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[G] PvT Overview

Forum Index > StarCraft 2 Strategy
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Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-06-26 16:58:13
April 10 2011 15:44 GMT
#1
Hello Teamliquid,

I currently have a lot of free time and I decided to use it to write a full guide about PvT. It is by far my best match-up, and I feel like I really understand it.

I know it turned into quite a wall of text, but don’t worry: it’s all exceptionally interesting! ^^

I’m no native English speaker, so I will already apologize for all the spelling/grammar mistakes I will inevitably make. I hope you enjoy the guide.

Table of Contents:

I) Marine openers

1) 1rax FE: game plan + general early, mid and late game tactics
2) Tech openers
2A) Mech
2B) Banshee/raven/marine all-in
2C) Banshee/raven/tank/marine all-in
2D) Marine drop hellion push
2E) Polt timing push
2F) Proxy rax marine scv all-in
2G) 1base ghost
2H) Thor all-in

II) Marine/Marauder openers

A) 3Rax all-in

III) General Tips and Tricks

Dealing with drop harass included.

IV)Flowchart

Intro:

A lot has changed in PvT since the last patch. The biggest change in my eyes is the fact that upgrades become A LOT more important, as it isn’t very good to have a lot of gas saved up for high templars anymore.

In PvT there are a lot of different builds which all have their pros and cons. Your main early game objective is to scout the Terran and react as well as you possibly can to his opener. By doing a standard zealot-stalker opener with 1gate and 2gas you leave all of your options open, and the Terran will be unable to predict what you are going to do.

From here on there are a lot of different scenarios, I will discuss them categorized by marine-openers and marauder-openers.

Part I: Marine Openers:

If the Terran opens with more than 2 marines it means he’s either going to tech or FE.

The zealot-stalker poke:

Vs marines you always want to do a zealot-stalker poke. Try to kill as many marines as possible with your stalker while your zealot tanks. If he walled-in you want to engage with your stalker, retreat when its shields are empty, then attack the wall with the zealot while fireing at the marines with your stalker (they are shooting your zealot). Retreat when the zealot’s shields are dead. The objective of this poke is not only to do some damage and pressure the Terran, but also to gain vital scouting information.

General Early game: Holding pressure:

+ Show Spoiler +
A very common Terran strategy is to attack with 30ish marines after a 1rax fe, or to attack with marine/marauder.
This is actually pretty easy to hold, a few things to keep in mind:

- Forcefield behind his units in the shape of a cup, that way your zealots will do maximum damage.

- He’s gonna go after your sentries, pull them back a little after they forcefielded, you don’t want to trade them for marines.

- If he brings scvs with this push he’s going all-in, you might want to try to separate the scvs from the marines with a couple of FF. Forcefield usage is absolutely key here, if they are bad or you waste them you can very easily die. Pull probes if necessary.

A marine/marauder push requires the same response, FF him well and the zealots will do the rest.


General Midgame:

+ Show Spoiler +

After a double forge your follow-up should go like this.
If you held his push you’re miles ahead, throw down your twilight council when your upgrades are at 75% and a robo. Get +2 armor and weapons as soon as possible. After you started the +2 upgrades get a robo bay and spend all chrono on colossi. Add 2 or 3 more gates (depends on your macro and on whether you want to pressure or not) Charge and blink are both awesome, you should get them but not if that means cutting colossi production or upgrades. +3 armor is super good and should be prioritized. I love getting a dark shrine when I start my third base. Dts help so much vs timings and to deal with drop play.

If you want to pressure, do it when you have 3colossi and the +2 upgrades. A good way to FF is the doughnut hole, which is basically surrounding a part of the Terran forces with FF so that they clump up and take terrible damage from your colossi. Micro your zealots so they attack the units outside the ff, and make sure your colossi fire at the units inside it. If you decided to pressure you should expo around the 13-14 minute mark. Otherwise you want to be going for a 12 minute expo. With this pressure you can outright win the game, but be careful not to overextend yourself. Doing damage is good, but unless you’re 100% sure you will win don’t try to go for the kill.

An alternative style of play is getting 3more gates after your twilight council and going mass gateway units with upgrades. I like getting 2 more robos and a robo bay when the third is at 75%. the advantage of this build is that you have a very fast and very deadly colossus switch, and that you're safer vs drops in the midgame. It can be pretty hard to defend pushes that hit you right as you techswitch to triple robotics, but after quite some games I felt very comfortable with this build.

Another style I like a lot is going for 2 forges after you start the first colossi and extended thermal lance. Again, all crhonoboost to colossi! Get the twilight council so it line sup with your upgrades, and get a dark shrine as the twilight council completes/ This style is very safe and very strong.


General Late game:

+ Show Spoiler +
You can get more bases whenever you feel safe, usually I get mine around the 15-17 minute mark. It is very game dependent so I can’t really put an exact number on it.

Many Terrans complain about late game PvT, but be careful, it’s not as one sided as they want to make you believe it is! Even though they got nerfed I still like HT. The only difference is that it’s absolutely necessary to micro them in and out of a warp prism. Preferably you want 2 or 3 prisms. Keep them in the back, otherwise Vikings could snipe them.

If they are out of energy or if you get attacked before storm is ready, make archons. Archons may be expensive, but they’re sick good. Focus on the Vikings with them, if they are a little clumped up they die really fast to the splash. Another option is a phoenix switch.
Ultimately you want a zealot/sentry/colossi/phoenix/ht army with some remaining stalkers and a few archons. If they do something funky you should obviously react to that. This army will crush nearly any Terran composition.

Some key points when going phoenix:

- Micro them well, if they clump up (happens easily if you don’t pay attention!) and get EMPed you will probably die.

- Go double cyber core air upgrades, and add a fleet beacon for further upgrades + the possibility of a quick carrier switch.

- Focus on the Vikings (obviously)

-Use graviton beam when there are no Terran air units left

The advantage of this is that you can stop making stalkers (they are not very good late game and don't fair well with upgrades), and that the synergy with colossi is just amazing. The disadvantage is that thor switches can be deadly if unscouted, and that you are very vulnerable to EMP.

You should be scouting the Terran constantly with observers, phoenixes, hallucinations, probe sacks, anything.

Terran tech switches:

Vs mass thors a carrier switch is good; use immortals to make sure you don’t die while getting carriers. Keep an eye on your interceptor count, reinforcing them quickly during a battle is important. You should already have the stargates and air upgrades should be on the way.

Vs battlecruisers some mixed in voidrays combined with feedback should hold pretty easily. Carriers are also an option but they aren’t ideal in my opinion. Air upgrades are very important, if you get out upgraded things could go real bad real fast. It’s very important to reduce the battlecruiser numbers (the same applies to any late game unit). It’s like how zergs have to reduce colossi/voidray numbers or they die to an unbeatable deathball.

Vs a mech switch you should go carriers. If the Viking numbers are too big colossi/phoenix/chargelot is potent. A good spread is very important vs tank lines.


Replays/VODS:

I recommend watching Tyler vs Strelok game 2.

Tyler vs Strelok


Tyler doing a double forge build.

Tyler vs One Shield


1) 1rax FE :

+ Show Spoiler +
If you see a CC it means 1rax FE. While 3gate pressure can be good in this situation, my preferred response is pulling probes of gas and doing a 1gate FE into double forge. It is not necessary to get 3extra gateways at 30 supply because his push won’t be coming anytime soon. I usually throw down a 30 nexus and get 2more gates when minerals allow it. Once the gates start building put probes back into gas and get 2forges when the nexus is about to complete. You should get 5sentries as fast as you can so they can build up energy. When your forges are done, get +1 armor and +1 attack and chronoboost them constantly. Get a robo with your next 100gas and make observers. It is important to keep your warp cycles going because this is around the time a push will come. You should have a lot of force fields at your disposal and quite a few zealots. Early game you don’t want to make stalkers at all, they cost too much gas and zealots combined with ff are much more cost-efficient. When you start making colossi you should be starting stalker production as well. I prefer not making immortals, they’re not bad, but not ideal vs drop play. All chronoboost must go to colossi, this is of vital importance.



2) Tech openers:

If you didn’t see a CC with your zealot poke it could also be a tech opener. By tech opener I mean any factory or starport play. Not seeing a CC doesn’t necessarily exclude the possibility of 1rax FE. The ideal response is doing a 2gate robo expo, because 3gate isn’t that great against mech and raven all-ins. It does okay, but you don’t want to expo vs 1base Terrans, and the scouting comes too late to determine whether is safe to probe up or not. For these reasons I prefer going robo.

There’s an awesome guide about 2gate robo here:

pvt 2gate robo

Now there are a couple of possibilities:

- 1 rax FE, the best response is doing the forge build but off a 2gate robo expo.

An excellent guide about it here (there is a lot of good stuff on this site):

double forge guide

It isn’t very different from the 1gate variant I talked about in the previous section.

Important note about 1gate FE: on big maps like taldarim altar and shakuras plateau going for a 1 gate fe is less risky. If you suspect a 1rax fe going 1gate expo yourself will often pay off. It's less safe than the 2gate robo expo into double forge though. The difference in economy compared to a fe terran gets compensated by fast double upgrades, so the 2gate robo into forge build is always good. If you see the Terran expanding with only bio units, do the build described in the previous section. If you don't see an expo you need to add a robo asap to find out what's going on. If it's an all-in you want to rely on colossus/gateway units backboned by your superior economy to hold him off. This can be tricky, but if you were correct about him feing its the best possible build.


- Mech (Either siege tanks or Thor/Raven)

- Banshee/Raven/Marine allin

- Banshee/Raven/Marine/Tank (allin or 2base)

- A Marine/Hellion attack

- Thor all-in

- Ghost push

- Marine/scv all-in


2A) Mech:

Tank style:

+ Show Spoiler +
Mech is probably the hardest strategy to face if you don’t know exactly what you’re doing, and the easiest when you do know.

The most common mistake people make is that they only change their unit composition, while you should be changing your entire mindset. The thing about mech is: it’s slow. Not only literally moving speed wise, also aggression wise. It takes a significant number of tanks to really threaten you. When you face mech you should go for an 8min robo bay, followed by a forge, a gate and a 9min-ish third. You should get +1 weapons immediately when the forge finishes. Build your twilight council when +1 weapons is at 75% and throw down a second robo. A steady zealot/colossi production with some immortals mixed in can hold anything early on. Once your third base is up get to a total of 8gates and add a forge. Charge is extremely good vs mech, but be careful about hellions. Once the Terran starts Viking production you want to either add some stargates for phoenixes, or add some blink stalkers. Ideally you get your 4th base at the 12-13 min mark, but it isn’t always possible because of Terran aggression. Don’t worry, you have the lead, just stall until you are ready or until you absolutely need to attack (when a key building is about to die to tank fire for example). The 1-control group syndrome will get your army instagibbed, spread out wide and get the largest arc you can possibly get.

Micro tips:

- Spread your army out at all times, that way you’re safe vs surprise attacks

- Colossi and immortals do lots of damage vs tanks, focus them.

- Don’t blink in all of your stalkers at the same time, they will clump up and die to tanks. Focus Vikings with stalkers, more important than ever.

- If you have phoenix kill the Vikings first, use graviton later. When you have a superior air force it’s okay to use graviton earlier. When you use it, lift the tanks that are the furthest away from your ground army. (They’re the least accessible for your colossi/immortals)

- Don’t get too many sentries. 4 is enough. Midgame you can use hallucinated immortals to tank A LOT of damage. If you want to do this it’s okay to get 6. Late game every Terran will have quite some turrets or a Raven though.

