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Welmu
Profile Blog Joined November 2009
Finland3295 Posts
Last Edited: 2011-12-26 18:12:12
December 25 2011 19:39 GMT
#1
Can a mod change the title to: "[G] How to play lategame PvT", thx!

I decided to contribute TL a little bit by writing a guide on "how to play macro PvT". I usually just make useless posts on TL so I try to post this time something useful :D.

PvT has been my favorite match-up for a long time already. PvP almost always ends, before 3bases and in my opinion the luck has too big factor in PvP. PvZ in the other hand feels a little bit imbalanced for me, if the game goes past 2bases so I really dislike playing against some stuff in the end game of PvZ, because of that factor. (Only my opinions, don't start speaking about imbalances!)

PvT is extremely interesting and fun to play match-up for me to play. Though, all-ins can be very strong and sometimes lame to play against, when both players settle to play in at least 3 or more bases match-up turns to be extremely nice where right decissions, good drops, good army composition, macro and micro managment and beforehand planning of the game flow and the control of the game makes you the winner of the game. My games won't nearly always go to this late-stage, because of different all-ins and maps, but I hope they would go more often.
Its my favorite part of this game at the moment so that's why I decided to write a little bit about it.

I hope you all can understand my english, because its not my primary language~


Master and Grand-Master level players will most likely benefit the most out of this guide, but this will have also useful information for all the players
(3 or more bases will be referred now as "late-game" to make it easier to write)

I remind all of you that Im not going to explain mechanical side or macro/micro-managment in this guide and also that Im speaking about playing against the bio style of Terran.
Watch replays after reading the text so you will understand much better, what Im speaking about!

Mass EMP is only difficult to win against if you play straight to Terran's hands!

Who I am: + Show Spoiler +
Im pro-level Protoss player from Finland playing now for team Empire. Im still a rare sight in tournaments, because of my school but I will begin to play more tournaments in february, when my school ends and exams begin. I have possessed a couple of times #1 for some period on GM in EU and last LAN I played was WCG, where I lost in tough group on tiebreakers (with Kas, Happy and Xigua on it). Check out my TLPD for some more info: http://www.teamliquid.net/tlpd/sc2-international/players/2141_Welmu

Suitable maps to go safely into late-game:+ Show Spoiler +
Metalopolis (cross), Taldarim and Shakuras are the most suitable maps out of the ladder map pool to go later stages into the game. Both are very big and have quite easy ways to defend extra-bases. On Shattered and Antiga its pretty easy to get 3rd base up, but I wouldn't suggest to go for a game-plan of 4+ base play at least in tournaments, because map structure doesn't suggest that. Generally map should be big, with reasonable easy bases to take (not like Antiga where taking 4th base is really difficult to take, because of the middle works).

Openings:+ Show Spoiler +
I won't be teaching here different ways to open, but for example Nexus First (http://www.teamliquid.net/forum/viewmessage.php?topic_id=284253) and 1gate FE (my favorite) (http://www.teamliquid.net/forum/viewmessage.php?topic_id=285834) are good ways to open up for a longer game.

How to safely get to "macro-phase":+ Show Spoiler +
This is actually pretty difficult. The ladder is full of cheeses, many different kinds of 1base and 2base all-ins to punish bad scouting and greedy play so you must figure out safe way to get up extra-bases. There are many different ways to open up after getting natural up and running and not even I know the best follow-up after getting natural up, but I personally like teching to Colossus and getting map control and pressure a little bit while getting third or making 3 or 4gate push and go double forge or tech to colossus after that... I actually test out a lot of different stuff to find a best way to go, but just go with our own preference. For practise I would recommend to go for a safe build to be able to hold against all-ins and having a robo for cloaked ghost/banshee and for scouting.




Okey, now lets go to the actual guide --->
Im going to tell the most important factors and fundamentals in late-game. Stuff like map control and warp prism drops are included in other sections of this guide.


Key units:+ Show Spoiler +
There are three almost must key units to victory in late-game: Dark Templar, High Templar and Zealots (Colossus important too, but no key). DT will become maybe the most important unit, when having 4+ bases. I will explain everything better later on.

Defending drops:+ Show Spoiler +
Feedback is key to defend against drops. You MUST leave 1-2 templars, 1-2 zealots and possibly cannons to cover each base against Terran's drops. The drops are in my opinion the 2nd strongest weapon in Terran's late-game and not holding off drops properly will surely result in your loss. Just imagine you getting drop all the time in many locations and never being able to hold them off. Terran would get control of the game and dominate over you while you are in constant panic to hold off against drops. I will tell about Terran's strongest weapon against Protoss later on.

Controlling the game:+ Show Spoiler +
Managing to secure the control of the game is the thing you should try always to get in late-game. Having a hold off watch towers/observers in good locations/having knowledge about untaken bases/denying Terran getting information/holding against Terran's harass will all get you in the control of the game. The replays I'll post will make this more clear, but not having any control of the game should result in your loss. Its usually battle about, who can get the control of the game, if both players are playing the late game correctly.

Pressuring:+ Show Spoiler +
Don't just keep sit all the time! You are playing straight to Terran's hands, if you just sit near to your bases all the time. You have to be active around map, taking watch towers, getting off good position, putting pressure on Terran and possibly deny bases.

Army composition:+ Show Spoiler +
You want to have a big amount of zealots, very small amount of Stalkers, maybe a couple of archons (you can try switching around archon count to mess Terran), some high templars, maybe Colossus (explained better at "Colossus" part) and 1-2 sentries (I would recommend to use gas to high templars instead of refilling sentries after losing them). Then you want to have high templars seperated outside battle ready to feedback/storm and a couple of units scouting for bases and some possiblu helping to hold off drops. Scout active, whats the Terrans army composition and try to make effective army against that. Like, if you dont see very few ghosts make more archons/templars and if you see mass marauder make more zealots and mix in some immortals too.

