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Active: 708 users

Terran counter to Sentry/Immortal/Obsever contain?

Forum Index > StarCraft 2 Strategy
Post a Reply
mograf
Profile Joined July 2011
10 Posts
February 17 2012 21:47 GMT
#1
Basically, I did a pretty standard 2-rax FE with stim. I scouted that the toss had taken 2 gas, and also that they didn't expand. This caused me to expand inside my base. I also scouted a Robo fac, so I knew the sentry immortal push was coming. However, my response to this was not very good. I bunkered up and stayed in my base, and he contained me, picking off what he could using his observer. When he realized he wasn't going to break me, he decided to expand behind it, and retreat back to his base. By this time, he was lightyears ahead. I tried to do drops but he was very good at preventing them. I denied his 3rd, but it didn't matter, he had massed a big enough army to wipe me out.

I'm a rank 6 diamond Terran. Tips? Advice?

Replay: http://www.mediafire.com/?20ecl6tguaxmt9h
Stipulation
Profile Blog Joined April 2009
United States587 Posts
Last Edited: 2012-02-17 22:05:11
February 17 2012 21:49 GMT
#2
1 word. Starport.

Edit: this is in reference to the question in the title.

Edit2:

So you were barely behind after the immortal contain and that isn't where you lost the game.

To address your questions, the obvious thing is that your starport started 2:50 after your factory finished. So by the time you got your drops to his side of the map he was well prepared. If you dropped this much earlier you would have had free reign in his base. At 12 minutes he has his whole army outside your base, and only four gates to warp in with. It's that simple.
FYRE
Profile Blog Joined January 2011
New Zealand314 Posts
February 17 2012 21:51 GMT
#3
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

T T T T T T T T TEMP BAN. Seriously though, why make crappy posts like that when you KNOW you'll get temped for it?
mograf
Profile Joined July 2011
10 Posts
February 17 2012 21:51 GMT
#4
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

Edit: this is in reference to the question in the title.


So use the starport to..... do drops? Drop my army out of the base, what? Please elaborate.
NostalgiaTag
Profile Blog Joined August 2009
Canada508 Posts
February 17 2012 21:54 GMT
#5
I dont ahve the abilty to watch the replay atm so i wont respond directly. Id suggest posting this in the protoss help me thread or the simple questions simple answers thread..
Look for the flaw that lost the game not the flaw in the game.
Mohdoo
Profile Joined August 2007
United States15690 Posts
February 17 2012 22:01 GMT
#6
Ghosts? Ghosts have value at every stage in TvP.
BoxedLunch
Profile Joined January 2011
United States387 Posts
February 17 2012 22:02 GMT
#7
drop units out side your base and flank the contain. ezpz
In theory, practice and theory are the same. In practice, they are not
Stipulation
Profile Blog Joined April 2009
United States587 Posts
February 17 2012 22:04 GMT
#8
On February 18 2012 06:51 FYRE wrote:
Show nested quote +
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

T T T T T T T T TEMP BAN. Seriously though, why make crappy posts like that when you KNOW you'll get temped for it?


I contributed something with that post. He asked the question, what is the terran counter to Sentry/Immortal/Obsever contain? Starport units are the answer. What did you contribute to the thread?
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-02-17 22:25:40
February 17 2012 22:08 GMT
#9
On February 18 2012 07:04 Stipulation wrote:
Show nested quote +
On February 18 2012 06:51 FYRE wrote:
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

T T T T T T T T TEMP BAN. Seriously though, why make crappy posts like that when you KNOW you'll get temped for it?


I contributed something with that post. He asked the question, what is the terran counter to Sentry/Immortal/Obsever contain? Starport units are the answer. What did you contribute to the thread?

Please double check the forum guidelines, and provide an appropriate answer and things the OP could have done better.

I will edit this with an analysis.

Ok, so first off, you have a sub-par build order.

The current standard build for the 2-rax is 10 depot, 12 rax, 13 gas, second rax when you have the $$$, and depot when you have the $$$.

Out of the first barracks you must make one marine and then a reactor. The second barracks will create a techlab for marauders and concussive. You then push out with 4 marines and a marauder on the way, with additional reinforcements rallied to his base, or your units, depending on your preference. This build is often done by MKP.

