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[H] TvP - Can't deal with Chargelot/Archons - Page 2

Forum Index > StarCraft 2 Strategy
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Squigly
Profile Joined February 2011
United Kingdom629 Posts
January 12 2012 20:02 GMT
#21
On January 12 2012 23:32 joopajoo wrote:
What the hell do i do when they have everything? e.g zealot,stalker,sentry,HT,archon,colossi.


In all seriousness and whining aside. If they are maxed on a deathball on 4 bases. You have almost certainly lost. Thats how bio works vs Protoss. Its just the nature of it.

Dont let them get there.
megumixbear
Profile Joined November 2008
United States192 Posts
January 12 2012 21:53 GMT
#22
On January 12 2012 22:35 Fossa wrote:
I'm a protoss player and have found that terran players win when they use emps and kite. Megumixbear says that you should spread your army.

Archons deal a lot of splash damage, you have to kite/spread to make them less effective. ♥
Just happy~ "Gratitude gives birth to gratitude and ingratitude creates more ingratitude." -Mokichi Okada
Andreas
Profile Blog Joined January 2011
Norway214 Posts
January 12 2012 22:03 GMT
#23
1) Positioning - you want to force your opponent's chargelots through a narrow choke. If that can't be achieved, try to fight in a position where you have freedom to retreat/stutterstep, and somewhere you can avoid your bio ball getting completely surrounded (somewhere near a cliff or something).

2) Unit compositon - if he has 0 stalkers, you don't need a ton of marauders. The later the game goes, the less likely it is he will have Guardian shield, so marines will perform better vs his unit mix than marauders. You want a few for concussive shells, but not too many.

3) EMPs - you need to hit the Archons with as many EMPs as possible. Be liberal with your scans and see if he has any HTs with storm so you can save the necessary number of EMPs for those, then spend the rest on archons.

4) Upgrades - you need to stay at least even with the protoss in upgrades. Try to line up your strategy so that the times you move out on the map is when an attack upgrade finishes - that way you've got the biggest chance of being even in upgrades with the protoss when the engagements happen. If you can trade somewhat evenly with a protoss when you're both 1/1 he won't have a lot of army to engage you when his 2/2 finishes.
Newbiesk
Profile Joined September 2010
United States27 Posts
January 12 2012 22:04 GMT
#24
Well you could abuse the fact that his army doesn't have the drop stomping potential of blink stalkers and just do annoying 8 marine drops in the main and expo until he gets frustrated enough to move out and chose a bad engagement. Also since upgrades are a big part of chargelot archon you could try to drop in with marauders and try to snipe forges.
Tal0n
Profile Joined April 2010
United States175 Posts
January 12 2012 22:14 GMT
#25
if he has 2 different units in his army, you shouldnt have more than 2 different units in your army too. that's what day9 calls a "lean composition." just do one starport MMM and scout for a transiton, then add on ghost academy
wunsun
Profile Joined October 2010
Canada622 Posts
January 12 2012 22:24 GMT
#26
Watched the first game. I think you could've won the first battle easily if you had stim and shields. You did get trapped by FF, so you couldn't kite away, but if you had stim and shields, you could have dealt enough damage to win that battle.
Xequecal
Profile Joined October 2010
United States473 Posts
January 13 2012 00:44 GMT
#27
30 Ghosts + enough vikings to beat whatever Colossi they have beats any Protoss deathball regardless of number of bases or resources. Even if they have 30 gates it will still take a minute for any warped-in templar to be effective, so you can just walk to their main and tear it down after you beat their main army.

Ghosts have the same DPS/supply as marines, in any mass resource maxed situation they trump anything.
xxSK8rGUy277xx
Profile Joined September 2010
300 Posts
Last Edited: 2012-01-13 02:12:50
January 13 2012 02:12 GMT
#28
On January 13 2012 09:44 Xequecal wrote:
Ghosts have the same DPS/supply as marines, in any mass resource maxed situation they trump anything.


This is incorrect.

