• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:09
CEST 04:09
KST 11:09
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
[BSL20] Non-Korean Championship 4x BSL + 4x China1Flash Announces Hiatus From ASL63Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event22Esports World Cup 2025 - Final Player Roster16
StarCraft 2
General
Program: SC2 / XSplit / OBS Scene Switcher The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
Player “Jedi” cheat on CSL SC uni coach streams logging into betting site Flash Announces Hiatus From ASL BW General Discussion Practice Partners (Official)
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational The Casual Games of the Week Thread [BSL20] Grand Finals - Sunday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 715 users

[G] TvP Late-Game: The VG in MMMVG

Forum Index > StarCraft 2 Strategy
Post a Reply
Normal
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2013-05-14 10:14:03
May 05 2012 00:10 GMT
#1
Old! Use at your own risk!

Currently being re-written.

Changelog: + Show Spoiler [Out of date] +


May 21: Spoilered the current version of the guide in preparation for re-write of said guide. Created sections: "Introduction" and "Why the Current Mass Marauder is wrong, and the Correct Late Game Composition"

May 19: Changed the colors for Terran and Protoss units in the mini section on units to Blue and Green, to match TeamLiquid's colors for them. Added sections on Ghosts and Zealots under the mini section on TvP Units.

May 15: Added some content on Vikings in the Units sub section under "Composition". Added another replay (Finally!).

May 14: Removed headline at the top asking mods to change title if appropriate. Edited some sections for missing content. Added some content under "Positioning". Edited large portions for misspelling and grammar. Added a small sub section under "Composition" detailing all the units,(Work in Progress) bumped thread appropriately.

May 8: Added 5-15 reapers to the ideal composition(against lots of zealots), as well as some information on them at the bottom of the "Composition" section. Changed the second note.

May 7: Added yoigen's replays to OP as well as a short description from me. Added a missing piece of information to the "The Engagement" section. Added notes for feedback at the top and bottom of this guide. Added a small section for those who deem TvP requires no skill from the Protoss.

May 5: Added some content to "Compositions" and "The Engagement" sections.

May 4: Re-Wrote Compositions, The Engagement, added a lot of content to Positioning, fixed spelling and grammar errors, fixed some BB code, and added Thorzain quotes. Added my go-to build to the Notes, Sources, and Assumptions section.



Introduction

I'm a masters level Terran player on AM server.




Setting up for the Late-Game

Checklist:

  1. Keep your upgrades rolling. This includes 3-3 for Bio, attack upgrades for Vikings, and last the building upgrades.
  2. Remember to start your third and fourth at reasonable times. You should be able to start your third at around 10:00 to 11:00 and your fourth around 14:00.
  3. Make sure you have both your Ghost Academy and your second starport rolling at 14-15 minutes in.
  4. Production and money. Always important, often overlooked.


A Detailed look at Composition and Infrastructure

There are a few ways to play this out, composition-wise.

First, here's the standard composition:

6-12 Ghosts.
6-10 Medivacs.
8-14 Vikings.
Marines and Marauders at roughly a 1-1 ratio.

You get at least six Ghosts because it's enough that a little focus-fire from the Protoss doesn't take them out immediately while not being so many as to lower your Viking and Marauder count significantly. You get a maximum of 12 because some Ghosts will die every engagement, and you don't want to get 16+ Ghosts just to lose half of them to Colossus before hitting any Templar with EMP's.

You only get 6-10 Medivacs because they're expensive and vulnerable to feedback if you get too many and they stockpile energy.

You want at least six Vikings at all times, in case of a tech-switch to Zealot/Archon. If he has any Colossus, you want to up that count to eight, more if possible. You want about 14 Vikings tops because that's enough to one-shot Colossus with appropriate upgrades while not being so many as to kill your ground army strength.

This is supported by at most, three reactors, and then all tech labs on your barracks. You should also have two starports once you see Colossus.




Upgrades

You want 3-3 on your Bio, and to upgrade your Air weapons and then armor. After finishing 3-3 on your Bio, you also want to get Hi-Sec Auto Tracking for your planetary fortress' and missile turrets, as well as building armor for all of your buildings.

Air upgrades are useful for killing Colossus. At even or one armor upgrade behind on air versus ground, it takes seven Vikings to two-shot a Colossus and fourteen Vikings to one-shot. You can stay at +2 Air weapons for a long time, because it takes +3 armor and +3 shields before you need to get +3 weapons in order to one-shot a Colossus with 14 Vikings. Remember, though; getting Air attack will not decrease the amount of Vikings you need to one-shot a Colossus below 14.

Building armor helps your buildings survive against Zealots. Once you have it, your buildings have as much armor as fully upgraded Marines, plus the high HP of buildings. They're pretty darn good!

The range helps you shoot sooner, hit that Stalker trying to hold it's position outside of PF range while harassing your SCV's, and lets four turrets fire instead of three when a warp prism comes in and tries to warp in some DT's.

Last, if you have the money and the time, build a planetary or two in the large choke points, like this:
+ Show Spoiler +
[image loading]

This helps a ton if you lose an engagement, since it delays him until you have that extra production round of units that you need to defend his attack before it does major damage.




The Engagement

To start off, scan his army. Send your Ghosts to Snipe any lone HT's that aren't too far back, and EMP any clumps of units. Right after you fire off the initial snipes and EMP's, pull back to your Bio while stimming and running in.

Stutter step/kiting priority:

1. Clumped Bio out of Psi Storms. The technique is to simply box the group of bio getting stormed and right click it back. This is highest priority, and with good reason. If you let your Bio eat a storm, it's all going to die. Especially Marine-heavy Bio. If you dodge it though, you're in great shape especially since he can only have at most four psi storms after carpet EMP's/Snipes through flanking HT's, which are very easy to pick off with snipes or a small group of 3-6 Bio units.

2. Clumped Vikings out of Psi Storms. Basically the same as moving Bio out of psi storms. Box 'em, left click out of there. Remember to re-target the Colossus using the above technique.

3. Bio away from Chargelot/Archon. Grab a group of MM and kite. Try not to box Medivacs with that if possible.

4. Bio out of Colossus fire. If there are four or more Colossus move this up to #3 on the priority list.


After the battle, check how many units you have. If you have a lot left over, try and kill one of his expansions and then retreat to build up your army again. Remember that if you engage with one of the pieces missing, (without a large numbers advantage) ex Medivacs, then you will suffer heavy losses, unless he is also cutting out part of his composition, such as Colossus.




Replays
+ Show Spoiler [Very old replays] +


A TvP on Daybreak, 42 minute game. http://drop.sc/169864
+ Show Spoiler [Description] +
I open with LastShadow's CC first into 6 barracks, he opens up 1gate FE and plays defensively. I decide not to push with marine/scv at his front because I don't know what kind of tech he's going for if any, and do a 12 minute timing push at his front and manage to snipe a colossus and get out. This would have delayed his push by a minute or weakened it severely if he had wanted to push. We engage at 15 minutes at his third base, I lose a lot of Marines to his Colossus, and might have lost if he had better macro and decided to push instead of expand.

Instead, we each took our fourth bases, and I poked a bit, and managed to snipe his obs, letting me have an extremely favourable engagement after a carpet-EMP. I trade very cost-effectively making up for my earlier losses, but unfortunately don't get to snipe his fourth and lose all my ghosts.

