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[H] How to deal with storm/mass zealots

Forum Index > StarCraft 2 Strategy
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Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
March 29 2012 22:57 GMT
#1
So first post, I'm not entirely sure how this forum posting works.This is kind of a general question, but how do you deal with storms and mass zealot warp-ins as Terran? It seems like in every game, when we get maxed, the protoss has the edge since they can warp in very close to the battle and rip your army apart while the terran has to rally all his/her barracks. So to simplify how do you dodge/deal with storms (since it is impossibru to emp/snipe every high templar) and deal with mass zealot warp-ins at the end of epic battles. Thanks! Also sorry I can't add any replays, don't know how
Bomber & Jaedong & FlaSh & SNSD <3
NachiMe
Profile Joined November 2011
250 Posts
March 29 2012 23:02 GMT
#2
I'm really bad so I just cloak and emp the ht, or snipe if I think I can get away with it. You can send one ghost at a time to try and emp, it works out fine for me. If you want to deal with storms other than using the ghost, you would just have to split your army. You can make fairly good predictions on where the enemy is going to storm (where are my units the most clumped up?) and split accordingly. Or you can just kite.

Not much to say about mass zealot warpins other than just having more stuff than your opponent does.
ipwntbarney
Profile Joined September 2011
United States141 Posts
March 29 2012 23:03 GMT
#3
You can upload replays at drop.sc and paste the link here.

And I'm a Zerg so I don't know a whole lot about TvP, but I think one answer would be to simply end the game before it gets to that point. Terran is a lot stronger than Protoss in the early-mid game so you should be constantly applying pressure through drops and split attacks. If you deny the third for a decent amount of time, and constantly pressure so that their HT count can't get too high, then you should be alright. Also, lots of marauders
Nihonjin
Profile Joined October 2011
66 Posts
March 29 2012 23:09 GMT
#4
Simple. Ghost.
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
March 29 2012 23:28 GMT
#5
Should i rally my army to the front lines or not? Because if i rally, they are not together in a ball(where i believe Terran is the most formidable in) or should i rally them somewhere safe? Like back in homebase?
Bomber & Jaedong & FlaSh & SNSD <3
Dantak
Profile Joined January 2006
Czech Republic648 Posts
March 29 2012 23:35 GMT
#6
As a diamond Protoss I very rarely see terrans go for ghost at this level so if you are somewhere around there, check your ghost usage ;-)
"Life of lively to live to life of full life thx to shield battery." - f33red k0r34n z3rg
Equity213
Profile Joined July 2011
Canada873 Posts
March 29 2012 23:38 GMT
#7
Me NA masters protoss for whatever thats worth.

That quick burst of warp ins is precisely what keeps late game TvP balanced, given that the maxed terran army (with good EMPs) will usually win the final engagement.

It sounds like im dodging the question but if you get crushed in that last engagement your just probably gunna lose. Work on your splitting, stutterstep, positioning, and having the right composition instead so you just win battles more often.
Zarent
Profile Joined February 2011
109 Posts
March 30 2012 00:18 GMT
#8
Also, be conscious of when you're hitting 4+ bases (the -serious- lategame in which mass warpins are actually a problem) you should adding on quite a few Orbital Commands just to sit in your base and accumulate energy. Then you can utilize them for MULE production, and therefore, pull SCVs. In ultra ultra lategame situations, where there are only GeyserSCVs on the map and none mining minerals, the Terran 'max' army supply should be ~40 higher than the Protoss's, which has a decent advantage over Protoss in the final engagement. However, then it comes down to whether or not Protoss can scrape together his smaller army fast enough out of his multitude of gateways in order to regain the advantage.

tl;dr - Make OCs, sacrifice SCVs.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2012-03-30 00:23:50
March 30 2012 00:19 GMT
#9
On March 30 2012 08:38 Equity213 wrote:
Me NA masters protoss for whatever thats worth.

That quick burst of warp ins is precisely what keeps late game TvP balanced, given that the maxed terran army (with good EMPs) will usually win the final engagement.


It sounds like im dodging the question but if you get crushed in that last engagement your just probably gunna lose. Work on your splitting, stutterstep, positioning, and having the right composition instead so you just win battles more often.

That would _highly_ depend on how much you have been able to drop/pick small engagements. If you haven't and the toss has been macroing properly, that is rarely the result. Infact in the final engagement, the toss will just fight until the chargelots all die, wait for the next warpin of chargelots and start again.

