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[H] TvP - Dealing with Psi Storm - Page 5

Forum Index > StarCraft 2 Strategy
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JeanLuc
Profile Joined September 2010
Canada377 Posts
January 05 2011 14:22 GMT
#81
Ghosts with EMP are necessary imo, yes protoss can warp in more high templar but it does cause a significant delay to the storms. Without storms, tosses largely gateway army is going to be very vulnerable, use that crucial window to deal damage.

Also, try to avoid letting toss get to 3 bases. If toss is left alone frankly their 200/200 deathball is probably the strongest in the game, so if he goes to 3 bases make him pay as dearly as possible for it, keep him off balance as much as possible, and then attack during a crucial timing window either before HT tech is finished, or before Protoss gets a good enough economy to really start abusing HT tech (i.e. has enough gas to just spam templar wherever he wants on the map)

Use the advantages of terran
- strong early game harass options like cloaked banshees (if done properly NOT an all in)
- utilize the flexibility of 1/1/1 builds to harass protoss significantly, threaten a timing push around 10 minutes, or expand
- if it comes down to late game use plenty of drops and ghost emp plus dont' be afraid to get plenty of higher tech units, not just rax
If you can't find it within yourself to stand up and tell the truth-- you don't deserve to wear that uniform
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
January 05 2011 14:52 GMT
#82
most protosses get colossus first and then take third, you cant just atack into a colossus army and expect to do any serious damage, at best you trade armies and then the toss can safely take his third and get templar tech
xciLe
Profile Joined October 2010
Norway213 Posts
January 05 2011 15:06 GMT
#83
well, when i meet HTs with amulet so that they can storm the second they warp. i just get some ghosts with +25 start energy and cloak and just EMP them. so they are worthless i think that is the safest solution
Protoss OP
Lurk
Profile Joined December 2010
Germany359 Posts
January 05 2011 15:40 GMT
#84
On January 05 2011 23:22 JeanLuc wrote:- if it comes down to late game use plenty of drops and ghost emp plus dont' be afraid to get plenty of higher tech units, not just rax


I'm not so sure about the higher tech units. This is usually what gets me killed. If i stay on bio (+ ghosts/medivacs) i have a decent chance with drops and emp. Every time i try to be creative and mix in tech units (tanks, thors, bcs) i just get steamrolled. The infrastructure cost (you will probably only have 1 factory, 1-2 starports), lack of upgrades (infantry will probably already be at 2+/2+ while mech is at 0/0 and the protoss army also has upgrades) and low mobility of terran tech units just doesn't have any synergy with bio. In some cases a splash of tanks is useful (to bait the toss into attacking at a certain position) but thors and bcs just don't cut it in tvp imo.
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
January 05 2011 16:08 GMT
#85
The consensus seems to be mobility for Terran against storms. Try MMM drops supported by vikings, and 1 or 2 ravens. Just theory crafting though... Anyone willing to try this?
I'm the King Of Nerds
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
January 05 2011 16:23 GMT
#86
I don't know about lower levels of play, but at high diamond Terrans have no problems with using emp against HT. Its a micro battle, whoever is better - wins.
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
January 05 2011 16:31 GMT
#87
On January 06 2011 01:23 Tsabo wrote:
I don't know about lower levels of play, but at high diamond Terrans have no problems with using emp against HT. Its a micro battle, whoever is better - wins.



but if players are equal in skill, the protoss usualy wins, thats the problem...
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 05 2011 16:54 GMT
#88
For epic lulz vs toss bases.
Do a pre-igniter hellion/one ghost drop. Make sure the ghost has 150 energy. Drop by mineral line, while medivac is moving. Ghost first, then hellions in a line ~parallel to the mineral line. Drop 2 emps into the mineral line as soon as the ghost lands. Hellions land and one shot 90% of their probes instantly. Pick up and leave. Swap ghosts, repeat. For best results, use a medivac with hardly any energy so it can't be feedbacked.

Epic lulz.
lunatix
Profile Joined March 2008
Canada37 Posts
January 05 2011 18:33 GMT
#89
Don't listen to the mech bull**** or the drops or what ever. Your main army composition is solid. MMM + ghosts is very good against ht but both are counters to each other ghosts counter HT and HT counters ghosts ( feedback ) so it comes down to a MICRO GAME. Hotkey your army on a single hotkey and your ghosts on a diff hotkey. You need to practice micro because as a terran you must rely on it alot ( unless your a really gg player @ macro which i highly doubt ). Again I pressure you to LEARN AND GET BETTER AT MICRO. To do so you can create a game and in the search bar type in unit tester ( I dont remenber which one it is I think its duo fixed ) play with a friend so he can mciro the hts and the toss army.

Note: I am not saying mech is bad or drops is bad, they are really good but depends what you want to do and what your end goal is. Normaly I choose mech to stare my oponent ( so he stays on 2 base ) and I do drops to make him multi task. I go Bio depending on the map and what I think I can win with and what units he has.

If you want I can help you improve your micro and your Ht Emp's pm me.

btw im a 2.6k diamond. ( but I play with top 200's aka titan ngry stkchance etc )
dekuschrub
Profile Joined May 2008
United States2069 Posts
January 05 2011 18:42 GMT
#90
thors + ghosts + blue flame hellion is a really good composition against HT.

thors are surprisingly good in TvP! I usually start adding them in my army when I take my 3rd. its easy to take a pretty fast 3rd as protoss are rarely aggressive with HT and Planetaries are completely ownage.
fighter2_40
Profile Blog Joined December 2010
United States420 Posts
January 05 2011 18:42 GMT
#91
As a toss player I would have trouble with marauder drops in the back a few emp cloak ghosts for hrs already out followed by a tank push with infantry in the back
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