Ghost DPS/supply = 6.7 (+6.7 vs Light) / 2 food

Marine w/ Stim DPS/supply = 10.5 / 1 food


You might be right though about the mass ghost composition. I saw Major doing that kind of play but personally would like to see some replays or vods of it in action to see if its gimmicky or not. I'll try to test it out in some of my games as well.
edzwoo
Profile Blog Joined June 2006
United States469 Posts
January 14 2012 01:42 GMT
#29
On January 12 2012 23:32 joopajoo wrote:
What the hell do i do when they have everything? e.g zealot,stalker,sentry,HT,archon,colossi.


Unit composition is probably the most important thing when it comes to late game battles. You need everything yourself in this situation, MMM ghosts and vikings, and you need the right amount. Then it becomes a battle of vikings trying to hit the colossus and dodging stalkers, and of course better position + whoever nails the EMPs or storms when you finally engage.

If your composition lacks enough ghosts or vikings to deal with the templar and colossus, you will get rolled 100% even on same supply or slightly ahead. The best thing you can do is try and stall until you get the necessary units out and try to do some drop harass.

Make sure to drop a scan around 50 supply to see the if the protoss is going colossus or high templar so you can immediately start making vikings or ghosts.
Xequecal
Profile Joined October 2010
United States473 Posts
January 14 2012 05:29 GMT
#30
On January 13 2012 11:12 xxSK8rGUy277xx wrote:
Show nested quote +
On January 13 2012 09:44 Xequecal wrote:
Ghosts have the same DPS/supply as marines, in any mass resource maxed situation they trump anything.


This is incorrect.

Ghost DPS/supply = 6.7 (+6.7 vs Light) / 2 food

Marine w/ Stim DPS/supply = 10.5 / 1 food


You might be right though about the mass ghost composition. I saw Major doing that kind of play but personally would like to see some replays or vods of it in action to see if its gimmicky or not. I'll try to test it out in some of my games as well.


It's the same DPS/supply ratio when both sides are fully upgraded. (I probably should have mentioned that) Protoss ground has 4 armor, so marines do 5 damage a shot for 8.72 DPS, while Ghosts do 22 damage a shot for 17.6 DPS or 8.8 DPS/supply.
Kiwiandapple
Profile Joined March 2011
Belgium240 Posts
January 17 2012 09:33 GMT
#31
i saw a friend of mine (GM on na/eu) go for 3 factory helions, getting blue flame for them while just having marine/marauder/ghost still.

Just because the splash for the zealots is super effective - makes it abit easier, the downside is ofcourse - less minerals for marines. but i haven't played to much vs protoss yet who dont try to murder me before the mid game - so havent been able to test it out. seems cool tho ^^ aswell - 10helions is quite much the ideal thing you want, but you just want them quick. hence the 3 factories i guess, im a newb! dont shoot me ;(
Don't worry, that's halo!
secretary bird
Profile Joined September 2011
447 Posts
January 17 2012 10:36 GMT
#32
On January 14 2012 14:29 Xequecal wrote:
Show nested quote +
On January 13 2012 11:12 xxSK8rGUy277xx wrote:
On January 13 2012 09:44 Xequecal wrote:
Ghosts have the same DPS/supply as marines, in any mass resource maxed situation they trump anything.


This is incorrect.

Ghost DPS/supply = 6.7 (+6.7 vs Light) / 2 food

Marine w/ Stim DPS/supply = 10.5 / 1 food


You might be right though about the mass ghost composition. I saw Major doing that kind of play but personally would like to see some replays or vods of it in action to see if its gimmicky or not. I'll try to test it out in some of my games as well.


It's the same DPS/supply ratio when both sides are fully upgraded. (I probably should have mentioned that) Protoss ground has 4 armor, so marines do 5 damage a shot for 8.72 DPS, while Ghosts do 22 damage a shot for 17.6 DPS or 8.8 DPS/supply.


Thats only against light units. hellions suck for the same reason a simple stalker switch and its over but they lack upgrades as well.
DrKillface
Profile Joined February 2011
Australia106 Posts
Last Edited: 2012-01-17 14:44:35
January 17 2012 14:42 GMT
#33
On January 14 2012 14:29 Xequecal wrote:
Show nested quote +
On January 13 2012 11:12 xxSK8rGUy277xx wrote:
On January 13 2012 09:44 Xequecal wrote:
Ghosts have the same DPS/supply as marines, in any mass resource maxed situation they trump anything.


This is incorrect.

