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[H] PvT Trouble with Banshcee Raven marine Siege - Page 2

Forum Index > StarCraft 2 Strategy
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.kv
Profile Blog Joined August 2010
United States2332 Posts
January 09 2011 09:43 GMT
#21
just wondering how long does it take for 3-4 sentries to kill off PDD?

If it's not that long, you don't really need to go Stargate since your unit composition most of the time has sentries in it. I like to go Zealots/Stalkers/Immortal/Sentries with an observer behind my army. Make sure it's behind your army because Terran tend to scan and focus fire the observer with their marines. If it does take a long time, then yes, your best option is to get some phoenixes out. Phoenixes do help in numerous ways against this build buy killing off the PDD, Raven, Banshee, and lifting up the backbone of the ground army, the tanks. But yes, you want to expand once you see this build b/c it does take a long time for the Terran to build that army up.
Barca
Profile Blog Joined October 2010
United States418 Posts
January 09 2011 10:04 GMT
#22
Void/phoenix/zealot/sentry demolishes this composition

Emphasis on the zealot/phoenix
- I hate threads that end with "Thoughts?" -
cassurai
Profile Joined December 2010
Singapore307 Posts
January 09 2011 12:33 GMT
#23
On January 09 2011 15:47 FearTHeFrO wrote:
phoenix/zealot/immortal. And a lot of these comments are kind of weird. People suggesting chargelots+void rays or something is really just dumb. Getting a robo+a stargate+charge is just way too much, you want to be able to defend it with as little tech structures as possible.

I believe this push comes around the 8-9 minute mark, how in the world could you possibly get charge+void rays out by then unless you are heavy one basing, and one base protoss vs one base terran is just a very bad idea.

Also, expanding around 50 food is good vs this, not a super fast expo but you do need to expand vs this.


this move does not come around the 8-9 minute mark. it comes at 11 minutes.

early expo is necessary. if not he contains you and it's even worse.
Gemini_19
Profile Joined June 2010
United States1257 Posts
January 09 2011 16:46 GMT
#24
On January 09 2011 13:54 wargasm wrote:
What's there to nerf? The counter's right there in this thread.


They're actually not really nerfing it, but buffing the defense. Phoenix's have 10 less seconds of build time now to help deal with this push. Once the new patch comes out as long as you scout the build you can easily hold it off.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
Acridice
Profile Joined December 2010
United States298 Posts
January 09 2011 22:45 GMT
#25
Ok, so I understand the unit composition that you're aiming for. So say you either FE on 27 or 3 gate expand just a bit later, you throw up a robo bay and scout exactly what they're doing around 8 mins or so. To me, it seems that you ought to be on 2 bases for when this push comes because it does not seem logical to me to try and defend this push on one base.

So, you're on 2 bases with what? 3gate / 1 robo / 1stargate? and then add on a couple more gates as soon as possible? I feel like you're not going to be fully saturated at both bases by the time the push comes (approx 11 min mark). Which is why I feel like you should be producing out of 3gate 1 stargate rather than the 5 gate 1 stargate?

Does this make sense?
The superior man is modest in his speech, but exceeds in his actions. - Confucius
Gemini_19
Profile Joined June 2010
United States1257 Posts
January 10 2011 00:58 GMT
#26
On January 10 2011 07:45 Acridice wrote:
Ok, so I understand the unit composition that you're aiming for. So say you either FE on 27 or 3 gate expand just a bit later, you throw up a robo bay and scout exactly what they're doing around 8 mins or so. To me, it seems that you ought to be on 2 bases for when this push comes because it does not seem logical to me to try and defend this push on one base.

So, you're on 2 bases with what? 3gate / 1 robo / 1stargate? and then add on a couple more gates as soon as possible? I feel like you're not going to be fully saturated at both bases by the time the push comes (approx 11 min mark). Which is why I feel like you should be producing out of 3gate 1 stargate rather than the 5 gate 1 stargate?

Does this make sense?


