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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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
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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.
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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.
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Russian Federation82 Posts
one word: fully upgraded dark templars they cut down tanks and bunkers really fast feedback his Command Centre so he cant scan you
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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
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Russian Federation82 Posts
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

:/
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didnt mean to storm actual buildings, i mean the choke (tanks,BIO, even SCV etc) and btw 1 raven and ur fcked again.
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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.
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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.
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1. Expand Everywhere 2. Build Mothership 3. Mass Recall 4. ???? 5. Profit!
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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.
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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.
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and this whole time he didn't even try to get helions? what a smart terran.
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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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