Positioning in battles:+ Show Spoiler +
Dont battle in the spot where Terran wants you to fight. Try to battle in position where you know where Terran's army is exactly and where you can spread units well against ghosts. Another big bonus for you is, if Terran doesn't know the
every HT's location and position which allows your Colossus to get off hits (not allow Terran to just kite away and avoid Colossus hits, while killing them with vikings). This is one of the most difficult parts for me at least to get good position in battles. Scans make it easy for Terran to avoid scouting them with observers and with the help of stim Terran can easily retreat to get better position. This is propably the part where I could improve the most ^_^

Reinforcing in battles:+ Show Spoiler +
With warp-in possibility you are able to have a bigger army than your opponent in battles. During the battles you should be either warping in Zealots to battle or warping-in zealots to your opponents main base or just warping in more units to your bases. Protoss has superior reinforcing possibility to Terran so you should abuse that fact as well. Remember to be careful that you don't just throw away zealots when you are warping them in to battle. If you are losing the battle, your warped-in zealots are most likely just free minerals to your opponent and wont be able to do any damage. I would recommend always warping-in units to harass your opponent instead of warping-in them to battle, but its only my preference^^.




Now I explain about roles of the most important units to remember in late game.


Ghost:+ Show Spoiler +
Ghosts are the most deadly thing against Protoss in the late-game. Nukes, EMP, cloaking all are very deadly weapons. You have to have detection everywhere against cloaked Ghosts in late-game, because of nukes. If you let Terran start nukeing you freely to multiple places and not being able to stop nukes will ensure your defeat. You have to get enough cannons in good locations near to your army and bases to detect cloak and get observer speed to be able to have observers with your army to defend against EMPs and nukes. Observer speed also makes big difference in scouting and avoiding observer snipes and its maybe the most important upgrade that many Protosses dont get in the late game. You should ALWAYS get it! Just imagine that Terran snipes off all of your observers and manages to get perfect EMPs with cloak ghosts and in many cases it can be game over in that point.
Some more info about EMP. Ghosts are the reason why you should be avoiding getting more than 2-3 archons in late-game, because in late-game Terran have resources to get off enough ghosts to EMP your whole army so, when you are able to hit all of your archons they just turn to useless expensive trash. To avoid getting totally humilated by EMPs in fights you need to know where your enemy is moving and have good fighting position. I will tell more about it later on again.

DT:+ Show Spoiler +
Dark Templars are the key unit to victory in late game. You manage to get map control with their help (importantly get watch towers), scout untaken bases, defend against drops and most importantly they are super deadly harass in the late game. They snipe off buildings really quickly and Terran has to use a lot of scans to take out many DTs. Getting like 5 dts attacking in different places in Terran's main base can solely win you the whole game. It is always cost effective to harass Terran with DTs in late game in Terran's main. Try to focus down tech labs/reactors, key buildings (like ghost academy, engineering bays, armory, etc) and supply depots. One effective method to use DTs is to warp them in to opponents base while Terrans army is fighting yours or when army is off-position. You can figure out many many different ways to utilize DT's in late game, when you put a little bit thought after it. Like, when you are harassing with DTs and not fighting your opponent same time, you can take the control of all watch towers same time and maybe kill one of Terran's base and so get the control of the game.

HT:+ Show Spoiler +
High Templar is the biggest damage dealer in late game. They kill medivacs with one feedback and storm can wipe off Terran army in the matter of seconds. To avoid from getting EMPd you must have your templar's spreaded all the time to be able to get storm off. I would suggest only hotkeying small portion of your High Templars and controlling them individually. Good strategy is to leave High Templars to strategical locations (like watch towers, cliffs for example) and like I mentioned earlier you should have 1-2 in every base to hold off drops and also to storm frontal attacks also you can leave some behind your army so when you are retreating you can storm off Terran's hunting army. Of course, if you notice that Terran doesn't really have ghosts in his army just abuse that fact and get more archons/templars with your army. Storms can be devasting too sometimes, if you manage to pull it off. Check out replays so you will understand better!

Colossus:+ Show Spoiler +
Another damage dealer. Switching around Colossus count makes it hard for Terran to have a right amount of vikings against your army. For example, if I lost all my Colossus in battle and Terran is left out with like 12 vikings I would suggest to not make any Colossus to have strong composition against his. Try switching around Colossus counts to mess up Terran. Also remember not to make too many Colossus. Get many robos in late game to make it easier to switch around Colossus numbers. Also you will never (well you shouldnt at least) need more than 5 colossus in late game. You are just giving Terran's vikings some free food. Its pretty hard to protect Colossus against vikings in the end.

Warp Prism:+ Show Spoiler +
Remember to get warp prism speed in the late game! With zealot/DT/HT harass with the help of warp prism you are able to win a game. Speed upgrade makes it much easier/faster to do drops and avoid turrets/vikings. Just don't forget to get warp prisms in late game and remember to harass!

Zealot:+ Show Spoiler +
Another strong unit in Protoss arsenal. They are pretty cheap and you can mass warp-in them to battles and harass with them very easily. You can use zealot kinda like DTs getting watch towers with them and dropping them and scouting untaken bases. Your army should always consist of big amount of Zealots.

Observer:+ Show Spoiler +
Make enough observers in late game. I would suggest you to have more than one observer with you army in the late game and they are excelent at scouting Terran and seeing where the Terran army is. Observer is again one of the most important factors in winning the game. Not having observer with your army can be insta-lose in many cases like I told earlier. I already spoke about importance of observer speed and a little bit about other stuff about observer earlier so I won't talk about it again.


