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[Q] Terran Dealing with Mass Void Rays

Forum Index > StarCraft 2 Strategy
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wallyballs
Profile Joined December 2010
United States2 Posts
December 30 2010 20:11 GMT
#1
As a Terran Player I've recently had difficulty dealing with a protoss who decided to go Mass Void Rays. In the replay below I recognize that he's massing VR so I get tons of stimmed marines and vikings. My micro causes me to lose a few of the Vikings which contributes to my loss I'm sure, however Mass Voidrays seem to annihilate everything too quickly for that to have been the deciding factor.

What do you think Is the best counter to Void Rays as Terran? I've been having a lot of trouble with them recently.

http://www.sc2replayed.com/replays/121987-1v1-terran-protoss-delta-quadrant#rd:dna
(I'm wallyballs)
Meldrath
Profile Joined June 2010
United States620 Posts
December 30 2010 20:17 GMT
#2
vikings+ marines or just alot of stimmed marines can handle this problem. I would use the rines as the bulk of the force and have vikings to chase them over ridges/space area's of the map. You can also plop down alot of turrets all over. So do what you did just macro it alittle harder. Also make sure your on top of your upgrade +3/3 stimed marines versus voidrays is easy day. Also this topic is handled extensively over and over again on these forums try browsing the old posts for help in this area rather in implementing a new post. you would be suprised at the wealth of knowledge from post even as old as a month ago.
slap me I must be dreaming another "imba" arugment! fffffffffuuuuuuuuuuuuu!!!!!
Soluhwin
Profile Joined October 2010
United States1287 Posts
December 30 2010 20:20 GMT
#3
The best counter is don't let it happen. You'd be surprised by the huge timing gap when protoss is vunerable. If it does get out, though, don't be affraid to pump mass vikings as a response and take map controll back.
I put the sexy in dyslexia.
wallyballs
Profile Joined December 2010
United States2 Posts
December 30 2010 20:22 GMT
#4
Thanks for your response! I do agree that upgrades could certainly have turned the tide.

I did look around a bit for a topic that dealt specifically with the issue and perhaps I should have posted a response there. I am new to this forum and will make sure to keep my posts relevant and in the right place in future.
Randomaccount#128098
Profile Joined November 2010
United States411 Posts
December 30 2010 20:26 GMT
#5
--- Nuked ---
Zadien
Profile Joined August 2009
Canada77 Posts
December 30 2010 21:07 GMT
#6
Well if you do see it happening or sense it coming. Make turrets. They really down void rays.
Dota 2
Tynan
Profile Joined December 2010
Canada111 Posts
December 30 2010 21:15 GMT
#7
Ghosts would be a great addition to your composition. Air units stack like hell. If he's massing void rays, you may be able to do 1000+ damage with a single EMP and force him to micro his VRs into smaller groups, leaving them vulnerable to everything.
Creativity... Go!
statez
Profile Joined September 2010
Australia101 Posts
Last Edited: 2010-12-30 21:18:46
December 30 2010 21:17 GMT
#8
keep rines at front and micro vikings, you had 3 barracks to 5 starports on 2 almost 3 base. make more production upgrade etc. even some emps would do good.
ST Bomber
statez
Profile Joined September 2010
Australia101 Posts
December 30 2010 21:21 GMT
#9
gurantee you would of won that if you had 2 ghosts.
ST Bomber
sadyque
Profile Joined April 2010
Romania251 Posts
December 30 2010 21:32 GMT
#10
Just watched your replay. You had the best counter to void rays but you just played really really bad . You lost 4 landed vikings at your gold. You sent the rest of your vikings in waves . After you lost all your vikings you wasted a stim on your rines and you attacked in a really bad position. At the last battle you had 56 rines vs 25 voidrays....
60 bucks? But it has Kerrigans Boobs in three god damn dimensions. Do you know how long i have waited for this?
threesxmafia
Profile Joined December 2010
United States131 Posts
December 30 2010 21:38 GMT
#11
you need more workers and production facilities. also you only had one medivac on the field at a time. it sucks your vikings got caught out of position so badly, not much you can do about that.
this is the only thing worth giving your life for. RIP TSL + RIP KT Violet
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
December 30 2010 22:37 GMT
#12
Don't even underestimate the ability of 1 ghost to hit an EMP on a group of ANY TOSS UNIT. There goes instant 100 (assuming here) x however many units it hits of damage done already.