Later on I have another good engagement at my un-taken sixth base, once again getting very good EMP's off although not carpet EMP's, I manage to snipe his fifth, but I then brain-fart and leave my forces at my sixth long enough for him to find them and kill all of them except for the Vikings and a couple of Medivacs.. He pushes after that, but I hold with the vikings and Medivacs I saved from the battle as well as my PF. I build up my army again and attack his fifth and manage to snipe it, but I lose my entire army in the process in a very poor engagement. It gets really dicey for the next few minutes, but I manage to hold and get up another Marine/Ghost/Medivac/Viking army. I get up my sixth base, which he snipes, but his army becomes extremely vulnerable and I manage to get extremely good EMP's off and steamroll him with the power of the Marine.


A set of 30:00+ games from yoigen:
http://drop.sc/147707 vs TypeReaL
http://drop.sc/135420 vs RoxKis.Pomi
http://drop.sc/135421 vs mTwRine
http://drop.sc/172266 vs Ouga (mid GM on NA)

+ Show Spoiler [Description] +
Basically I'm trying to transition from the heavy aggressive marine/marauder/medivac style to a more passive mass ghost/viking play as soon as I can secure 8 gas geysers or earlier if I see that I can't max out on normal bio. (When he already has colossus and storm)


+ Show Spoiler +
Note: His games go like this: 1rax FE into 1 tech lab 1 reactor barracks while teching to starport, and using the extra minerals to build a hidden CC. After he attacks with MMM at 10:00, he turtles until he has a large marine/marauder/medivac/viking/ghost force and attacks, then rebuilds again and attacks again.... At least, that's what I remember him doing from watching the replays a few days ago.


25:00 TvP on Shakuras Plateau: http://drop.sc/181219
+ Show Spoiler [Description] +
I open up 1Rax FE since I've been dying constantly to any and all Protoss all-in's and gateway based timings while going CC first. I push with two Medivacs and about 20 or so supply of MM, but fail to do any damage, and simply delay his third for a short period of time. I see that he has a lot of Chargelots and a few Templar, so I throw up a second Ebay when +2 attack is finishing up so I can have my upgrades slightly faster, as well as a ghost academy for (obviously) Ghosts. We both play very passively, I constantly scan his army, while poking and prodding until I manage to spot 0 observers above his army, and cloak and move in with ghosts and EMP/Snipe everything he has and move in with bio, regardless of his 3 colossus and my lack of vikings. I clean up his army and manage to snipe his third and retreat with some of my forces intact, and build up for another big push while making a number of macro Orbitals, sacrificing SCV's, and building some PF's in chokes. I screw up on this and miss some chokes/get up the PF's really late, but it doesn't really matter since he hasn't attacked all game long. I get max with more thank 16 vikings, and snipe his badly/boldly placed observer, and cloak, mass EMP, and then stim and run in for the win. He doesn't GG.
This is my signature. There are many like it, but this one is mine.
Picklebread
Profile Joined June 2011
808 Posts
May 05 2012 00:14 GMT
#2
Please for the love of god include putting turrets at every base for dts, and saccing scvs when you get 7+ orbitals so you can be like 40 food up in the fight. Thats like essential stuff :/
Genome852
Profile Blog Joined August 2010
United States979 Posts
May 05 2012 00:16 GMT
#3
So basically this is just standard but with the mention of how important ship upgrades are?
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-05 00:23:04
May 05 2012 00:17 GMT
#4
On May 05 2012 09:16 Genome852 wrote:
So basically this is just standard but with the mention of how important ship upgrades are?

Umm...... well, if this is already standard to you.

On May 05 2012 09:14 Picklebread wrote:
Please for the love of god include putting turrets at every base for dts, and saccing scvs when you get 7+ orbitals so you can be like 40 food up in the fight. Thats like essential stuff :/

T___T I totally forgot that when reading in in preview. Editing now. Edited.
This is my signature. There are many like it, but this one is mine.
phiinix
Profile Blog Joined February 2011
United States1169 Posts
May 05 2012 01:05 GMT
#5
Sorry but I'm having a hard time understanding what exactly is the usefulness in this guide. Presumably it answers the question "how should I play late game TvP?" but it doesn't say much about taking additional bases, denying bases, or specifics about the composition. It seems to assume that protoss will have roughly even splits on gas in terms of colossus/templar/archon, and therefore terran should get x vikings and x ghosts. The army looks extremely micro intensive to me; 15 ghosts are suppose to kill/disable every ht, because the army is ridiculously marine intensive don't you think?

I feel like the steps to micro aren't really thread worthy, it's basically saying: use the ghosts to kill off templar and deal damage with emp, use the vikings to kill the colossus, and use your bio with stim to kill what's left over.

Also, 1 replay really isn't enough, there are so many ways to get there that a late game focused guide should really deal with minimum of 5 games.

The guide basically boils down to: get upgrades, get a lot of ghosts. Where's the meat?
Snoodles
Profile Joined March 2012
401 Posts
May 05 2012 01:11 GMT
#6
Is there a good micro trainer for protoss deathball and zealot/arconte?

I've tried darglein's but it's very buggy for me: the ball hits too fast(even when you increase time), you cant cloak your ghosts, and it has immortals which arent used.

Also, I had a friend practice MMMV vs broodlord infestor micro with me on a "unit tester" map, but that means he has to be online and willing. I want a good trainer that I can just grind on. Anyone know any?
Snoodles
Profile Joined March 2012
401 Posts
May 05 2012 01:16 GMT
#7
On May 05 2012 10:05 phiinix wrote:

The guide basically boils down to: get upgrades, get a lot of ghosts.


Well the conventional advice is get 3-4 ghosts. Looks like a fine guide to me.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-05 01:38:34
May 05 2012 01:20 GMT
#8
On May 05 2012 10:05 phiinix wrote:
Sorry but I'm having a hard time understanding what exactly is the usefulness in this guide. Presumably it answers the question "how should I play late game TvP?" but it doesn't say much about taking additional bases, denying bases, or specifics about the composition. It seems to assume that protoss will have roughly even splits on gas in terms of colossus/templar/archon, and therefore terran should get x vikings and x ghosts. The army looks extremely micro intensive to me; 15 ghosts are suppose to kill/disable every ht, because the army is ridiculously marine intensive don't you think?

I feel like the steps to micro aren't really thread worthy, it's basically saying: use the ghosts to kill off templar and deal damage with emp, use the vikings to kill the colossus, and use your bio with stim to kill what's left over.

Also, 1 replay really isn't enough, there are so many ways to get there that a late game focused guide should really deal with minimum of 5 games.

The guide basically boils down to: get upgrades, get a lot of ghosts. Where's the meat?

Crap, I must really fail at making guides releasing the guide in readable condition. :|

Yeah, I know one replay isn't nearly enough. I need to add more, but I also want to make sure it's not a huge fail from the other guy and both me and my opponent actually played well. I should have waited and made this a much better guide. I tried to cover too much so no real content.
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 05 2012 01:21 GMT
#9
On May 05 2012 10:11 Snoodles wrote:
Is there a good micro trainer for protoss deathball and zealot/arconte?

I've tried darglein's but it's very buggy for me: the ball hits too fast(even when you increase time), you cant cloak your ghosts, and it has immortals which arent used.