I have about 3gate/robo/stargate. Not really producing out of the robo unless I can. But I can have a decently saturated double base by the time this comes. Obviously this push is still extremely deadly even if you react to it perfectly, but this is the best way to deal with it. 1 base vs this is just gg.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
KingofGods
Profile Joined July 2010
Canada1218 Posts
January 10 2011 01:19 GMT
#27
You had only stalker/sentry. Sadly that beats nothing.
Acridice
Profile Joined December 2010
United States298 Posts
January 10 2011 01:26 GMT
#28
Oh, thanks for your input KingofGods. As i said previously, I was frustrated by that point and was not playing well. But keep contributing your positive input!
The superior man is modest in his speech, but exceeds in his actions. - Confucius
Guruite
Profile Joined January 2011
United States19 Posts
January 10 2011 01:56 GMT
#29
I agree with negative Zero - templar are an excellent choice. You already say you like to go gateway units - so don't change that so much. Just try to transition Chargelots- > Templar. Chargelots will help a lot against siege and marines (try to get an armor upgrade or two as you will be dealing the damage mainly with templar. Use the templar to feedback the raven /pdd and banshees (works really well on fully charged banshees and ravens - 1 shots them. You can also storm the banshees if they clump together. I'd suggest getting stalkers and 1-2 sentries for ff/guardian shield. Shield does nothing to seige but it'll really cut marine's dmg. Dump the rest of the gas into obs (i'd make 2 but keep one back in case they snipe using marines and the raven). If you can try to have a pylon hidden behind where they attack so you can flank (kinda like a proxy). Warp in a templar and some zealots once they move up and seige their tanks. Run the zealots in and have them take some of the seige dmg.

Also archons are incredable damage sinks. I'd suggest using them once your zealots are gone to clean up the banshees and allow another 1-2 warpins.

Another weird suggestion is to use hallucinated immortals and phoenixes. The immortals take a ton of tank damage before they die (tanks to 20 damage to their shields) and hallucinated phoenixes will exhaust the pdd very quickly.
gamerkhang
Profile Joined July 2010
United States152 Posts
January 10 2011 02:10 GMT
#30
Chargelots are essential to this build, however, VOID RAYS ARE NOT. I've learned this the hard way, and getting phoenixes are a much better investment than void rays. Although they can't hit ground, they can shred banshees, waste PDD, kill vikings, and lift siege tanks. Void rays fall far too easily to vikings/marines compared to phoenix.
Your chargelots are key to destroying marines as you use your phoenix to snipe banshees. Focusing on vikings is bad, because your chargelots take the damage for it. After all, if there are no banshees/ravens left, you can take out the vikings with stalkers (should the phoenixes need support.)
Keep up on upgrades (forge and cybercore), this sort of matchup is extremely macro focused considering that you shouldn't get robo because warp prisms, observers (raven+viking=snipe), and immortals (marines go through hardened shields) are useless. Colossi are easily destroyed by vikings, and thus, are not as good as pure phoenix/chargelot/sentry. HT's... could be good, but are expensive. Keep that in mind. Cannons will obviously be needed to sense cloak @ the mineral line.
If you need a heavier tank for your zealots, immortals come to mind, but I think archons would be better because they are the same tech as HT's.

Other than that, though, I find this matchup extremely difficult.
You don't need a counter-strategy, just a completely whoopass one.
Barca
Profile Blog Joined October 2010
United States418 Posts
January 10 2011 23:12 GMT
#31
On January 10 2011 11:10 gamerkhang wrote:
Chargelots are essential to this build, however, VOID RAYS ARE NOT. I've learned this the hard way, and getting phoenixes are a much better investment than void rays. Although they can't hit ground, they can shred banshees, waste PDD, kill vikings, and lift siege tanks. Void rays fall far too easily to vikings/marines compared to phoenix.
Your chargelots are key to destroying marines as you use your phoenix to snipe banshees. Focusing on vikings is bad, because your chargelots take the damage for it. After all, if there are no banshees/ravens left, you can take out the vikings with stalkers (should the phoenixes need support.)
Keep up on upgrades (forge and cybercore), this sort of matchup is extremely macro focused considering that you shouldn't get robo because warp prisms, observers (raven+viking=snipe), and immortals (marines go through hardened shields) are useless. Colossi are easily destroyed by vikings, and thus, are not as good as pure phoenix/chargelot/sentry. HT's... could be good, but are expensive. Keep that in mind. Cannons will obviously be needed to sense cloak @ the mineral line.
If you need a heavier tank for your zealots, immortals come to mind, but I think archons would be better because they are the same tech as HT's.

Other than that, though, I find this matchup extremely difficult.


