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[Q] PvT Pure marauder viking medivac - Page 3

Forum Index > StarCraft 2 Strategy
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Brother Roga
Profile Joined October 2010
Finland38 Posts
December 06 2010 00:58 GMT
#41
Try Gateway units mixed with HTs, Colossi and Sentries hallucinating Phoenix'. He will either have to micro his Vikings to take out the "Falsenix'", or micro his Marauders. Doesnt matter which he does actually, Vikings will get sniped by Stalkers, or his Marauders will get torn to shreds by Storms, Zealots and the Colossi.
*Only the eager martyr hoards a war.* 'Adeptus Astartes, Vol. III, Chapter VI.
GoldenH
Profile Blog Joined March 2010
1115 Posts
December 06 2010 01:58 GMT
#42
On December 06 2010 09:44 Kvothe wrote:
Show nested quote +
On December 06 2010 08:40 GoldenH wrote:
1) If you see mass Marauders, the critical mass of Colossus is 8-9. Furthermore, you have to actually *focus fire* them on a clump of Marauders. The normal 'lol colossus spread their fire over the entire army' doesn't work here. You could have made colossus work if you'd gotten more robo bays. You can support building 1.5 colossus per base, so on 3 bases you could've been building 4 colossus at a time, more than enough to win.

2) lol stalkers are the worst unit in the game, never build them ever. If you need anti-air, build Phoenix. If you need to keep an army away from your colossus, build sentries. Zealots are better than stalkers but worse than sentries.

3) VRs are the 'counter' to his marauder/viking army, but you didn't make enough of them. You can, like Colossus, build 1.5 Starports per base. But he had 6 barracks, so he could build 12 marines to your 4 VRs - the marines will win, especially with viking backup. You have no chance to win with VRs alone in this case unless you can pick off some barracks. You might have succeeded with carriers, ironically.

Edit: Oh, and don't go Immortal, he builds 1 ghost and then his marauders roll over your Immortals.

Hmm thinking about this I think marauder/thor with a scattering of vikings, ghosts and marines should crush Protoss...


I basically disagree with everything you just posted....
1) critical mass of colossus is 8-9? When do you ever see 8-9 colossus, that is just an absurd amount. Around 5 colossus is good, too many and you lack the ground forces to stop his vikings.

2) stalkers are now the worst unit in the game, news to me. If you are wanting to go gateway units coupled with colossus you need a pretty good spread of zealots and stalkers with several sentries mixed in. Your zealots tank the dmg while the stalkers are protecting your colossus and doing good dmg against his marauders.

3) VRs are now the counter to bio balls, you noticed he switched to marines pretty easily in the match which really hurts VRs. I think you would have done better to have gone phoenix instead of VR.

My advice would be don't go one base colossus, don't attack up his ramp without splitting his army in half. Mix a few immortals in if he has that many marauders, most mid/low diamond will never build a ghost anyway and immortals are very good against marauders. After your first attack failed and you saw how many marauders he started building, i would have completely switched to immortals with your gateway units.


#1 the more colossus you have, the less stalkers you need. If you have 5 colossus then you will lose many dozens of stalkers and when they are gone the colossus die. If you have 8-9 colossus you will lose no stalkers, so you can get away with just having 6-8 Stalkers for anti air and picking off weak units. A critical mass of Colossus will destroy any clump of marauders in one hit, which is what you want.

#2 Zealots don't tank damage except for damage that was never going to be done anyway. Think about it. More marauders will be able to shoot at a zealot that is close than a colossus that is far away behind a sentry line. Zealots are only good early game to discourage colossus sniping.

#3 How can VRs be the counter to bio balls, when half the bio ball is so efficient that it can kill a VR for 1/3 the cost? It's simply an absurd statement.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Kvothe
Profile Joined September 2010
201 Posts
December 06 2010 02:54 GMT
#43
On December 06 2010 10:58 GoldenH wrote:
Show nested quote +
On December 06 2010 09:44 Kvothe wrote:
On December 06 2010 08:40 GoldenH wrote:
1) If you see mass Marauders, the critical mass of Colossus is 8-9. Furthermore, you have to actually *focus fire* them on a clump of Marauders. The normal 'lol colossus spread their fire over the entire army' doesn't work here. You could have made colossus work if you'd gotten more robo bays. You can support building 1.5 colossus per base, so on 3 bases you could've been building 4 colossus at a time, more than enough to win.