Also, I had a friend practice MMMV vs broodlord infestor micro with me on a "unit tester" map, but that means he has to be online and willing. I want a good trainer that I can just grind on. Anyone know any?

There isn't really a good micro trainer. The best I can offer you is to go into Unit Tester Online with a friend who plays protoss, and practice your micro against his deathball over and over.
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 05 2012 02:39 GMT
#10
On May 05 2012 10:20 Fencer710 wrote:
Show nested quote +
On May 05 2012 10:05 phiinix wrote:
Sorry but I'm having a hard time understanding what exactly is the usefulness in this guide. Presumably it answers the question "how should I play late game TvP?" but it doesn't say much about taking additional bases, denying bases, or specifics about the composition. It seems to assume that protoss will have roughly even splits on gas in terms of colossus/templar/archon, and therefore terran should get x vikings and x ghosts. The army looks extremely micro intensive to me; 15 ghosts are suppose to kill/disable every ht, because the army is ridiculously marine intensive don't you think?

I feel like the steps to micro aren't really thread worthy, it's basically saying: use the ghosts to kill off templar and deal damage with emp, use the vikings to kill the colossus, and use your bio with stim to kill what's left over.

Also, 1 replay really isn't enough, there are so many ways to get there that a late game focused guide should really deal with minimum of 5 games.

The guide basically boils down to: get upgrades, get a lot of ghosts. Where's the meat?

Crap, I must really fail at making guides releasing the guide in readable condition. :|

Yeah, I know one replay isn't nearly enough. I need to add more, but I also want to make sure it's not a huge fail from the other guy and both me and my opponent actually played well. I should have waited and made this a much better guide. I tried to cover too much so no real content.

OK, I've updated the OP with much, much more content. It's still a work in progress, but it's a heck of a lot better than what it was before.
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-05 02:43:25
May 05 2012 02:42 GMT
#11
Accidentally quoted when I meant to edit the OP.
This is my signature. There are many like it, but this one is mine.
Belha
Profile Joined December 2010
Italy2850 Posts
May 05 2012 04:11 GMT
#12
On May 05 2012 09:14 Picklebread wrote:
Please for the love of god include putting turrets at every base for dts, and saccing scvs when you get 7+ orbitals so you can be like 40 food up in the fight. Thats like essential stuff :/

He put a link with Throzain comment as pretty important, and the swede indeed talk about that.
Chicken gank op
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 05 2012 04:19 GMT
#13
On May 05 2012 13:11 Belha wrote:
Show nested quote +
On May 05 2012 09:14 Picklebread wrote:
Please for the love of god include putting turrets at every base for dts, and saccing scvs when you get 7+ orbitals so you can be like 40 food up in the fight. Thats like essential stuff :/

He put a link with Throzain comment as pretty important, and the swede indeed talk about that.

When I first posted the guide I failed epically, and basically re-wrote all the content in the subsequent hour. He was right at the time.
This is my signature. There are many like it, but this one is mine.
monk
Profile Blog Joined May 2009
United States8476 Posts
May 05 2012 04:30 GMT
#14
The OP might enjoy the following game where Happy beats one of the best PvT players in the world with a similar style:

The OP suggests marine heavy, marauder light, ghost heavy, while Happy goes ghost heavy, marine light, marauder light.

The only 2 players who use close to this style include Happy and Thorzain. Major used to kinda do it, but I have seen anything from him in a while.

You might also want to include disadvantages of this style. You can't apply much pressure onto toss throughout the whole game and it's not as micro based.
Moderator
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-05 04:42:22
May 05 2012 04:35 GMT
#15
On May 05 2012 13:30 NrGmonk wrote:
The OP might enjoy the following game where Happy beats one of the best PvT players in the world with a similar style:
http://www.youtube.com/watch?v=os0ggYkHVvM&feature=plcp
The OP suggests marine heavy, marauder light, ghost heavy, while Happy goes ghost heavy, marine light, marauder light.

The only 2 players who use close to this style include Happy and Thorzain. Major used to kinda do it, but I have seen anything from him in a while.

You might also want to include disadvantages of this style. You can't apply much pressure onto toss throughout the whole game and it's not as micro based.

I recommend going for "marine heavy, marauder light, ghost heavy" in the late-game. In the mid-game I recommend getting 3 techlab barracks and 2 reactor barracks if you think he's going for Colossus, or 2 techlab barracks and 3 reactor barracks if he's going for Templar. Either one allows for plenty of Marauders to be aggressive with, and Marine heavy is actually more micro-intensive than Marauder heavy in the mid-game since you have so much more potential for stutter step DPS. I'm surprised you missed that.

Thanks for the game, too of course! :D I'm going to have to watch it tomorrow though. I need to go to bed really badly, otherwise I won't be able to get up early enough tomorrow.
This is my signature. There are many like it, but this one is mine.
monk
Profile Blog Joined May 2009
United States8476 Posts
May 05 2012 04:42 GMT
#16
On May 05 2012 13:35 Fencer710 wrote:
I recommend going for "marine heavy, marauder light, ghost heavy" in the late-game. In the mid-game I recommend getting 3 techlab barracks and 2 reactor barracks if you think he's going for Colossus, or 2 techlab barracks and 3 reactor barracks if he's going for Templar. Either one allows for plenty of Marauders to be aggressive with, and Marine heavy is actually more micro-intensive than Marauder heavy in the mid-game since you have so much more potential for stutter step DPS. I'm surprised you missed that.

Thanks for the game, too of course! :D I'm going to have to watch it tomorrow though. I need to go to bed really badly, otherwise I won't be able to get up early enough tomorrow.

Nono, I was comparing your style of early upgrades and earlier, more late game ghosts to a standard korean style of faster medivacs and pressure/multitask based play into later upgrades and later ghosts. Wasn't comparing your style to happy's style.
Moderator
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-05 05:12:09
May 05 2012 04:58 GMT
#17
On May 05 2012 13:42 NrGmonk wrote:
Show nested quote +
On May 05 2012 13:35 Fencer710 wrote:
I recommend going for "marine heavy, marauder light, ghost heavy" in the late-game. In the mid-game I recommend getting 3 techlab barracks and 2 reactor barracks if you think he's going for Colossus, or 2 techlab barracks and 3 reactor barracks if he's going for Templar. Either one allows for plenty of Marauders to be aggressive with, and Marine heavy is actually more micro-intensive than Marauder heavy in the mid-game since you have so much more potential for stutter step DPS. I'm surprised you missed that.

Thanks for the game, too of course! :D I'm going to have to watch it tomorrow though. I need to go to bed really badly, otherwise I won't be able to get up early enough tomorrow.

Nono, I was comparing your style of early upgrades and earlier, more late game ghosts to a standard korean style of faster medivacs and pressure/multitask based play into later upgrades and later ghosts. Wasn't comparing your style to happy's style.

Oh. I didn't realize, since I didn't see anything in your post talking about that besides the very slight hint that I just now see. Also I don't exactly go early upgrades. I finish +1 attack at 11-12 minutes, and only add a second ebay(Edit: after +1 is finished) if I'm sure he's going templar tech, in which case faster armor is extremely helpful against his charge lots.