- A carrier switch is the best thing to do when you have 4+ bases. Again, air upgrades are so important.

- Don’t underestimate the value of +1 shields vs mech.

Almost every mech player will go for harass.

Against hellion drops you want 1cannon in each mineral line. Simcity your buildings and use instant warp-ins to deal with them. If you select all your probes and click on the nexus they will spread out decently, do this when you’re in trouble. Al so wall your third/fourth… bases too, it will help a lot!

If he goes for banshee harass 1 observer in each base is a game winner, he will be so behind when they don’t do any damage.

However you can harass him too!
Late game your colossi can just walk right into his main base, blink your stalkers up and harass the living hell out of him. This is sooooooo good. He will have to pull back a lot of stuff, and even better, you can escape fairly easily or exchange your colossi for a lot of tanks at the very least. He’s very vulnerable now, so if you want to do some multipronged attacks, now is the time! Some zealots tearing apart scvs at his third or fourth often wipe out half a mineral line, it gets even better when you quickly snipe one of his vulnerable expos with immortals at the same time.

Replays:

Nani vs Goody

nani vs goody 2

This Protoss is very good; he’s definitely one of the best protoss players vs mech out there.
Game 2 shows how good blink/colossi is.



Thor style:

+ Show Spoiler +
There’s not much to say about this. Gateway/immortal with some colossi is very good if you have the upgrade advantage. You can get double forge and go for fast upgrades unpunished, I also recommend taking your third at the standard 12min mark (or sooner if you had a favorable engagement). Once you’re on 3-4 bases go for a carrier switch. Just like against tanks it’s important to have a good spread because otherwise a lot of your stuff simply won’t be attacking because thors are freaking big and 1 one of them can block a main portion of your zealots.

UPDATE: Since patch 1.3.3 you can feedback Thors, going gateway/immortal/colossi and getting templars right after your third is my preferred strategy now. Thor builds have gotten very rare because of this reason though.


2B) Banshee/Raven/Marine all-in:

+ Show Spoiler +
This is an old build, but still used quite often. The main thing to keep in mind is that you do not want to expo vs 1base Terrans. The only times I have lost to all-ins was when I fucked up, or when I expoed. Don’t overprobe, 30 is enough.

When you see a double starport you can assume that it’s gonna be a banshee all-in. Cancel your nexus immediately and get a stargate, bringing you to a total of 3gates, 1 robo and 1stargate. Use all your chronoboost on phoenixes and try to get as many out as you possibly can. Meanwhile retreat you observer before the raven gets out, get a second observer to cover your mineral line, and a third in case he wants to do some observer snipe/cloak banshee shenanigans. You shouldn’t make any stalkers at all, unless you quickly need some anti-air. With a healthy number of zealots, 4 sentries with tons of forcefields ready and the phoenix you can hold it.

There’s a variant of this which drops hellions and then transitions into a banshee push. There’s no real counter to this, you just need good pylon placement (edges of your base) and mini-map awareness. I always use my gate, my core and my 2first pylons to make a little wall at my mineral line and I recommend everyone to do this. It’s useful vs hellions, drops, reapers, all sorts of harass really.

You should constantly be poking his banshees and his raven with your phoenix group, every shot counts. Phoenixes are very fast so you can easily do some damage. Focus on the raven, if it gets low on health the Terran will be forced to throw down the point defense drone. This is very optimistic however, most of the time you won’t be able to do this.

When he gets to your ramp split his forces with a FF and shoot the banshees with your phoenixes. If he brought scvs you want to split them from the marines (you can do this with a single FF on the ramp). Don’t engage directly on the ramp, keep your forces a little back and tempt him into attacking into you. If you attack on the ramp you will easily kill one half but the other half will still do their DPS. If he doesn’t bite keep harassing his air units with your phoenixes.

Once you repelled his attack he’s dead, there’s no transitioning out of his build. If he refuses to gg simply expand and go colossi like you always would. You’re insanely far ahead so it should be an easy win.


2C) Banshee/Raven/Tank/Marine all-in:

+ Show Spoiler +
This is a very dangerous build. Again, you don’t want to expand. Some people go colossi against this but I feel that’s not the best response. It CAN work, but it’s no certainty. If you know he will do an all-in like this, opening stargate is the best thing to do. If you don’t know you should add a stargate as soon as you scout it and pump phoenixes, don’t miss chronos because time isn’t on your side. Just like with the banshee/raven/marine push, you want zealot/phoenix and 4sentries. You shouldn’t go over 30ish probes. Get at least 4 phoenix, with more reinforcing you should have enough. Get to a total of 3 observers to be safe. Use your phoenixes to harass the raven and the banshees a little. When he pushes out, move out as well and get a pylon at your natural. You want to attack him because if he contains your ramp with siege tanks it can turn into an impossible situation. By attacking into him you can also fight unsieged tanks, which makes a huge difference. Trap everything with FF, don’t split as it will work against your zealots after the splitted half is dead. Kill the banshees with your phoenix, and use graviton beams to pick up tanks when you think you’ll lose the ground battle, or when there are only 1-2 banshees against a vastly superior number of phoenixes.

There’s also a base variation of this. Expo right after he expoes, but don’t chrono probes. What you want to do now is getting to 5 phoenix and then chronoing out voidrays and producing immortals. Spend all of the chrono on the stargate. Meanwhile keep adding zealots when minerals allow it. Sometimes they’ll try to get bunkers up at your natural, you cannot let him do this! As long as you micro so that the zealots attack the marines, the phoenix shoot the banshees + lift up some tanks in the back, and the immortals hit the tanks you will be fine. Keep an eye on your void rays, they’re your most valuable asset, don’t lose them for nothing! It’s hard for him to transition after this, so as long as you switch to a standard colossi build and don’t fuck up, you will win.

Replays:

Scfou tankravenmarine

Reactionary vikings instead of banshees, this shows the power of phoenixes.

IMYoda 2base tank raven banshee marine

Voidray/ immortal/ phoenix owning it up. Because of the close air distance a phoenix opener might be the best choice on scrap station. Basically you use your phoenix to scout and react accordingly, just like you would with a robo build. The advantage is that you will be safer vs raven all-ins, but your colossi will be delayed slightly.

Incontrol vs Painuser

This replay shows that colossi aren't ideal. It can work, but I've seen it die more than not.





2D) Marine/Hellion push:

+ Show Spoiler +
This isn’t a very common strategy, yet an insanely good one. Basically they do a 1-1-1, get 8marines into a medivac superfast, drop them in your mineral line and run in with 3hellions at the same time. You can expo against this.
It’s important to spot the drop coming in with your observer, if he unloads them all it will be hard not to lose probes. The reason the marines are so dangerous is that you have to block of your ramp with 2 stalkers on hold position to block out the hellions, so you don’t have that much stuff left if you did a robo build. On scrap station you should make a semi-wall upon seeing this, because the ramp is very open otherwise. If you successfully keep the hellions out and manage to catch the marines you will have a pretty big economy and tech advantage, but the game isn’t necessarily won yet so be careful. I guess doing a double forge is the best thing you can do, because of his 1-1-1 opener any marine/marauder push will be slightly later.
Replays:

TLO vs Axslav

This shows the importance of the points I mentioned above. If you get caught off guard it will be as one-sided as can be. Observing what went wrong for Axslav will teach you a lot about how to stop it.



2E) Polt timing push:

+ Show Spoiler +
A Polt timing push consists of marines, marauders and a raven. It is very risky to expand vs it so I wouldn’t do that. What you want to do is go 1base colossus with a lot of zealots and some sentries for FF (stay on 30ish probes, a good number vs all Terran 1basing). FF like a cup behind his army and the zealots/colossi should do the rest. If he mixed in Vikings try to focus them with the few stalkers you have, you might need to focus down the pdd with your sentries if you notice the battle isn’t going perfectly (you can do this against all raven builds). I feel like a hard 1base colossus cannot be stopped by a Polt push, I win the game outright in 95% of the cases. If you can’t kill him immediately, contain and expo yourself. But I really don’t think it’s possible to lose unless you horribly mismicroed.

VOD: Expert tutorial by Artosis


2F) Marine/scv all-in:

+ Show Spoiler +
To be completely honest: you’re gonna need some luck. If he’s in the last scouting position you checked the timing window is thin. Especially if he proxies the second/third... raxes. My favorite way of dealing with this is getting a fast second and third gate and using all chrono on sentries. Cut probe production completely. If you went stalkers you must intercept him and snipe off the marines.
If you did a fast nexus, cancel it. There's no way you can hold it. Use the newly gained money on gates and units immediately..
.


2G) 1/2Base Ghost:

+ Show Spoiler +
Against 1 base ghost you want to go 1base colossi, and you do not want that many sentries. Zealot/colossi destroys ghost builds. Stay on 30ish probes.

Vs the 2base variant simply expand when he does too, and keep adding zealots and colossi. Use all chronoboost on the colossi. Spread out well and use guardian shield before you get EMP’d. If he hasn’t attack you by the time you have 4 colossi, attack him yourself. His viking number will be low/non-existent; it’s a pretty one-sided fight.



2H) 1 base Thor all-in:

+ Show Spoiler +
The patch made it a lot easier to hold this. You want to produce non-stop chronoboosted immortals, cut probe production at 30 or sooner if you scout it really early, get a lot of zealots and as few sentries as possible. Focus the thors with your immortals and the scvs with your zealots. And use guardian shield, very important but a lot of people seem to forget it.



Part II: Marine/Marauders (heavy bio) openers

These are both good guides about aggressive 3gate expoes, if you’re not familiar with the strategy go check them out first:

3gate expo 1

3gate expo 2

1rax/2rax FE:

+ Show Spoiler +
Against marauder openers my go to build is 3gate expo. I feel like it’s in every way superior to a robo opener in this situation. The Terran usually starts off with a 2scv marine marauder poke. To stop this you want to chrono stalkers non-stop out of your gate. Add 2gates when you’re at 30 food. Try to snipe the scvs quickly without taking much damage (kite stalkers back a litte) focus fire the marine(s) down and then target the marauder(s). Just like in small PvP ranged battles, targeting down units is crucial.
Warp-in 3 sentries and then expand.

If he doesn’t poke you can go for the standard 1zealot, 1stalker, 2 sentries.

IMPORTANT: Check whether he has flown down his CC.

If he has:

This is a very risky move by the Terran. Get 2 rounds of stalkers (chrono gates), and go pressure. Half of the time you can outright kill them. If he did a 2rax fe you need to be careful, his unti count will be higher and you will not be able to kill him ever if he has a bunker. Simply attack him with your ranged units and pick some stuff off with forcefields and retreat. Do not overcommit.

If he hasn’t:

Get to 4zealots, 5sentries, 1 stalker.
It doesn’t really matter whether he 2rax FE’d or 1rax marauder FE’d, the response is the same.

He’s most likely waiting for medivacs. Don’t foolishly run up his ramp. Simply contain him and split his forces with a FF if he tries to get out (which he won’t if he has an even remotely functioning brain). At 8:15 you should put down a last ff and back off. A cute move is to leave one high-energy sentry behind and keep forcefielding the ramp with it. Very annoying for the terran, so do it! You don’t want to be around when he starts elevatoring units down. I usually do a double forge after this. It’s exactly the same, only you have to get the robo after your upgrades started for observers.
Afterwards follow the same strategy described in the first section.