Rush in, stim, and lay out a few EMPs. Never go without ghosts in TvP, as they are the baneling of TvP. You alwayyyys need em.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
-FoX
Profile Joined November 2010
United States479 Posts
December 30 2010 23:21 GMT
#13
The superior range of vikings should usually be enough to handle mass voids with a little bit of micro. Not to mention your marines should be raining hell on them. Even 1/1 marines with stim and combat shields can absolutely wreck void rays in a second. With viking support, the whole fleet can be incinerated in a mere 10 seconds. Also, as people have mentioned earlier, if you scout a mass void ray build, a strong timing attack with marine/marauder/viking can totally throw a toss off his game plan or even win you the game.
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 30 2010 23:31 GMT
#14
Ghosts are a nice idea vs mass voidrays, since they can't really magic box since vikings and marines will just kite them then. Another option would be a few thors, but thors are way more complicated and nothing perfect against voidrays hehe, so i would really suggest ghosts.
Eeryck
Profile Blog Joined September 2010
United States184 Posts
December 31 2010 02:12 GMT
#15
You let 2 little cannons at the front of his base stop you from going and killing him at your first push. If you would have dropped the marines like you did and had the rest of your army at the front door you could have gotten a good game.

Your second push also you had enough army to kill him but you waited around and sac'd your vikings by landing them at the expo. Then had to fall back.

But the biggest problem is that your build order is out of sync. It cuts workers early to get those barracks up on 11 and 13. Optimizing your early build will give you a lot more units earlier. You were at 40 food at 8.5 minutes, you could have had that much army at 6.5 minutes. If you had more army earlier you could have bust down those cannons quite easily once stim was up and it would have been GG from there.

He econ cheesed for 12 minutes then made only VR out of 5 starports. Any reasonable pressure would have given you a free win.

You were keeping your minerals low early game but it was artificially low because you did not have constant worker production.

Try the following BO while still keeping minerals low:
10supply
12rax
13gas
15orbital
15marine
16supply
16scv
17barracks
then continue on with what else you were doing but never stop making SCVs.

For a benchmark if you were to go 3-rax, 2-tech and 1-reactor you can have over 50 food at the 7-minute mark. With that much food so early you can easily push out and go kill your opponent at the silver level.
?
Flaunt
Profile Blog Joined May 2010
New Zealand784 Posts
December 31 2010 02:23 GMT
#16
I'd go Thor, marine viking and just constantly expo while taking map control.
What? You seek something? You wish to multiply yourself tenfold, a hundredfold? You seek followers? Seek zeros!
henreiman
Profile Blog Joined December 2010
United States407 Posts
Last Edited: 2010-12-31 02:45:00
December 31 2010 02:41 GMT
#17
OK now I didn't watch the replay but in my TvPs generally this will happen in one of two ways:

3 gate VR into mass VR
Forge + cannon wall-in into pumping VRs

The first is much harder than the second. What I've taken to is getting my first rax, one marine from that rax, then tech lab it and get marauders/conc shell. I add on two more rax, put a reactor on one and tech lab on the other, get stim. Pretty normal 3 rax MM composition but a little more versatile against protoss and really helps defend the early zealot pushes once the marauder gets out (there is a slight timing window so if you scout a C-boosted zealot I would suggest throwing up a bunker and pumping rines). Anyways, with that composition you should easily be able to hold off a 3 warp VR push and expand. The build is pretty flexible too, for instance you can push and kite with the early marauders just to put a bit of pressure on.

The second is easy to deal with, in my opinion. The second you scout the forge going up and you don't see a cannon cheese, it's most likely VR push or some sort of weird cannon-defended expo. Simply scout the expo and use a scan, then start pumping marines. Even with the previously mentioned quick tech lab 3rax it's easy to get out stim and marines fast enough to deal w/ as many VRs as a one base protoss can build. My favorite way to end the game is throw down an ebay and two or three turrets, build an expo just in case, then take my force to their base (which is usually guarded by 3 cannons and a few zealots). Maul your way in and GG. If not, expand, get some tanks and vikings, and contain.

Finally, if it turns into late game and they are massing VRs on multiple bases as a tech switch, well....you're probably screwed already. T simply cannot let P get to mid or late game without having a nice advantange, our tech cannot keep up. If you get into some sort of dire situation where they are massing VRs as a last all out push the best possible unit comp is mass marine (full ups hopefully) with some vikings. Don't let the VRs charge up. And if you get VR + Collosi death ball, well...you're probably screwed at that point.
Bonesy
Profile Joined May 2010
United States101 Posts
December 31 2010 08:26 GMT
#18
Probably others have already said this.

Your scv count was super low. He just turtled and made tons of VR's. You could have taken the whole map and built tons of whatever you want that hits a VR and won that way.

I guess bad luck on the grounded vikings, but you lost more than 4. That hurt quite a bit.

You were very late in upgrading the vikings. At one point you even had vehicle upgrading. You had the right idea later by going dual armory.

Ghosts would work as suggested but marine/viking should have been easly enough.

Bottom line is your macro was woefully short of what it needed to be. Had you just macroed up properly it would have been no contest.
gcoin
Profile Joined November 2010
United States89 Posts
December 31 2010 09:09 GMT
#19
i have never even seen a void ray in my games on ladder. Kemon men.
Terran for Life. Never compromise Not even in the face of Armageddon
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