Edit: I realized that the build I use in the majority of my TvP's is not obvious enough, so I've added it to Notes.
This is my signature. There are many like it, but this one is mine.
ArchAngelSC
Profile Joined April 2012
England706 Posts
May 05 2012 12:36 GMT
#18
From what I understand about your guide, you seem to say that stutter stepping vs chargelots isn't that big of a deal? Not sure I agree with that.

The rest seems like pretty solid advice, though pretty standard
AA.spoon
Profile Joined January 2011
Belgium331 Posts
May 05 2012 13:49 GMT
#19
You forgot to mention that ghost only take 2 supply, making them one of the best units when maxed. Often terran armies will be more expensive (and stronger) when maxed if terran was smart enough to make 10+ ghosts (15 or so).
Small tips you might add: scan and kill obs with vikings; your ghosts have free range now.
yoigen
Profile Joined September 2010
Germany369 Posts
Last Edited: 2012-05-05 17:47:49
May 05 2012 17:41 GMT
#20
+ Show Spoiler +
On May 05 2012 10:20 Fencer710 wrote:
Show nested quote +
On May 05 2012 10:05 phiinix wrote:
Sorry but I'm having a hard time understanding what exactly is the usefulness in this guide. Presumably it answers the question "how should I play late game TvP?" but it doesn't say much about taking additional bases, denying bases, or specifics about the composition. It seems to assume that protoss will have roughly even splits on gas in terms of colossus/templar/archon, and therefore terran should get x vikings and x ghosts. The army looks extremely micro intensive to me; 15 ghosts are suppose to kill/disable every ht, because the army is ridiculously marine intensive don't you think?

I feel like the steps to micro aren't really thread worthy, it's basically saying: use the ghosts to kill off templar and deal damage with emp, use the vikings to kill the colossus, and use your bio with stim to kill what's left over.

Also, 1 replay really isn't enough, there are so many ways to get there that a late game focused guide should really deal with minimum of 5 games.

The guide basically boils down to: get upgrades, get a lot of ghosts. Where's the meat?

Crap, I must really fail at making guides releasing the guide in readable condition. :|

Yeah, I know one replay isn't nearly enough. I need to add more, but I also want to make sure it's not a huge fail from the other guy and both me and my opponent actually played well. I should have waited and made this a much better guide. I tried to cover too much so no real content.


I actually posted these replays in another thread about TvP, which shortly after got closed. I use the mass ghost/viking composition in those games.

http://drop.sc/147707 vs TypeReaL
http://drop.sc/135420 vs RoxKis.Pomi
http://drop.sc/135421 vs mTwRine
http://drop.sc/172266 vs Ouga (mid GM on NA)
Sadly I don't have anymore, since I'm winning before it gets to lategame most of the times tt.

Today I didn't even have to use my AK, I gotta say it was a good day.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-05 19:21:34
May 05 2012 19:00 GMT
#21
On May 05 2012 22:49 AA.spoon wrote:
You forgot to mention that ghost only take 2 supply, making them one of the best units when maxed. Often terran armies will be more expensive (and stronger) when maxed if terran was smart enough to make 10+ ghosts (15 or so).
Small tips you might add: scan and kill obs with vikings; your ghosts have free range now.

I do note that it is ideal to have 15+ ghosts in the Composition section. I have the other tips in the Engagement section, but I forgot to add that little point. >< Editing now. Edited.
Edit: I forgot to add that I edited the Ghost description in the "Compositions" section.
This is my signature. There are many like it, but this one is mine.
Sianos
Profile Joined April 2011
580 Posts
May 05 2012 20:03 GMT
#22
Wow the game with Happy was just awesome^^. I think heaving a lot of cloked ghosts and killing the observers is really powerfull. Regarding this i have got a question. Does my opponent see my ghosts, when i scan on top of them ?
CDR
Profile Joined April 2011
Poland84 Posts
May 05 2012 20:13 GMT
#23
On May 05 2012 21:36 ArchAngelSC wrote:
From what I understand about your guide, you seem to say that stutter stepping vs chargelots isn't that big of a deal? Not sure I agree with that.

The rest seems like pretty solid advice, though pretty standard

There is no point in kiting chargelots after charge buff, they are gonna hit you anyway, so why would you waste time, APM and DPS on kiting? Also stutter stepping a maxed out army fucks up your concave so units in the back (in that case marines, who are the main DPS) aren't dealing the biggest possible damage. Sure, after charge is on CD there is nothing wrong with kiting but by this time most zelots are dead, or at least should be. I guess microing ghosts is more important then focusing on kiting against chargelots.
Obviously it only applies to late game, not mid game, gateway-heavy army.
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
May 05 2012 23:05 GMT
#24
On May 06 2012 05:03 Sianos wrote:
Wow the game with Happy was just awesome^^. I think heaving a lot of cloked ghosts and killing the observers is really powerfull. Regarding this i have got a question. Does my opponent see my ghosts, when i scan on top of them ?


They do not.
ellaguru
Profile Joined March 2012
United States35 Posts
May 06 2012 02:08 GMT
#25
i think there was a lot of useful information here for non-masters players.

the number of tech labs and reactors, the ratios of terran versus protoss units, the micro priority, the mass ghosts strategy
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 06 2012 02:20 GMT
#26
On May 06 2012 11:08 ellaguru wrote:
i think there was a lot of useful information here for non-masters players.

the number of tech labs and reactors, the ratios of terran versus protoss units, the micro priority, the mass ghosts strategy

Most master and grandmaster foreigners don't know these things, and instead go for 4-5 ghosts, 'enough' vikings, and mass marauder/medivac with only a couple of marines.
This is my signature. There are many like it, but this one is mine.
cmcaneff5502
Profile Joined February 2012
United States116 Posts
May 06 2012 02:36 GMT
#27
i found this really helpful actually! as a high diamond working towards masters, army comp and micro priority part was quite informative. thanks for the guide!
Crowned
Profile Joined August 2011
United States368 Posts
May 06 2012 03:16 GMT
#28
On May 06 2012 02:41 yoigen wrote:
+ Show Spoiler +
On May 05 2012 10:20 Fencer710 wrote:
Show nested quote +
On May 05 2012 10:05 phiinix wrote:
Sorry but I'm having a hard time understanding what exactly is the usefulness in this guide. Presumably it answers the question "how should I play late game TvP?" but it doesn't say much about taking additional bases, denying bases, or specifics about the composition. It seems to assume that protoss will have roughly even splits on gas in terms of colossus/templar/archon, and therefore terran should get x vikings and x ghosts. The army looks extremely micro intensive to me; 15 ghosts are suppose to kill/disable every ht, because the army is ridiculously marine intensive don't you think?

I feel like the steps to micro aren't really thread worthy, it's basically saying: use the ghosts to kill off templar and deal damage with emp, use the vikings to kill the colossus, and use your bio with stim to kill what's left over.

Also, 1 replay really isn't enough, there are so many ways to get there that a late game focused guide should really deal with minimum of 5 games.

The guide basically boils down to: get upgrades, get a lot of ghosts. Where's the meat?

Crap, I must really fail at making guides releasing the guide in readable condition. :|

Yeah, I know one replay isn't nearly enough. I need to add more, but I also want to make sure it's not a huge fail from the other guy and both me and my opponent actually played well. I should have waited and made this a much better guide. I tried to cover too much so no real content.


