[D] P v T with no colossi - Page 2
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FabledIntegral
United States9232 Posts
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Animostas
United States568 Posts
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SeraKuDA
Canada343 Posts
On September 08 2012 04:49 Animostas wrote: You can do Templar builds off of 2 bases, but as you get your 3rd, you need to get Colossi. Colossi are simply a much more reliable form of damage than High Templar. I think that last sentence is subjective to who's hands the HT are in. | ||
rd
United States2586 Posts
On September 08 2012 04:54 SeraKuDA wrote: I think that last sentence is subjective to who's hands the HT are in. Or the hands of your Terran opponent. | ||
lordsurya08
United States141 Posts
1- colossi 2- storm 3- upgrade advantage or 4- bigger army due to taking a fast third (6:30 or ealier). For #2 (storm) you should follow this guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=319339 | ||
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ineversmile
United States583 Posts
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Dabba
United States182 Posts
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SigmaoctanusIV
United States3313 Posts
I would suggest adding immortals to your army since you will be feedbacking their ghosts immortals are quite good vs Bio. | ||
jinx1281255
United States45 Posts
Currently, I have been using sase's 1 gate expand into 3-gate 7:00 pressure (essentially gets me more units than a 4-gate by the 7 minute window while also gaining an expnansion). Is this a good build against someone who's going 2rax? If not, what build is recommended against an aggressive 2rax expand build? Also, if survive early pressure from 2rax, what is an ideal timing to get templar/upgrades started? Jinx | ||
Mr. Bojangles
United States15 Posts
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StateofReverie
United States633 Posts
On September 08 2012 04:34 HunterAMG wrote: A protoss army in which you include HTs and a a lot of sentries will crush any terran bio, I love using it. Also, A lot of terrans, complain about the 'Imbalossus', So i give them what they want and don't build any colossus (at least at the start of the game) Funny enough, dealing with HTs is harder for them than colossus. ![]() I think ghosts vs templar fights usually end up with ghosts winning because of their superior range | ||
aintthatfunny
193 Posts
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AnachronisticAnarchy
United States2957 Posts
All you need to do is be Parting. That actually isn't as hard as it sounds, because not many people actually try to be Parting. | ||
AnachronisticAnarchy
United States2957 Posts
On September 11 2012 03:55 StateofReverie wrote: I think ghosts vs templar fights usually end up with ghosts winning because of their superior range Feedback versus snipe, snipe has a cast time whereas feedback doesn't, so templar win if the Terran doesn't scan ahead and actually use their superior range. Ditto for storming. | ||
dreamsmasher
816 Posts
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dreamsmasher
816 Posts
On September 11 2012 05:02 AnachronisticAnarchy wrote: Feedback versus snipe, snipe has a cast time whereas feedback doesn't, so templar win if the Terran doesn't scan ahead and actually use their superior range. Ditto for storming. in lower leagues you can get away winning this battle if you have good obs control/coverage. the micro matchup is basically terran advantage -->when he scans and your slow HT can't move away fast eogu hadn get sniped protoss advantage --> terran doesn't snipe obs or gets baited. feedback is also instantaneous so you can feeback like 3-4 ghosts almost instantaneously. | ||
Jasiwel
United States146 Posts
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Reborn8u
United States1761 Posts
Feedbacks are very important at this stage in order to deny drops and MMM aggression, while you get storm going. Immortals and chargelots have good dps, but this is still the hardest point to deal with aggression because they can get a high medevac count. Keeping the medevac count under control is very important, so don't miss opportunities to snipe them. If storm isn't ready don't be afraid to use feedback on those medevacs and then merge to archons. With the dps from immortals and chargelots + warpins, you can kill off their army if they don't have tons of medevacs with energy. Guardian shield is also your best friend, remember to micro them sentries up a space or two so the chargelots stay in the bubble as they will be absorbing all of the initial dps from the MM. You will probably be using a lot of your warp ins just to replace the chargelots. Typically on 2 base I will go up to 6 gates, with 1 robo, 1 forge, twilight. When you start your templar archive it's a good time to push for a 3rd. Early emp is a huge threat though, I always get an obs from the robo first and scout for fast ghost. If they do go fast ghost, you'd better just get colossus! I typically just upgrade from 1 forge until I am ready to take a 3rd. Then I add the second forge, and often a 2nd robo, and more gateways. At this point a good terran will have ghost, having seen no colossus. It then become difficult for the terran to have enough gas to produce enough vikings, ghosts, MM, and replace medevacs. While sitting on 3 base, I make sure and place 1 or 2 cannons and 1 or 2 HT's at each base to deny harass. The cannons are there to stop your templar from being sniped by drops. But remember keeping the medevac count down is your priority, you can use zealot warp in's to actually kill stuff that is dropped as long as you have used feedback on the medevac so they can't heal. With 3 base up I get my second robo and second forge. I will sometimes make colossus from one and immortals from the other, it really depends on how many medevacs vs vikings terran produces. It's something you'll just have to feel out. This is also a great time to do prism harass, storm drops ect. If I ever notice the terran doesn't have the proper amount of vikings to deal with the 3 or 4 colossus I have at this point I move out, and bring the prism forward with my army. If you notice a stupid amount of vikings, produce double immortals. With lots of chargelots, good prism harass, denying MMM drops, and keeping up on upgrades, most terrans crumble when the big late game engagement hits. Because you storm the shit out of them, have a few colossus (that will die probably die off to the vikings in the course of battle) and you have lots of chargelots making retreat painful for terran. Another piece of advice, once you get that 2nd robo GET LOTS OF OBS! I will often have 1 on patrol keeping an eye out for greed expands, 1 watching for the enemy to move out and checking tech/composition, and 1 spotting for drops. If you notice the terran being super greedy or not getting ghosts, DT's and archons can be brutal. I typically don't make too many archons unless I see a big attack coming and feel I need them to survive or I have tons of unspent gas. When you have small skirmishes, remember to merge any spent HT's into archons asap, and pull some of the ones you have for defense into your army after battle so you are always storm ready (they will probably have almost full energy!) then just replace the ones you pull from each base (the drop defense HT's) Like I said this style has been very good for me, early ghosts are really the only scary thing I've had to deal with. If you do see anything like a 1/1/1 or fast ghosts, or some other kind of all in. You won't be able to buy time for storm, so getting 1 or 2 early colossus is the smart move for most of these scenarios. You can still go for charge as soon as you can afford it, but don't be afraid modify the build. I've had many games where I get way ahead because I get faster expansions and hold early BS from terran because I had 2 or 3 immortals mixed in or got a colossus out vs big marine pushes. I still end up with a similar late game army. But overall this style is very good against a terran who likes to harass. Also, blink is not a bad choice after you get charge done. It can really put the QQ in a terran who is determined to harass. I don't really use a build order, it's a decision based play style. The only thing that isn't typical is I get lots of early immortals , then charge, then HT, a 3rd base, second forge, second robo, then colossus. Adding gates whenever I can afford to. | ||
kcdc
United States2311 Posts
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kyllinghest
Norway1607 Posts
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