If you feel unsafe you can opt to go for the robo bay first, and add 2 forges at 80ish supply. This is also a really strong build.

Another option is going colossi/phoenix. Get the stargate and the forge around 85 supply and spend all of your chrono on phoenixes. Expo around the 12min mark, add a stargate, a robo, a forge and bring your gateway count to 8.


Replays:

Incontrol vs TLO 3gate expo

Shows the strength of a 3gate into colossi/phoenix.
Excellent stargate and forge timings.

Axslav vs oGsTheSTC

This shows the danger of overcommiting to your push. Some pressure is good, but remember: it’s only to give you an advantage in the macro game.
I used Axslav twice to point out some common mistakes, but it was pure coincidence, I have watched quite some games of him and he’s a great player.



A) 3Rax All-in:

+ Show Spoiler +
You mostly want to rely on zealot/sentry. Play defensively and make him run up your ramp. If he does this split his forces, kill them off and pull back. You should demolish him.

If he gets bunkers and contains you, get a robo for a warp prism.
This is one of my favorite strategies. You load everything down except for 3sentries. Move to his base and load everything to the high ground. Forcefield him out of your base and warp-in extra sentries when you’re out of energy (not likely, he will probably retreat to save his base).
Now comes the best part: FF his own ramp to keep his units out and butcher everything. Use your warp prism for extra reinforcements and keep those sentries alive. Spend chrono on gates and stop making probes when you have around 30.


III) Tips and tricks

-Put spotter pylons all over the map. For example near the edges of the other main bases, at edges of the map, at his third/fourth… this is subtle, but will prove to be very useful. It allows you to see drops coming, and gives you some fasy harass possibilities for the late game.

- When going robo, a second observer is pretty useful. One for over his army and one for whatever purpose you need it (defending against banshees, scouting drops …)
Unless you really need to get colossi out fast, getting 3 observers is great.
I usually have one over his army/near his base and the other 2 patrolling the most common drop routes. This way you can see drops almost instantly, and unless he has eagle eyes he won’t know that you know.

- Leave 4 stalkers in your base to fend off drops. However, don’t just leave them at one place like 90% of the people do. Move them to where you can hit the incoming drop. If it’s just a single medivac, don’t engage immediately when you’re in range. This will make the Terran retreat immediately. It’s better to keep your stalkers back just a little bit, and then attack the drop ship the second it is about to start unloading. 80% of the time you can kill it. If there’s more than one drop ship you need to leave 4zealots with your stalkers for safety. Against all drop play splitting well is the key. Tyler vs Strelok game 2 and Tyler vs ONEShield show this.

- Put a pylon behind the Terrans natural. That way you can see when he expands, and if he moves out you have the possibility of warping-in zealots to harass him as he is moving out.

- Simcity your buildings a little, it helps to deal with drops and reapers/hellions. You should do this with your 3th, 4th … as well.

- If he did a 1rax reaper FE, leave one stalker in your mineral line and patrol the zealot at the edge of your base.

- Late game storm drops can be devastating, use them if you see an opportunity.

- Use multiple control groups! I know, even MC doesn’t really do it, but it helps so much.

- Late game dark templars are the best way to deal with drops. Leave one (and some support if he’s dropping you constantly, some Terrans are good like that) at your vulnerable fourth, fifth, sixth,… those bases are way too crucial to lose. Warp-in reinforcements immediately when you see a drop.

- Zealots benefit the most from armor upgrades, colossi from weapons. Choose our upgrade path with this in the back of your mind.

- If the Terran takes a risky third (like 70 food), expand as well. But be careful, it’s not necessarily because he takes a fast third that you won’t have to deal with an MMMV push.

- If you want to DT rush, steal his gas. It reduces the chance of a raven opener by a lot.

- When you contain him with forcefields after a 3gate expo or something similar, retreat at 8:15, but leave one sentry behind and keep him out a little longer.

IV) Flowchart:

Flowchart

That’s all, I hope you liked it.

En Taro Adun my Brethren,

Arcanefrost
Valor is a poor substitute for numbers.
7sk
Profile Joined August 2010
United States55 Posts
April 10 2011 15:48 GMT
#2
Solid post, bookmarked it.
nailujk
Profile Joined April 2010
Canada27 Posts
April 10 2011 15:49 GMT
#3
Hey man. Thanks for the post. I've always had trouble v. mech and thor builds so I'll try your tips and tricks out.
iChau
Profile Joined December 2010
United States1210 Posts
Last Edited: 2011-04-10 16:06:27
April 10 2011 16:03 GMT
#4
There’s an awesome guide about 2gate robo here:

2gate robo guide


You linked to a 3 gate pressure build.

edit:

I love this.. it's as good as Plexa's PvZ overview.

:D Good job!
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
April 10 2011 16:08 GMT
#5
This seems really good, please continue to make the sc2 strategy forum a nicer place :D
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Mithriel
Profile Joined November 2010
Netherlands2969 Posts
April 10 2011 16:23 GMT
#6
Amazing! Bookmarked for future reference! <3

There is a tons of things i've picked up from reading this
There is no shame in defeat so long as the spirit is unconquered. | Cheering for Maru, Innovation and MMA!
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
April 10 2011 16:28 GMT
#7
Haha awesome flowchart, thanks ^^
I am Latedi.
stokes17
Profile Joined January 2011
United States1411 Posts
April 10 2011 16:42 GMT
#8
What scouting method are you using to determine whether it is a marine or a marine/maruder opening?

Is it just the scouting probe poking up at like 4 minutes?
or do you always zealot/stalker poke to figure this out?

sorry if this is a dumb question :-/
Elothis
Profile Joined March 2011
111 Posts
April 10 2011 17:10 GMT
#9
wow, it really helped in some points i think: gotta try some things in my next PvTs.
thanks for sharing
covetousrat
Profile Joined October 2010
2109 Posts
April 10 2011 17:30 GMT
#10
Very nice writeup and providing details and replays as well. Good job. I am having so much trouble against Terran mech builds, and this will probably fix my game.

As this guide is mainly focused into reacting towards the Terran build, you should probably provide a different angle in the PvT matchup where the Protoss player determines the path of Terran. Eg, aggressive builds, DTs and expanding before Terran.
BackTrack
Profile Joined July 2010
Canada76 Posts
April 10 2011 17:31 GMT
#11
Awesome guide, added to my bookmarks of Sc2 Strategy
Quochobao
Profile Joined October 2010
United States350 Posts
April 10 2011 17:44 GMT
#12
Awesome guide! This is really enlightening.

I have one question. You said:
Early game you don’t want to make stalkers at all, they cost too much gas and zealots combined with ff are much more cost-efficient.


I feel like when I do 1 gate FE I don't have enough sentries to completely block the terrans, and thus need stalker to counter-kiting them.

Since we can't block and kill everything early game, they can go back and forth until we run out of force field. How do you deal with that?
Best or nothing.
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
April 10 2011 17:58 GMT
#13
Awesome lol I love the flowchart. Day9 should use something like this on the newbie Tuesdays to emphasize the proper way to have a plan and play in a solid reactionary style.
awwnuts07
Profile Blog Joined February 2011
United States621 Posts
Last Edited: 2011-04-10 18:08:43
April 10 2011 18:05 GMT
#14
+1. Nice write-up. Also, for a non-native english speaker, you write really well. I dare say you write far better than many people whose native language is english.
I'm a noob
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 10 2011 18:24 GMT
#15
Thanks for the positive feedback everyone <3

i'll try to answer some questions:

You linked to a 3 gate pressure build.


Fixed, thank you =)

I feel like when I do 1 gate FE I don't have enough sentries to completely block the terrans, and thus need stalker to counter-kiting them.

Since we can't block and kill everything early game, they can go back and forth until we run out of force field. How do you deal with that?


I only 1gate fe when I'm sure he will 1rax fe. If you go for a 1gate fe blindly you should rely on zealot/stalker. I skip the stalkers because it frees up gas for upgrades, and I don't have to be afraid of a super early push because I know he's FEing. If you FF fast in the shape of a cup, you can trap everything. You might need some extra ff if he tries to escape past the sides with stim. You have 6 fast sentries so energy shouldn't be a big concern.

What scouting method are you using to determine whether it is a marine or a marine/marauder opening?


I just go slightly up the ramp with my probe and then pull back.

Valor is a poor substitute for numbers.
Durp
Profile Blog Joined September 2010
Canada3117 Posts
April 10 2011 18:46 GMT
#16
This is a truly amazing post.
So much excellent content, thanks so much!

Would you mind possibly throwing in spoiler tags for each section so the post is a little easier to traverse through? <3
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
iChau
Profile Joined December 2010
United States1210 Posts
April 10 2011 18:58 GMT
#17
On April 11 2011 03:46 Durp wrote:
This is a truly amazing post.
So much excellent content, thanks so much!

Would you mind possibly throwing in spoiler tags for each section so the post is a little easier to traverse through? <3


Yeah, this would be helpful.

like
vs Marine Banshee Raven
+ Show Spoiler +
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
MK4512
Profile Blog Joined September 2010
Canada938 Posts
April 10 2011 19:23 GMT
#18
Wow, this looks great! PvT is my weakest MU so this well help alot, Thanks!

*bookmarked*
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
iChau
Profile Joined December 2010
United States1210 Posts
April 10 2011 19:25 GMT
#19
That was some fast spoilers. :D Thanks!
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Chronopolis
Profile Joined April 2009
Canada1484 Posts
April 10 2011 19:43 GMT
#20
Awesome! I have discussed various PvT topics, but having a thread to bring it all together is very helpful.
insolentrus
Profile Joined January 2011
Russian Federation304 Posts
April 10 2011 19:45 GMT
#21
wow
awesome stuff, really thx for this
DuckS
Profile Joined September 2010
United States845 Posts
April 10 2011 20:09 GMT
#22
it's an amazing post, but it would seem that it's not very.. situational. it's assuming i'm playing a safe robo strat every game
"You foiled us this time Americans, but your liberty will not protect your Marilyn Monroe forever - our Queen must FEED!" - Deleuze
Dont Panic
Profile Joined October 2010
United States194 Posts
April 10 2011 21:05 GMT
#23
I like the flowchart idea. It really simplifies decision making and gives you a good idea of what the opponent is doing through elimination. I think something like this would be really, really good in pvp and I'd like to help you if you want.
I am order. I am logic. I know exactly who I am.
Torres69x
Profile Joined December 2010
United States14 Posts
April 10 2011 22:03 GMT
#24
Thanks so much for this!
By any means necessary.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
April 10 2011 22:21 GMT
#25
are you the belgian arcanefrost?
Helllokitty
Profile Joined April 2011
United Kingdom7 Posts
April 10 2011 22:43 GMT
#26
Thank you so much!!! <3 Ive genuinly been looking for posts that help me improve my PvT for 2 days now. Silver player and PvT is by far my weakest match-up. Been getting destroyed by the 3 rax all in and Banshee pressure, so thanks sooooo much!! Bookmarked!
lilky
Profile Joined January 2011
United States131 Posts
April 10 2011 23:07 GMT
#27
This is awesome! Learned so much from this and i will definitely be memorizing these reactionary builds.
On a side note: your english is better than most american speakers, so you should be proud!
Just out of curiosity, what league are you?
BuddhaMonk
Profile Joined August 2010
781 Posts
April 10 2011 23:12 GMT
#28
Nice post!

