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[H] TvP - Dealing with Psi Storm - Page 3

Forum Index > StarCraft 2 Strategy
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hoovehand
Profile Joined April 2010
United Kingdom542 Posts
January 04 2011 17:27 GMT
#41
the easy method is to trade blows. he storms your army, EMP his army and then engage him. don't think you have to EMP his HT's... of course it would be nice - but it's much more important to remove ~50% of his army hp.

the idea behind this is that the longer you take to engage P, the more damage you will take from storm.

if he's got enough gas to throw 5 HT's for uber-storm then you should have enough minerals to have 10 rax pumping marines/marauders.
Danger-dog
Profile Joined April 2006
United States50 Posts
January 04 2011 18:24 GMT
#42
In the days of BW, zerg used to qq about storm. My, how the tables have turned.

Seems like spending mins on some blue flame hellions instead of rines would do the trick. Just kite them around a ton to make him waste a lot of storm, and roast the temps themselves if you get a chance. Plus, if he tries to blow those extra mins on chargelots, you'll pwn. Support with tanks and push slowly.

Also, biomech with a nice tank/unit spread, and maybe some mid-map buildings to clog zealot attack paths, would probably do the trick. Minerals are pretty much unlimited to terran once you get to 3 base beacuse of mules, so who cares how many rines he kills with his limited gas, just get 8 rax with reactor and send wave after wave. But you would need better macro than your opponent to pull that off, and it's just conceptually inelegant.
Here Lies The Zerg Lurker, R.I.P. 1998-2010.
LesPhoques
Profile Joined December 2010
Canada782 Posts
January 04 2011 18:35 GMT
#43
Diamond toss here.
It's either you EMP him first or he storms first. I would recommend sniping his observer then sneaking up with 2 ghosts and EMP ONLY his sentries and HT's.
EMPing doesn't take lots of skill, it's pretty simple.
oygp
Profile Joined January 2011
United States40 Posts
January 04 2011 18:35 GMT
#44
make a marauder-heavy army (rather than marine-heavy.. you can even go pure marauders if toss has no air) along with several ghosts. Then it's down to your micro skill vs your opponent's micro skill.

Dodge storms left and right when engaging your marauder ball while EMPing his HTs and sentries and you will have a fair shot at winning... Remember to always try to pick off HTs and keep their numbers down. That means darting in and out at times with uncommitted attacks before your opponent accumulates an overpowering number of HTs.
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
January 04 2011 18:44 GMT
#45
As a toss player that likes HT against terran, I def support the mech vs. HT toss. Thors can't get feed backed anymore, siege tanks for defense heavily deter very gateway based armies, PF's CANNOT BE DESTROYED by gateway based armies, even with storms on the workers lots of times... Maybe set up defensive pfs with scvs??? (lol, force them to waste storm and do lots of damage). IF you can mass up a lot of thors with enough marines to destroy voids, you should be completely fine
"Friendship ain't a business deal"
Rakanishu2
Profile Joined May 2009
United States475 Posts
January 04 2011 18:48 GMT
#46
On January 04 2011 06:47 danielsan wrote:
Show nested quote +
On January 04 2011 06:45 Xanczor wrote:
When you go in with cloaked ghosts how would he have time to warp in more HT's when you attack him right after?...

he presses w and summons a bunch of HTs. reason why late game PvX is easy mode.


im just gold so my advice will probably not weigh alot: try to siege contain w bunkers. it negates any HT play. Thats how i usually win TvP these days.


Low tier units being efficiently defeated by high tier units in MY starcraft?
10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
Doz
Profile Joined July 2010
United States145 Posts
January 04 2011 20:12 GMT
#47
On January 04 2011 22:40 plagiarisedwords wrote:


2. Good macro - Trading armies is quite good for terran as protoss cannot replace their units as quickly as a terran spamming MMM. I've had many battles where I come out on top every time in engagements with HTs but just cannot keep up with the constant MMM onslaught. HTs really cannot hold the line in a cost effective manner vs a maruader heavy army.


Are you sure you're thinking of the same Terran race that I'm thinking of? At that point in the game, W, Shift+T,T,T,T,T,T,T, GG

I've enjoyed Tank/MMM/Ghost. Tank positioning is key. I try to place them in a line perpendicular to the advancing front so that the more P commits to the attack, the more he's getting blown up by tanks in the well protected rear. Marauders tank storm damage much better than marines and depending on your level of micro basically rape all gateway units. My Marauder to Marine ratio is about 3:1, marines are there simply to help with immortals. Ghosts are obv there to emp an advancing front.

I aim to create an established position somewhere on that map that gives me significant coverage either of his bases or my own, and wait for him to come attack my seiged tanks. Then use BF hellion drops as often as possible to slowly drag em down. This is quite a late game approach though and basically assumes you're already on 3 bases or more as it's very gas intensive. 10-12 Tanks are pretty close to the critical mass, set 3-4 ghosts in a separate control group (set to a flanking position prior to attacking if possible), maybe a viking or two for tank sight, medivacs hovering behind the MM ball. Wait till they feel so pressured that they have to push, EMP + Stim for the GG
Check out my map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=192306
MangoSluSH
Profile Joined January 2011
Philippines10 Posts
January 04 2011 21:28 GMT
#48
EMP does the trick for me. Cloak 2-3 ghosts and drop a scan before you engage to eliminate any observers. But do make sure your EMP's hit either the HT's or Sentries and dodge incoming storms. Add a couple of tanks if you think you can't land moneyshot EMP's
The only reason people get lost in thought is because it's unfamiliar territory.
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
January 04 2011 21:37 GMT
#49
once they see you're using cloacked ghosts they just spam observers and feedback your ghosts, but if they dont do that sure it can work, but they can just warpin more HT's if you EMP the ones they already got...
heyyouyesyou
Profile Blog Joined November 2010
United States323 Posts
January 04 2011 21:37 GMT
#50
After i get 3rax and a starport off 2bases ill make my 3rd and start adding factories for a hellion thor marauder marine banshee army.
biomech!
Kornholi0
Profile Joined November 2010
Canada634 Posts
January 04 2011 21:42 GMT
#51
Well if you are concerned about him warping in 4 more HT after you emped his other HT, think about this. The more arcons he makes, the less HT he has. So just EMP his Arcons and then use snipe to pick off the 4 that come in AND THEN stim for the kill. Or just try and time your emp with his next warp in.