Ghost DPS/supply = 6.7 (+6.7 vs Light) / 2 food

Marine w/ Stim DPS/supply = 10.5 / 1 food


You might be right though about the mass ghost composition. I saw Major doing that kind of play but personally would like to see some replays or vods of it in action to see if its gimmicky or not. I'll try to test it out in some of my games as well.


It's the same DPS/supply ratio when both sides are fully upgraded. (I probably should have mentioned that) Protoss ground has 4 armor, so marines do 5 damage a shot for 8.72 DPS, while Ghosts do 22 damage a shot for 17.6 DPS or 8.8 DPS/supply.



I dont really see why it matters that much because isnt it still all about the emps/snipes more so than the clean up afterwards? in which case vs zealots archon comp ghosts would way outperform marines right? and if they did a tech switch then suddenly you have the infrastructure to support lots of marauders... I donno though because I'm a toss player

edit: I think my point was like 15-20 ghosts wouldnt be too much I feel, possibly even more
rEpulse
Profile Joined July 2011
United States77 Posts
Last Edited: 2012-01-17 15:06:27
January 17 2012 15:05 GMT
#34
Against Chargelot/Archon its best to just have a lot of ghost at least 8-12 and get some great EMPs because if you don't thats it. Another thing that is really hard at the moment for me is that even with great production if you trade armies the toss will win, he can remax a lot faster. So your going to want to snipe the obs and have cloak for your ghost.
“Education is the ability to listen to almost anything without losing your temper or your self-confidence.” - Robert Frost
antz0r
Profile Joined September 2010
Australia168 Posts
Last Edited: 2012-01-18 14:20:49
January 18 2012 14:18 GMT
#35
To summarise what I saw in the (edit) metalopolis game was that you had walked out with your Marine/marauder raven combo to guard against DTs. However even though you scanned (or alternatively a raven autoturret/PDD as ur forward spotter, you walked right into FF range, got FF cup raped and then lost against the counterattack.

1. You were too busy looking for the kill because you assumed he was going to continue DT production. However his switch to sentries caught you offguard and you stepped forward too far. If I saw his composition, I wouldn't have started a fight unless I had medivacs to try and lift my guys out of FF pockets. You have to stay right on the outskirts of your attacking range if you do engage. Otherwise maybe defensive macro yourself a third and use medivacs drops to abuse his immobility?

2. As soon as you realised your expeditionary force was going to die, you needed to be johnny on the spot with defensive bunkers or other structures to create a choke. But you let your army sit in front of your natural, and they melted against the zealot onslaught. Fighting from a good choke(standing in the space between the mineral line and the natural CC) would have made his life a lot harder. You also needed to focus down those guardian shields. Alternatively you could try kiting through the mineral line, or an scv pull because you did not have a sufficient army at your own base.

But please take my analysis with a grain of salt.. I'm only a lowly goldy.
althaz
Profile Joined May 2010
Australia1001 Posts
Last Edited: 2012-01-18 14:53:25
January 18 2012 14:52 GMT
#36
On January 13 2012 05:02 Squigly wrote:
Show nested quote +
On January 12 2012 23:32 joopajoo wrote:
What the hell do i do when they have everything? e.g zealot,stalker,sentry,HT,archon,colossi.


In all seriousness and whining aside. If they are maxed on a deathball on 4 bases. You have almost certainly lost. Thats how bio works vs Protoss. Its just the nature of it.

Dont let them get there.

So completely and utterly wrong. If you are Terran and Protoss has everything he wants then the onus (and result of the game) rests purely on you. It's (IMO) much harder to engage as Terran but if done correctly (so frickin' hard, btw) then Terran should always win this fight and then take the game. Both sides claim this is OP, but with EMP now having the same radius as storm (and still being totally badass) it just comes down to micro. Toss has a chance to win and so does Terran. If one side micros perfectly and the other doesn't the better micro wins (if both sides micro perfectly Terran wins also, but this is actually impossible).

You need to have enough ghosts and vikings as well as the right mix of marine/marauder and you need to micro your units all quite well (kiting continuously, landing all of your EMPs, focus-firing Colossi, etc).

Protoss is not stronger than Terran in late game (I would rather be Terran in late game than Protoss in fact), they are both awesome in the late game. I play random, btw.
The first rule we don't talk about race conditions. of race conditions is
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