What you did instead is rush for Stim, one marauder, and mass marine. This actually could have been fine against his army if you had a nice concave, but instead you opt to stay in your base which, is a mistake. You always want to fight any type of sentry push in your natural, or if you have enough units, in a large open area.

After you're contained, you're dead, so I'm just going to go over a couple other things:

You don't upgrade your CC into an Orbital before lifting it off and trying to land it. This -could- be fine if your CC was really close to your natural, but it's not, and there's an army outside waiting for you to try and move out. So, it's better to upgrade the CC and then lift it.

You never move out of your base with your Marine ball. The point of a 2-rax is to put pressure on the opponent, and constantly trade while killing off his gas-heavy units, and eventually drop his main while he has few or no units that shoot up, letting you do a lot of damage to his economy and tech.

gl hf
This is my signature. There are many like it, but this one is mine.
Stipulation
Profile Blog Joined April 2009
United States587 Posts
February 17 2012 22:10 GMT
#10
On February 18 2012 07:08 Fencer710 wrote:
Show nested quote +
On February 18 2012 07:04 Stipulation wrote:
On February 18 2012 06:51 FYRE wrote:
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

T T T T T T T T TEMP BAN. Seriously though, why make crappy posts like that when you KNOW you'll get temped for it?


I contributed something with that post. He asked the question, what is the terran counter to Sentry/Immortal/Obsever contain? Starport units are the answer. What did you contribute to the thread?

Please double check the forum guidelines, and provide an appropriate answer and things the OP could have done better.

I will edit this with an analysis.


I watched the replay and corrected. Are my edit's not satisfactory to the guidelines?
mograf
Profile Joined July 2011
10 Posts
February 17 2012 22:16 GMT
#11
On February 18 2012 07:10 Stipulation wrote:
Show nested quote +
On February 18 2012 07:08 Fencer710 wrote:
On February 18 2012 07:04 Stipulation wrote:
On February 18 2012 06:51 FYRE wrote:
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

T T T T T T T T TEMP BAN. Seriously though, why make crappy posts like that when you KNOW you'll get temped for it?


I contributed something with that post. He asked the question, what is the terran counter to Sentry/Immortal/Obsever contain? Starport units are the answer. What did you contribute to the thread?

Please double check the forum guidelines, and provide an appropriate answer and things the OP could have done better.

I will edit this with an analysis.


I watched the replay and corrected. Are my edit's not satisfactory to the guidelines?


Thanks for your advice, I read your edits.

By the way, people need to ease up... damn... so many people on this forum talk like they have a stick up their ass. Is it possible to have a casual discussion about strategy without somebody saying that forum guidelines are being infringed upon, or that somebody deserves a temp ban?
Kyuki
Profile Joined February 2008
Sweden1867 Posts
February 17 2012 22:25 GMT
#12
Faster tech to drops. If you can get just one medivac out when he is still containing you, you can do sick damage. It's not unusual to power hard as Toss when you're in a containing situation and if he overstays his welcome just abit you can practically win the game with 1 drop. If you see him move back, just ferry a few units to kill the rest of the contain and doubleexpand/make a quicker third commandcenter and move towards either ghosts or vikings depending on what you scout (templar or colossi).

You basically overreacted to the protoss push. You make your fact at a good timing, but dont do anything with it. You make a reactor, and then very late make the starport. Had you made it earlier you could've dropped him easily. Also just make the orbital in your main to begin with before you start floating it down, that way you will get that mineral boost and can transition down to the lowground more safely with more units.

While it can be hard, try to deny that observer, when the toss is in the dark, he will be afraid. Use that to your advantage.
Mada Mada Dane
mograf
Profile Joined July 2011
10 Posts
February 17 2012 22:26 GMT
#13
On February 18 2012 07:25 Kyuki wrote:
Faster tech to drops. If you can get just one medivac out when he is still containing you, you can do sick damage. It's not unusual to power hard as Toss when you're in a containing situation and if he overstays his welcome just abit you can practically win the game with 1 drop. If you see him move back, just ferry a few units to kill the rest of the contain and doubleexpand/make a quicker third commandcenter and move towards either ghosts or vikings depending on what you scout (templar or colossi).

You basically overreacted to the protoss push. You make your fact at a good timing, but dont do anything with it. You make a reactor, and then very late make the starport. Had you made it earlier you could've dropped him easily. Also just make the orbital in your main to begin with before you start floating it down, that way you will get that mineral boost and can transition down to the lowground more safely with more units.

