That seems to be the most basic counter I can think of, and likely a pretty good one. If you have charge you can manually cast it on a far marine and you'll envelop the army quite fast.
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VonLego
United States519 Posts
That seems to be the most basic counter I can think of, and likely a pretty good one. If you have charge you can manually cast it on a far marine and you'll envelop the army quite fast. | ||
RoyaL-TigeR
59 Posts
The "early pressure" version is the latest one! The one where I failed to scout is the one before that. | ||
RoyaL-TigeR
59 Posts
I will test the following approach: 2 Rax opener (T Lab, Reactor) with Stim and then Shield upgrade. Stim is cruical to stop Void Ray opener i think, therefore i get it before Shield. The 2 Rax allow a very fast Expo (while the Reactor is building on the second Rax). After the CC starts i would build a Factory and add a Reactor to it on completion, also i would build a Starport. With the capacity to build either Vikings or Medivacs we are save against Colossus pushes. Now i would start with the Armory and Thor production on completion. Also add another Factory. Before adding more buildings, would start my third CC now and adjust accordingly, geting Ghosts at this point is a good idea, as they answer massed Immortals and Templar. Yeah, that seems to be a stronger opener because 1 base Colossi rush seems to own this build hard if they FF your choke right when your army move out to take your natural (marines in the back and only 2 thors in front). You would need the vikings up faster to deal with the colossi. But late game thors still rape. | ||
xCruciox
United States51 Posts
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Zvendetta
United States321 Posts
As far as people saying "oh, marines are good vs chargelots", remember that we're cutting rine production almost entirely for ghosts AND mech AND eventual air. I'm not saying that there aren't any rines in the play, but they are not the core unit/strategy, inherently making the strategy weak to chargelots. Get the timings right though, the terrans army should be able to nullify them due to strong composition and army strength | ||
xSuperflyTnT
United States55 Posts
On October 29 2010 10:40 RyanRushia wrote: i feel like a robo-centric build would demolish this. colossus destroy marine/ghost and immoral WRECKS thors. also your 250mm portion is somewhat invalid vs good players, because they wont sit there in the AOE and take the full brunt of the damage. I can personally say that i've never lost to thor users as a protoss player... i actually prefer Terran to use them because of how ineffective they are im not trying to bash on the OP, merely stating that theoretic descriptions (250mm example) aren't always applicable in actual-game scenarios 250 mm does not do aoe and it stuns the collosi so it cannot move out >.< I have won many games using a MM ball and just making thors like my own little terran 3 gate robo instead being 3 rax factory If the protoss gets his collossi to close even once its gg alot of fun to do but really hard to micro sometimes Oh and if you scout robo type build just toss 2-3 ghosts in and the immortals are virtually useless no hardened shields = dead | ||
sksyen
United States359 Posts
The map can play a huge role in this as well . For example, on LT you would simply drop ledge, scan, emp, nuke and move in. I use this quite often in normal matchups and think that it would add a great amount of value to this build. | ||
RoyaL-TigeR
59 Posts
Just curious, why has no mention of nukes been made? 100 min/100 gas not too resource intensive since you will have ghosts already at this point. 2 Gacademy -> after EMP, place nuke behind zeals towards where Cols are. Of course a sensible toss will back up but this will give a huge advantage in terms of taking out retreating units. 2 Nukes + will alow you to slowly push inwards and once outside his base, it wouldn't be hard to contain and take out his nat. The map can play a huge role in this as well . For example, on LT you would simply drop ledge, scan, emp, nuke and move in. I use this quite often in normal matchups and think that it would add a great amount of value to this build. That's an excellent idea actually. This is still a developing build and not everything is perfect yet. Right now I am having a difficult time dealing with 1 gate 1 robo colossi rush. The whole idea of this is to get thors at late game instead of mass bio (you would still have infantries) because they are meatier and can withstand psistorms a lot better. Yeah, mass zealots WILL beat this but that is why you add in blue helions if you scout it. The strategy is not meant to be unbeatable, if it is, it would be OP. | ||
Moja
United States313 Posts
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Delarchon
Finland132 Posts
Interesting games but i much rather play this composition than banshee/pdd/marine as a protoss anytime. Now are you sure that there is not even one toss out there going lance colossi and shooting at your shit from the distance and expanding. It's not like the thors are going to catch up with the colossi when they are kiting. And what's with the ghost. Why is it automatically in the composition? Protoss can do just fine with chargelots and colossi. And since thors are the goliaths of sc2 toss can go mass gate + warp prism and just spam stuff everywhere. | ||
tehemperorer
United States2183 Posts
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tehemperorer
United States2183 Posts
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Aeruthus
United States98 Posts
