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[Q] How to deal with Marine/Tank push as Protoss - Page 2

Forum Index > StarCraft 2 Strategy
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Prev 1 2 All
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
February 27 2011 02:46 GMT
#21
zeal/sentry with a few stalker/immo if you're on 1 base
If you're on 2 base, then get colo instead of immortals. your goal is to eventually tech to ht after securing your 3rd as rine/tank gets obliterated by storm
Official Entusman #21
Xanczor
Profile Blog Joined July 2010
United States254 Posts
February 27 2011 02:52 GMT
#22
This is very easy to deal with. I've tried these pushes before, and get obliterated when protoss goes phoenix and gateway units and collossi. Remember to guardian shield and lift all the tanks and you should be good
http://www.teamliquid.net/forum/viewmessage.php?topic_id=100673&currentpage=22
AzurewinD
Profile Joined November 2010
United States569 Posts
Last Edited: 2011-02-27 03:08:24
February 27 2011 03:05 GMT
#23
Chargelots can make a world of difference for sure, along with some immortals sprinked in.


On February 27 2011 11:38 RedBarchetta wrote:
The invisible protis sniper will solve all of your prob---


Oh, you seem to be lost. This is TeamLiquid. We actually attempt to give well-reasoned advice here.

The battle.net forums are this way http://us.battle.net/sc2/en/forum/


"...I want more people to be in that state more often, to see things not through the limited and rigid mind or the fearful ego, but through a heart that loves to express and create" - Xiaonan "Glider" Sun
vaderseven
Profile Joined September 2008
United States2556 Posts
Last Edited: 2011-02-27 03:25:20
February 27 2011 03:10 GMT
#24
On February 27 2011 10:24 4kmonk wrote:
You can't go chargelots vs a marine tank build. Charge finishes way too late as this push can hit with even 2 tanks at around 7 minutes into the game. The correct response is to go sentry light and zealot heavy with just a few immortals. You must stay on 1 base if you didn't fast expand. Eventually you want collosi off of 1 base.


This 100% correct. Listen to this guy he is one of those doesn't ladder types but I can vouche that he is the equiv of 3500+ masters Protoss player (based on customs with myself and friends of that level).

The trick is, like he said, going zealot heavy and sentry light. You want to have, I think (I am Terran going off memory of replays where I lost doing this) 3 gates and 1 robo by the time the push hits. Ideally, you will push down your ramp right as he is setting up his first set of bunkers if he is bunkering with a good group of zealots, 1 or 2 sentries for the guardian shield, and 2 immortals. The Zealots will cause tank splash to own the marines and the immortals should be target fired onto tanks. If you kill the tanks fast enough you should be able to clean everything up before his next wave hits.

I often saw Toss players trying to go 1 base colluses vs this and it just doesn't work. The Terran player will have time to get bunkered up by the time the 1st collus is out and this increases the difficulty in pushing out by a huge margin.

This build is a very strong all-in by the Terran. I can post some replays of me doing it and losing if you desire. The best form of this build is 2 rax with reactors, 1 factory with tech lab, push with 3 tanks and marines + 8 SCVs. You build bunkers and slowly move into his main bit by bit.

Its a very very good build. I'll see about getting some replays soon.


edit :
I just checked and the best version of this build has the Terran leaving his base at 7:30ish with 3 tanks, 12 marines, and 8 SCVs. This build really punishes both fast expands and players that thought a raven all in was coming as they hit when those builds are very weak.
Abstinence
Profile Blog Joined November 2010
United States328 Posts
February 27 2011 04:49 GMT
#25
Do the zeerax build. Zealots, sentries, immortals.
RedBarchetta
Profile Joined December 2010
49 Posts
February 27 2011 05:47 GMT
#26
On February 27 2011 12:05 AzurewinD wrote:
Chargelots can make a world of difference for sure, along with some immortals sprinked in.


Show nested quote +
On February 27 2011 11:38 RedBarchetta wrote:
The invisible protis sniper will solve all of your prob---


Oh, you seem to be lost. This is TeamLiquid. We actually attempt to give well-reasoned advice here.

The battle.net forums are this way http://us.battle.net/sc2/en/forum/



Oh look! It's the Post Nazi! Nothing wrong with sprinkling in a little fun once in a while buddy.
ZvZ is like taking in turns of kicking each other in the balls|| I can learn to resist Anything but frustration I can learn to persist With anything but aiming low-Neil Peart/Rush
Kaladin
Profile Joined January 2011
United States88 Posts
February 27 2011 23:01 GMT
#27
On February 27 2011 12:10 vaderseven wrote:
Show nested quote +
On February 27 2011 10:24 4kmonk wrote:
You can't go chargelots vs a marine tank build. Charge finishes way too late as this push can hit with even 2 tanks at around 7 minutes into the game. The correct response is to go sentry light and zealot heavy with just a few immortals. You must stay on 1 base if you didn't fast expand. Eventually you want collosi off of 1 base.


This 100% correct. Listen to this guy he is one of those doesn't ladder types but I can vouche that he is the equiv of 3500+ masters Protoss player (based on customs with myself and friends of that level).

The trick is, like he said, going zealot heavy and sentry light. You want to have, I think (I am Terran going off memory of replays where I lost doing this) 3 gates and 1 robo by the time the push hits. Ideally, you will push down your ramp right as he is setting up his first set of bunkers if he is bunkering with a good group of zealots, 1 or 2 sentries for the guardian shield, and 2 immortals. The Zealots will cause tank splash to own the marines and the immortals should be target fired onto tanks. If you kill the tanks fast enough you should be able to clean everything up before his next wave hits.

I often saw Toss players trying to go 1 base colluses vs this and it just doesn't work. The Terran player will have time to get bunkered up by the time the 1st collus is out and this increases the difficulty in pushing out by a huge margin.

This build is a very strong all-in by the Terran. I can post some replays of me doing it and losing if you desire. The best form of this build is 2 rax with reactors, 1 factory with tech lab, push with 3 tanks and marines + 8 SCVs. You build bunkers and slowly move into his main bit by bit.

Its a very very good build. I'll see about getting some replays soon.


edit :
I just checked and the best version of this build has the Terran leaving his base at 7:30ish with 3 tanks, 12 marines, and 8 SCVs. This build really punishes both fast expands and players that thought a raven all in was coming as they hit when those builds are very weak.


Some replays would be great. Thanks!
Me all in. Him drone drone drone. Me win. -MC
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