About your question, you really got to keep the hts in check throughout the game. Being very aggressive helps, so you can bait out storms here and there(but this is a lot of multitasking and risky since it's very easy to overcommit). Also don't underestimate a good concave. Not only does it increase your dps and decrease that of your opponent(well makes his units spread their dmg more), but storms obviously will be a lot less effective.

If you have a standoff, where neither player is willing to engage, you can try to pick like 4 rauders and snipe a ht or two(this can also force the toss to use a storm, which against 4 rauders is very ineffective compared to it being used against your army).
And then there is the obvious just cloak + emp(with a scan + vikings sniping the obs just as you get in range).

I am still a bit curious about Thorzain's win against MC last MLG on Daybreak. Thorzain had a decent amount of medivacs a decently sized bio army and like ~10 ghosts. I haven't seen the replay yet, but from what I could tell, MC had same upgrades, similar army count on chargelot/archon/ht. MC engaged thorzain which just stood his ground and emp'ed everything that came near him, preventing forcefields, storms and archons(well from surviving for mroe than a couple of sec). Thorzain melted MC's army. Was quite... interesting.

But there really isn't any magic solution, lategame TvP tends to always be very hard(i mean ht+archon+chargelot ain't so bad, but add in the colossi... ugh).

Edit: What Zarent said is also very good. Personally I've been trying to incorporate just keeping one SCV constantly creating CCs when on 4 bases. The cost really isn't that much of a problem and having plenty of mules + scans in these lategame scenarios helps a ton.
Corsica
Profile Joined February 2011
Ukraine1854 Posts
March 30 2012 00:25 GMT
#10
Ghosts, good spreads. thats about it. Also favour more of marine compositions because marauders eat storms for breakfast.
Picklebread
Profile Joined June 2011
808 Posts
Last Edited: 2012-03-30 00:31:49
March 30 2012 00:28 GMT
#11
Lategame you want to have like 8+ orbitals and rely on mules for mineral income and sac like 40 scvs so now at the maxed fight you should have 40 more supply in units. Suddenly a 20 zealot warpin doesnt seem too too too too strong. The way you deal with chargelot archon ht is alot of ghosts, alot of marines and some marauders. I personally say 4-1 ratio marines to marauders and as 15 + ghosts is what you want against pure chargelot archon. Whats really hard to do is the engagement. You should have cloak because if he doesnt have obs then its kindve gg because you can emp all of his units and stim a move. Biggest most important thing is to concave split. That means you make a big concave and when you see a part of your army is kindve clumped, you wanna run that part of the concave back and then re - engage and just do that over and over.
BigBossX
Profile Joined September 2008
United Kingdom357 Posts
March 30 2012 00:40 GMT
#12
The magic solution is ghosts. Either you EMP the shit out of 100% of everything, or you're probably going to lose/just lost.


On March 30 2012 08:38 Equity213 wrote:
Me NA masters protoss for whatever thats worth.

That quick burst of warp ins is precisely what keeps late game TvP balanced, given that the maxed terran army (with good EMPs) will usually win the final engagement.


Seriously wtf?

So if Terran doesn't land perfect EMPs and loses the engagement, the warp ins seal the deal and win the game. But those same warp ins are used to keep Protoss alive when they lose the engagement. Seriously THIS is what you call balance?

yoona2012
Profile Joined February 2012
Denmark196 Posts
March 30 2012 01:15 GMT
#13
marines and ghosts.

Marauders dont deal sufficient dps vs mass chargelots and you should only have enough for the concussive shell effect, meaning 12-15 vs mass chargelot ht (25 max if many archons). Marines tear zealots apart, but also just dies like flies to storms, so its really important to snipe as many ghosts before engagements as possible. My favourite way of doing it is scan for obs, snipe them with vikings, cloak and snipe templars, since your scan already revealed their location. Build bunkers and possibly planetaries at your concaved position outside his natural/3rd in a wide open space for spread and stutter step retreat. Storms do horribly to buildings. Continue sniping ht and emping if chunks of them are together while you make sure he never gets a 4th and just be patient till he will run into your superior setup concaved formation with bunkers (and possibly planetaries) - he will usually try to break out once his main is mined out and his natural close to. At this point its an easy win.