Oh and the convo at the end made me lawl, especially since he knows zealots do well against thors and yet got almost purely Stalker+Collossi (very few collossi at that). Honestly though this just makes me sad to watch, these people are 2k+ in Diamond and not trying to be a dick here but honestly I had hoped Diamond would be for the "Elite" or what have you. Instead I feel like I'm watching Platinum or Gold during beta. We need a Rainbow league for the very best on Bnet. | ||
jemag
Canada98 Posts
It confuses me to no end why after seeing thor+marine (mainly thor) that TofuD didn't immediately get charge and start building a zealot army while getting some sentries for guardian shield and spend the rest on upgrades (which he never got, just finished a forge at 18:00) and Immortals or Voidrays since if Royal is going thor+marine he's very immobile and getting a few voidrays to harass different locations would work very well. Add to that Voidrays do amazingly well against thors and marines SHOULD NOT be hitting voidrays if you have tons of zealots. Oh and the convo at the end made me lawl, especially since he knows zealots do well against thors and yet got almost purely Stalker+Collossi (very few collossi at that). Honestly though this just makes me sad to watch, these people are 2k+ in Diamond and not trying to be a dick here but honestly I had hoped Diamond would be for the "Elite" or what have you. Instead I feel like I'm watching Platinum or Gold during beta. We need a Rainbow league for the very best on Bnet. Actually the only 2k+ players were NYD and Bigbadbeaver. Also I really don't think void ray would be a good idea as a mid game option. I think the only way to use void ray in this case would be to put high pressure at the start, abusing high ground vision with void ray + stalkers. Also, I see a lot lot of comments about chargelots. Chargelots arn't that good against thors + marine ghosts to be honest. The thing is that you also need some kind of splash damage to deal with the infantry behind. If you go straight into chargelot you could get HTs after, which would be pretty risky with the ghosts already on the map or get delayed colossus, which wouldnt be ideal also. I think the safer way would be to go fast colossus and to transition into chargelot a little later on but still this take quite some time to get to and the terran should have more than enough time to respond accordingly. I don't think there is a 100% clear counter as far as unit combination goes as the build is still pretty adaptive. I think the current weakness in the build resides mainly in the early game and some vulnerability to early pressure, which we are trying to fix with a more refined and solid opener. | ||
clickrush
Switzerland3257 Posts
On November 02 2010 09:47 jemag wrote: Actually the only 2k+ players were NYD and Bigbadbeaver. Also I really don't think void ray would be a good idea as a mid game option. I think the only way to use void ray in this case would be to put high pressure at the start, abusing high ground vision with void ray + stalkers. Also, I see a lot lot of comments about chargelots. Chargelots arn't that good against thors + marine ghosts to be honest. The thing is that you also need some kind of splash damage to deal with the infantry behind. If you go straight into chargelot you could get HTs after, which would be pretty risky with the ghosts already on the map or get delayed colossus, which wouldnt be ideal also. I think the safer way would be to go fast colossus and to transition into chargelot a little later on but still this take quite some time to get to and the terran should have more than enough time to respond accordingly. I don't think there is a 100% clear counter as far as unit combination goes as the build is still pretty adaptive. I think the current weakness in the build resides mainly in the early game and some vulnerability to early pressure, which we are trying to fix with a more refined and solid opener. chargelots are amazing vs that combination to tank marine dps while immortals wreck havoc on the thors. I wish i have safed a replay because I actually encountered a very similar build. I was like "wth, do terrans think they can get away with everything?". ghost do really nothing against chargelots because EMP does not have a huge effect on them when they allready charged. and when not, then you can simply retreat. the only reason why I fear terrans are marauders, because they soak up so much damage from HT/colossi without dieing and they slow down the chargelots so effectively + they get healed. you suggest a very macro heavy playstile but I garantee you that with the same macro mindset you will destroy protosses with a bio build. means you can allways add medivacs, ghosts, vikings for support. your idea mb comes from the general missconception many terrans have, that they somehow should have the most effective lategame army. but this is sc2, a different game, so you simply adapt and stay on more bases than the protoss while punishing his immobility. | ||
TofuD
Canada15 Posts