2) lol stalkers are the worst unit in the game, never build them ever. If you need anti-air, build Phoenix. If you need to keep an army away from your colossus, build sentries. Zealots are better than stalkers but worse than sentries.

3) VRs are the 'counter' to his marauder/viking army, but you didn't make enough of them. You can, like Colossus, build 1.5 Starports per base. But he had 6 barracks, so he could build 12 marines to your 4 VRs - the marines will win, especially with viking backup. You have no chance to win with VRs alone in this case unless you can pick off some barracks. You might have succeeded with carriers, ironically.

Edit: Oh, and don't go Immortal, he builds 1 ghost and then his marauders roll over your Immortals.

Hmm thinking about this I think marauder/thor with a scattering of vikings, ghosts and marines should crush Protoss...


I basically disagree with everything you just posted....
1) critical mass of colossus is 8-9? When do you ever see 8-9 colossus, that is just an absurd amount. Around 5 colossus is good, too many and you lack the ground forces to stop his vikings.

2) stalkers are now the worst unit in the game, news to me. If you are wanting to go gateway units coupled with colossus you need a pretty good spread of zealots and stalkers with several sentries mixed in. Your zealots tank the dmg while the stalkers are protecting your colossus and doing good dmg against his marauders.

3) VRs are now the counter to bio balls, you noticed he switched to marines pretty easily in the match which really hurts VRs. I think you would have done better to have gone phoenix instead of VR.

My advice would be don't go one base colossus, don't attack up his ramp without splitting his army in half. Mix a few immortals in if he has that many marauders, most mid/low diamond will never build a ghost anyway and immortals are very good against marauders. After your first attack failed and you saw how many marauders he started building, i would have completely switched to immortals with your gateway units.


#1 the more colossus you have, the less stalkers you need. If you have 5 colossus then you will lose many dozens of stalkers and when they are gone the colossus die. If you have 8-9 colossus you will lose no stalkers, so you can get away with just having 6-8 Stalkers for anti air and picking off weak units. A critical mass of Colossus will destroy any clump of marauders in one hit, which is what you want.

#2 Zealots don't tank damage except for damage that was never going to be done anyway. Think about it. More marauders will be able to shoot at a zealot that is close than a colossus that is far away behind a sentry line. Zealots are only good early game to discourage colossus sniping.

#3 How can VRs be the counter to bio balls, when half the bio ball is so efficient that it can kill a VR for 1/3 the cost? It's simply an absurd statement.


Lol alright come play me tvp and you get 6-8 stalkers to defend 9 colossus, I would roll you like a bronze. 6-8 stalkers cannot protect 9 colossus the absurdity of this statement is baffling. Second I want you to play me without getting one single stalker, you wouldn't make it past 5 minutes into the game because i would kite your pure zlots around with 4 marauders early on and you would leave. My third statement was me being sarcastic, you claimed VRs were the counter to marauder/viking which in theory might work if you had 10+ void rays, but once they scout you, they will make marines to go along with their vikings and roll you. The advice I see you are making just seems like lots of theory crafting with no actual experience to back it up, because I assure you this play doesnt happen in high level or even high diamond for that matter.
Mons1eur
Profile Joined September 2010
Russian Federation24 Posts
December 06 2010 03:16 GMT
#44
i only had troubles with maradeurs+medivacs+vikings before i get importance of zealots in pvt(it was long time ago). typical protoss army of stalkers + sentries + colossi do good against it, but they need something to tank... against maradeurs we have to choose between zealots immortals and archons. i would suggest zealots because immortals are retarded and slow and archons are on other part of building tree(they also require u to have cheat on gas). the only problem i see now with that combo is timing pushes, but thats probably because my timings suck now bcz i play too rarely
Froadac
Profile Blog Joined July 2009
United States6733 Posts
December 06 2010 04:56 GMT
#45
Meh. Just got stomped really really really bad by mutaling. My army was bigger, but I literally lost like 5x the units. Sigh.
CounteR
Profile Joined August 2010
New Zealand103 Posts
December 06 2010 05:01 GMT
#46
If your collosus cant survive the vikings u should tech on to Chargelots + HT's with immortals its a great counter to just mass marauders
GG GL HF
Triky
Profile Joined September 2010
Peru99 Posts
December 06 2010 05:14 GMT
#47
Mass chargelots + sentrys+ stalkers(Some)+HT works for me
my life for pylo!
awang0830
Profile Joined July 2010
83 Posts
December 06 2010 05:22 GMT
#48
go immortal heavy with phoenixes and a couple of colossi. phoenixes own vikings and can use them to pick up marauders afterwards
Zaurus
Profile Joined October 2010
Singapore676 Posts
December 06 2010 05:25 GMT
#49
On December 06 2010 08:40 GoldenH wrote:
1) If you see mass Marauders, the critical mass of Colossus is 8-9. Furthermore, you have to actually *focus fire* them on a clump of Marauders. The normal 'lol colossus spread their fire over the entire army' doesn't work here. You could have made colossus work if you'd gotten more robo bays. You can support building 1.5 colossus per base, so on 3 bases you could've been building 4 colossus at a time, more than enough to win.