While it can be hard, try to deny that observer, when the toss is in the dark, he will be afraid. Use that to your advantage.


Excellent advice, thank you!
Fencar
Profile Blog Joined August 2011
United States2694 Posts
February 17 2012 22:29 GMT
#14
On February 18 2012 07:16 mograf wrote:
Show nested quote +
On February 18 2012 07:10 Stipulation wrote:
On February 18 2012 07:08 Fencer710 wrote:
On February 18 2012 07:04 Stipulation wrote:
On February 18 2012 06:51 FYRE wrote:
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

T T T T T T T T TEMP BAN. Seriously though, why make crappy posts like that when you KNOW you'll get temped for it?


I contributed something with that post. He asked the question, what is the terran counter to Sentry/Immortal/Obsever contain? Starport units are the answer. What did you contribute to the thread?

Please double check the forum guidelines, and provide an appropriate answer and things the OP could have done better.

I will edit this with an analysis.


I watched the replay and corrected. Are my edit's not satisfactory to the guidelines?


Thanks for your advice, I read your edits.

By the way, people need to ease up... damn... so many people on this forum talk like they have a stick up their ass. Is it possible to have a casual discussion about strategy without somebody saying that forum guidelines are being infringed upon, or that somebody deserves a temp ban?

Saying that 'starport' is the answer without any reasoning behind it isn't a good idea. Also, he could have pushed up into your base if you decided to drop him. Especially without many Marauders.
This is my signature. There are many like it, but this one is mine.
Sphen5117
Profile Joined September 2011
United States413 Posts
Last Edited: 2012-02-17 22:37:38
February 17 2012 22:35 GMT
#15
On February 18 2012 06:51 FYRE wrote:
Show nested quote +
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

T T T T T T T T TEMP BAN. Seriously though, why make crappy posts like that when you KNOW you'll get temped for it?



To be fair, you contribute even less.

ON TOPIC: Starport for the sake of banshees or drops is always a good idea. Hell, even ravens will shit on stalkers.

Focus down his immortals first, they are the real strength of his army. Stalkers are shit, and you know it in your heart, becuase you've seen what marines and marauders do to them. Break his immortals, and then you simply have the better army.

I've been doing immortal pushes against Terran for a long time, I usually get 2 immortals, NO zealots, then go. This way, I can use the bunkers at his nat against him with ff's, and I don't have zealots running up and taking damage from the units I pushed back with ff's. Because of this, when I talk to terrans about how to beat it, I have to say it's UNITS UNITS UNITS more than BUNKERS BUNKERS BUNKERS in order to survive. This is when fighting at your natural though. If he pushes you into your base, scan to kill his observer. TADAH, no more shooting up ramps.

If the terran I attack recedes, but then tries to hold in his main, I generally put down my Expo while containing a bit longer. This obviously leaves me weak to drops or banshees. The drops could be hellion or bio drops, just harass in general really.

But yeah, so few terran think to kill that observer. Break the obs, suddenly his lead can't grow, because he can no longer snipe your shit from below. Make sure you're rebuilding your expo CC in your main if he killed it before you could bring it inside.


Edit: Grammar.
Stipulation
Profile Blog Joined April 2009
United States587 Posts
February 17 2012 22:59 GMT
#16
On February 18 2012 07:29 Fencer710 wrote:
Show nested quote +
On February 18 2012 07:16 mograf wrote:
On February 18 2012 07:10 Stipulation wrote:
On February 18 2012 07:08 Fencer710 wrote:
On February 18 2012 07:04 Stipulation wrote:
On February 18 2012 06:51 FYRE wrote:
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

T T T T T T T T TEMP BAN. Seriously though, why make crappy posts like that when you KNOW you'll get temped for it?


I contributed something with that post. He asked the question, what is the terran counter to Sentry/Immortal/Obsever contain? Starport units are the answer. What did you contribute to the thread?

Please double check the forum guidelines, and provide an appropriate answer and things the OP could have done better.

I will edit this with an analysis.


I watched the replay and corrected. Are my edit's not satisfactory to the guidelines?


Thanks for your advice, I read your edits.