The flowchart is really good, but the text is very small.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
April 11 2011 01:02 GMT
#29
On April 11 2011 00:44 Arcanefrost wrote:
2D) Marine/Hellion push:

+ Show Spoiler +
This isn’t a very common strategy, an yet insanely good one. Basically they do a 1-1-1, get 8marines into a medivac superfast, drop them in your mineral line and run in with 3hellions at the same time. You can expo against this.
It’s important to spot the drop coming it with your observer, if he unloads them all it will be hard not to lose probes. The reason the marines are so dangerous is that you have to block of your ramp with 2 stalkers on hold position to block out the hellions, so you don’t have that much stuff left if you did a robo build. On scrap station you should make a semi-wall upon seeing this, because the ramp is very open otherwise. If you successfully keep the hellions out and manage to catch the marines you will have a pretty big economy and tech advantage, but the game isn’t necessarily won yet so be careful. I guess doing a double forge is the best thing you can do, because of his 1-1-1 opener any marine/marauder push will be slightly later.
Replays:

TLO vs Axslav

This shows the importance of the points I mentioned above. If you get caught off guard it will be as one-sided as can be. Observing what went wrong for Axslav will teach you a lot about how to stop it.




EVERYONE needs to read this part very carefully and take it into account when playing vs 1/1/1. This build is extremely rare but it's strong enough that if you don't know it exists, you will get caught off guard and lose.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
panda_inc
Profile Blog Joined March 2008
Australia170 Posts
April 11 2011 01:38 GMT
#30
man.... why didn't u post this like 2 months earlier..... i found out most of this stuff the hard way losses upon losses ... would of saved me so much rage.

great post.
iSTime
Profile Joined November 2006
1579 Posts
April 11 2011 02:00 GMT
#31
On April 11 2011 10:02 iamke55 wrote:
Show nested quote +
On April 11 2011 00:44 Arcanefrost wrote:
2D) Marine/Hellion push:

+ Show Spoiler +
This isn’t a very common strategy, an yet insanely good one. Basically they do a 1-1-1, get 8marines into a medivac superfast, drop them in your mineral line and run in with 3hellions at the same time. You can expo against this.
It’s important to spot the drop coming it with your observer, if he unloads them all it will be hard not to lose probes. The reason the marines are so dangerous is that you have to block of your ramp with 2 stalkers on hold position to block out the hellions, so you don’t have that much stuff left if you did a robo build. On scrap station you should make a semi-wall upon seeing this, because the ramp is very open otherwise. If you successfully keep the hellions out and manage to catch the marines you will have a pretty big economy and tech advantage, but the game isn’t necessarily won yet so be careful. I guess doing a double forge is the best thing you can do, because of his 1-1-1 opener any marine/marauder push will be slightly later.
Replays:

TLO vs Axslav

This shows the importance of the points I mentioned above. If you get caught off guard it will be as one-sided as can be. Observing what went wrong for Axslav will teach you a lot about how to stop it.




EVERYONE needs to read this part very carefully and take it into account when playing vs 1/1/1. This build is extremely rare but it's strong enough that if you don't know it exists, you will get caught off guard and lose.


Regarding seeing drops coming and such with observers:

I believe that it is much more reliable to position observers at the front of your opponent's base and the front of your base rather than trying to scout drops with them. If you happen to see them loading the medivac with the obs at the front of their base, all the better. But in general, it is very luck-dependent trying to scout drops directly with observers.

With obs placement as described, you can position your army throughout your bases in a way that defends against drops/banshees/whatever incredibly well, and still be able to have your units in position at the front of your base when they attack there.

Also, specifically against hellion/marine, phoenix openings completely obliterate that strategy, as they do to basically every 1-1-1 variation.
www.infinityseven.net
Antithesis
Profile Joined August 2010
Germany1154 Posts
April 11 2011 03:52 GMT
#32
Many thanks, great read.

Love these MU overview threads.
Mutation complete.
iChau
Profile Joined December 2010
United States1210 Posts
April 11 2011 03:53 GMT
#33
On April 11 2011 11:00 PJA wrote:
Show nested quote +
On April 11 2011 10:02 iamke55 wrote:
On April 11 2011 00:44 Arcanefrost wrote:
2D) Marine/Hellion push:

+ Show Spoiler +
This isn’t a very common strategy, an yet insanely good one. Basically they do a 1-1-1, get 8marines into a medivac superfast, drop them in your mineral line and run in with 3hellions at the same time. You can expo against this.
It’s important to spot the drop coming it with your observer, if he unloads them all it will be hard not to lose probes. The reason the marines are so dangerous is that you have to block of your ramp with 2 stalkers on hold position to block out the hellions, so you don’t have that much stuff left if you did a robo build. On scrap station you should make a semi-wall upon seeing this, because the ramp is very open otherwise. If you successfully keep the hellions out and manage to catch the marines you will have a pretty big economy and tech advantage, but the game isn’t necessarily won yet so be careful. I guess doing a double forge is the best thing you can do, because of his 1-1-1 opener any marine/marauder push will be slightly later.
Replays:

TLO vs Axslav

This shows the importance of the points I mentioned above. If you get caught off guard it will be as one-sided as can be. Observing what went wrong for Axslav will teach you a lot about how to stop it.




EVERYONE needs to read this part very carefully and take it into account when playing vs 1/1/1. This build is extremely rare but it's strong enough that if you don't know it exists, you will get caught off guard and lose.


Regarding seeing drops coming and such with observers:

I believe that it is much more reliable to position observers at the front of your opponent's base and the front of your base rather than trying to scout drops with them. If you happen to see them loading the medivac with the obs at the front of their base, all the better. But in general, it is very luck-dependent trying to scout drops directly with observers.

With obs placement as described, you can position your army throughout your bases in a way that defends against drops/banshees/whatever incredibly well, and still be able to have your units in position at the front of your base when they attack there.

Also, specifically against hellion/marine, phoenix openings completely obliterate that strategy, as they do to basically every 1-1-1 variation.


Yeah I noticed this luck thing as well. It's quite annoying to have observers patrol your bases, then for some reason, the medivac sneaks by, drops 8 stimmed rines into your mineral line, and screw it up. Like you said, it's so much better to actually see the red dot start heading out.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
ktgster
Profile Joined January 2011
Canada70 Posts
Last Edited: 2011-04-11 04:15:46
April 11 2011 04:14 GMT
#34
Really solid guide, thanks a lot!@!

Very useful to know how to deal with every type of terran all in without having to experience them.
"Sick Handsome Nerd Baller"
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
April 11 2011 04:26 GMT
#35
Solid post, but I didn't see any mention of 1gate FE, which is a ridiculously strong PvT build.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2011-04-11 04:32:18
April 11 2011 04:30 GMT
#36
Absolute champion, I find PvT quite difficult, this will be great to have.
thedonkpunch
Profile Joined March 2011
3 Posts
Last Edited: 2011-04-11 05:28:52
April 11 2011 05:19 GMT
#37
Question op. How do protoss players deal with marine banshee Thor Viking one base timing push? I use it fairly often and have only been countered at the high diamond level by hts using feedback and charglots... Once.

Maybe you meant Thor all in?
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-04-11 08:03:59
April 11 2011 07:43 GMT
#38
are you the belgian arcanefrost?


Yes.

Just out of curiosity, what league are you?


Master. I beat 4k players on a regular basis, although I get stomped pretty often too

Regarding seeing drops coming and such with observers:

I believe that it is much more reliable to position observers at the front of your opponent's base and the front of your base rather than trying to scout drops with them. If you happen to see them loading the medivac with the obs at the front of their base, all the better. But in general, it is very luck-dependent trying to scout drops directly with observers.

With obs placement as described, you can position your army throughout your bases in a way that defends against drops/banshees/whatever incredibly well, and still be able to have your units in position at the front of your base when they attack there.

Also, specifically against hellion/marine, phoenix openings completely obliterate that strategy, as they do to basically every 1-1-1 variation.


I agree. The observer is usually in their base around the time the medivac leaves, so I can just follow it pretty often. Even if you don't see the medivac with your obs, you should recognize the build and pay extra attention to the minimap/unit positioning as a response.

Phoenix openers destroy this indeed, but I only open phoenix on scrap station (and half of the times I end up defending shenanigans) so I felt a little too inexperienced with the follow-ups to include it in the guide.

Solid post, but I didn't see any mention of 1gate FE, which is a ridiculously strong PvT build.


I only 1gate fe when I scout a 1rax fe. I feel like it's an unnecessary risk unless you know for sure it's gonna be standard play.

Question op. How do protoss players deal with marine banshee Thor Viking one base timing push? I use it fairly often and have only been countered at the high diamond level by hts using feedback and charglots... Once.


I haven't encountered that build yet, I supposse immortal/phoenix/zealot would be pretty good vs it.
Valor is a poor substitute for numbers.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-04-11 08:52:14
April 11 2011 08:41 GMT
#39
Cool write-up, like the way you approach the decisionmaking based on your scouting-intel.

Maybe that's just a different "school of thought", but I've always found that a phoenix-response (!) - opposed to phoenix-openers - aren't that effective vs one base all-ins. This due to the fact that the marines are the core damage-dealers, and even though I'm able to snipe the banshees/raven/whatever, he just snipes everyhting with marines covered by SCVs. I don't want this to seem like a simple "blah you are doing it wrong"-post, but I'd like to ask you how on earth you are able to kill ~20-25 marines+scvs 10 minutes into the game WITHOUT colossi when you teched to phoenixes to deal with the support?

EDIT: oh yeah, nearly forgot. What I most missed about your awsome overview is that you didn't go into the problem of maps. On the larger maps there is imo no reason not to one gate FE even against possible timing pushs. You can hold one base play on shakuras and tal'darim very comfortably with enough forcefields and a reasonably fast colossus. I've been able to get one colossus out BEFORE the 10 minute mark even after a one gate FE. This due to the fact that I don't feel like having to throw down 3 additional gates to be safe against stuff like 3 rax....I always get my robotics early, even when one gate FE-ing on these maps.
The other option would be a straight stargate opening. Opening with stargate into expansion is very vulnerable to early MM pressure, but again this isn't that much of a problem on the larger maps. I've never been that big of a fan of stargate openings, but on shakuras or tal'darim it's in my opinion superior to robotics openings or 3 gate pressure attempts. I feel your overview is best suited for the "classic" sc2-maps like xel naga or shattered temple.
"You see....YOU SEE..." © 2010 Sen
xrayEU
Profile Joined April 2010
Sweden571 Posts
April 11 2011 08:53 GMT
#40
Really solid guide, i have to read it again when i get home.
WrathOfAiur
Profile Joined May 2010
Germany243 Posts
April 11 2011 08:59 GMT
#41
On April 11 2011 17:41 sleepingdog wrote:
Cool write-up, like the way you approach the decisionmaking based on your scouting-intel.