Maybe you find this matchup extremely difficult because you fail to make a Void Ray when someone does a Polt Timing attack against you >.<

Void rays allow you to win the air war and still be able to win the ground war, as a low number of phoenixes will lose to any decent ground army

BTW to all those saying chargelots, those take too long and are not worth the investment. 200/200 by 9 minutes? A wasted twilight citadel too, so it's real cost is 350/300 and it takes forever to research. Forcefields do just fine.
- I hate threads that end with "Thoughts?" -
Bonesy
Profile Joined May 2010
United States101 Posts
January 11 2011 02:18 GMT
#32
Gemini has the right idea. I use the Polt a lot at 2700 diamond and win 90% of my games with it. Phoenixes are a real pain for the reasons he mentioned. One other advantage with Phoenixes are that they are so fast so if I go for a harass at their natural with my banshees before main attack at around 11 minutes, I run the risk of losing them which kills my main assault. Without Phoenixes, I can pick off a few probes, stretch the defense and then run back to the main army and move in. For this reason, I have gone extra marine heavy to try and deal with the Phoenix. After the patch, this build might be in trouble.

I doubt chargelot is really possible without some real sacrificing by the 11 minute mark. Same for HT's, although feedback is so nice so if it is doable, then you should do it. Colossi are reasonable vs my marines, but I usually see only one when I hit and that is not a problem.

ZeNd0kUn
Profile Joined October 2010
United States331 Posts
Last Edited: 2011-01-11 02:23:22
January 11 2011 02:23 GMT
#33
Acridice, do you have more replays against this build that you played recently regardless of outcome?

The Hellion harrass is so deadly in these builds ... and that's exactly what makes you build more stalkers. And the incoming cloaked Banshees also make you produce stalkers. This buys them time to make siege tanks for any aggression a Protoss would want to make.

And sometimes they'll even add a few Thors if the game goes long enough. But this is rare.

Does anyone think Carriers a viable unit to aim for against this build. And there's a difference between the Polt Prime attack which comes early and the 2 base turtle timing push. The second one comes later but with more units while the first one is a deadly one base timing attack.

Stargate play is crucial against this build I believe especially when the Terran has a lot of tanks. And the marines are a problem so either HT or Collo is important as well.

I feel this Terran build isn't as figured out by the tosses compared to the MMM build.

Immortal zealots and Phoenixes are important units to get against this build with a few sentries and stalkers as well. Would the NSPGenius vs RainbOw game in the GSL be similar to this strat we are discussing about?
"Do not judge by appearances, but judge with right judgment." - Jesus
Acridice
Profile Joined December 2010
United States298 Posts
January 11 2011 02:26 GMT
#34
I ran through a quick game against a comp just to see exactly what the timing was like. There is no way you can get charge and have a decent army by the time the 11 min mark comes. What I did was go FE on 27, then cut probes for a sec (I forget exactly when) and built 2 more gates and a robo. As soon as robo was up i built observer and pretended to scout a POLT. Immediately after getting the obs in his base I built a stargate and 2 more gates, and chrono boosted everything I could out of the gates/stargate. I was able to have about 4 pheonix's by the 11 min mark. Honestly it felt a little light to me though. I believe I also threw down a forge at one point too. I need to work on the timings. If anyone has a good replay of FE vs POLT I would love to see it.
The superior man is modest in his speech, but exceeds in his actions. - Confucius
Scare_Crow
Profile Joined December 2010
217 Posts
January 12 2011 23:40 GMT
#35
In the second game, if you just produced more Observers and less Stalkers, I felt you could have won handily.

Especially painful when you caught his entire air force ~16 minutes, and then lost all your Templars with near-full energy because you brought only one Observer to the fight. Especially now that Observers are super-cheap, you should have a few back-up ones. Also, I could be wrong, but I don't recall ever seeing Feedback from you. You actually had enough Templar during that engagement to kill every Banshee, PDD, and Raven with just Feedback alone.
Robellicose
Profile Blog Joined October 2010
England245 Posts
January 12 2011 23:55 GMT
#36
I find this hard to play against, but one of the tactics I tried that actually seemed to help me was to do simple zealot drops in the mineral line - in two games they only used siege tanks to defend their lines and as a result the splash damage ripped up his own units. I would also recommend phoenix now that the build time's been reduced - if you can catch the banshees and ravens any distance away from the marines you can murder them, and cost for cost vikings don't do that well against phoenix. If they do that early Polt push when I'm not rushing I normally roll over and die though. It's the main terran tactic that screws me.
Portentious and Pretentious
Acridice
Profile Joined December 2010
United States298 Posts
January 12 2011 23:58 GMT
#37
Yeah scarecrow... you're totally right, I made several mistakes in that game, and it's kind of embarrassing, I lost a group of templars twice in that game. I was having a rough day and was gettin a bit tilted, not to mention I hate playing that comp.
The superior man is modest in his speech, but exceeds in his actions. - Confucius
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