I actually posted these replays in another thread about TvP, which shortly after got closed. I use the mass ghost/viking composition in those games.

http://drop.sc/147707 vs TypeReaL
http://drop.sc/135420 vs RoxKis.Pomi
http://drop.sc/135421 vs mTwRine
http://drop.sc/172266 vs Ouga (mid GM on NA)
Sadly I don't have anymore, since I'm winning before it gets to lategame most of the times tt.



Nice replays yoigen.
It's cool to love to win, but it's better to hate to lose.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 07 2012 00:53 GMT
#29
On May 06 2012 02:41 yoigen wrote:
+ Show Spoiler +
On May 05 2012 10:20 Fencer710 wrote:
Show nested quote +
On May 05 2012 10:05 phiinix wrote:
Sorry but I'm having a hard time understanding what exactly is the usefulness in this guide. Presumably it answers the question "how should I play late game TvP?" but it doesn't say much about taking additional bases, denying bases, or specifics about the composition. It seems to assume that protoss will have roughly even splits on gas in terms of colossus/templar/archon, and therefore terran should get x vikings and x ghosts. The army looks extremely micro intensive to me; 15 ghosts are suppose to kill/disable every ht, because the army is ridiculously marine intensive don't you think?

I feel like the steps to micro aren't really thread worthy, it's basically saying: use the ghosts to kill off templar and deal damage with emp, use the vikings to kill the colossus, and use your bio with stim to kill what's left over.

Also, 1 replay really isn't enough, there are so many ways to get there that a late game focused guide should really deal with minimum of 5 games.

The guide basically boils down to: get upgrades, get a lot of ghosts. Where's the meat?

Crap, I must really fail at making guides releasing the guide in readable condition. :|

Yeah, I know one replay isn't nearly enough. I need to add more, but I also want to make sure it's not a huge fail from the other guy and both me and my opponent actually played well. I should have waited and made this a much better guide. I tried to cover too much so no real content.


I actually posted these replays in another thread about TvP, which shortly after got closed. I use the mass ghost/viking composition in those games.

http://drop.sc/147707 vs TypeReaL
http://drop.sc/135420 vs RoxKis.Pomi
http://drop.sc/135421 vs mTwRine
http://drop.sc/172266 vs Ouga (mid GM on NA)
Sadly I don't have anymore, since I'm winning before it gets to lategame most of the times tt.


I finally got around to watching these. Nice games!

Would you mind adding a description for each so I can add them to the OP? I'm still not good at the game yet compared to a lot of people, so I'd love to see your thought process behind the games.
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 07 2012 01:25 GMT
#30
On May 05 2012 13:30 NrGmonk wrote:
The OP might enjoy the following game where Happy beats one of the best PvT players in the world with a similar style:
http://www.youtube.com/watch?v=os0ggYkHVvM&feature=plcp
The OP suggests marine heavy, marauder light, ghost heavy, while Happy goes ghost heavy, marine light, marauder light.

The only 2 players who use close to this style include Happy and Thorzain. Major used to kinda do it, but I have seen anything from him in a while.

You might also want to include disadvantages of this style. You can't apply much pressure onto toss throughout the whole game and it's not as micro based.

OK, I finally got to watch it since chrome apparently doesn't like youtube for some reason. ><

This style Happy did in that game reminds me a lot of the old mass Tank/Ghost in TvZ back before the Snipe nerf. (Which is still completely stupid, IMO.) It crushes through big engagements so hard, and you can be on less bases but Marines, Ghosts, macro Orbitals and bunkers are so good that it doesn't even matter that much.
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 07 2012 03:26 GMT
#31
On May 06 2012 11:08 ellaguru wrote:
i think there was a lot of useful information here for non-masters players.

the number of tech labs and reactors, the ratios of terran versus protoss units, the micro priority, the mass ghosts strategy

Glad I helped. ^_^

In other news, in today's Day9 Daily, the final game is completely screwed up composition-wise from MKP. If he had made more Marines, Ghosts, Medivacs, and Vikings instead of basically Mass Marauder, he could have won, but instead he went for said mass marauder and lost to storms and colossus.
This is my signature. There are many like it, but this one is mine.
yoigen
Profile Joined September 2010
Germany369 Posts
May 07 2012 16:48 GMT
#32
On May 07 2012 09:53 Fencer710 wrote:
Show nested quote +
On May 06 2012 02:41 yoigen wrote:
+ Show Spoiler +
On May 05 2012 10:20 Fencer710 wrote:
Show nested quote +
On May 05 2012 10:05 phiinix wrote:
Sorry but I'm having a hard time understanding what exactly is the usefulness in this guide. Presumably it answers the question "how should I play late game TvP?" but it doesn't say much about taking additional bases, denying bases, or specifics about the composition. It seems to assume that protoss will have roughly even splits on gas in terms of colossus/templar/archon, and therefore terran should get x vikings and x ghosts. The army looks extremely micro intensive to me; 15 ghosts are suppose to kill/disable every ht, because the army is ridiculously marine intensive don't you think?

I feel like the steps to micro aren't really thread worthy, it's basically saying: use the ghosts to kill off templar and deal damage with emp, use the vikings to kill the colossus, and use your bio with stim to kill what's left over.

Also, 1 replay really isn't enough, there are so many ways to get there that a late game focused guide should really deal with minimum of 5 games.

The guide basically boils down to: get upgrades, get a lot of ghosts. Where's the meat?

Crap, I must really fail at making guides releasing the guide in readable condition. :|

Yeah, I know one replay isn't nearly enough. I need to add more, but I also want to make sure it's not a huge fail from the other guy and both me and my opponent actually played well. I should have waited and made this a much better guide. I tried to cover too much so no real content.


I actually posted these replays in another thread about TvP, which shortly after got closed. I use the mass ghost/viking composition in those games.

http://drop.sc/147707 vs TypeReaL
http://drop.sc/135420 vs RoxKis.Pomi
http://drop.sc/135421 vs mTwRine
http://drop.sc/172266 vs Ouga (mid GM on NA)
Sadly I don't have anymore, since I'm winning before it gets to lategame most of the times tt.


I finally got around to watching these. Nice games!

Would you mind adding a description for each so I can add them to the OP? I'm still not good at the game yet compared to a lot of people, so I'd love to see your thought process behind the games.


Basically I'm trying to transition from the heavy aggressive marine/marauder/medivac style to a more passive mass ghost/viking play as soon as I can secure 8 gas geysers or earlier if I see that I can't max out on normal bio. (When he already has colossus and storm)
Today I didn't even have to use my AK, I gotta say it was a good day.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-07 23:55:54
May 07 2012 23:32 GMT
#33
On May 08 2012 01:48 yoigen wrote:
Show nested quote +
On May 07 2012 09:53 Fencer710 wrote:
On May 06 2012 02:41 yoigen wrote:
+ Show Spoiler +
On May 05 2012 10:20 Fencer710 wrote:
Show nested quote +
On May 05 2012 10:05 phiinix wrote:
Sorry but I'm having a hard time understanding what exactly is the usefulness in this guide. Presumably it answers the question "how should I play late game TvP?" but it doesn't say much about taking additional bases, denying bases, or specifics about the composition. It seems to assume that protoss will have roughly even splits on gas in terms of colossus/templar/archon, and therefore terran should get x vikings and x ghosts. The army looks extremely micro intensive to me; 15 ghosts are suppose to kill/disable every ht, because the army is ridiculously marine intensive don't you think?