Maybe that's just a different "school of thought", but I've always found that a phoenix-response (!) - opposed to phoenix-openers - aren't that effective vs one base all-ins. This due to the fact that the marines are the core damage-dealers, and even though I'm able to snipe the banshees/raven/whatever, he just snipes everyhting with marines covered by SCVs. I don't want this to seem like a simple "blah you are doing it wrong"-post, but I'd like to ask you how on earth you are able to kill ~20-25 marines+scvs 10 minutes into the game WITHOUT colossi when you teched to phoenixes to deal with the support?


if you go mostly zealots, you should be fine. if he focuses the phoenix with his marines, your zealots will kill the marines easily. if he doesn't, 1 or 2 phoenix are enough to kill banshees really fast.

I also respond to one base all-ins with a starport. vs two starports you have to! vs one starport it depends on how many barracks he gets. If there are only one or two, he will most likely produce banshees constantly. usually I even get one or two immortals. they do great vs scvs. I really lost a lot against several one base all-ins until I tried getting as much immortals as I can without cutting too much zealots. so if there are more barracks and probably just a raven, you're better off with immortals and no stargate. if there will be lots of banshees, you have to get the stargate as response.


One thing I might note to the suggestion of the OP to not expand vs a one-base all-in:
With my standard build (Gate, robo, Gate; lots of sentries) I end up with more then 28 probes and 400 mins by the time I scout that there is no CC. I just build the nexus anyway, but stop the probe production as soon as I scouted it. I usually have 8-10 probes mining from that expo. and they pay for the nexus in time. when the attack hits, I'm usually already at 4 gates for 1 or 2 minutes and can support 4 gates of zealots and the occasional immortal and phoenix.
OriginalBeast
Profile Joined September 2010
United States709 Posts
April 11 2011 09:13 GMT
#42
whats up with no MMM drop harass play being discussed?
More gg, more skill.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-04-11 10:03:47
April 11 2011 09:54 GMT
#43
Cool write-up, like the way you approach the decisionmaking based on your scouting-intel.

Maybe that's just a different "school of thought", but I've always found that a phoenix-response (!) - opposed to phoenix-openers - aren't that effective vs one base all-ins. This due to the fact that the marines are the core damage-dealers, and even though I'm able to snipe the banshees/raven/whatever, he just snipes everyhting with marines covered by SCVs. I don't want this to seem like a simple "blah you are doing it wrong"-post, but I'd like to ask you how on earth you are able to kill ~20-25 marines+scvs 10 minutes into the game WITHOUT colossi when you teched to phoenixes to deal with the support?


Zealot/sentry with good ff kill marines very fast. You should have 3-4 phoenix to deal with his air. I haven't really lost vs banshee pushes, unless I made some sort of micro blunder. By staying on one base you can use ff to stall a little until you have enough phoenixes. Stargate opener is mostly better vs this because you can scout his unit composition a lot better and have earlier harass options, but you still have to get a robo for observers so the overall outcome isn't that different.

EDIT: oh yeah, nearly forgot. What I most missed about your awsome overview is that you didn't go into the problem of maps. On the larger maps there is imo no reason not to one gate FE even against possible timing pushs. You can hold one base play on shakuras and tal'darim very comfortably with enough forcefields and a reasonably fast colossus. I've been able to get one colossus out BEFORE the 10 minute mark even after a one gate FE. This due to the fact that I don't feel like having to throw down 3 additional gates to be safe against stuff like 3 rax....I always get my robotics early, even when one gate FE-ing on these maps.
The other option would be a straight stargate opening. Opening with stargate into expansion is very vulnerable to early MM pressure, but again this isn't that much of a problem on the larger maps. I've never been that big of a fan of stargate openings, but on shakuras or tal'darim it's in my opinion superior to robotics openings or 3 gate pressure attempts. I feel your overview is best suited for the "classic" sc2-maps like xel naga or shattered temple.


I dislike a blind 1gate fe because you have to worry about all sorts of pushes/all-ins, while the Terran knows exactly what you're doing, and can just counter by doing whatever he prefers vs 1gate fe. He basically controls the flow of the game early on.
The advantage over a 2gate robo expo into double forge isn't that gigantic. I suppose people who have been doing 1gate fe for a long time will prefer it, but I think it's an uneccessary risk. I'm very fond of fast observers and reactionary play, it feels uncomfortable having to play blind at the start.
I'm pretty convinced that robo is the best (the safest at least) option when you're only scouting info is : "He has a lot of marines". 1gate fe is definitely viable, but I personally don't enjoy it very much and it doesn't really fit my "scout and react" style.

Stargate openers are okay, a lot of Koreans are doing it. You basically just use your first phoenix to scout and then react. Pretty much the same as with robo. The problem I have with opening phoenix is that you create a chain reaction of small delays. The phoenix cost more than an observer so you're expo is a little later, you still have to get the robo so your colossi are delayed, you feel unsafe because your colossi count is lower so you wait a little longer before you get upgrades, you delay your third by a bit...
I also feel like phoenixes aren't the most cost-effective unit early game against bio.

whats up with no MMM drop harass play being discussed?


check Tips and tricks =)
Valor is a poor substitute for numbers.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-04-11 10:14:07
April 11 2011 10:11 GMT
#44
On April 11 2011 18:54 Arcanefrost wrote:
I'm pretty convinced that robo is the best (the safest at least) option when you're only scouting info is : "He has a lot of marines". 1gate fe is definetely viable, but I personally don't enjoy it very much.


My main problem is that I can never put enough pressure on very greedy terran expansion play on the bigger maps. This is somewhat a "vice versa"-point of my argument in favour of a blind one gate FE....meaning, if he no gas FEs, or one rax marauder FEs with the CC built in his natural and not in his base, I cannot pressure efficiently on tal'darim, shakuras or typhon. Now you may say "well, if you see a fast CC then you can go one gate FE in response".
That's were the troubles start, on some maps/positions he can deny scouting perfectly. To the extent that you won't even be able to check if he has taken his gas. And a no gas expo gets double mules insanely fast, this puts you quite far behind. You will get your intel only with zealot/stalker poke, and then you have already decided to go robo (on the big maps zealot/stalker need forever to get to your opponent).

I'd even go so far to advertise the use of the "greedy" one gate expansion that for exmaple HuK uses regularly, which gets a 2nd pylon instead of gas, then nexus, then gas, then core and chrono-boosts zealots until the core is ready. This is basicly the toss version of a no gas expo and usually I don't lose to early pressure on suitable maps with this.

Of course it's fine if you are comfortable with your style, no argument there. Nevertheless I'm pretty sure that many terrans haven't figured out how "greedy" they indeed can play on the bigger maps. Many still play with a defensive one rax cc inbase or two rax cc. Against this a 2 gate robo is perfectly fine, obviously.
"You see....YOU SEE..." © 2010 Sen
panda_inc
Profile Blog Joined March 2008
Australia170 Posts
April 11 2011 10:26 GMT
#45
you can try sneaking your initial scouting probe up the ramp at natural/main while doing the zealot stalker poke, most terrans won't focus fire on ur probe. I only ever do whiteRa's version of 3 gate robo opening these days unless im 4gating or 3gate VR; gave up 1 gate FE after losing too many times to terran all-ins. But thats prolly cause im not good enough.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 11 2011 11:35 GMT
#46
Added a note about the possibility of 1gate fe on big maps. I gave it some thought and it seems like a calculated risk.
Valor is a poor substitute for numbers.
Lurk
Profile Joined December 2010
Germany359 Posts
April 11 2011 11:53 GMT
#47
On April 11 2011 19:11 sleepingdog wrote:Of course it's fine if you are comfortable with your style, no argument there. Nevertheless I'm pretty sure that many terrans haven't figured out how "greedy" they indeed can play on the bigger maps. Many still play with a defensive one rax cc inbase or two rax cc. Against this a 2 gate robo is perfectly fine, obviously.


I don't want to derail this into a discussion about what is viable or not in terms of terran expansions. However, you have to consider that even on big maps, 4gate is still an option (which cannot always be reliably scouted). I know that a 4gate is not as fast on TA as on a smaller map but it's still quite early. So there is a limit to how greedy you can play as T vs P, even on bigger maps - as you will still have to play 4gate safe.
Eleaven
Profile Joined September 2010
772 Posts
April 11 2011 12:10 GMT
#48
More people should make flowcharts :D
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-04-11 13:02:33
April 11 2011 12:55 GMT
#49
On April 11 2011 20:35 Arcanefrost wrote:
Added a note about the possibility of 1gate fe on big maps. I gave it some thought and it seems like a calculated risk.


Thx, appreciate it

Another thing that I think I didn't emphazise enough: as you correctly pointed out, not 2/3 rax pressure, but one base all-ins are normally the threat against a one gate FE. This is due to the fact that you get your robotics and therefore your observer out much later. Usually.
Now this is important: the usual one gate FE build cuts probes and gets 2-3 gates asap to be safe against pressure. This is something that is - in my opinion - NOT necessary on the big maps. If you do the zealot/stalker-poke that you mentioned and see nothing that points towards a big bio pressure build, then it's perfectly safe if you get your robotics directly after the nexus and add gateways when minerals allow it. Since there's such a long rush-distance and the easily defendable entrance, you are in little danger compared to, say, xel naga, meta or temple (on the latter ones, the entrances are so huge that force fields don't do anything in low numbers). On maps like scrap station or typhon vertical, there's always the threat of a bust-down of the rocks.

This is, in my opinion, the core point. That you are able to take the - as you'd put it - "calculated risk" of getting your robotics much earlier after the nexus than you would when playing a "standard" one gate FE. I guess then another thing comes into play, namely, that I prefer getting colossi early vs one base pushs, even against banshee play (as, say, white-ra does it too). Because if you indeed do get the early robotics, then you are able to ALSO get colossi out in time before the attack hits.
"You see....YOU SEE..." © 2010 Sen
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 11 2011 13:39 GMT
#50
On April 11 2011 21:55 sleepingdog wrote:
Show nested quote +
On April 11 2011 20:35 Arcanefrost wrote:
Added a note about the possibility of 1gate fe on big maps. I gave it some thought and it seems like a calculated risk.


Thx, appreciate it

Another thing that I think I didn't emphazise enough: as you correctly pointed out, not 2/3 rax pressure, but one base all-ins are normally the threat against a one gate FE. This is due to the fact that you get your robotics and therefore your observer out much later. Usually.
Now this is important: the usual one gate FE build cuts probes and gets 2-3 gates asap to be safe against pressure. This is something that is - in my opinion - NOT necessary on the big maps. If you do the zealot/stalker-poke that you mentioned and see nothing that points towards a big bio pressure build, then it's perfectly safe if you get your robotics directly after the nexus and add gateways when minerals allow it. Since there's such a long rush-distance and the easily defendable entrance, you are in little danger compared to, say, xel naga, meta or temple (on the latter ones, the entrances are so huge that force fields don't do anything in low numbers). On maps like scrap station or typhon vertical, there's always the threat of a bust-down of the rocks.

This is, in my opinion, the core point. That you are able to take the - as you'd put it - "calculated risk" of getting your robotics much earlier after the nexus than you would when playing a "standard" one gate FE. I guess then another thing comes into play, namely, that I prefer getting colossi early vs one base pushs, even against banshee play (as, say, white-ra does it too). Because if you indeed do get the early robotics, then you are able to ALSO get colossi out in time before the attack hits.



I don't really like the colossus response to 1 base pushes. You are investing big time into tech just to get a unit that murders marines only, imo it isn't that great of a choice.

Against the pure marine/banshee/raven push a colossus or two is quite good but against other variations colossi aren't too great imo. For example against the tank/banshee/marine/raven push colossi can quite suck as some focus from tanks + banshee's takes down colossi really quick. In the same way colossi are weak if the push has more marauders or more hellions instead of marines which are the more dangerous variations of raven/banshee pushes imo.