On November 02 2010 09:12 Aeruthus wrote: It confuses me to no end why after seeing thor+marine (mainly thor) that TofuD didn't immediately get charge and start building a zealot army while getting some sentries for guardian shield and spend the rest on upgrades (which he never got, just finished a forge at 18:00) and Immortals or Voidrays since if Royal is going thor+marine he's very immobile and getting a few voidrays to harass different locations would work very well. Add to that Voidrays do amazingly well against thors and marines SHOULD NOT be hitting voidrays if you have tons of zealots. Oh and the convo at the end made me lawl, especially since he knows zealots do well against thors and yet got almost purely Stalker+Collossi (very few collossi at that). Honestly though this just makes me sad to watch, these people are 2k+ in Diamond and not trying to be a dick here but honestly I had hoped Diamond would be for the "Elite" or what have you. Instead I feel like I'm watching Platinum or Gold during beta. We need a Rainbow league for the very best on Bnet. Not sure what replay you were watching. BUT. Sentries = 40hp = insta dead after EMP hit + 1 thor volley. The problem isn't that Chargelots aren't great, it's that Thors and Marines both go into super overdrive once they hit critical mass. Sure I could engage with mass zealots but how much damage am I going to actually do late game? Zealots melt against that composition once it hits critical mass. Void rays should be the natural counter to Thors but due to their current situation I really do not see it that way. A Zealot + Void ray army CAN jam up a Thor + Marine composition, true. But that same Thor + Marine army will melt your Zealots faster than you can melt his Thors. Mass Colossi appears to the be the only late game counter to this build. Though there are plenty of pushes you could pull off early game. Also, I'm not 2k+ I've also gotten a bit rusty over the past few weeks. yep. | ||
TofuD
Canada15 Posts
On November 02 2010 10:24 clickrush wrote: chargelots are amazing vs that combination to tank marine dps while immortals wreck havoc on the thors. I wish i have safed a replay because I actually encountered a very similar build. I was like "wth, do terrans think they can get away with everything?". ghost do really nothing against chargelots because EMP does not have a huge effect on them when they allready charged. and when not, then you can simply retreat. the only reason why I fear terrans are marauders, because they soak up so much damage from HT/colossi without dieing and they slow down the chargelots so effectively + they get healed. you suggest a very macro heavy playstile but I garantee you that with the same macro mindset you will destroy protosses with a bio build. means you can allways add medivacs, ghosts, vikings for support. your idea mb comes from the general missconception many terrans have, that they somehow should have the most effective lategame army. but this is sc2, a different game, so you simply adapt and stay on more bases than the protoss while punishing his immobility. Yes, MMM is still an option. This build does not claim to be superior to MMM, it just claims to be as viable as MMM. Also, why would the ghost be trying to EMP chargelots when the EMP could be more useful against the Immortals. This build also has breathing room to add Medivacs and Vikings, This is a macro build, eventually you can have just about everything. Immortals also become ineffective once the Thor + Marine composition hits critical mass and is supported by Ghosts. Thors have a range of 7, Immortals a range of 5 (EMP also has a range of 8). Chargelot + Immortal is the best answer in theory but in-game it fails against a well executed Thor/Marine build. Also please note that a "similar" build is NOT this build. | ||
Aeruthus
United States98 Posts
Nothing melee can stand against a large enough marine force with anything else in there that can take hits. But the point once you see Thor+Marine is to not let that happen and pressure early and keep trading for thor kills since Marines are easily dealt with if there's nothing tanking. Sentires don't live long at all if focused yes, but I'd hope forcefields and guardian shields would have been used so they would have served a purpose if only for a short time, besides that though if you use thors (it's either them or your ghosts are in front of your thors which is bad) to snipe the Sentries that's a lot of dmg not going to killing the Zealots and Voidrays. The other thing is though TofuD you barely had any marines, you actually had almost no marines at your big push that killed all the stalkers and a few collossi. So chargelots would have decimated your thors and the voidrays would have made it even worse, and the sentries would have been able to make you choose between emping a sentry or two or the zealots. Either way, my point with the composition I'm proposing is it's much more easily replenished, highly mobile, and very strong against thor+marine. Talking about this one btw Replay with "early" pressure http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=161951 Honestly though it really depends how you want to play it, there's many things that can take out Marine+Thor it just depends if you're scouting well enough to know he's ONLY going Marine+Thor. Since really all you'd need to do is toss up 2 robos+5 Gateways off two base and make tons of Immortals and Stalkers. | ||
Setev
Malaysia390 Posts
On November 01 2010 14:03 sksyen wrote: Just curious, why has no mention of nukes been made? 100 min/100 gas not too resource intensive since you will have ghosts already at this point. 2 Gacademy -> after EMP, place nuke behind zeals towards where Cols are. Of course a sensible toss will back up but this will give a huge advantage in terms of taking out retreating units. 2 Nukes + will alow you to slowly push inwards and once outside his base, it wouldn't be hard to contain and take out his nat. The map can play a huge role in this as well . For example, on LT you would simply drop ledge, scan, emp, nuke and move in. I use this quite often in normal matchups and think that it would add a great amount of value to this build. I'm guessing maybe after EMP, the terran should be going in to kill Toss outright instead of forcing Toss army to retreat? | ||
repomaniak
Poland324 Posts
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