crazy.
sircuddles
Profile Joined August 2010
Canada91 Posts
September 07 2010 19:20 GMT
#6
The key is mass expanding (which you can do safely) and denying expo's. The worst thing you can do is get impatient and try to break him early. Expand comfortably, macro up and you instantly win unless you do something horribly wrong (like 1A up his siege tank'd ramp).
Centric
Profile Blog Joined March 2008
United States1989 Posts
September 07 2010 19:30 GMT
#7
Yeah as mentioned, just keep expanding. Make sure you macro properly though, because if you have all this extra money and you're not spending it, all you're doing is spreading yourself thin.
Super serious.
bNy
Profile Joined August 2010
84 Posts
September 07 2010 19:39 GMT
#8
I'm playing terran... And I hate turtling strategy

However, if you can't crack it, ignore it. Take every other expo on the map, when you starting to reach 200/200, put out sentries so see if he's trying to leave with medivacs, command center (lifting off to another island) or air units.

You should get an crazy amount of minerals and gas, make sure you got all the upgrades and start pumping out maybe 20-30 gateways or w/e, i'm not playing toss so I don't know how many it takes to get your whole army up in a minute.

Then start trading units with his, for example, go 5-6 void rays or carriers and try to take out an equal amount of units, que new void rays/carriers and continue doing this. He's minerals will eventually run out and his 200/200 will drop slowly.

The point is to always make sure you have many more buildings and much more minerals, so if you lose all your army you can have it up in no time
#bNy @ quakenet.org || http://starcrafting.wordpress.com/
Danglars
Profile Blog Joined August 2010
United States12133 Posts
Last Edited: 2010-09-08 00:13:15
September 07 2010 21:00 GMT
#9
I don't face this kind of terran much anymore but used to play against them all the time. Gonna go over the variety of things that work in situations.

1. They don't have turrets over every square inch of their base. I immortal stalker drop from 2 warp prisms and immediately warp in 10 chargelots or so from the 10± WG's I have. Keep the rest of your forces just outside their ramp, make sure there's enough immortals to deal with tanks as his army leaves do defend the drop. By the time I get a second cycle of warp-ins, I've usually done terrible, terrible dmg to the tanks at front and base in general.

2.You've scouted a spread of turrets but they're thin or seem sparse inside base. Speed rays (fleet beacon upgrade) in large numbers demolish single turrets and can takeout buildings and all his econ quickly. If he didn't scan all the stargates, he won't be massing vikings. Regardless, off your 4 bases and 5ish stargates you can remass faster than a terran can on one base. And you're scouting to know the moment he tries to take natural, right?

3 You've scouted plenty of turrets or you don't like the above strategies. Build a money mix of high templar immortals chargelots sentries and stalkers. Get a modicum of sight up ramp with an air unit if you can and let the immortals absorb first tank shots. If bio's right there, storm it massively. If it's not, try to storm the tanks, and either kill them with immortals if they're in range or beat down the wall. At this point of your game, you need several unit producing structures and the proxy pylon so you will simply replace losses too fast with superiorly upgraded units.

The general keys are outexpanding (duh) upgrading, high count of gates + rest, proxy pylons on all edges and right outside his base and implement one of the above. I bet carriers work too but they're too slow for my style of play.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Nutzz
Profile Joined August 2010
Chile32 Posts
September 07 2010 21:09 GMT
#10
u cant just generalize and talk about terran turtle like theres only 1 and only type.
u gotta adjust to the situation, (map, units, etc). and ofcourse how far u let him the turtle go
the longer it takes for u to react properly to it, the more strong it will become, and the longer and crappier the game will be.
u could try something like white-ra, a zealot drop on scv, for early game.
the thing here is u gotta keep pressure in smart way, dont let him chill.
also u gotta expand but like i said, dont stop the pressure.

dont get the wrong idea tho, i almost always turtle, but not in THAT way, i just choke, then i go out, exapnd etc and either win or loose, but having the wrong idea that hes gonna stay put till he has 2000 BCs can be really bad for u, i've cought some protoss almost naked fast expanding because of this.
JamieDukes
Profile Joined August 2010
Russian Federation82 Posts
September 07 2010 21:10 GMT
#11
one word: fully upgraded dark templars
they cut down tanks and bunkers really fast
feedback his Command Centre so he cant scan you
))))
Nutzz
Profile Joined August 2010
Chile32 Posts
September 07 2010 21:15 GMT
#12
hes turtling and u planning on getting a HT on his base? if u manage to do that u might as well storm the whole base
JamieDukes
Profile Joined August 2010
Russian Federation82 Posts
September 07 2010 21:20 GMT
#13
On September 08 2010 06:15 Nutzz wrote:
hes turtling and u planning on getting a HT on his base? if u manage to do that u might as well storm the whole base


you cant afford storm as you need the gas for DT's and tbh storm doesnt even do damage against buildings




:/
))))
Nutzz
Profile Joined August 2010
Chile32 Posts
September 07 2010 21:29 GMT
#14
didnt mean to storm actual buildings, i mean the choke (tanks,BIO, even SCV etc)
and btw 1 raven and ur fcked again.
PaprikaSpice
Profile Joined August 2010
United States41 Posts
Last Edited: 2010-09-07 21:40:04
September 07 2010 21:39 GMT
#15
I play terran instead of toss, but my response to a terran that turtles up with a zillion sieges at his ramp is:
1. Take the entire map
2. Build a ton of BCs
You toss peeps obviously can't build BCs, but the general principle is "build air to skip over the tanks". So I would think either carriers or vrays would be the way to go. I mean you have unlimited resources, so 100 food worth of fully upgraded vrays is totally possible to get.
Paprika.295 on b-net!
Rifty
Profile Joined July 2010
Canada76 Posts
September 07 2010 21:43 GMT
#16
Once they get a critical number of tanks (6-8), there's really no land army that can break a turtling terran, especially on maps like temple with all the high ground for tanks. You just have to take map control and go air.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
September 07 2010 21:56 GMT
#17
1. Expand Everywhere
2. Build Mothership
3. Mass Recall
4. ????
5. Profit!
I always try to shield slam face, just to make sure it doesnt work
Supersrsbnz
Profile Joined August 2010
52 Posts
September 07 2010 22:30 GMT
#18
Expand and just pressure him all the time, if he turtles heavily this is a very good indication that he is afraid to expand, so constant pressure will 100% keep him in his base.
Don't worry about losing units so much because you will have a far bigger economy and be able to cope with it fairly easily, as long as you don't suicide your whole army.
Make sure you keep good tabs on what he is doing inside his base, get some sentries and make some hallucinated phoenix, send a group though because they will get shot down very quickly if he has some turrets.
Be patient, never think about winning because if you play right you should never lose in this position anyway and that way you won't make any stupid decisions which he can take advantage of, as long as you have map control he can't do anything.
If the battlecruisers do come out make sure you have blink and your stalkers will make very short work of them, or if you prefer have void rays because they destroy BC's so much it's not even funny.
Goggalor
Profile Joined August 2010
United States310 Posts
September 07 2010 23:15 GMT
#19
I just had a match against a turtling terrain.

I took the rest of the map, built 25 gateways, and just sent fully upgraded chargelots at him non stop till he died.

The end game showed me losing a ton more units than him, but it was fun just to spite his mass tanks with my massive, non stop lots.
We are a way for the cosmos to know itself - Carl Sagan
ahcho00
Profile Joined March 2010
United States220 Posts
September 07 2010 23:49 GMT
#20
and this whole time he didn't even try to get helions? what a smart terran.
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