The counter to 1 base play in this guide is quite different then how I do it.
First of all I rarely cancel the nexus because you never want to stay on 1 base vs 1 base as protoss, if the terran transitions well into a siege tank expo you are quite behind if you canceled your expo. (the artosis video on quick colossi sucks hard in that aspect). If they bring lots of scv's you can always abandon your expo still and it will usually have paid off by the time a raven push comes anyway.
Besides that I prefer phoenix over colossi alot against raven pushes because they are more versatile. They are quite good against anything involving 2 banshees and 1 raven whereas colossi are only great when it is pure marine/banshee which is far from always the case. Stargate is also cheaper then robo bay and phoenix build faster so you aren't as likely to be 'late' with them whereas you can easily be with colossi. If the push is really all-in you can also just get a few cannons, they do quite well against marines and why shouldn't you use them? They lose if they sit back anyways.
Elothis
Profile Joined March 2011
111 Posts
April 11 2011 14:49 GMT
#51
its also said in a day9 daily on commentating on incontrols stream: when you know hes all inning, you can really put everything in defense, cause you dont need anything after having defended.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-04-11 17:41:34
April 11 2011 17:40 GMT
#52
There are various ways of dealing with all-ins. The ones in the op are the best way to deal with them in my eyes. I wouldn't recommend expanding or getting cannons , but there wont really be any lategame anyways, so whatever works :p
Valor is a poor substitute for numbers.
Quochobao
Profile Joined October 2010
United States350 Posts
April 11 2011 18:19 GMT
#53
Would you care to post a picture of your in base simcity? Sometimes I hesitate to do such a thing because my ground army will have a hard time reaching the drops, streaming in in a single line while the MM can all fire at once.
Best or nothing.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 12 2011 15:47 GMT
#54
On April 12 2011 03:19 Quochobao wrote:
Would you care to post a picture of your in base simcity? Sometimes I hesitate to do such a thing because my ground army will have a hard time reaching the drops, streaming in in a single line while the MM can all fire at once.


I'm afraid not. My pc broke down and I won't be able to play sc for a while.
I usually block the space inbetween the assimilators and the nexus. If there's a reaper or hellions I block the space between the back of the base and one of the assimilators too (so only 1 opening left then) This is for the main base, i usually dont block my other bases that much unless he has hellions.
Valor is a poor substitute for numbers.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 12 2011 16:19 GMT
#55
On April 11 2011 21:55 sleepingdog wrote:
Show nested quote +
On April 11 2011 20:35 Arcanefrost wrote:
Added a note about the possibility of 1gate fe on big maps. I gave it some thought and it seems like a calculated risk.


Thx, appreciate it

Another thing that I think I didn't emphazise enough: as you correctly pointed out, not 2/3 rax pressure, but one base all-ins are normally the threat against a one gate FE. This is due to the fact that you get your robotics and therefore your observer out much later. Usually.
Now this is important: the usual one gate FE build cuts probes and gets 2-3 gates asap to be safe against pressure. This is something that is - in my opinion - NOT necessary on the big maps. If you do the zealot/stalker-poke that you mentioned and see nothing that points towards a big bio pressure build, then it's perfectly safe if you get your robotics directly after the nexus and add gateways when minerals allow it. Since there's such a long rush-distance and the easily defendable entrance, you are in little danger compared to, say, xel naga, meta or temple (on the latter ones, the entrances are so huge that force fields don't do anything in low numbers). On maps like scrap station or typhon vertical, there's always the threat of a bust-down of the rocks.

This is, in my opinion, the core point. That you are able to take the - as you'd put it - "calculated risk" of getting your robotics much earlier after the nexus than you would when playing a "standard" one gate FE. I guess then another thing comes into play, namely, that I prefer getting colossi early vs one base pushs, even against banshee play (as, say, white-ra does it too). Because if you indeed do get the early robotics, then you are able to ALSO get colossi out in time before the attack hits.


1 gate FE is still one of my favorite PvT builds, even on smaller maps. What I actually have the hardest time holding are fast 2 rax attacks or rax/hellion attacks with SCVs that hit right when the nexus comes up. 1 base all-ins can be difficult to hold, but with practice and experience it becomes easier and I haven't come across any that were impossible to hold (unless they pull all SCVs, in which case you can just sac the expo and still be ahead). Having a later robo is never an issue, because if you don't see marauders you can just drop the robo before adding additional gates.

The trick is knowing when to cut probes. I don't think many people realize this but the investment in an expansion is not all or none, the nexus itself is only a smart part of the investment. The bigger part comes from the additional probes you make. If you just drop the nexus but not make that many more probes, you're not really that far behind initially than had you not expanded (and the later the opponent attacks, the more your expansion pays off). I guess you can argue that you'll be behind in tech, but if you go gateway heavy style that's irrelevant.

On bigger maps (tal darim, shakuras) I'm actually experimenting with nexus first, and so far it's looking really really strong. Why play with a reactive playstyle when you can force your opponent to react to you? :p

CptBanana
Profile Joined October 2010
United States17 Posts
April 12 2011 16:26 GMT
#56
Just switched from Zerg to Protoss and this a godsend for a match up I'm clueless about. Thanks you!!!
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-04-12 17:38:02
April 12 2011 17:37 GMT
#57
On bigger maps (tal darim, shakuras) I'm actually experimenting with nexus first, and so far it's looking really really strong. Why play with a reactive playstyle when you can force your opponent to react to you?


Because you don't know how he will react :p

I completely agree with the rest of your post. Imo both styles are good. My reactionary style is a little safer and good all-around, but has a weaker economy. Fe is a little vulnerable to some pressures, but you have a better econ afterwards, and against a passive terran it's gonna put you ahead by a lot. I guess the pros and cons kind of equalize them.
Valor is a poor substitute for numbers.
sOm
Profile Joined January 2011
United States43 Posts
April 12 2011 17:50 GMT
#58
Great Post!, Thank You ArcaneFrost. Saved.
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
April 13 2011 14:10 GMT
#59
Wow, this is absolutely amazing, ive been having alot of problems with PvT lately and this is a great way to look at the MU. i knew exactly what he was doing usualyl i wouldnt poke but after this yeah i actually came out on top :D Hope you make one for PvZ evne if your not as good at it!
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
novabossa
Profile Blog Joined August 2010
United States350 Posts
April 13 2011 14:59 GMT
#60
On April 13 2011 23:10 inFeZa wrote:
Wow, this is absolutely amazing, ive been having alot of problems with PvT lately and this is a great way to look at the MU. i knew exactly what he was doing usualyl i wouldnt poke but after this yeah i actually came out on top :D Hope you make one for PvZ evne if your not as good at it!


Plexa wrote a PvZ overview that is one of the insightful ways to view the matchup even to this day.
Rachel: First game. oGsMC: Yea. Rachel: Dark Templar. oGsMC: Yea. Rachel: Countered. oGsMC: Yea. Rachel: Were you worried? oGsMC: What?
Juzley
Profile Joined October 2010
United Kingdom13 Posts
April 13 2011 15:37 GMT
#61
The problem I sometimes have is determining the difference between a one-base all-in or just a late expansion. If I cut probes at 28 because he's not got an early CC, and then he keeps pumping SCVs and expands a bit later, I'm behind. Is there anything to look out for that is a definite indicator of 1-base play?
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 13 2011 17:00 GMT
#62
Build probes until your observer gets the scouting info you need, and then decide whether you should cut probes or not. Tbh 28 probes was just to put a number on it. Its not 100% accurate,
but your observer should be in his base around that time.
Valor is a poor substitute for numbers.
PourLaGloire
Profile Joined February 2011
United States376 Posts
April 13 2011 19:19 GMT
#63
This is incredible. Thank you!

Any chance someone could post a replay with the "cup" style forcefields (vs. the ~30 marine push)? I almost never go exclusively zealot/sentry, because I don't trust my FF micro. This would be a HUGE help.

Thank you!
Impaled
Profile Joined April 2011
United States7 Posts
April 13 2011 19:30 GMT
#64
Awesome, definitely bookmarking this as well. Very insightful, thank you!
\m/
iChau
Profile Joined December 2010
United States1210 Posts
April 16 2011 02:16 GMT
#65
Just wondering.. how do you tech without being killed in the late-game with 3 bases?

Every time I try to tech to something else, I'm usually pressured so much that I cannot get those carriers/high templars out in time, and so I'm forced to keep producing my current tech (gates and robo) so I don't die.

And it takes so long to produce those carriers. If I produce them, I have to try to attack him and contain him so he gets scared and doesn't attack me.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Sweetness.751
Profile Joined April 2011
United States225 Posts
April 16 2011 04:22 GMT
#66
By far the most complete PvT guide I have ever ran across. And the VODs are very high quality examples of responses by expert players.

+5 haha

I also find that against bio the Terran is very weak till they have air (vikings). I try to exploit the Colossi range and Zealot spam as much as possible till that Starport arrives.

;-)
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 16 2011 04:37 GMT
#67
Was hoping this had a reliable way of stopping the early marine/scv allins. Damn I hate those. I guess I should switch to zealot sentry first and be a bit less greedy with chrono. Blah.