I feel like the steps to micro aren't really thread worthy, it's basically saying: use the ghosts to kill off templar and deal damage with emp, use the vikings to kill the colossus, and use your bio with stim to kill what's left over.

Also, 1 replay really isn't enough, there are so many ways to get there that a late game focused guide should really deal with minimum of 5 games.

The guide basically boils down to: get upgrades, get a lot of ghosts. Where's the meat?

Crap, I must really fail at making guides releasing the guide in readable condition. :|

Yeah, I know one replay isn't nearly enough. I need to add more, but I also want to make sure it's not a huge fail from the other guy and both me and my opponent actually played well. I should have waited and made this a much better guide. I tried to cover too much so no real content.


I actually posted these replays in another thread about TvP, which shortly after got closed. I use the mass ghost/viking composition in those games.

http://drop.sc/147707 vs TypeReaL
http://drop.sc/135420 vs RoxKis.Pomi
http://drop.sc/135421 vs mTwRine
http://drop.sc/172266 vs Ouga (mid GM on NA)
Sadly I don't have anymore, since I'm winning before it gets to lategame most of the times tt.


I finally got around to watching these. Nice games!

Would you mind adding a description for each so I can add them to the OP? I'm still not good at the game yet compared to a lot of people, so I'd love to see your thought process behind the games.


Basically I'm trying to transition from the heavy aggressive marine/marauder/medivac style to a more passive mass ghost/viking play as soon as I can secure 8 gas geysers or earlier if I see that I can't max out on normal bio. (When he already has colossus and storm)

OK, I'll add them and quote that in the OP.

Does anyone have thoughts on Nukes? I haven't added anything related to them to the OP because I don't really know how to use them that well, and are basically the last thing on my mind whenever I play.
This is my signature. There are many like it, but this one is mine.
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
May 08 2012 00:25 GMT
#34
Ughhhh. Good read but I am so disgusted at the facts that Terran needs extremely high APM to deal with late game Protoss. 3 Hotkeys compared to Protoss's one or maybe two? Also with the zealots? Disgusting. T v P is annoying as shit
Bomber & Jaedong & FlaSh & SNSD <3
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 08 2012 00:32 GMT
#35
On May 08 2012 09:25 Dontkillme wrote:
Ughhhh. Good read but I am so disgusted at the facts that Terran needs extremely high APM to deal with late game Protoss. 3 Hotkeys compared to Protoss's one or maybe two? Also with the zealots? Disgusting. T v P is annoying as shit

True, but in BoX's you have the advantage with hard-to-scout cheese plus an advantage in super-late-game situations with PF's, Nukes, and macro Orbitals. I also often have less APM than my opponent during games, according to SC2 Gears.

By the way, engagements against a Protoss death ball are actually easier than dealing with Ultra/Bling/Infestor IMO. It's just less forgiving if you lose a fight and have no defensive PF's to fall back to.
This is my signature. There are many like it, but this one is mine.
Snoodles
Profile Joined March 2012
401 Posts
May 08 2012 00:38 GMT
#36
Fencer, since you're on a roll can you tell us your approach to fighting infestor brood lords? Do you use ghosts vs Zerg?
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-08 00:45:11
May 08 2012 00:44 GMT
#37
On May 08 2012 09:38 Snoodles wrote:
Fencer, since you're on a roll can you tell us your approach to fighting infestor brood lords? Do you use ghosts vs Zerg?

That would be a different topic entirely, but my view on it (and Day9's) is that Infestor/Broodlord is so immobile that a pair of double drops (four medivacs total, and a combination of MM inside them) to snipe drones and expansions to keep him from re-maxing is the first key, and the second is to get a large concave with viking/thor/unsieged tank/marine/medivac, while focus firing brood lords with the Thors. Then you just have to defend the reinforcing ling/bane.

Polt did something like this and Day9 showed it in one of his dailies.

Now, back on topic!!!
This is my signature. There are many like it, but this one is mine.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
May 08 2012 00:46 GMT
#38
i will gladly put on a lategame tvp clinic against the strat forum's very own NrGmonk to demonstrate scan + ghost abuse after 5+ orbitals
get rich or die mining
TL+ Member
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 08 2012 01:38 GMT
#39
On May 08 2012 09:46 Alejandrisha wrote:
i will gladly put on a lategame tvp clinic against the strat forum's very own NrGmonk to demonstrate scan + ghost abuse after 5+ orbitals

By "clinic" do you mean "BoX" or "1v1"? <3
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 08 2012 08:01 GMT
#40
I've added a bit on why Reapers are very good in a super late-game maxed army, as well as adding "5-15 Reapers" to the Composition section.
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 15 2012 05:45 GMT
#41
I've updated the OP with a small sub-section detailing the units. It's a work in progress, and I plan to have detailed descriptions of all the units in it. I currently have short ones of the Marine, Marauder, and the Medivac.
This is my signature. There are many like it, but this one is mine.
derpinator
Profile Joined December 2011
74 Posts
Last Edited: 2012-05-15 11:01:11
May 15 2012 11:00 GMT
#42
I like the idea of adding reapers to my army comp but it kind of sucks that if you have reapers in the same control group as MMM you are not able to use the stim hotkey. I already have problems controlling the MMMVG composition flawlessly (because anything less than flawless will get you disintegrated in 2sec.) so I am not really keen on having to make a fourth control group for reapers but that may not be necessary. Overall its a nice guide to introduce new terrrans to the TvP match up and with some more detail it could be an excellent guide.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 15 2012 18:42 GMT
#43
On May 15 2012 20:00 derpinator wrote:
I like the idea of adding reapers to my army comp but it kind of sucks that if you have reapers in the same control group as MMM you are not able to use the stim hotkey. I already have problems controlling the MMMVG composition flawlessly (because anything less than flawless will get you disintegrated in 2sec.) so I am not really keen on having to make a fourth control group for reapers but that may not be necessary. Overall its a nice guide to introduce new terrrans to the TvP match up and with some more detail it could be an excellent guide.

I'm not sure how Reapers in your control group make it so you have to tab in order to stim? I'll test it later and see what happens.

You need control comparable to how well the Protoss is also micro-ing. He is:

Splitting his HT's, possibly sentries.
Keeping his units in a concave, if he doesn't his army will get EMP'd hard, and then you can simply 1at to victory.
Warping in units and structures at the same time.
Blinking Stalkers and focus firing your Vikings.

Thanks for the feedback.
This is my signature. There are many like it, but this one is mine.
spbelky
Profile Blog Joined October 2010
United States623 Posts
May 15 2012 19:41 GMT
#44
I know it sounds silly but I really feel like a lowered reaper build time could help alleviate a lot of lategame TvP issues... picking off those "flanking HT" Taking out proxy pylons... kiting/kill zealots... reinforcement speed... harassing without the need to load/unload a medivac... Just saying now that the reaper speed tech requires a factory and a barracks requires a depot, I don't think a 30second reaper build time would be as imba as it once was.

