• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:09
CEST 00:09
KST 07:09
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!30Weekly Cups (August 17-23): Zerg dominate the week5Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru SC2 best pvp 2026 game hypothesis Balance hotfix patch 5.0.16b (July 16) Weekly Cups (August 17-23): Zerg dominate the week Starcraft2 player guess game is Coming~!
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
[Personal Project Share] Terran Defense v0.60 New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion [ASL22] Ro24 Preview: Siren's Call Farewell Beloved Starcraft (Youtube Videos)
Tourneys
[ASL22] Ro24 Group F Escore Tournament - Season 3 KCM Race Survival 2026 Season 3 [ASL22] Ro24 Group E
Strategy
Game Theory for Starcraft Replay Review Process - What do you do? Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Dating: How's your luck?
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4822 users

[G] Late Game PvT - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 Next All
althaz
Profile Joined May 2010
Australia1001 Posts
Last Edited: 2012-09-20 13:38:38
September 20 2012 13:32 GMT
#41
Remember that Terran can only kite in one spot on the map at a time

Ummm...I'm nowhere near pro and I can stutter-step two groups via the mini-map...Not optimally of course (I would be better if I played more Terran bio though I'm random and I tend to mech as T) and only towards basically the same spot on the map, but it's not especially difficult, IMO.

Not saying that makes these tactics any worse, just merely pointing out that good Terrans can sometimes kite in two places at once (pro players can probably do more groups than this, I've never attempted practicing more than 2) - depending on the location of their armies and the directions they each need to go.

EDIT: In case people don't know about this method of stutter-step/kiting, you can drop in the main and push up the front at the same time and kite away from defending units in the main and towards the front door on the natural pretty easily on some maps (Antiga, cloud kingdom) by right-clicking on the mini-map at the back of the main and hitting s to stop (so they fire). I control both armies seperately but it's impossible for me to click rapidly in very different locations, so I kite both armies (at alternating stop times) towards the same or nearby locations on the map.
The first rule we don't talk about race conditions. of race conditions is
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-09-20 14:02:47
September 20 2012 14:00 GMT
#42
Thanks guys for the kind words.

And I love how people keep commenting about deathball vs deathball. Seriously guys, it just doesn't matter in 99% of games. My games never reach deathball vs deathball. Pro games almost never reach deathball vs deathball. Both sides want to mass expand, split up their armies and do small constant attacks to stop their opponent's mass expanding. Deathballs only happen when you aren't active with your forces.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-09-20 14:14:30
September 20 2012 14:14 GMT
#43
On September 20 2012 22:32 althaz wrote:
Show nested quote +
Remember that Terran can only kite in one spot on the map at a time

Ummm...I'm nowhere near pro and I can stutter-step two groups via the mini-map...Not optimally of course (I would be better if I played more Terran bio though I'm random and I tend to mech as T) and only towards basically the same spot on the map, but it's not especially difficult, IMO.

Not saying that makes these tactics any worse, just merely pointing out that good Terrans can sometimes kite in two places at once (pro players can probably do more groups than this, I've never attempted practicing more than 2) - depending on the location of their armies and the directions they each need to go.

EDIT: In case people don't know about this method of stutter-step/kiting, you can drop in the main and push up the front at the same time and kite away from defending units in the main and towards the front door on the natural pretty easily on some maps (Antiga, cloud kingdom) by right-clicking on the mini-map at the back of the main and hitting s to stop (so they fire). I control both armies seperately but it's impossible for me to click rapidly in very different locations, so I kite both armies (at alternating stop times) towards the same or nearby locations on the map.


Interesting, thanks for pointing that out. Still, microing multiple spots from the minimap isn't going to be nearly as effective as microing one spot with 100% focus, and Protoss has an advantage in that they don't have to micro chargelots to trade well. The more you force Terran to micro elsewhere, the less he can EMP your templar, snipe your colossi with vikings, spread his units against splash damage, etc. It's almost always good to send a pack of chargelots at a base before an army engagement.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
September 20 2012 15:48 GMT
#44
Great guide, useful guide for everyone because even high master protosses don't always understand how to play lategame pvt.
Dark templars are the best thing you can get in lategame pvt, 8 dts snipe a planetary/orbital in seconds, and continuous main army attacks followed by a dt warpin at one of his freshest expansion can kill any terran.
Valor is a poor substitute for numbers.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
September 20 2012 18:59 GMT
#45
On September 21 2012 00:48 Arcanefrost wrote:
Great guide, useful guide for everyone because even high master protosses don't always understand how to play lategame pvt.
Dark templars are the best thing you can get in lategame pvt, 8 dts snipe a planetary/orbital in seconds, and continuous main army attacks followed by a dt warpin at one of his freshest expansion can kill any terran.