Some last thoughts: Beforehand plan how to manage the game and positions/movements/harassments is really important in the longer games. So remember to look your replays to be able to plan things better for the next game (actually the case always). Don't worry if you forget to make use of your whole arsenal. I haven't yet seen a game, where someone has remembered to do every important aspect what you could do in lategame

Replays:
Me against Italian Terran Stareargle: http://replayfu.com/download/Xm9grq + Show Spoiler +
win

Me against Happy (good example what you shouldnt do): http://drop.sc/79539/d + Show Spoiler +
loss

Me against Satiini (shows the power of drops) http://drop.sc/79745/d + Show Spoiler +
win

I will upload more replays ASAP next week after playing some ladder games and feel free to contribute with your own replays, too!


You can also watch my stream to see my FPView in the PvT lategame http://www.own3d.tv/live/61698/Empire.Welmu (I will be streaming more in mid-January onwards though). I have also seen some very good late game managment out of Mana and Hero so check out their PvT lategame also!


Plz tell me, if I have forgotten something important (most propably I have xD)/haven't explained something well enough and/or if there is critical grammar erros in the text. Also feel free to ask anything and state if you think there are errors/flaws in my guide.

Hope you enjoy it!
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 25 2011 19:48 GMT
#2
reserved
Progamertwitter.com/welmu1 | twitch.com/Welmu1
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
December 25 2011 20:00 GMT
#3
WELMU FIGHTING! Been following you since you released some replay packs here on TL. Great job at WCG man, that group was not easy, and you made the best of it! The DT point is something I've never really heard about before, and I like how you don't emphasize collosus
"Friendship ain't a business deal"
ForTheDr3am
Profile Joined November 2010
842 Posts
December 25 2011 20:15 GMT
#4
Nice post. What is your advice if the game gets to the stage where Terran can mass Orbitals and sacrifice SCVs to get some ridiculous army supply? Apart from not letting the game get there, because that is already what I try (with good success too). Maybe mass warp gates (30~ish) and warp prism to warp in directly in battle? I haven't seen this situation often and have no way to practice against it either, so I'm curious about what to do if it ever comes to it.
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 25 2011 20:16 GMT
#5
On December 26 2011 05:00 ImmortalTofu wrote:
WELMU FIGHTING! Been following you since you released some replay packs here on TL. Great job at WCG man, that group was not easy, and you made the best of it! The DT point is something I've never really heard about before, and I like how you don't emphasize collosus

I don't really like of Colossus, because they are so fragile to vikings and fat ... Also very immobile
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 25 2011 20:19 GMT
#6
On December 26 2011 05:15 ForTheDr3am wrote:
Nice post. What is your advice if the game gets to the stage where Terran can mass Orbitals and sacrifice SCVs to get some ridiculous army supply? Apart from not letting the game get there, because that is already what I try (with good success too). Maybe mass warp gates (30~ish) and warp prism to warp in directly in battle? I haven't seen this situation often and have no way to practice against it either, so I'm curious about what to do if it ever comes to it.

Guide is pointed towards that stage of the game xP. Harass Terran a lot, get control of the game, have good high templar position. You are able to cripple Terran this way... Also remember not to give freebie bases to Terran!
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Contractor
Profile Joined May 2011
United States41 Posts
Last Edited: 2011-12-26 05:01:07
December 26 2011 05:00 GMT
#7
I think terran can be pretty scary late game with a ton of ghosts as well as a ton of scans. Like to the point where they can EMP as much as they want.

Templar are good if they get to the ghost but ghost out range them.

I've been doing cannons + templar in all of my bases late game and taking a lot of bases (while doing storm drops), but I think terran with a ton of ghosts is really hard to beat since they have unlimited snipes + emps. Also if they get a lot of orbital commands for mules and scans... I don't know how to approach this. Everything in my army gets EMP'd over and over and other zealots and such sniped. Any advice?

NA Master Protoss Fighting
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 26 2011 07:50 GMT
#8
On December 26 2011 14:00 Contractor wrote:
I think terran can be pretty scary late game with a ton of ghosts as well as a ton of scans. Like to the point where they can EMP as much as they want.

Templar are good if they get to the ghost but ghost out range them.

I've been doing cannons + templar in all of my bases late game and taking a lot of bases (while doing storm drops), but I think terran with a ton of ghosts is really hard to beat since they have unlimited snipes + emps. Also if they get a lot of orbital commands for mules and scans... I don't know how to approach this. Everything in my army gets EMP'd over and over and other zealots and such sniped. Any advice?


Yeah, EMP is difficult thing to handle with if you play how Terran wants you. Read my guide so you will know how to get storms off and how to harass ^^, it guides how to win in that lategame situation. Also if he makes very many ghosts remember to get colossus up too
Progamertwitter.com/welmu1 | twitch.com/Welmu1
SC2ShoWTimE
Profile Joined April 2011
Germany722 Posts
December 26 2011 08:45 GMT
#9
nice guide! thanks
i never researched observer speed but for fighting cloaked ghosts it seems necessary. also, i rarely use dts or warpprisms but i think i will do it from now on.
Progamer
NexCa
Profile Joined March 2011
Germany954 Posts
December 26 2011 09:01 GMT
#10
awwww, i'd love to read this now, but i will do it later for sure. Thanks !
Best Protoss Player 4 ever - Bisu[Shield] || http://www.teamliquid.net/forum/viewmessage.php?topic_id=326242 || THIS IS WHERE WE STAND, THIS IS WHERE THEY FALL, GIVE THEM NOTHING, BUT TAKE FROM THEM EVERYTHING ! || SKT FIGHTIIING
Alastor
Profile Joined September 2010
Brazil30 Posts
December 26 2011 09:33 GMT
#11
A nice read. It's very interesting, thank you very much Welmu for this content.
sVnteen
Profile Joined January 2011
Germany2238 Posts
December 26 2011 09:36 GMT
#12
nice read thank you for making the effort