Excellent guide!
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
April 16 2011 04:52 GMT
#68
Great post really like the flow chart and alot of the ideas and key notes of your scouting. For example i usually am pretty blind until i get my observers in his base (unless i do a stalker push) but i never really knew what to look for and i feel this kind of helps me utilize my scouting information so ty sir and good job on your post =D
~~~Liquid Fighting (SC2)~~~
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-04-16 09:04:24
April 16 2011 09:04 GMT
#69
On April 16 2011 11:16 iChau wrote:
Just wondering.. how do you tech without being killed in the late-game with 3 bases?

Every time I try to tech to something else, I'm usually pressured so much that I cannot get those carriers/high templars out in time, and so I'm forced to keep producing my current tech (gates and robo) so I don't die.

And it takes so long to produce those carriers. If I produce them, I have to try to attack him and contain him so he gets scared and doesn't attack me.


If you go templars you should warp some in the second templar archives finish and chrono stormtech non-stop. If you see him moving to your base, and you think that he's gonna hit you before you have storm out, make archons. They're pretty good

If you go phoenix timing pushes like this shouldn't be hard to hold. Even in small numbers phoenixes do well.
I like getting a second robo around the time I'm saturating my third. I feel like you need to be able to reinforce with colossi faster at that stage of the game.

Carriers are more for 4+bases, I only get them vs mech or when I have 6ish bases and a ridiculously high income. If he's going mech carriers are usually pretty safe, but if you see he's prepared for it chargelot/colossi/phoenix is probably better. You need like 5stargates and mass chrono to make carriers work, but once you get a high number of them any mech play will have a hard time.

Valor is a poor substitute for numbers.
Merany
Profile Blog Joined February 2011
France890 Posts
April 16 2011 09:25 GMT
#70
Thanks for this post, very helpful. PvT is by far my best match-up as well, the only thing that drives me crazy is the marine/scv all-in. You seem to say that it's hard to defend, my problem with it is that I never know how to scout it. Like I see 1 rax no gaz when the marine kill my scouting probe. How can I be sure 'in time" that it's not a FE ?
Anyway, thanks again
link0
Profile Joined March 2010
United States1071 Posts
April 16 2011 11:57 GMT
#71
Well well written post. I agree with most of the analysis.

Although, I do think it's completely fine to get carriers off 3 bases against Mech.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-04-16 12:12:54
April 16 2011 12:11 GMT
#72
Very interesting indeed even as a Terran player. Your Mech Guide though i feel is a little off. You base it only off of slow Turtle Mech, but as of recent there are alot of Aggressive Mech styles that really on alot of Hellions to give the mech more mobility(There really strong 2 base 9 and 10min pushes). Also that Phoenixes are pretty useless against a competent Mech Terran who will a)Have early Marines for defense, and b) Have a Thor or two in the mix.
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iChau
Profile Joined December 2010
United States1210 Posts
April 16 2011 16:44 GMT
#73
Your all-ins guide is really helpful! I never thought of cutting probes, sacing the expansion or canceling it, and getting stargate + robo on 1 base. I thought it would kill me, but when I tried, I was surprised.

Like you said, you just need to stop it and you win. Doesn't matter if you have an extra tech building on 1 base.

I lost to battlecruisers, by the way, and I was surprised.

Without a replay, what would you do? I had phoenixes/void rays/zealots/stalkers/immortals vs thors/siege tanks/marines/battle cruisers/banshees.

us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-04-16 17:28:02
April 16 2011 16:46 GMT
#74
Although, I do think it's completely fine to get carriers off 3 bases against Mech.


Yea vs mech it's doable.

Your Mech Guide though i feel is a little off. You base it only off of slow Turtle Mech, but as of recent there are alot of Aggressive Mech styles that really on alot of Hellions to give the mech more mobility(There really strong 2 base 9 and 10min pushes). Also that Phoenixes are pretty useless against a competent Mech Terran who will a)Have early Marines for defense, and b) Have a Thor or two in the mix.


I haven't played against an agressive mech yet, and I don't think it's possible to play very agressive with mech. Usually I can deal with a 9-10min mech push because hellions don't do that much against anything except zealots and tank numbers will be low. The game of nani on scrap station shows that you can hold a push with colossi/immortal/gateway.

I don't see how ten marines left from the early game make phoenixes off 3bases worthless. Also thors are only good if your phoenixes clump up, so with some micro it's fine. You'll need either phoenixes or stalkers to deal with vikings, stalkers are pretty vulnerable to tanks so I think phoenixes are a pretty good choice. If you control the air you will almost always beat mech. Tank/hellion/ghost/viking can beat any ground, so an air (preferably carrier) switch is absolutely necessary.

I lost to battlecruisers, by the way, and I was surprised.

Without a replay, what would you do? I had phoenixes/void rays/zealots/stalkers/immortals vs thors/siege tanks/marines/battle cruisers/banshees.


Carriers I guess, but it's hard to say because there are so many factors that have to be considered at that stage of the game. Like I said above, you eventually need them because after a while the mech army can take any ground. I usually win before that. Blink/colossi harass is so deadly and I can usually win the big fights because of my superior economy.
Valor is a poor substitute for numbers.
Tianx
Profile Blog Joined October 2008
United States1196 Posts
April 17 2011 00:40 GMT
#75
This is an amazing guide. Even though I'm Terran, I learned a heckuva lot about what I was doing wrong in this matchup, thanks for writing it up!
Intrigue: "as i've said to many others your troubles in life may be directly correlated to your dirty protoss icon"
Vequeth
Profile Blog Joined April 2009
United Kingdom1116 Posts
April 17 2011 05:10 GMT
#76
Do you have a higher quality image of that flowchart?
Aspiring British Caster / Masters Protoss
IzieBoy
Profile Blog Joined November 2010
United States865 Posts
April 17 2011 05:55 GMT
#77
it's all about the marine medivac and then a sneaky transition....
Let's Do This! Leeeeeeeeeeeeeroy Jenkins!
creamwolf
Profile Joined September 2010
United States48 Posts
April 17 2011 06:26 GMT
#78
Arcanefrost :D, i miss you from DoW2. Anyway, great job on the guide. You've improved my anti mech play which i was clueless about, and some nice responses to the difficult all ins. Thanks so much!
i ez ur shit
ImSkeptical
Profile Blog Joined April 2010
Australia51 Posts
April 17 2011 06:35 GMT
#79
Out of curiosity, what do you feel yourself having the most trouble with as protoss in terms of early/midgame transitions by terran? Not counting any kind of all in timing pushes.
EG is a great example
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 17 2011 11:23 GMT
#80
Thanks for this post, very helpful. PvT is by far my best match-up as well, the only thing that drives me crazy is the marine/scv all-in. You seem to say that it's hard to defend, my problem with it is that I never know how to scout it. Like I see 1 rax no gaz when the marine kill my scouting probe. How can I be sure 'in time" that it's not a FE ?


A delayed orbital is a big tell, also an unusualy high marine count or marines moving out early on are pretty big indicators of marine/scv allins. I usually check his natural/third for hidden raxes with my initial scouting probe, sometimes you get lucky.

Do you have a higher quality image of that flowchart?


Afraid not.

Out of curiosity, what do you feel yourself having the most trouble with as protoss in terms of early/midgame transitions by terran? Not counting any kind of all in timing pushes.


I personally struggle the most against mid/lategame drops. They drop multiple places at once and try to snipe a nexus with another part of their army, really tough
Valor is a poor substitute for numbers.
Divine-Sneaker
Profile Joined August 2010
Denmark1225 Posts
April 17 2011 11:55 GMT
#81
Dat flowchart. Awesome post.
iChau
Profile Joined December 2010
United States1210 Posts
April 17 2011 13:28 GMT
#82
On April 17 2011 20:23 Arcanefrost wrote:
Show nested quote +
Thanks for this post, very helpful. PvT is by far my best match-up as well, the only thing that drives me crazy is the marine/scv all-in. You seem to say that it's hard to defend, my problem with it is that I never know how to scout it. Like I see 1 rax no gaz when the marine kill my scouting probe. How can I be sure 'in time" that it's not a FE ?


A delayed orbital is a big tell, also an unusualy high marine count or marines moving out early on are pretty big indicators of marine/scv allins. I usually check his natural/third for hidden raxes with my initial scouting probe, sometimes you get lucky.

Show nested quote +
Do you have a higher quality image of that flowchart?


Afraid not.

Show nested quote +
Out of curiosity, what do you feel yourself having the most trouble with as protoss in terms of early/midgame transitions by terran? Not counting any kind of all in timing pushes.


I personally struggle the most against mid/lategame drops. They drop multiple places at once and try to snipe a nexus with another part of their army, really tough


Dude, I rage a lot when they snipe nexuses... All they do is right-click multiple times, and then right click on my nexus, and I lose almost automatically. It looks like the only way to defend that is to have cannons in your main and natural, and defend the 2 most vulnerable nexuses, which is the natural and the third.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Quochobao
Profile Joined October 2010
United States350 Posts
April 18 2011 06:03 GMT
#83
Would the OP please explain more on the army positioning when engaging the Terran bio ball?

The specific issue is this: recently I fought a Terran massing marauder, and he did a good job kiting my charge lot. Force field did not go down in time because, ironically, the zealots are always charging ahead. For the same reason I couldn't effectively put the T in a doughnut hole to psi storm.

May be the answer would be very simple, but I honestly don't know it.
Best or nothing.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 18 2011 11:05 GMT
#84
On April 18 2011 15:03 Quochobao wrote:
Would the OP please explain more on the army positioning when engaging the Terran bio ball?

The specific issue is this: recently I fought a Terran massing marauder, and he did a good job kiting my charge lot. Force field did not go down in time because, ironically, the zealots are always charging ahead. For the same reason I couldn't effectively put the T in a doughnut hole to psi storm.

May be the answer would be very simple, but I honestly don't know it.


I use 3 control groups: 1 for colossi, 1 for stalkers and 1 for the rest. I engage, blink my stalkers to the side (otherwise the zealots can get stuck), then place forcefields. At that stage of the game you don't really need to trap units with ff anymore because you have charge (although a doughnut hole is always devastating). If he's running away from you he's losing a lot to colossi fire so that's not bad, just keep chasing with chargelots and kill his vikings with your stalkers. FF are extremely important early/ midgame, but lategame I think it's better to use your apm to micro your zealot/stalker and cast storms. It's better if you can throw down good ff but it's not that necessary anymore.
Valor is a poor substitute for numbers.
iChau
Profile Joined December 2010
United States1210 Posts
Last Edited: 2011-04-18 15:15:16
April 18 2011 15:13 GMT
#85
How do you go against Marine/Marauder/Raven AND banshee.

He went double ports, I went phoenixes upon scouting his starports with techlabs building and canceled my expo.
I'll post the replay upon suggestion in case if you got the "unit composition counter".



us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Tenspeed
Profile Joined February 2011
Sweden28 Posts
April 18 2011 18:52 GMT
#86
Great post, solid guide. It breaks an old terrans' heart to see so many of our openings completely dismantled =(

Now, if someone could just make a similar one for TvP.
"Beliefs are the foundation of actions. Those who believed without doubting, he would say, acted without thinking. And those who acted without thinking were enslaved" -R S. B
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 19 2011 11:19 GMT
#87
On April 19 2011 00:13 iChau wrote:
How do you go against Marine/Marauder/Raven AND banshee.

He went double ports, I went phoenixes upon scouting his starports with techlabs building and canceled my expo.
I'll post the replay upon suggestion in case if you got the "unit composition counter".





I would just go for a lot of zealots with 6ish sentries and phoenix support. It's too expensive to tech to both colossi and phoenix off one base imo, and with good ff you should be fine.
Valor is a poor substitute for numbers.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
April 19 2011 13:54 GMT
#88
How do you deal with the viking/banshee build? They transition into thors to handle phoenixes.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Joschka29
Profile Joined March 2011
Germany26 Posts
April 19 2011 13:58 GMT
#89
Best Post ever ! Thanks alot !
StolenBread
Profile Joined April 2011