There's always more to learn. I know I wouldn't have thought to do Parting's templar + counter-attack play in that spot on CK, and I'll be looking to add that element to my game now. Every map will have zones where you can gain an advantage if you slow Terran's movement through those zones, and if you plan those tactics out ahead of time, you'll be able to use them more effecitvely in a game.
WolfBro
Profile Joined December 2011
United States59 Posts
September 20 2012 19:35 GMT
#46
Thank you for the guide. This has given me a lot to think about and I'm definitely going to try and add these ideas on top of the templar build your other guide has already taught me.
happyft
Profile Blog Joined December 2010
United States470 Posts
September 20 2012 21:34 GMT
#47
I just got an idea -- why is it that Protoss very seldom get a mothership in PvT, but is so prevalent in PvZ? Vortex is never disadvantageous for the protoss to use, especially when you have a few archons in the mix. It either divides the terran army into pieces, or forces his whole army into a single focused position. This would make for really great storms, archon and colossus splash. In addition, it would force a second stim since the first would wear off inside the vortex. Lastly, it could provide a last second panic escape button to allow your army to retreat. All this from the vortex, not the say the least about the possibilities from recall.

I fully expect you guys to just shut it down for whatever reason, but to me it's an interesting idea and something that could be experimented with.
monk
Profile Blog Joined May 2009
United States8477 Posts
September 20 2012 21:36 GMT
#48
On September 21 2012 06:34 happyft wrote:
I just got an idea -- why is it that Protoss very seldom get a mothership in PvT, but is so prevalent in PvZ? Vortex is never disadvantageous for the protoss to use, especially when you have a few archons in the mix. It either divides the terran army into pieces, or forces his whole army into a single focused position. This would make for really great storms, archon and colossus splash. In addition, it would force a second stim since the first would wear off inside the vortex. Lastly, it could provide a last second panic escape button to allow your army to retreat. All this from the vortex, not the say the least about the possibilities from recall.

I fully expect you guys to just shut it down for whatever reason, but to me it's an interesting idea and something that could be experimented with.

Short answer is ghosts(emp) and vikings. Both outrange vortex by a very fair margin, so Mothership usually ends up being really useless, really expensive paperweight.
Moderator
TheDwf
Profile Joined November 2011
France19747 Posts
September 20 2012 21:39 GMT
#49
On September 21 2012 06:36 monk. wrote:
Show nested quote +
On September 21 2012 06:34 happyft wrote:
I just got an idea -- why is it that Protoss very seldom get a mothership in PvT, but is so prevalent in PvZ? Vortex is never disadvantageous for the protoss to use, especially when you have a few archons in the mix. It either divides the terran army into pieces, or forces his whole army into a single focused position. This would make for really great storms, archon and colossus splash. In addition, it would force a second stim since the first would wear off inside the vortex. Lastly, it could provide a last second panic escape button to allow your army to retreat. All this from the vortex, not the say the least about the possibilities from recall.

I fully expect you guys to just shut it down for whatever reason, but to me it's an interesting idea and something that could be experimented with.

Short answer is ghosts(emp) and vikings. Both outrange vortex by a very fair margin, so Mothership usually ends up being really useless, really expensive paperweight.

Not to mention that it uses 8 supply while Protoss is already 20-30 or even 40 supply down in army by lategame because of the Terran sacrificing a part of his SCVs.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
September 20 2012 22:13 GMT
#50
It's also really slow, so even if it were worth a damn, Terran would just attack where it wasn't. Imagine how useless a mothership would be in a PvZ where you were on 6 bases and Zerg only had speedlings, corruptors and drop tech.
ZerO_0
Profile Joined October 2011
United States137 Posts
September 20 2012 23:29 GMT
#51
Great guide definitely going to be doing these things when I can get a working computer to play again.
We are what we repeatedly do. Excellence then, is not an act, but a habit. Aristotle
snowboarding98
Profile Joined June 2011
Ukraine20 Posts
September 20 2012 23:35 GMT
#52
wow i lernt alot, thx for tipz

i am goin to implament it al in my gempley

thans for tip
2nd playars from ukrain
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-09-21 04:20:38
September 21 2012 04:19 GMT
#53
A game I just played (not great play on either end frankly), but it shows how easy it is to pick a Terran apart just by abusing warp-in mobility. If you watch my camera from 15:00 and on, you'll see that I'm constantly attacking, but I spend almost all of my clicks on spreading pylons and macroing. My camera spends all of about 10 total seconds on his side of the map for the entire game, and I did literally zero micro.