i think this will help me quite abit vs terran lategame
MY LIFE STARTS NOW ♥
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 26 2011 12:04 GMT
#13
thx for kind comments. Added another very good replay example of the power of protoss arsenal (game against satiini)
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
December 26 2011 12:13 GMT
#14
If a fight went pretty well always warpin 10dts with your prism and kill a cc, it's dead in like 3seconds ^^
Valor is a poor substitute for numbers.
wOrD yO
Profile Joined December 2011
Australia119 Posts
Last Edited: 2011-12-26 12:48:04
December 26 2011 12:47 GMT
#15
looking at the 8min mark in the game vs happy, 1 stalker 1 zealot and 1 sentry. Obviously with greedy play there is huge timing windows, 3 rax can hit earlier than this. Do you have any replays of you holding pressure on 7-8-9 min timings?
wOrD.339
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 26 2011 12:52 GMT
#16
On December 26 2011 21:47 wOrD yO wrote:
looking at the 8min mark in the game vs happy, 1 stalker 1 zealot and 1 sentry. Obviously with greedy play there is huge timing windows, 3 rax can hit earlier than this. Do you have any replays of you holding pressure on 7-8-9 min timings?

Yeah many, I just knew happy's style so I went greedy opening... but its not the main point of replay. I can upload replay holding against pressure, when I happen to play one ^^
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Sets
Profile Joined February 2009
United States59 Posts
December 26 2011 12:56 GMT
#17
Question, do you get obs speed first or prism speed?
Half Awake; Half Dreaming
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 26 2011 13:06 GMT
#18
On December 26 2011 21:56 Sets wrote:
Question, do you get obs speed first or prism speed?

obs speed usually, but it really doesnt matter since I chrono them both out right after another
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Fus
Profile Joined August 2010
Sweden1112 Posts
December 26 2011 13:07 GMT
#19
Nice guide, im mid/high master protoss and i never use DT and HT. I think it's because i'm not very good at the spead micro and multitasking. I like to play colossus and warpgate style with warpprism and i only get templar archives when my main is outmined and i have to rebuild alot of zealot which meens i get alot of gas to spend on archons. I have tried HT style sometimes but the terran kites away/EMP from my storm and the rest of my army just melt because of the lack of splash.

Do you think i will have to play HT/DT and warpprism style to get into top masters and mabie GM some day?
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
wOrD yO
Profile Joined December 2011
Australia119 Posts
December 26 2011 13:14 GMT
#20
On December 26 2011 21:52 Welmu wrote:
Show nested quote +
On December 26 2011 21:47 wOrD yO wrote:
looking at the 8min mark in the game vs happy, 1 stalker 1 zealot and 1 sentry. Obviously with greedy play there is huge timing windows, 3 rax can hit earlier than this. Do you have any replays of you holding pressure on 7-8-9 min timings?

Yeah many, I just knew happy's style so I went greedy opening... but its not the main point of replay. I can upload replay holding against pressure, when I happen to play one ^^


Oh i read the thread wrong, this is just a guide on how to play a macro/late game PvT?
Nothing to do with build orders.
wOrD.339
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 26 2011 13:17 GMT
#21
On December 26 2011 22:14 wOrD yO wrote:
Show nested quote +
On December 26 2011 21:52 Welmu wrote:
On December 26 2011 21:47 wOrD yO wrote:
looking at the 8min mark in the game vs happy, 1 stalker 1 zealot and 1 sentry. Obviously with greedy play there is huge timing windows, 3 rax can hit earlier than this. Do you have any replays of you holding pressure on 7-8-9 min timings?

Yeah many, I just knew happy's style so I went greedy opening... but its not the main point of replay. I can upload replay holding against pressure, when I happen to play one ^^


Oh i read the thread wrong, this is just a guide on how to play a macro/late game PvT?
Nothing to do with build orders.

Yeah^^
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 26 2011 13:18 GMT
#22
On December 26 2011 22:07 Fus wrote:
Nice guide, im mid/high master protoss and i never use DT and HT. I think it's because i'm not very good at the spead micro and multitasking. I like to play colossus and warpgate style with warpprism and i only get templar archives when my main is outmined and i have to rebuild alot of zealot which meens i get alot of gas to spend on archons. I have tried HT style sometimes but the terran kites away/EMP from my storm and the rest of my army just melt because of the lack of splash.

Do you think i will have to play HT/DT and warpprism style to get into top masters and mabie GM some day?

I would suggest to try use more DT/HT/warp prism style. It helps your multitasking and mechanics and is better than just massing big army in PvT lategame... Just try it at least
Progamertwitter.com/welmu1 | twitch.com/Welmu1
eteran
Profile Joined December 2010
Germany83 Posts
December 26 2011 13:27 GMT
#23
The title is a bit misleading Welmu. I expected a writeup about how to properly survive early and midgame stages of the game while not falling behind economically too much at the same time. What this is, is more a "How to play lategame PvT", and it's great for that matter. But for me personally I have problems with reaching that phase of the game (mid Master level) at all since I die to 1-2 base allins and 10 minute pushes alot or alternativly am way behind if I decide to play super save.
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 26 2011 13:47 GMT
#24
On December 26 2011 22:27 eteran wrote:
The title is a bit misleading Welmu. I expected a writeup about how to properly survive early and midgame stages of the game while not falling behind economically too much at the same time. What this is, is more a "How to play lategame PvT", and it's great for that matter. But for me personally I have problems with reaching that phase of the game (mid Master level) at all since I die to 1-2 base allins and 10 minute pushes alot or alternativly am way behind if I decide to play super save.