By the way, people need to ease up... damn... so many people on this forum talk like they have a stick up their ass. Is it possible to have a casual discussion about strategy without somebody saying that forum guidelines are being infringed upon, or that somebody deserves a temp ban?

Saying that 'starport' is the answer without any reasoning behind it isn't a good idea. Also, he could have pushed up into your base if you decided to drop him. Especially without many Marauders.


He did place his three bunkers in a nice arc around the ramp. For protoss to push up the ramp he has to fight on the ramp (only part of his army can engage) or he walks all the way up the ramp and takes fire while he positions everything in range of the bunkers. As long as he stimmed, and pulled scvs to repair in time, I think he would have been fine without those units.
weikor
Profile Blog Joined March 2011
Austria580 Posts
February 17 2012 23:16 GMT
#17
Just a general take on strategy is also

If he uses his ( mainly gas) income to make (at least 5-6 for contain) sentries, immortals and observers an expansion will be delayed a lot. If he expands earlier, your 2 rax should just crush him as he reaches your base.keep controll of the watchtower to see what he moves out with, use a scan to see an expand

Also keep in mind that the terran bioball, once equipped with medivacs / stim / combat shield is WAY stronger than gateway units + immortals on equal income. Marines especially.

With those 2 facts theres 2 possible ways of dealing with that contain if he expands.

1) Expand in your base, tech to medivacs on 2 barracks, keep constant scv production up and use drops to exit your base and kill him if hes still waiting outside for you. Else use medivacs to drop him and play a normal TvP from there.
This works because you constantly made SCV in your base and once you manage to break out, your economy should be superior to his. Also your standing army and your tech will be slightly stronger

2) Add another barracks, tech to medivacs and prepare for a big 1 base timing, attack with 4 medivacs. If your on a map like shakuras plateau drop as much as you can in his main, and the rest is stimmed in his expo. Forcefields wont be too good there.
This works because his tech is at robo, no upgrades - sentries are bad if not already positioned correctly and are terrible combat units. Your army should be MUCH stronger than his and you should win without much difficulty
Fencar
Profile Blog Joined August 2011
United States2694 Posts
February 17 2012 23:48 GMT
#18
On February 18 2012 07:59 Stipulation wrote:
Show nested quote +
On February 18 2012 07:29 Fencer710 wrote:
On February 18 2012 07:16 mograf wrote:
On February 18 2012 07:10 Stipulation wrote:
On February 18 2012 07:08 Fencer710 wrote:
On February 18 2012 07:04 Stipulation wrote:
On February 18 2012 06:51 FYRE wrote:
On February 18 2012 06:49 Stipulation wrote:
I word. Starport.

T T T T T T T T TEMP BAN. Seriously though, why make crappy posts like that when you KNOW you'll get temped for it?


I contributed something with that post. He asked the question, what is the terran counter to Sentry/Immortal/Obsever contain? Starport units are the answer. What did you contribute to the thread?

Please double check the forum guidelines, and provide an appropriate answer and things the OP could have done better.

I will edit this with an analysis.


I watched the replay and corrected. Are my edit's not satisfactory to the guidelines?


Thanks for your advice, I read your edits.

By the way, people need to ease up... damn... so many people on this forum talk like they have a stick up their ass. Is it possible to have a casual discussion about strategy without somebody saying that forum guidelines are being infringed upon, or that somebody deserves a temp ban?

Saying that 'starport' is the answer without any reasoning behind it isn't a good idea. Also, he could have pushed up into your base if you decided to drop him. Especially without many Marauders.


He did place his three bunkers in a nice arc around the ramp. For protoss to push up the ramp he has to fight on the ramp (only part of his army can engage) or he walks all the way up the ramp and takes fire while he positions everything in range of the bunkers. As long as he stimmed, and pulled scvs to repair in time, I think he would have been fine without those units.

It might be close, but I think he would lose the fight with 16 marines and two medivacs gone to try and do damage in the Protoss' base.

One forcefield can actually stop a bunker from being repaired, believe it or not. You have to place it directly 'inside' the bunker, but it prevents SCV's from repairing it and Zealots from attacking it. Also, he had a pure marine force with a single marauder, which is extremely weak to guardian shield, which causes the marines to do far less damage.

Immortals are also extremely strong against bunkers, and stalkers are actually very good against marines if they have sentry support.
This is my signature. There are many like it, but this one is mine.
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