Are there any specific strategies for dealing with this? It is getting very annoying to play against. Even when I scout it I am still unable to deal with it.
Thanks! :D
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Kaladin
United States88 Posts
Are there any specific strategies for dealing with this? It is getting very annoying to play against. Even when I scout it I am still unable to deal with it. Thanks! :D | ||
Severus_
759 Posts
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Kaladin
United States88 Posts
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Rkie
United States1278 Posts
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SkaPunk
United States471 Posts
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acenapster
Canada58 Posts
What I do is I build lots of Sentries will I save up to expand then I build a forge and two cannons, because I have so many Sentries I research Hallucination and use Phoenix to scout. It's been working so far. I think for that push you will scout a Factory after the first Barracks but I'm not sure. | ||
n008z0r
Canada1 Post
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Kaladin
United States88 Posts
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SkaPunk
United States471 Posts
On February 27 2011 01:57 Rkie wrote: if this is pure marine/tank, Chargelots are strong. Stalkers are good because they are stong vs tanks. The key to this is sentries. They cut down the damage of marines to 4 from 6. They also have ForceFields which can prevent kiting. So, gateway units are fine, just have a healthy mix of everything. I would hesitate on stalkers and get more zealots and sentries. Stalkers will get raped by those tanks and just arent that cost efficient against Terran. The obvious exception being against banshees. The key though, isn't unit comp, it's where and how you engage. | ||
SkaPunk
United States471 Posts
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Kaladin
United States88 Posts
EDIT: name and code? | ||
tuestresfat
2555 Posts
If templar tech, prioritize armor. If colossi tech, prioritize weapon. | ||
SC2TheDroid
United States54 Posts
That said there are a couple options. I find that zealot sentry with +1 armor and USE GUARDIAN SHIELD is super important vs marine heavy army. If you can, get some marines out of position use the forcefield and bring it to em. Remember if he is doing an early push here (and has no damage upgrade) you can cut marine damage output IN HALF with guardian shield and +1 armor. Either that or if you have time, make collosus or just go towards chargelots + high templar. Once the marines are dead, the tanks are easy money. I always recommend having at least a couple stalkers in case banshee support or helion. | ||
DuckS
United States845 Posts
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aXGillar
United States10 Posts
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monk
United States8476 Posts
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Torres69x
United States14 Posts
The trick comes down to using your other tech path... High Templar! They are extremely powerful against the marines and marauders that defend the tanks at close range. Typically youre going to want to go with a Chargelot Immortal High Templar army, while harassing with DTs as you can. (You do want some stalkers to get the medivacs and blink is essential to defending many different kinds of base harass) Map control is a must. You MUST know where the terran is, what he is planning, how many production facilities are up, and where to harass. Warp prism play with DTs is excellent. Every now and then send 1 DT to each expansion the terran has to keep their macro off as much as you can. The best bet is to attack the terran right before he hits you with his push. At this time, his tanks will not be sieged and storms will tear through the bio and zealots will tank all of the unsieged tank damage with immortals destroying and cleaning up. If you are forced to engage the terran's siege position. (Hopefully this is not a choke or else you will be in a large army deficit after the battle and you MUST have sufficient production facilities and economy to refill lost units asap) Put your immortals up front,walk one in with the rest behind. Chargelots will come around once the immortal has soaked up a massive amount of tank damage. As the zealots are arriving into the terran siegeball send out a few storms and try to forcefield behind to prevent stim retreating. If you have a decent sized army and can handle several tanks blasts there is no doubt that you will win this battle. From here it depends on who is on top of macro, reproducing faster, and has the economy to support it. Mostly after a battle like this you pretty much win the game outright because the terran will understand that unless he has 4-5 factories he will not be able to come back from this huge loss. Guardian Shield and Armor upgrades are essential in this match-up as you already know and will immensely allow many more units to survive large battles and to further attack Hope this helps | ||
saucyOwnerer
3 Posts
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iChau
United States1210 Posts
On February 27 2011 11:05 saucyOwnerer wrote: I have a simple strategy to crush marine/tank pushes. Get 3 gate forge and get armor 1, sentries, and lots of zealots. This makes the marines useless and the tanks a lot less threatening, and then you just overwhelm the tanks with the lots. You can actually push out on 1 base and end the game with this strategy against marine/tanks. And banshees? Marine/Tanks looks exactly like banshees (bunkers+double gas). | ||
RedBarchetta
49 Posts
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infinity21
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Canada6683 Posts
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 | ||
Xanczor
United States254 Posts
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AzurewinD
United States569 Posts
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/ | ||
vaderseven
United States2556 Posts
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
United States328 Posts
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RedBarchetta
49 Posts
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. | ||
Kaladin
United States88 Posts
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! | ||
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