You just have to figure out safe build to get up 3rd base. Double forge with pretty late 3rd or something like Colossus into 3rd all both pretty standard ways to set up for a macro game. Just remember scout and react according what your opponent does too and not just autopilot.

I go ask, if I can change the title >_>
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Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
December 26 2011 14:57 GMT
#25
Aaw yeah time for less qq and more pew pew
I am Latedi.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 26 2011 16:58 GMT
#26
Good post.

Minor quibble: I think you skipped over one of Protoss's biggest advantages over Terran in late game which is mass in-battle reinforcements. Whenever I have extra minerals in late-game PvT, I dump them on massing gateways so that I can warp in 20 zealots as soon as my zealot wall starts to take damage. If you fight near a pylon and not too near Terran's base, you can get 2 rounds of reinforcements (80+ food) before Terran's first round of reinforcements make it out of his natural.

The more warpgates you have, the stronger your late-game army is. You can never have too many warpgates in PvT.

Also, it's good to trade armies regularly in late-game PvT because it prevents Terran from stacking EMPs. Archons don't typically get much done in your first big engagement because they get EMPed down immediately, but when you remax and fight again before T can stack EMPs, the archons tear through the bio.
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 26 2011 18:05 GMT
#27
On December 27 2011 01:58 kcdc wrote:
Good post.

Minor quibble: I think you skipped over one of Protoss's biggest advantages over Terran in late game which is mass in-battle reinforcements. Whenever I have extra minerals in late-game PvT, I dump them on massing gateways so that I can warp in 20 zealots as soon as my zealot wall starts to take damage. If you fight near a pylon and not too near Terran's base, you can get 2 rounds of reinforcements (80+ food) before Terran's first round of reinforcements make it out of his natural.

The more warpgates you have, the stronger your late-game army is. You can never have too many warpgates in PvT.

Also, it's good to trade armies regularly in late-game PvT because it prevents Terran from stacking EMPs. Archons don't typically get much done in your first big engagement because they get EMPed down immediately, but when you remax and fight again before T can stack EMPs, the archons tear through the bio.

Yeah good points. I explained about warp-ins and pressuring Terran a little bit, but not really a lot. I write a little bit more about both^^.
About reinforcing you have to be very careful during battles. If you are losing the battle badly and you warp in like 10+ zealots to battle you will lose them without doing any damage. You have to judge the situation and warp-in according to that, but its very powerful tool, indeed. Im propably thinking it as too clear a thing
Progamertwitter.com/welmu1 | twitch.com/Welmu1
ssregitoss
Profile Joined September 2004
Turkey241 Posts
December 26 2011 18:25 GMT
#28
iam master leage player my problem is i cant play pvt on eu server ladder.its percentage is very low like %25.some eu toss players have the same problem like mine.very less pvt.i dont if it is blizzard match making system.my last 210 ladder games %40 pvp
%37 pvz
% 23 pvt.i wrote 7 email to blizzard about this fact and no reply yet.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 26 2011 20:39 GMT
#29
On December 27 2011 03:05 Welmu wrote:
Show nested quote +
On December 27 2011 01:58 kcdc wrote:
Good post.

Minor quibble: I think you skipped over one of Protoss's biggest advantages over Terran in late game which is mass in-battle reinforcements. Whenever I have extra minerals in late-game PvT, I dump them on massing gateways so that I can warp in 20 zealots as soon as my zealot wall starts to take damage. If you fight near a pylon and not too near Terran's base, you can get 2 rounds of reinforcements (80+ food) before Terran's first round of reinforcements make it out of his natural.

The more warpgates you have, the stronger your late-game army is. You can never have too many warpgates in PvT.

Also, it's good to trade armies regularly in late-game PvT because it prevents Terran from stacking EMPs. Archons don't typically get much done in your first big engagement because they get EMPed down immediately, but when you remax and fight again before T can stack EMPs, the archons tear through the bio.

Yeah good points. I explained about warp-ins and pressuring Terran a little bit, but not really a lot. I write a little bit more about both^^.
About reinforcing you have to be very careful during battles. If you are losing the battle badly and you warp in like 10+ zealots to battle you will lose them without doing any damage. You have to judge the situation and warp-in according to that, but its very powerful tool, indeed. Im propably thinking it as too clear a thing


What I meant is that Protoss's warp-in mechanic means that every warpgate you have effectively increases your maximum supply by 2 because the reinforcements enter the battle almost instantly where they play a deciding role. If you have a 200/200 army with 10 warpgates, your effective army size is 220/200. If you have a 200/200 army with 30 warpgates, your effective army size is 260/200.

While Terran also wants to have a lot of barracks to rebuild his army quickly, it's not the same because there's a ~45 second delay between when Terran frees supply and when his units are at the point of the battle by which time the fight is usually decided. So his unit production adds toward his next army whereas Protoss's production capacity adds size to their current army.

Stacking gateways is sort of the Protoss equivalent to Terran killing SCVs to free supply.
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 27 2011 11:43 GMT
#30
On December 27 2011 05:39 kcdc wrote:
Show nested quote +
On December 27 2011 03:05 Welmu wrote:
On December 27 2011 01:58 kcdc wrote:
Good post.

Minor quibble: I think you skipped over one of Protoss's biggest advantages over Terran in late game which is mass in-battle reinforcements. Whenever I have extra minerals in late-game PvT, I dump them on massing gateways so that I can warp in 20 zealots as soon as my zealot wall starts to take damage. If you fight near a pylon and not too near Terran's base, you can get 2 rounds of reinforcements (80+ food) before Terran's first round of reinforcements make it out of his natural.