So to get to this point, obviously you need agressive dropplay combined with stimsniping his 3rd multiple times, just to delay his deathball while you take your 4th and 5th. Dropplay doesnt necessarily have to snipe nexuses or probes, if you see vulnerable tech go for it (forges, templar archives, robotics etc) anything to delay him and make him stay in his base. Be very careful when dropping and picking, you want to keep the drops alive as long as possible and always want at least 2 drops at the same time. I found it to work wonders vs good master protoss to do double stim drop around 8.45-9.00, redropping and then a few minutes later, do another double drop, while having the main force ready to stim snipe the 3rd while he´s busy dealing with drops. This is the only time I intentionally will allow a drop to die, just to buy time for my main force to snipe the 3rd. You can often get away with sniping the 3rd twice in this manner and by the time he secures his 3rd, you should have your 4th and 5th finished with 12-15 raxes and maxed out army setup.

This is only when it plays out standard and the protoss turtles. It gets alot harder to archieve if you are dealing with warp prism zealot harrass while 1 dt is being sent to every expo you have, which is why optimally you want those agressively dropplay to keep him busy first. MKP is able to get his double stim drop done 8.30 going gasless fe, 9.00 is acceptable but no later.
kyllinghest
Profile Joined December 2011
Norway1607 Posts
March 30 2012 01:40 GMT
#14
Pretend you are in the movie Goldeneye, and the only thing standing between you and loads of cash is a nice EMP or seven. In the late game you need to blanket EMP the P-army, and remember to save ghost energy for templars not currently in the middle of the protoss ball. Having many ghosts makes lategame so much easier, as it simply removes archons completely.
"NO" -Has
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
March 30 2012 01:56 GMT
#15
EMPs and decent stutter step are crucial micro wise.

Macro wise gradually getting more orbitals so you can replace some scv count with army is very useful too. In TvP in general I think T shouldn't be needing too many scv's (60 is enough really) and just use mules for the rest of the mineral income. Don't need too much gas either.
anApple
Profile Joined November 2011
Singapore275 Posts
March 30 2012 02:10 GMT
#16
On March 30 2012 08:38 Equity213 wrote:
Me NA masters protoss for whatever thats worth.

That quick burst of warp ins is precisely what keeps late game TvP balanced, given that the maxed terran army (with good EMPs) will usually win the final engagement.

It sounds like im dodging the question but if you get crushed in that last engagement your just probably gunna lose. Work on your splitting, stutterstep, positioning, and having the right composition instead so you just win battles more often.

Hahaha, balanced, really now?
I think you underestimate how powerful storm itself is and how tank zealots are for their cost. You also seem to know nothing about the Terran micro mechanic and how amazing warp-in is compared to it. Also, it is actually quite hard to even get a decent EMP off when a Protoss starts adding collosus and what not.....

Anyway, since I don't ave that much faith in my mechanics I usually try to cloak and snipe/emp the HT's since storm is a bigger issue than chargelots for me. By the late game, you could also free up some supply by sacking scv's or try adding some different units such as ravens for auto-turret or banshees. Of course, if you're good enough, you could simply just dodge the storms and keep kiting...
huehuehue
ma5ta
Profile Joined June 2011
United States46 Posts
March 30 2012 02:15 GMT
#17
Protoss late game with storms and the ability to warp in like 15-20 zealots is not easy to fight. Pretty much what other ppl have said here with EMP's on the HT and zealots is spot on. In my opinion though, the solution is to not go to the late late game with protoss. As protoss reaches his ideal army, it gets really difficult for terran to deal with it. I like to think of the protoss engagement as like repairing a damaged sword. As one uses the sword, it gets damaged. Zealots are the outermost part of the sword, the meat shield. So late game as you engage, there will be situations when protoss is just repairing its sword by warping in more zealots. I feel like when protoss is in that situation, he should win since it's you're fault for letting him get that strong. Literally you can kite all day and it seems like those zealots never die. Thus, the best way to deal with this is to be able to kite effectively, perform multi pronged harassment, and have a decently sized army with good position. Markwerf is right in that too many scvs and your army will just melt. from that point, if you are in the late game, u gotta pray that u get those EMP off or have a nice concave. Dodging isn't easy, but its not impossible. HT move slowly so if you kite far enough the HT's might be too far away to storm and u can have a few seconds to pummel the zealot wall. Protoss should retreat during that gap so use your opportunity to continue to get some kills. Otherwise if u get stormed, gg.
"YEAH IM WINNING! BETTER GG!"
Artline
Profile Joined September 2011
177 Posts
March 30 2012 08:17 GMT
#18
On March 30 2012 07:57 Dontkillme wrote:
So first post, I'm not entirely sure how this forum posting works.This is kind of a general question, but how do you deal with storms and mass zealot warp-ins as Terran? It seems like in every game, when we get maxed, the protoss has the edge since they can warp in very close to the battle and rip your army apart while the terran has to rally all his/her barracks. So to simplify how do you dodge/deal with storms (since it is impossibru to emp/snipe every high templar) and deal with mass zealot warp-ins at the end of epic battles. Thanks! Also sorry I can't add any replays, don't know how