2c
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-16 00:02:12
May 15 2012 23:16 GMT
#45
On May 16 2012 04:41 spbelky wrote:
I know it sounds silly but I really feel like a lowered reaper build time could help alleviate a lot of lategame TvP issues... picking off those "flanking HT" Taking out proxy pylons... kiting/kill zealots... reinforcement speed... harassing without the need to load/unload a medivac... Just saying now that the reaper speed tech requires a factory and a barracks requires a depot, I don't think a 30second reaper build time would be as imba as it once was.

2c

A 30 second build time would be ideal for late-game, although that would probably incite balance issues in the early game. I think taking it slowly with no knee-jerk nerfs *cough* snipe *cough* would be better, say, 5 second buffs at a time.

I've also updated the OP with another replay (Finally!). I've been dying constantly to various protoss all-in's lately, so not many toss late-game replays.

EDIT: I have an idea: Let the Reaper Speed upgrade cut 5-10 seconds off of the Reaper build time as well.
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 19 2012 04:26 GMT
#46
I've added two new units to the section on viable TvP units, and changed the colors.

Also, I'm not getting much constructive criticism here. Is that a good thing or a bad thing?
This is my signature. There are many like it, but this one is mine.
monk
Profile Blog Joined May 2009
United States8476 Posts
May 19 2012 06:06 GMT
#47
Ok I'll give you some feedback:
  • First, your guide seems to be all over the place. I think your main purpose is to talk about late game TvP, what comp you should get and how to engage/position. However, you talk a lot about early game and mid game PvT like what opening you personally use and how to react in midgame, which is totally irrelevant to your guide. I would cut this part out entirely as it would confuse most people
  • You need more examples, preferably vods or replays of pro games playing lategame like how you describe.
  • Nothing you say is backed up by much evidence. For example, why do I want 1 marauder per stalker? Why exactly 3 vikings per colossi? Why exactly 15 ghosts?
  • Play devil's advocate. Why aren't people playing late game TvP like you suggest?
  • Basically if you're writing a guide that sort of goes against what people are doing at the moment, you have to make a good structured argument that convinces people your way of thinking is valid. Do this by providing tons of evidence and linking everything together with sound logic.
  • When you quote Thorzain, use bbcode instead of "Thorzain says 'asdfasdf' ". It just looks better.

Have fun.
Moderator
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 19 2012 06:12 GMT
#48
On May 19 2012 15:06 NrGmonk wrote:
Ok I'll give you some feedback:
  • First, your guide seems to be all over the place. I think your main purpose is to talk about late game TvP, what comp you should get and how to engage/position. However, you talk a lot about early game and mid game PvT like what opening you personally use and how to react in midgame, which is totally irrelevant to your guide. I would cut this part out entirely as it would confuse most people
  • You need more examples, preferably vods or replays of pro games playing lategame like how you describe.
  • Nothing you say is backed up by much evidence. For example, why do I want 1 marauder per stalker? Why exactly 3 vikings per colossi? Why exactly 15 ghosts?
  • Play devil's advocate. Why aren't people playing late game TvP like you suggest?
  • Basically if you're writing a guide that sort of goes against what people are doing at the moment, you have to make a good structured argument that convinces people your way of thinking is valid. Do this by providing tons of evidence and linking everything together with sound logic.
  • When you quote Thorzain, use bbcode instead of "Thorzain says 'asdfasdf' ". It just looks better.

Have fun.

OK, I'll get to work on that.... Tomorrow. What you're suggesting would basically have me re-write the entire guide.

Also, how you transition out of the 3 Barracks timing directly affects how you transition into the late game, so I'm still going to have some content on that.
This is my signature. There are many like it, but this one is mine.
monk
Profile Blog Joined May 2009
United States8476 Posts
May 19 2012 06:21 GMT
#49
On May 19 2012 15:12 Fencer710 wrote:
Show nested quote +
On May 19 2012 15:06 NrGmonk wrote:
Ok I'll give you some feedback:
  • First, your guide seems to be all over the place. I think your main purpose is to talk about late game TvP, what comp you should get and how to engage/position. However, you talk a lot about early game and mid game PvT like what opening you personally use and how to react in midgame, which is totally irrelevant to your guide. I would cut this part out entirely as it would confuse most people
  • You need more examples, preferably vods or replays of pro games playing lategame like how you describe.
  • Nothing you say is backed up by much evidence. For example, why do I want 1 marauder per stalker? Why exactly 3 vikings per colossi? Why exactly 15 ghosts?
  • Play devil's advocate. Why aren't people playing late game TvP like you suggest?
  • Basically if you're writing a guide that sort of goes against what people are doing at the moment, you have to make a good structured argument that convinces people your way of thinking is valid. Do this by providing tons of evidence and linking everything together with sound logic.
  • When you quote Thorzain, use bbcode instead of "Thorzain says 'asdfasdf' ". It just looks better.

Have fun.

OK, I'll get to work on that.... Tomorrow. What you're suggesting would basically have me re-write the entire guide.

Also, how you transition out of the 3 Barracks timing directly affects how you transition into the late game, so I'm still going to have some content on that.

Good guides focus on one topic, in your case Late game TvP. Anything else just distracts people. Although 1 rax cc into 3 rax starport is the most common TvP build, there are tons more ways to get to late game. 1 rax 3 cc, banshee opening into 3 cc, 1 rax cc into banshe/tank into 3rd, 1 rax cc into 4 rax no gas into fast 3rd, etc.... I could go on but you get my point.
Moderator
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-19 06:31:30
May 19 2012 06:30 GMT
#50
On May 19 2012 15:21 NrGmonk wrote:
Show nested quote +
On May 19 2012 15:12 Fencer710 wrote:
On May 19 2012 15:06 NrGmonk wrote:
Ok I'll give you some feedback:
  • First, your guide seems to be all over the place. I think your main purpose is to talk about late game TvP, what comp you should get and how to engage/position. However, you talk a lot about early game and mid game PvT like what opening you personally use and how to react in midgame, which is totally irrelevant to your guide. I would cut this part out entirely as it would confuse most people
  • You need more examples, preferably vods or replays of pro games playing lategame like how you describe.
  • Nothing you say is backed up by much evidence. For example, why do I want 1 marauder per stalker? Why exactly 3 vikings per colossi? Why exactly 15 ghosts?
  • Play devil's advocate. Why aren't people playing late game TvP like you suggest?
  • Basically if you're writing a guide that sort of goes against what people are doing at the moment, you have to make a good structured argument that convinces people your way of thinking is valid. Do this by providing tons of evidence and linking everything together with sound logic.
  • When you quote Thorzain, use bbcode instead of "Thorzain says 'asdfasdf' ". It just looks better.

Have fun.

OK, I'll get to work on that.... Tomorrow. What you're suggesting would basically have me re-write the entire guide.

Also, how you transition out of the 3 Barracks timing directly affects how you transition into the late game, so I'm still going to have some content on that.

Good guides focus on one topic, in your case Late game TvP. Anything else just distracts people. Although 1 rax cc into 3 rax starport is the most common TvP build, there are tons more ways to get to late game. 1 rax 3 cc, banshee opening into 3 cc, 1 rax cc into banshe/tank into 3rd, 1 rax cc into 4 rax no gas into fast 3rd, etc.... I could go on but you get my point.

