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.
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hoovehand
United Kingdom542 Posts
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. | ||
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Danger-dog
United States50 Posts
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. | ||
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LesPhoques
Canada782 Posts
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. | ||
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oygp
United States40 Posts
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. | ||
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ImmortalTofu
United States1254 Posts
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Rakanishu2
United States475 Posts
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? | ||
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Doz
United States145 Posts
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 | ||
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MangoSluSH
Philippines10 Posts
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cilinder007
Slovenia7251 Posts
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heyyouyesyou
United States323 Posts
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Kornholi0
Canada634 Posts
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. | ||
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thesmoosh
113 Posts
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. | ||
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dslyecix
Canada37 Posts
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Aoi_10
United States155 Posts
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... | ||
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Darren1337
Ireland73 Posts
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Lurk
Germany359 Posts
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. | ||
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Ender Wiggin
Canada19 Posts
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Veasel
Sweden159 Posts
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Tastinggood
28 Posts
dont be greedy on ghosts and be ready to emp new warp ins | ||
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Ryuu314
United States12679 Posts
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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