Canada2 Posts
April 19 2011 14:39 GMT
#90
This is a great guide, thank you for the thread! :D
iChau
Profile Joined December 2010
United States1210 Posts
April 19 2011 20:19 GMT
#91
Quick question: 6:30 is a good time to get the robo vs tech builds (banshees, raven), right? I mean, off a 3 gate aggressive push.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 20 2011 15:20 GMT
#92
How do you deal with the viking/banshee build? They transition into thors to handle phoenixes.


Never faced it. I guess I would go zealot/sentry/phoenix and then add immortals while teching to colossi. Expo slightly after he expoes.

Quick question: 6:30 is a good time to get the robo vs tech builds (banshees, raven), right? I mean, off a 3 gate aggressive push.


Yes.
Valor is a poor substitute for numbers.
randplaty
Profile Joined September 2010
205 Posts
April 21 2011 18:15 GMT
#93
Oh man, that is crazy. There are so many different openers for Terran and so many different responses for Protoss. That is one crazy matchup. I don't know how long it would take for me to be able to recognize all the different openers and learn all the different possible responses.

Do you have any recommendation on where to start? (especially on identifying the Terran openers). Seems like the first key decision is finding out whether it's a marine opener or a marauder opener?

Is there a build you would recommend doing that you would do if you had bad scouting (because I can't really identify a lot of the Terran builds right now).
ensign_lee
Profile Joined June 2010
United States1178 Posts
Last Edited: 2011-04-21 21:45:55
April 21 2011 21:44 GMT
#94
edit nvm
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 22 2011 17:44 GMT
#95
Is there a build you would recommend doing that you would do if you had bad scouting (because I can't really identify a lot of the Terran builds right now).


I started out with a 2gate robo expo fast observer. I recommend everyone to use this build until they can do in their sleep. It is perfect to learn because of fast scout and the reactionary playstyle. If you can do this build you can do other things and you'll notice that you can make different things work.
Valor is a poor substitute for numbers.
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
April 22 2011 19:56 GMT
#96
Interested in how you handle mass blue flame hellion?
Either 3rax hellion/tank push behind a expand or mass hellion runby or hellion drops with runby.

Thanks.
HiredGoonThug
Profile Joined March 2011
United States72 Posts
April 22 2011 21:07 GMT
#97
Thank you so much Arcanefrost, this guide turned my PvT from my worst MU to my best :D
fishjie
Profile Blog Joined September 2010
United States1519 Posts
April 22 2011 21:23 GMT
#98
Thanks! I've bookmarked this as well. I'm very noob because I lose to Terran a lot, even though supposedly brotoss is OP. This really helps clarify things a bunch for me. Much appreciated.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 23 2011 11:12 GMT
#99
On April 23 2011 04:56 Ack1027 wrote:
Interested in how you handle mass blue flame hellion?
Either 3rax hellion/tank push behind a expand or mass hellion runby or hellion drops with runby.

Thanks.


I use colossi gateway with immortals mixed in to stop mech pushes. Against blueflame harass you want a cannon in each mineral line and some stalkers, combined with instant warp-in you should be fine.
Valor is a poor substitute for numbers.
cskalias.pbe
Profile Joined April 2010
United States293 Posts
May 11 2011 00:03 GMT
#100
wow this thread needs more love. i play terran and i think i learned more about the matchup than any of the T guides. gj
randplaty
Profile Joined September 2010
205 Posts
May 11 2011 01:03 GMT
#101
Yup... everytime I lose to a Terran, I reference this guide.

I've been getting a lot better due to realizing all the different strategies that Terrans can do. I still lose a lot to 1 base all ins of different varieties and all marauder no marine builds, but everytime I do, I come back here and learn something new.
wardou
Profile Joined October 2010
France54 Posts
May 14 2011 14:30 GMT
#102
i always have trouble when i see a T make a concecusive shell in first what does it mean ? he will expand , he will be agressive or something like that ? what should i do , play normal or add one more gateway to be safe ?!
HuK for the win.
oDieN[Siege]
Profile Joined November 2009
United States2904 Posts
May 14 2011 14:38 GMT
#103
Great read and write up! I feel a little iffy about the 'pvt thors' with taking an early third and teching to carriers when you open gateway units/immortal like you posted,(as it would be very hard to defend if you spend most of your money on teching rather than making units to try and defend the timing attacks. I feel opening 3 gate/1robo/1stargate and getting gateway (zealot-1 sentry<guardian shield>, and stalkers, with 1 or 2 immortals and rest spent on voidrays can stop the push quite easily.

with that said, the rest are pretty straight forward.
again, nice job! ^^
말크 : ^_^~ NeO)GabuAt, vGODieN
oDieN[Siege]
Profile Joined November 2009
United States2904 Posts
May 14 2011 14:48 GMT
#104
On May 14 2011 23:38 Odien wrote:
Great read and write up! I feel a little iffy about the 'pvt thors' with taking an early third and teching to carriers when you open gateway units/immortal like you posted,(as it would be very hard to defend if you spend most of your money on teching rather than making units to try and defend the timing attacks. I feel opening 3 gate/1robo/1stargate and getting gateway (zealot-1 sentry<guardian shield>, and stalkers, with 1 or 2 immortals and rest spent on voidrays can stop the push quite easily. (off 2 bases)

with that said, the rest are pretty straight forward.
again, nice job! ^^

말크 : ^_^~ NeO)GabuAt, vGODieN
MinimalistSC2
Profile Joined April 2011
United States121 Posts
May 15 2011 05:28 GMT
#105
you forgot 3 rax no gas expo
There is no such thing as perfection, only improvement.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-05-18 19:11:23
May 18 2011 18:54 GMT
#106
i always have trouble when i see a T make a concecusive shell in first what does it mean ? he will expand , he will be agressive or something like that ? what should i do , play normal or add one more gateway to be safe ?!


He's definetely going to be agressive with his first units, just make a zelaot and chrono stalkers, after that do a 3gate expo/1gate fe (personal preference).

Great read and write up! I feel a little iffy about the 'pvt thors' with taking an early third and teching to carriers when you open gateway units/immortal like you posted,(as it would be very hard to defend if you spend most of your money on teching rather than making units to try and defend the timing attacks. I feel opening 3 gate/1robo/1stargate and getting gateway (zealot-1 sentry<guardian shield>, and stalkers, with 1 or 2 immortals and rest spent on voidrays can stop the push quite easily.


I haven't really tried that. I get gateway units/immortals/colossi/ templar now, since the patch released thors can be feedbacked again

you forgot 3 rax no gas expo


I'm sorry but I do not know that build and I'm pretty sure I've never faced it before. It's quite similar to holding any bio pushes I guess, if you get zealots with good force fields nothing can really hurt you early on.

This thread is now among the recommend threads, which is quite an honor
Thanks for all the feedback guys <3
Valor is a poor substitute for numbers.
panda_inc
Profile Blog Joined March 2008
Australia170 Posts
June 26 2011 10:24 GMT
#107
just want to bump this awesome thread for people asking help with PvT recently. This is just such a helpful guide.
babishh
Profile Blog Joined September 2010
Canada965 Posts
June 26 2011 12:04 GMT
#108
On June 26 2011 19:24 panda_inc wrote:
just want to bump this awesome thread for people asking help with PvT recently. This is just such a helpful guide.


yeah i didn't know about it, thanks for the bump, and thanks to the OP for sharing his knowlegde
twitch.tv/babishh
pezzaperry
Profile Joined May 2011
142 Posts
June 26 2011 12:29 GMT
#109
this is very awesome but I just wish you would give some scouting tips? Like how do I know when a marine/SUV all in is coming? no gas i assume but it could be 1 racks expo with reactor?
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
June 26 2011 13:42 GMT
#110
On June 26 2011 21:29 pezzaperry wrote:
this is very awesome but I just wish you would give some scouting tips? Like how do I know when a marine/SUV all in is coming? no gas i assume but it could be 1 racks expo with reactor?


All you can do is leave your scouting probe around his natural so you can see whether he moves out. Before that it's unscoutable I'm afraid.
Valor is a poor substitute for numbers.
staples2
Profile Joined December 2010
United States216 Posts
June 26 2011 13:55 GMT
#111
PvT is my worst matchup right now i am just totally lost this thread has been helping me improve bit by bit
Air Force Mission: Kill people and break their shit
NoMicroWin
Profile Blog Joined August 2010
United States688 Posts
Last Edited: 2011-06-26 16:41:15
June 26 2011 16:39 GMT
#112
i am totally bit by bit


troll edit ^^

In a more serious sense, I think this thread might needed to be updated slightly. There have been further advancements in this matchup that need to addressed i.e. late game PvT whether going colo or ht, eventually getting tot he ever so rare stargate tech etc.

But I do love content in this thread. ty!
If she pulls out her stalkers, you pull out your mauraders and concussive all over her tits
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
June 26 2011 21:44 GMT
#113
On June 27 2011 01:39 NoMicroWin wrote:
Show nested quote +
i am totally bit by bit


troll edit ^^

In a more serious sense, I think this thread might needed to be updated slightly. There have been further advancements in this matchup that need to addressed i.e. late game PvT whether going colo or ht, eventually getting tot he ever so rare stargate tech etc.

But I do love content in this thread. ty!


Thx :D

I will most likely write a new (shorter ) pvt guide soon, editing this will be confusing.
Valor is a poor substitute for numbers.
Kiritsu
Profile Joined September 2010
Trinidad/Tobago7 Posts
July 14 2011 03:30 GMT
#114
I really enjoyed reading this guide. I am looking forward to your shortened/updated version.
ghosty2
Profile Joined June 2011
Sweden22 Posts
July 21 2011 20:03 GMT
#115
This is an absolutely stunning guide!!!! THANK YOU!!!!
Mikelius
Profile Joined September 2010
Germany517 Posts
July 21 2011 21:58 GMT
#116
Hey man, awesome guide, but I do have a few questions.

Do you feel HT openers are more viable since the last Archon buff? If so, when is it more advisable to go for HTs instead of Colossi?

And what about heavy Stargate openings? When should I really try to go for them?
Less QQ, more PewPew
Original exxo
Profile Joined April 2011
United States257 Posts
July 21 2011 22:25 GMT
#117
We need one of these for TvP now
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
July 22 2011 09:22 GMT
#118
On July 22 2011 06:58 Mikelius wrote:
Hey man, awesome guide, but I do have a few questions.

Do you feel HT openers are more viable since the last Archon buff? If so, when is it more advisable to go for HTs instead of Colossi?

And what about heavy Stargate openings? When should I really try to go for them?


Ht openers are a lot more viable now. I think both gateway heavy templar and colossi builds are strong in every situation. Gateway heavy will make him get ghosts, colossi heavy will make him get vikings. Before that he will just do mmm so it's personal preference, I use both styles a lot. Against mech I think colossi/immortal is the best choice, but lategame archons and storm are very good aswell.

Colossi/phoenix is a very strong build, but I've always felt like a phoenix switch is better lategame than midgame. If you want to do it, I think it's best to get 1stargate 1 forge 1 robo off 2bases; and then add another stargate and another forge when your third is about done;

I usually add stargates when my fourth is up and when I alreayd have a good gateway/colossi/ht force, but that's kind of personal preference.
Valor is a poor substitute for numbers.
cesc
Profile Joined April 2011
South Africa77 Posts
July 26 2011 09:29 GMT
#119
you are the greatest human being alive - i snipe terrans so easy on the ladder now!

PLEASE make a pvz one <3<3<3
www.kk-gaming.co.za | www.polarfluke.co.za
toastnbutter
Profile Joined June 2011
United States62 Posts
Last Edited: 2011-07-27 22:01:38
July 27 2011 22:00 GMT
#120
Great guide

At about what point in the game do you decide to poke up with your probe? What tells are you looking for?

Also do you still poke with Zealot and Stalker after you've poked with a probe?
jondaman
Profile Joined June 2011
1 Post
July 27 2011 23:03 GMT
#121
Great job on writing up the Guide! Thanks a lot.
2 Lz 2 rite a quote.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
July 29 2011 09:23 GMT
#122
On July 28 2011 07:00 toastnbutter wrote:
Great guide

At about what point in the game do you decide to poke up with your probe? What tells are you looking for?

Also do you still poke with Zealot and Stalker after you've poked with a probe?


You pull your probe back when the marine is about to finish and send it to a watch tower. A bit later you poke up to scout whteher he goes pure marine (fe or tech) or marine/marauder (bio). If he goes pure marine a zealot/stalker poke is an excellent choice, just have to make sure your stalker doesn't die.
Valor is a poor substitute for numbers.
Babyschwein
Profile Blog Joined December 2010
Germany33 Posts
September 02 2011 20:00 GMT
#123
Awesome writup, you need to write more tutorials!
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