I really dislike it when people say Protoss can warp in a bunch of units at the battle. When you fight you should take account of this anyway (i.e. dont fight if you know you can just barely win). Mass zealots with storm is easy to beat really. Keep up with upgrades, focus on marine production and EMP the high templars. Even if you miss the EMPs, protoss will often storm
you and hit their own zealots too. Although zealots counter marauders, having a few marauders allows you to kite better. Again fight in a better position.

Another important point is to continue with the pressure. This is hard to do for lower levels but nowadays its really a requirement versus protoss players. It has so many benefits. You get to save scans by simply seeing their army composition. You gain map presence and can expand safely. You force protoss to focus on army rather than tech. You can snipe units. You get to choose the area to fight in. If protoss is at your base, you have a very small choke where you can't spread out. Once its 200/200 beating protoss with poor positioning is suicide. I tend to think of TvP as a map presence game, there are other styles out there like triple CC double ebay timing pushes, but I prefer to keep the game at my pace and punishing protoss players for even the tiniest mistakes that sends me way ahead.
iOwn
Profile Joined March 2012
Germany15 Posts
Last Edited: 2012-03-30 09:27:28
March 30 2012 09:25 GMT
#19
i would break it down to:
* good marine/marauder balance (depending on zealot/HT amount - marauder are pretty good gainst storms and marines have the high dps to deal with chargelots)
* Ghosts with snipes/EMP (depends on amount of archons / clumped up HT)
* spot of engagement - it's really hard to deal with the so called deathball of a maxed toss (even without colossi). It's quite nice to fight at chokes (less space for onslaught of chargelots and HT to find good position for storm); wide open spaces with pre-spreaded army; use preemptive scans to check where his army is / composition
* build more medivacs - as he is already spending his gas on HT/Archon he wont be able to get colossi (at least less) so u are able to build up MOAR(!) Medivacs to heal up your army in stormy conditions
(* i saw a bunch of replays where especially Thorzain and QXC used reaper against mass-chargelots. they seemed to be a good deal (badass bonus dmg against light) as they also have offensive capabilities (quickly rush into his base and kick the one or other tech building - e.g. shakuras plateau))
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
March 30 2012 16:48 GMT
#20
I'm only gold, but you just have to control your army movement. Remember, we don't have an infinite amount of storms, so if you are careful with where your army is, moving backwards etc. you will probably be fine. Also cloaking ghosts and emping our templar, because with feedback we have to click on the ghosts, not around it.
kwark_uk: @father_sc learn to play maybe?
InformationTV
Profile Joined February 2012
United States41 Posts
March 30 2012 20:59 GMT
#21
Hellion or reaper does additional dmg to zealot. Ghost ,siege tank or marauder works well against high templar.
.....Maybe maSs blue flame hellion soften the zealot and spread bio(mostly marauder) out to negate storm aoe.
...Or mix reaper to bio ball, emp and snipe all ht with ghost.
black3200
Profile Joined August 2010
Canada74 Posts
March 30 2012 21:08 GMT
#22
i have the same issue and what i have done to try to help is:
I put ghosts in the front so i can get EMP's off before they HT are in range of my Bio Ball, sometimes if they are just mixed in with you giant ball they will not be in range to EMP until the storms GG'ed your army. Also if you can scan their army you can run ghosts in and emp as much as you can... even if they die afterwards you can charge in then... but if you can you need to start kiting ASAP!! and hope they will storm their on zelots.

Gl against those filthy Toss players mate ^^
Give them nothing,But take from them..... everything!
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