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On September 08 2010 04:13 sith wrote: 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.
This here. You can get blink ebfore he can secure his whole base with tanks and mid game add collosus to your herass. However, some maps only allow void and phoenix herass.
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Assuming its late game, get Carriers and not speed Void Rays. Its really tempting but they're just not as good at breaking the terran.
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Depending on how/where he placed his turrets, sometimes I find an opening and just drop a warp prism there after I've expanded a bunch and built a ton of warp gates.
It's usually enough to distract him from his ramp and then you place another prism at the front and mass an army there.
I really don't know why people don't use warp prisms more often. They're wonderful for harassment and for keeping an army mobile. Better than building pylons all over the map IMO.
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let them turtle and use your obs to track their progress. PvT usually the terran has to be the aggressor and if he tries to turtle and drop you instead, you will always be prepared for it.
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The easiest way to stop a turtling terran is to build carriers + a mother ship. Job done. if you can get 3 bases and he stays on one if he pushes out with a 200/200 army and you have 200/200 with carriers u will win. Carriers out range missile turrets and if you use them correctly you can have a few to kill the turrets then recall and recall an entire army into his base with mothership (assuming u went gateway still).
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On September 08 2010 04:08 TheRazorMan wrote: First he needs to build 3 mil tanks to secure the shell.
Sorry, but am I the only one who thought of pokemon as soon as I saw that?
But back to the matter at hand, pretty much the only way to take advantage of a turtle is to either find a crack in the armor and exploit it, or expand like a madman. If you see he has 3 mil tanks but no anti air void rays will do wonders. If you notice he has no detection get some DT's. This is usually most effective at lower tiers where turtling is a way of life for terrans in particular.
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Pressure while expanding. It doesn't even have to result in damage to his units (much less a kill), just make your presence felt, pick off if you can, and keep on expanding/teching/upgrading. You just need a good view of the map, so you can move in once he starts trying to creep up or if he's going to try to drop you.
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Ok, one problem is with how the question is phrased: "Best way to crack a turtling Terran." Maybe it should read: "how to win against a Terran player who walls off his ramp and puts a bunker and 5 or 6 seige tanks there to cover it." At least, if that's what you mean.
If that's the question, the counter-question becomes: how are you losing? Are you really marching two dozen gateway units up his ramp? Obviously, you'll get wiped out by any kind of counter-push. If you just want to "crack" the turtle and win with your 4 gateways or not at all, personal issues of frustration don't have a place in discussions about strategy. So I guess step 1 in winning is not losing, in other words, not sending your gateway ball to the slaughter.
Step 1 is easy enough. Step 2 is learning how to play the game of Starcraft II. Seige tanks are weak against air. Thors are not. They are weak to Immortals. The counter to Battlecruisers is the Void Ray. Look out for Banshee harass. Remember that Phoenix is your main harass unit. This is the game of Starcraft II that you play when you get to the level where 4 gating everything in sight stops working - scouting, expanding, agressiveness and planning your composition. Every race in SCII can get to 200/200 on 10 minutes of 1 base. The curiously quick build time of Thors makes it possible for Terran to reach that threshold rather quickly. But then at 200 supply, you should have plenty of options such that 5 or 6 Seige tanks at your opponent's choke are not the most irritating thing on the field.
Whatever you do, do not try for Carriers/Dark Templars or other units that require you to build an entirely new tech building and stockpile 800 or more resources to field. In fact, Carriers are the only unit I can see who have the "Competitive Usage" tab left blank on Liquipedia. It's for good reason. What will happen is that you will get caught with your pants down in the middle of a tech switch, facing a bio drop that goes straight up your *expletive deleted*. That's right. Just because a Terran built Seige Tanks does not mean that he is not following a strict build order for a timing push. Scout it and stop it.
On the issue of expanding, dumping 1000+ minerals for a new Nexus and probes to harvest it is another one of those things that you can get caught with your pants down doing. You'll need to expand to win this one. But don't think that you're free to expand as soon as you want, wherever on the map you want. Terran turtle will expand too. In fact, he even has the luxury of building the CC on safe ground and floating it over. Build units that allow you to control the map.
I remember a pro game (TvZ) actually, where the Zerg expanded early to the gold in the far corner of the map, opposite the protoss player. What he did was build a pylon and 2 Stargates near the center of the map, walled off his main and natural, and started to pump Void Rays, fleet beacon for speed upgrade. Zerg's hydras were caught off-guard, off-creep and were generally not fast enough to respond. What happened in the end was a desparate base race, with the last two buildings destroyed being the pylon and 2 stargates. Protoss wins. My point is that you need to play this kind of Starcraft II if you want to up your game. The entire map is your playing field, not just the two opposing bases.
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Don't. Wait until he pushes out, and be surprised to see that you have 5 expansions.
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