2) lol stalkers are the worst unit in the game, never build them ever. If you need anti-air, build Phoenix. If you need to keep an army away from your colossus, build sentries. Zealots are better than stalkers but worse than sentries.

3) VRs are the 'counter' to his marauder/viking army, but you didn't make enough of them. You can, like Colossus, build 1.5 Starports per base. But he had 6 barracks, so he could build 12 marines to your 4 VRs - the marines will win, especially with viking backup. You have no chance to win with VRs alone in this case unless you can pick off some barracks. You might have succeeded with carriers, ironically.

Edit: Oh, and don't go Immortal, he builds 1 ghost and then his marauders roll over your Immortals.

Hmm thinking about this I think marauder/thor with a scattering of vikings, ghosts and marines should crush Protoss...


hmm i really disagree with you. this is not the right way to play pvt. yes stalkers are bad units in a str8 up fight. but with a decent amt, maybe 8-10, you can kill vikings quite fast while they try to snipe your collosus. If you have 8-9 collosus and no stalkers, i will just retreat and kill all your collosus with the vikings and then kite ur zealots the whole day. even w charge, marauders still can kite them.

AND how in the world can u go 4 robotics and get 4 collosus at a time. This nv happen to me in PvT. I have to admit i somehow manage to get 4 robotics in a retard PvP game.

PvT has very sensitive timing in which each side will have their chance to atk. once terran has both critical vikings numbers and medivac you will need storm.

Before that, if you see pure medivac w 2-4 vikings, atk w 3-4 collosus MAX while teching to templar. Your stalkers can kill the vikings, and most probably ur collosus will be fine.
If you see pure vikings and mm before any medivac come out, just go immortal heavy and chargelot while teching to templar. DONT build anymore collosus even if the bay is up, maybe you can have 1 or 2 collosus if you scout too late. Basically you can hold off mm with pure vikings without collosus. Just wait for your templar and you will be fine.(terran cant get both and have a decent mm ball) .

I dont see how in the world u can get 8-9 collosus without the terran doing anything. YES 8-9 collosus can kill everything, but how can u build 4 collosus at a time. you need to have 1200 mineral and 800 gas sitting around. you wont have that till you max your army and accumulating resources.

and yes phoenix is good anti air, but you wont have resources to get enough of them UNLESS you are already building phoenix for defense against banhsee rush or you are on your third base. terran will roflstomp you if you see vikings and start building ur stargate and then phoenix.

Marines rape VR if there is no gateway unit support. 2 gate 1 stargate VR push is one of the strongest push a protoss can do against terran now. if you keep them long enough for support, you will see how much firepower they can add to ur army.

Sorry for not watching your replay, i just posted this to voice my comments on his advise, nt pertaining to your match.
us.insurgency
Profile Joined March 2010
United States330 Posts
December 06 2010 05:40 GMT
#50
This helped me a bunch for PvP. http://www.teamliquid.net/blogs/viewblog.php?topic_id=173199
Froadac
Profile Blog Joined July 2009
United States6733 Posts
December 06 2010 06:01 GMT
#51
On December 06 2010 14:40 us.insurgency wrote:
This helped me a bunch for PvP. http://www.teamliquid.net/blogs/viewblog.php?topic_id=173199