The more warpgates you have, the stronger your late-game army is. You can never have too many warpgates in PvT.

Also, it's good to trade armies regularly in late-game PvT because it prevents Terran from stacking EMPs. Archons don't typically get much done in your first big engagement because they get EMPed down immediately, but when you remax and fight again before T can stack EMPs, the archons tear through the bio.

Yeah good points. I explained about warp-ins and pressuring Terran a little bit, but not really a lot. I write a little bit more about both^^.
About reinforcing you have to be very careful during battles. If you are losing the battle badly and you warp in like 10+ zealots to battle you will lose them without doing any damage. You have to judge the situation and warp-in according to that, but its very powerful tool, indeed. Im propably thinking it as too clear a thing


What I meant is that Protoss's warp-in mechanic means that every warpgate you have effectively increases your maximum supply by 2 because the reinforcements enter the battle almost instantly where they play a deciding role. If you have a 200/200 army with 10 warpgates, your effective army size is 220/200. If you have a 200/200 army with 30 warpgates, your effective army size is 260/200.

While Terran also wants to have a lot of barracks to rebuild his army quickly, it's not the same because there's a ~45 second delay between when Terran frees supply and when his units are at the point of the battle by which time the fight is usually decided. So his unit production adds toward his next army whereas Protoss's production capacity adds size to their current army.

Stacking gateways is sort of the Protoss equivalent to Terran killing SCVs to free supply.

Hmm, I actually prefer not to use this kind of mass warp-in style. I would prefer to not stack so much minerals and be so active around map that you don't have to build tons of extra warp-gates, because of extra resources. I don't really like building tons of extra warp-gates, if you won't be able to use them effectively later on too. I would just suggest building that many warp-gates that you can spend your resources well enough. I would much more likely have that extra 1000 minerals to use for zealots than for extra warp-gates.
In short, I don't really like relying on big battle wins to win a game.
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nB)Bouh
Profile Joined July 2011
France35 Posts
December 27 2011 14:38 GMT
#31
Nice guide. I have a few questions

When you are going into the lategame what is your main purpose to win the game? Getting map control to have good positioning ? Or grinding him slowly and just finishing him when the times come? Etc.

My main problem is to take good decisions related to my scouting : I usually decide to do something (e.g. expanding, upgrading or teching) based on my envy. For instance, do you have a criteria (or several) for colossus switch ?I would say that Killing a big amount of medivac is a good time for colossus swtich because he can't make so many vikings.

An other question about taking third if you don't mind : I have issues deciding when taking the third. In the case of 1g expand vs 1rax no gaz expand. Will you delaying your third for example if you see that he teched straighted to medivac without upgrade? Or you always do the same BO and you hope you will hold your third thanks to your micro/macro
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 27 2011 16:30 GMT
#32
On December 27 2011 23:38 nB)Bouh wrote:
Nice guide. I have a few questions

When you are going into the lategame what is your main purpose to win the game? Getting map control to have good positioning ? Or grinding him slowly and just finishing him when the times come? Etc.

My main problem is to take good decisions related to my scouting : I usually decide to do something (e.g. expanding, upgrading or teching) based on my envy. For instance, do you have a criteria (or several) for colossus switch ?I would say that Killing a big amount of medivac is a good time for colossus swtich because he can't make so many vikings.

An other question about taking third if you don't mind : I have issues deciding when taking the third. In the case of 1g expand vs 1rax no gaz expand. Will you delaying your third for example if you see that he teched straighted to medivac without upgrade? Or you always do the same BO and you hope you will hold your third thanks to your micro/macro

I like to cripple my opponents, by constanst harass and denying expansions and getting the game control so I force them to bad engages and win eventually with superior income.

I usually take the third always about the same time, when I know Im safe against everything. It can sometimes change though, if I see my opponent taking 3rd very early or if opponent is playing unorthodox. Just don't try rushing to 3rd base too greedily, like when you are doing double forge you can take it very late
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Cyro
Profile Blog Joined June 2011
United Kingdom20307 Posts
Last Edited: 2011-12-27 16:48:28
December 27 2011 16:46 GMT
#33
Nevermind sorry
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Darclite
Profile Joined January 2011
United States1021 Posts
Last Edited: 2011-12-27 17:00:57
December 27 2011 17:00 GMT
#34
You emphasize templar but don't speak much about archons. If you have +3 attack or are just ahead in upgrades, do you recommend getting archons instead of templar to take advantage?

Also, do you recommend including DTs in your army, or is it useless due to EMP? If yes, how many?
They're fools. You should eat them.
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 27 2011 17:11 GMT
#35
On December 28 2011 02:00 Darclite wrote:
You emphasize templar but don't speak much about archons. If you have +3 attack or are just ahead in upgrades, do you recommend getting archons instead of templar to take advantage?

Also, do you recommend including DTs in your army, or is it useless due to EMP? If yes, how many?

Archons are good in army until your opponent starts to have many ghosts with a lot of emp ready and usually in lategame Terran will have that many ghosts that your archons are like paperplanes , but if you notice low amount of ghost sure go make some archons.

I would recommend max 1 DT in your army, because they are really bad at fights and your opponent has to just scan to kill them. Terrans even usually scan the army to be able to see where it is clearly/to kill observers so I wouldnt recommend having DTs in your army.
Progamertwitter.com/welmu1 | twitch.com/Welmu1
darkshad30000
Profile Joined November 2011
France111 Posts
February 02 2012 15:12 GMT
#36
Very good thread!
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2012-02-02 16:03:28
February 02 2012 15:59 GMT
#37
The other nice thing about having lots of gates is that it allows you to harass more effectively-- you can warp in more stuff at more places, plus you won't have to worry about getting in a big fight right after you warped in your harass and having all your gates on cooldown.