Yeah. I'm just going to say that you should be getting Reactors>Techlabs at roughly a 2-1 ratio with a maximum of four Techlabbed Barracks until you get into a super-lategame scenario where you're maxed for an extended period of time, have a ton of cash, and as a result need to make 5 or more Ghosts/Marauders at a time, or something similar.

Edit: Cool, 555 posts.
This is my signature. There are many like it, but this one is mine.
-Kira
Profile Blog Joined March 2012
352 Posts
May 19 2012 07:59 GMT
#51
On May 05 2012 09:10 Fencer710 wrote:
To those who say "Well, why not build hellions instead?": + Show Spoiler +
Quoting myself from another thread:
Hellion disadvantages:

They sprint ahead of your army and die immediately if you don't babysit them.
They die to any amount of damage from any Protoss unit, since they don't share upgrades with Bio.
They do a grand total of 15 damage per Zealot they hit with each shot with BF without weapon upgrades on the Zealot' HP.
Their DPS is incredibly dependant on being in a choke or there being a ton of Zealots in a row.
Requires more APM to make, since you have to get BF upgrade, and then switch the factory onto a reactor in order to make a non-zero amount of Hellions.

Advantages of Hellions:

Slightly more DPS than Marines and Marauders against Zealots if they have BF upgrade.

Disadvantages of Reapers:

Takes a long time to build.
May get slightly ahead of your army, and die a little too quickly.

Advantages of Reapers:

Can be built from techlab Barracks.
Does extremely high DPS against Zealots for supply.
Has 5 more HP than a Marine, does not need to stim, so better in drawn out engagements.
Shares upgrades with Marine, Marauder, and Ghost.
Provides a viable army unit gas-dump.



Thank you for not advocating blue flame hellions. Us protoss players are relieved...
But seriously, your description of advantages and disadvantages of both is biased and from what i've seen playing both Protoss and Terran, they're far more usefull and better in combat. Also i have no idea how do you have free gas while making mass ghosts, that's why dumping minerals in hellions instead of marines works better in my opinion and knowledge.
The ONLY disadvantage that is legit is the upgrades, which you could utilize for tanks aswell.
And hellion dps is not dependant on being in a choke. Make 20 hellions vs 20 zealots (same cost) and force a charge, then kite - see what happens... 0-0 BF hellions should kill 3-0-3 chargelots with like 16 left. That is if they fight alone, and you're obviously kiting them towards your army and protoss units can't keep up with chargelots. And if you chose to upgrade hellions/tanks aswell, then even with A-move and zealots getting surround hellions win.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 19 2012 17:26 GMT
#52
On May 19 2012 16:59 -Kira wrote:
Show nested quote +
On May 05 2012 09:10 Fencer710 wrote:
To those who say "Well, why not build hellions instead?": + Show Spoiler +
Quoting myself from another thread:
Hellion disadvantages:

They sprint ahead of your army and die immediately if you don't babysit them.
They die to any amount of damage from any Protoss unit, since they don't share upgrades with Bio.
They do a grand total of 15 damage per Zealot they hit with each shot with BF without weapon upgrades on the Zealot' HP.
Their DPS is incredibly dependant on being in a choke or there being a ton of Zealots in a row.
Requires more APM to make, since you have to get BF upgrade, and then switch the factory onto a reactor in order to make a non-zero amount of Hellions.

Advantages of Hellions:

Slightly more DPS than Marines and Marauders against Zealots if they have BF upgrade.

Disadvantages of Reapers:

Takes a long time to build.
May get slightly ahead of your army, and die a little too quickly.

Advantages of Reapers:

Can be built from techlab Barracks.
Does extremely high DPS against Zealots for supply.
Has 5 more HP than a Marine, does not need to stim, so better in drawn out engagements.
Shares upgrades with Marine, Marauder, and Ghost.
Provides a viable army unit gas-dump.



Thank you for not advocating blue flame hellions. Us protoss players are relieved...
But seriously, your description of advantages and disadvantages of both is biased and from what i've seen playing both Protoss and Terran, they're far more usefull and better in combat. Also i have no idea how do you have free gas while making mass ghosts, that's why dumping minerals in hellions instead of marines works better in my opinion and knowledge.
The ONLY disadvantage that is legit is the upgrades, which you could utilize for tanks aswell.
And hellion dps is not dependant on being in a choke. Make 20 hellions vs 20 zealots (same cost) and force a charge, then kite - see what happens... 0-0 BF hellions should kill 3-0-3 chargelots with like 16 left. That is if they fight alone, and you're obviously kiting them towards your army and protoss units can't keep up with chargelots. And if you chose to upgrade hellions/tanks aswell, then even with A-move and zealots getting surround hellions win.

The thing is they take even more APM from a Terran player, which is something in very, very short supply. Also, the only time you would add either unit to your army is in a super-late-game situation, as straight up Bio is just plain better in 99% of circumstances.

That's also another problem with fighting in a vacuum: It doesn't apply to real-game situations at all. You can actually cancel a charge with a right click, for example, and just have your Zealots stay in a 'safe zone' around your Colossus. If you add to your vacuum scenario even 4-5 BlinkStalkers, the Hellions die. If you add 3-4 Marauders and a Medivac, the Hellions will still get to kill most of the Zealots, but the Marauders will all die and the Medivac, as well, due to the fact that Hellions are faster than the Bio army, so they lead the Chargelots into your Bio, and then they make a concave so it's hard for your Hellions to get any good shots off.

Siege Tanks are too immobile, period. There's just no way you can use them effectively. Ghost EMP's and Vikings are just plain better, for cost and supply. You can't punish a Protoss' mistakes if you have immobile Siege Tanks as part of your army. Siege Tanks actually work against you if you try to add them to your composition, since they do friendly fire damage to your own troops if you don't constantly kite, and if you do, the Siege Tanks get left for dead and melt to Colossus and Zealots.

Last, you actually do have a surplus of gas in the very late-game. Ghosts and Vikings, the most gas-intensive combat units, cost minerals and gas at a 2-1 ratio. The most gas-intensive unit that is made in most games for Terran is the Medivac at 100/100(Raven too, but you only see those when a Terran goes 1-1-1, or wants a mobile detector), and you want 12 Medivacs at most, but even that is pushing your army supply.
This is my signature. There are many like it, but this one is mine.
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 8h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 234
Livibee 187
RuFF_SC2 144
ProTech70
StarCraft: Brood War
Artosis 836
Noble 26
Icarus 6
LuMiX 4
Dota 2
monkeys_forever1018
Counter-Strike
tarik_tv7143
Fnx 1940
Stewie2K1109
Super Smash Bros
Mew2King89
Heroes of the Storm
Khaldor194
Other Games
summit1g10967
fl0m581
ViBE245
Maynarde176
Organizations
Other Games
gamesdonequick51819
BasetradeTV123
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH189
• davetesta41
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Wardi Open
8h 51m
Replay Cast
21h 51m
Sparkling Tuna Cup
1d 7h
WardiTV European League
1d 13h
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
1d 21h
The PondCast
2 days
WardiTV European League
2 days
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
2 days
Replay Cast
2 days
RSL Revival
3 days
ByuN vs SHIN
Clem vs Reynor
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Classic vs Cure
FEL
4 days
RSL Revival
5 days
FEL
5 days
FEL
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
FEL
6 days
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.