Just watched it :DD

In other news my new thing to lose to is mutaling. I am now stomping maras, and getting stomped by mutaling ><
aztrorisk
Profile Blog Joined April 2010
United States896 Posts
December 06 2010 06:14 GMT
#52
immortal, zealot, sentry will work

FF so that they can't escape
A lock that opens to many keys is a bad lock. A key that opens many locks is a master key.
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-12-06 15:40:59
December 06 2010 15:30 GMT
#53
On December 06 2010 11:54 Kvothe wrote:
Show nested quote +
On December 06 2010 10:58 GoldenH wrote:
On December 06 2010 09:44 Kvothe wrote:
On December 06 2010 08:40 GoldenH wrote:
1) If you see mass Marauders, the critical mass of Colossus is 8-9. Furthermore, you have to actually *focus fire* them on a clump of Marauders. The normal 'lol colossus spread their fire over the entire army' doesn't work here. You could have made colossus work if you'd gotten more robo bays. You can support building 1.5 colossus per base, so on 3 bases you could've been building 4 colossus at a time, more than enough to win.

2) lol stalkers are the worst unit in the game, never build them ever. If you need anti-air, build Phoenix. If you need to keep an army away from your colossus, build sentries. Zealots are better than stalkers but worse than sentries.

3) VRs are the 'counter' to his marauder/viking army, but you didn't make enough of them. You can, like Colossus, build 1.5 Starports per base. But he had 6 barracks, so he could build 12 marines to your 4 VRs - the marines will win, especially with viking backup. You have no chance to win with VRs alone in this case unless you can pick off some barracks. You might have succeeded with carriers, ironically.

Edit: Oh, and don't go Immortal, he builds 1 ghost and then his marauders roll over your Immortals.

Hmm thinking about this I think marauder/thor with a scattering of vikings, ghosts and marines should crush Protoss...


I basically disagree with everything you just posted....
1) critical mass of colossus is 8-9? When do you ever see 8-9 colossus, that is just an absurd amount. Around 5 colossus is good, too many and you lack the ground forces to stop his vikings.

2) stalkers are now the worst unit in the game, news to me. If you are wanting to go gateway units coupled with colossus you need a pretty good spread of zealots and stalkers with several sentries mixed in. Your zealots tank the dmg while the stalkers are protecting your colossus and doing good dmg against his marauders.

3) VRs are now the counter to bio balls, you noticed he switched to marines pretty easily in the match which really hurts VRs. I think you would have done better to have gone phoenix instead of VR.

My advice would be don't go one base colossus, don't attack up his ramp without splitting his army in half. Mix a few immortals in if he has that many marauders, most mid/low diamond will never build a ghost anyway and immortals are very good against marauders. After your first attack failed and you saw how many marauders he started building, i would have completely switched to immortals with your gateway units.


#1 the more colossus you have, the less stalkers you need. If you have 5 colossus then you will lose many dozens of stalkers and when they are gone the colossus die. If you have 8-9 colossus you will lose no stalkers, so you can get away with just having 6-8 Stalkers for anti air and picking off weak units. A critical mass of Colossus will destroy any clump of marauders in one hit, which is what you want.

#2 Zealots don't tank damage except for damage that was never going to be done anyway. Think about it. More marauders will be able to shoot at a zealot that is close than a colossus that is far away behind a sentry line. Zealots are only good early game to discourage colossus sniping.

#3 How can VRs be the counter to bio balls, when half the bio ball is so efficient that it can kill a VR for 1/3 the cost? It's simply an absurd statement.


Lol alright come play me tvp and you get 6-8 stalkers to defend 9 colossus, I would roll you like a bronze. 6-8 stalkers cannot protect 9 colossus the absurdity of this statement is baffling. Second I want you to play me without getting one single stalker, you wouldn't make it past 5 minutes into the game because i would kite your pure zlots around with 4 marauders early on and you would leave. My third statement was me being sarcastic, you claimed VRs were the counter to marauder/viking which in theory might work if you had 10+ void rays, but once they scout you, they will make marines to go along with their vikings and roll you. The advice I see you are making just seems like lots of theory crafting with no actual experience to back it up, because I assure you this play doesnt happen in high level or even high diamond for that matter.


I've been ranked top 200 protoss in NA before, sure I'm newb, lets go :3

GoldenH#148

I will build stalkers though, I'm not an idiot, they're the worst unit in the game but you need something ranged to prevent kiting.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
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