I haven't really tried such heavy harass style vs Terran, though I do use it against Zerg. Makes sense though seeing how Terran map vision isn't quite as good as Zergs w/ ovies.

Another random tip I'd like to add is keep a probe with your warp prism(s). Drop pylons wheverever you feel like-- when you harass, drop the probe, put a pylon in a spot far from where you warp in and harass where your opponent is not likely to look. After he thinks he's defended your "drop", warp in again! More warp in places, more potential danger. Plus, the terran needs to keep sending units to kill off these potential warp in spots, and you can always warp in and kill those off if he doesn't send that many.
(╯°□°)╯︵ ┻━┻
-Cyrus-
Profile Joined June 2011
United States318 Posts
February 04 2012 09:16 GMT
#38
I'm a mid master Protoss and I can't even tell you how much this guide has improved my game. Thanks a lot man!
Ravomat
Profile Joined September 2010
Germany422 Posts
February 04 2012 09:20 GMT
#39
What do you think about adding Phoenixii into the army if it comes to a stalemate situation where neither one wants to attack?
starfox0_0
Profile Joined November 2011
United States29 Posts
February 04 2012 10:03 GMT
#40
PvT always started out very frustrating to me but then once I started getting past the gold league mentality and not just macro but proper unit decisions, yea it became fun. Terran can do so much so as a protoss I really have to think and plan ahead but also change those plans when I have to react to something like drops or tanks mixed with bio. The are standard ways to play the matchup but you can go stargate to defend drops or harass and not shoot yourself in the foot. Cannon defense can turn into a fun cannon rush. DT's mixed in secretly into a zealot army feels so evil.

I know it feels risky but even when I am playing a macro game I love using 1 gate expand because it gives me just enough units to start fighting. I know I'm pretty safe at home with cannons at the ramps. I just want to start doing something as soon as I can, because I almost always know what their composition is and where they are. This leads to the correct transitions that I need. I'm definitely going to use this guide right now.
http://www.tumblr.com/blog/sctribune
dynwar7
Profile Joined May 2011
1983 Posts
February 04 2012 10:20 GMT
#41
Lol, another guide on PvT. I feel truly sorry for T, it is already hard as it is for T

And PvT is your favorite matchup? Of course! Its every Protoss' favorite match up! Haha

Anyway, are you sure you will enter tournaments? You said in February when school finishes and exams begin......its exams! You have to study for it lol.

Anyway, you mentioned DTs are the key to victory to harass with them. But with missile turrets and PF, Terrans are pretty hard to harass, no?

Watching replays now ^^
Regarding the imbalance, hilarious to see Zergs defending themselves....
cydial
Profile Blog Joined September 2010
United States750 Posts
February 04 2012 11:20 GMT
#42
After losing 6 matches in a row on daybreak to a high masters protoss I almost laughed out loud reading about how to macro in the late game vs terran as protoss.

My own frustrations aside, how does terran deal with it exactly? Feels like the overwhelming chargelot templar colossus archon force is unstoppable even with many ghosts.
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
February 04 2012 13:30 GMT
#43
On February 04 2012 20:20 cydial wrote:
After losing 6 matches in a row on daybreak to a high masters protoss I almost laughed out loud reading about how to macro in the late game vs terran as protoss.

My own frustrations aside, how does terran deal with it exactly? Feels like the overwhelming chargelot templar colossus archon force is unstoppable even with many ghosts.

You just have to keep dropping all time with many medivacs too. I have found it feeling like unbeatable playing against all the time dropping style varying with different amounts of units. You just have to have game in your control with map control/harassing a lot basicly.
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
February 04 2012 13:32 GMT
#44
On February 04 2012 19:20 DontLoseSightOfIt wrote:
Lol, another guide on PvT. I feel truly sorry for T, it is already hard as it is for T

And PvT is your favorite matchup? Of course! Its every Protoss' favorite match up! Haha

Anyway, are you sure you will enter tournaments? You said in February when school finishes and exams begin......its exams! You have to study for it lol.

Anyway, you mentioned DTs are the key to victory to harass with them. But with missile turrets and PF, Terrans are pretty hard to harass, no?

Watching replays now ^^

Actually PvZ my favorite match-up right now ;P. My normal school ended yesterday so I plan to start playing now cups finally~
Harass main base/orbital bases instead of planetary fortresses with DTs
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aLmosTeu
Profile Joined June 2011
Germany101 Posts
February 04 2012 13:39 GMT
#45
wow nice work! i will watch this some more often thanks a ton
cydial
Profile Blog Joined September 2010
United States750 Posts
February 04 2012 14:21 GMT
#46
On February 04 2012 22:30 Welmu wrote:
Show nested quote +
On February 04 2012 20:20 cydial wrote:
After losing 6 matches in a row on daybreak to a high masters protoss I almost laughed out loud reading about how to macro in the late game vs terran as protoss.

My own frustrations aside, how does terran deal with it exactly? Feels like the overwhelming chargelot templar colossus archon force is unstoppable even with many ghosts.

You just have to keep dropping all time with many medivacs too. I have found it feeling like unbeatable playing against all the time dropping style varying with different amounts of units. You just have to have game in your control with map control/harassing a lot basicly.


Proper unit placement never lets me get drops that are cost efficient. Late game drops become next to worthless when protoss just warp in 10+ supply of zealots to pick it apart.

The problem with drops as well depend on the protoss army being somewhat close to their main base, if it isn't it might just trigger a base race situation. People will say "Terran can lift off, ez", but that's worthless if you lose your ground army when the protoss counter attacks your main....