Timing seems to be your enemy here, not tactics. Just think of ways to exploit the fact that toss can only warp in their units and thats it.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
thesmoosh
Profile Joined September 2010
113 Posts
January 04 2011 21:42 GMT
#52
I hate to be that guy but, kill him before he gets storm + amulet.

Qxc likes to say that as T if you're not attacking, you're losing. You don't have to bum rush him but just stay aggressive. Walk up to his base and run back if you don't see an army you can crush. Snipe expos, drop 4 marauders in the back as you move towards the front and try to snip tech buildings. Killing a templar archive or twilight council can be a huge setback for him.

If it gets to late game you want to split up armies and avoid fighting in an open field. Harssment and multiple small battles are where you win. Big max army vs max army is where he wins.
dslyecix
Profile Joined November 2010
Canada37 Posts
January 04 2011 22:35 GMT
#53
Just a question, at what point during warp-in does EMP damage units and remove energy? If you EMP while they're warping in does it do anything or do you need to wait for them to be 100% completed?

Aoi_10
Profile Joined October 2010
United States155 Posts
January 04 2011 22:45 GMT
#54
On January 05 2011 07:35 dslyecix wrote:
Just a question, at what point during warp-in does EMP damage units and remove energy? If you EMP while they're warping in does it do anything or do you need to wait for them to be 100% completed?



I'd actually like to know this too. I assume you can EMP as soon as they begin warping in, since that's when you can begin, you know, killing them. Would appreciate someone who actually knows chiming in, though...
Darren1337
Profile Joined October 2010
Ireland73 Posts
January 04 2011 23:07 GMT
#55
A TL user by the name of optik678 confirmed that EMP'ing warping-in templars removes their energy, tested on the unit test map. I always thought you could only EMP the templar when it was fully warped in. Storms are instant, EMP is not. Certainly changes my opinion on ghosts vs high templar. I'll probably still try a combination of bio and mech, if only to have an excuse to use factory units lol. It's probably crushing to protoss players to think MMM is still viable even against high templars, with good ghost micro.
Uniden!
Lurk
Profile Joined December 2010
Germany359 Posts
January 04 2011 23:45 GMT
#56
The sad thing is that you're really best off if you stay on bio and just add a few ghosts. Mech play is not the answer, it might work but transitioning into it is quite dangerous and the toss can deal with it the same way he deals with bio, zealots + hts. A mixture of chargelots and archons just ruin the day for any mech.

Getting good emps off _before the battle_ is the only way you're gonna beat an equal supply toss army with storm in a straight battle. Your best option is killing the toss before he gets storm though.
Ender Wiggin
Profile Joined August 2010
Canada19 Posts
Last Edited: 2011-01-04 23:54:11
January 04 2011 23:51 GMT
#57
For me personally I go a raven tank marine timing attach off of one base. I usually expand while attacking. Then if i dont win i contain and add some rax factoires and make ghosts and maruaders while slowly transitioning into mech bio midgame. By this point toss may have 6gas depending on your ability to deny his third. If he does take it i reccommend going for the more meaty units + ghosts which are thor tanks mauraders+ some banshees. Like people said before me cloak emp is a must and check if they have obs if they do sinpe it. Im not top 200 or anything but for my level of diamond which is 2700 this seems to work fairly decently.
Ender Wiggin
Veasel
Profile Joined September 2010
Sweden159 Posts
January 05 2011 00:00 GMT
#58
You WILL insta lose if u dont either get ghost or tanks when there are hts out. And u prob wont win with just tanks either. But if i were u i'd go for mech
Rest in Piece
Tastinggood
Profile Joined December 2010
28 Posts
January 05 2011 00:02 GMT
#59
i guesss people didnt see hongun.prime vs ogs.hyperdub today?
dont be greedy on ghosts and be ready to emp new warp ins
Ryuu314
Profile Joined October 2009
United States12679 Posts
January 05 2011 00:23 GMT
#60
Don't skimp on ghosts. They cost the same amount of gas as HTs and add on the fact that bio units are cheaper than Protoss units you should easily have equal numbers of ghosts as they have HTs. Quite simply, it becomes a micro battle in EMPing their HTs (and sentries if you can) while dodging their storms. Protoss has to storm your forces while keeping their HTs spread and attempt to dodge EMPs. I think it's pretty even, imo. Watch the Hongun v. Hyperdub matches to get a good idea at how to EMP well.

Also, don't be afraid to trade armies with Protoss. You can reproduce a Terran bio ball much faster than a Protoss can replenish his death ball. If at any point you completely destroy the Protoss ball, you've likely won simply because you can recreate a sizable army faster than Protoss. Warp gates let them get that first wave of units back pretty fast, but the cooldown on the warpgates will let you pull ahead easily.
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