At this point I either just go mech vs protoss and have fun or I do a timing attack around 12min and try to kill them out right.
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
Last Edited: 2012-02-04 14:32:08
February 04 2012 14:30 GMT
#47
On February 04 2012 23:21 cydial wrote:
Show nested quote +
On February 04 2012 22:30 Welmu wrote:
On February 04 2012 20:20 cydial wrote:
After losing 6 matches in a row on daybreak to a high masters protoss I almost laughed out loud reading about how to macro in the late game vs terran as protoss.

My own frustrations aside, how does terran deal with it exactly? Feels like the overwhelming chargelot templar colossus archon force is unstoppable even with many ghosts.

You just have to keep dropping all time with many medivacs too. I have found it feeling like unbeatable playing against all the time dropping style varying with different amounts of units. You just have to have game in your control with map control/harassing a lot basicly.


Proper unit placement never lets me get drops that are cost efficient. Late game drops become next to worthless when protoss just warp in 10+ supply of zealots to pick it apart.

The problem with drops as well depend on the protoss army being somewhat close to their main base, if it isn't it might just trigger a base race situation. People will say "Terran can lift off, ez", but that's worthless if you lose your ground army when the protoss counter attacks your main....

At this point I either just go mech vs protoss and have fun or I do a timing attack around 12min and try to kill them out right.

Lategame drops from terran's side should have ~5 medivacs full of units (and not too much energy) and you can't cover your whole main in any possible way in almost all maps played. At least my opponents always finds ways to drop somewhere ;P
And drops in many different places same time/attacking front same time prevents whole army just waiting for drops
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cydial
Profile Blog Joined September 2010
United States750 Posts
February 05 2012 03:17 GMT
#48
On February 04 2012 23:30 Welmu wrote:
Show nested quote +
On February 04 2012 23:21 cydial wrote:
On February 04 2012 22:30 Welmu wrote:
On February 04 2012 20:20 cydial wrote:
After losing 6 matches in a row on daybreak to a high masters protoss I almost laughed out loud reading about how to macro in the late game vs terran as protoss.

My own frustrations aside, how does terran deal with it exactly? Feels like the overwhelming chargelot templar colossus archon force is unstoppable even with many ghosts.

You just have to keep dropping all time with many medivacs too. I have found it feeling like unbeatable playing against all the time dropping style varying with different amounts of units. You just have to have game in your control with map control/harassing a lot basicly.


Proper unit placement never lets me get drops that are cost efficient. Late game drops become next to worthless when protoss just warp in 10+ supply of zealots to pick it apart.

The problem with drops as well depend on the protoss army being somewhat close to their main base, if it isn't it might just trigger a base race situation. People will say "Terran can lift off, ez", but that's worthless if you lose your ground army when the protoss counter attacks your main....

At this point I either just go mech vs protoss and have fun or I do a timing attack around 12min and try to kill them out right.

Lategame drops from terran's side should have ~5 medivacs full of units (and not too much energy) and you can't cover your whole main in any possible way in almost all maps played. At least my opponents always finds ways to drop somewhere ;P
And drops in many different places same time/attacking front same time prevents whole army just waiting for drops


If they have 5 medivacs full of units dropping don't you ever consider simply taking out their main, the army that's defending it (much smaller, by about 30 supply than yours) then rebuild by sneaking a probe or 2 out?
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
February 05 2012 14:22 GMT
#49
On February 05 2012 12:17 cydial wrote:
Show nested quote +
On February 04 2012 23:30 Welmu wrote:
On February 04 2012 23:21 cydial wrote:
On February 04 2012 22:30 Welmu wrote:
On February 04 2012 20:20 cydial wrote:
After losing 6 matches in a row on daybreak to a high masters protoss I almost laughed out loud reading about how to macro in the late game vs terran as protoss.

My own frustrations aside, how does terran deal with it exactly? Feels like the overwhelming chargelot templar colossus archon force is unstoppable even with many ghosts.

You just have to keep dropping all time with many medivacs too. I have found it feeling like unbeatable playing against all the time dropping style varying with different amounts of units. You just have to have game in your control with map control/harassing a lot basicly.


Proper unit placement never lets me get drops that are cost efficient. Late game drops become next to worthless when protoss just warp in 10+ supply of zealots to pick it apart.

The problem with drops as well depend on the protoss army being somewhat close to their main base, if it isn't it might just trigger a base race situation. People will say "Terran can lift off, ez", but that's worthless if you lose your ground army when the protoss counter attacks your main....

At this point I either just go mech vs protoss and have fun or I do a timing attack around 12min and try to kill them out right.

Lategame drops from terran's side should have ~5 medivacs full of units (and not too much energy) and you can't cover your whole main in any possible way in almost all maps played. At least my opponents always finds ways to drop somewhere ;P
And drops in many different places same time/attacking front same time prevents whole army just waiting for drops


If they have 5 medivacs full of units dropping don't you ever consider simply taking out their main, the army that's defending it (much smaller, by about 30 supply than yours) then rebuild by sneaking a probe or 2 out?


Yeah, if im close to Terrans main then. Downside is that Terran gets to decide fighting position
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Nekratos
Profile Joined February 2012
Singapore16 Posts
February 05 2012 15:15 GMT
#50
Thanks Welmu! Been using speed researched warp prism drops to carry out Collo drops against Terran but will take note of DTs and observer speed from now on!
Co-founder of EasyGreet and www.SGPad.com
WolfBro
Profile Joined December 2011
United States59 Posts
February 08 2012 16:28 GMT
#51
I struggle in the late game. Thank you for the guide.
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