http://drop.sc/256264

My opponent was mid-masters which is about my skill level right now. My APM is still about 15-20 points lower than it was before I quit....
Havik_
Profile Joined November 2011
United States5585 Posts
September 21 2012 04:42 GMT
#54
Good guide. I like it.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
covetousrat
Profile Joined October 2010
2109 Posts
September 21 2012 06:14 GMT
#55
KCDC I love you. Thank god you play Protoss and give us such good insights. Hahah too bad there's no good blue Zerg and Terran poster like you. Good job.
Shikada
Profile Joined May 2012
Serbia976 Posts
September 21 2012 12:34 GMT
#56
I watched the replay kcdc. Really good stuff.

This really showcases a flaw in Terran play that you can exploit, and it pertains even in high level and pro level play. Many Terrans don't split their armies well, or at all like in this example. You will see even pros throw 100 supply worth of units into defending a harass from 2 DTs. This harass heavy play really exploits that, and it keeps Terran contained in their base at a time where they can still make strong timing attacks and/or drops. Hell if you added a warp prism to drop in the main or natural at the same time it would just be adding insult to injury

Also nice defense in the beginning. Proving once again that 2 gates can hold most kinds of early pressure.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-09-21 15:31:07
September 21 2012 15:04 GMT
#57
Many Terrans don't split their armies well, or at all like in this example. You will see even pros throw 100 supply worth of units into defending a harass from 2 DTs. This harass heavy play really exploits that, and it keeps Terran contained in their base at a time where they can still make strong timing attacks and/or drops.


The play can be even stronger than just putting pressure on to force them to make a mistake splitting their forces, especially if you have the option to warp-in close to their bases. You get to pick where your next round of forces spawns whereas Terran has to allocate his forces in advance. That means if Terran only commits enough troops to deal with what's already pressuring him, you reactively warp in 10+ zealots to bolster that side of the attack. And if he commits enough troops to beat what's already there plus a potential round of warp-ins, you pull that side of your attack back while reinforcing the other side. And of course if he dedicates enough troops to clean up both sides of your harass + warp-ins, his main army will be very small.

If have a warp prism to warp-in right at the battle, this mobility abuse is even stronger. And if you throw an HT in the warp prism to surprise his defensive task force with a storm (I'm not good enough to do this consistently), it's just about impossible for Terran to react properly.

To give you an idea of how far you can take this mobility abuse tactic, I used to play a style where I would endlessly warp in back and forth on opposite sides of Terran's base, dropping a probe to build pylons while he defended my zealots. Terran wouldn't even be spread out--he'd have just 2 bases to defend, and by abusing my free reign to warp in all over his base and the time it would take for him to swing forces from one end of his main to the other, I'd kill him with nothing but zealots. The style was fun, but as you can imagine, I found that it was ultimately much stronger to use the tactic in late-game where Terran is more spread out, I have the economy to burn through zealots, and I have the tech up to survive a counter-attack.

Also nice defense in the beginning. Proving once again that 2 gates can hold most kinds of early pressure.


Haha, yeah, just ignore the first half. I've only played a handful of PvT's on Daybreak, and I didn't realize you could loop marines around the watchtowers and hit from behind like he did. If I'd put a spotter pylon down there, I wouldn't have taken any damage. But as it happened, he did a really weak rush and I did a really bad defense, so we came out roughly even.
ineversmile
Profile Blog Joined December 2010
United States583 Posts
September 21 2012 21:10 GMT
#58
Something I try to do in large fights against Terrans is to send a Warp Prism with a 75+energy sentry in it behind enemy lines, then use a big zealot warp-in to create large surface area with guardian shield coming from both ends, forming a big surround. Generally speaking, you want shuttle speed and if you could put HTs in there that only makes it better. There's also the option of dropping a colossus or a pair of immortals, depending on how marine- or marauder-heavy your opponent's force is. If you think about it, a Warp Prism is only the price of 2 Zealots and the supply of one Zealot, but it can completely overhaul the power level of about 8 zealots warped in and really mess up your opponent's kiting due to surrounds. I think having a pair of Prisms in major fights is totally worth the supply.

I'm a bit hungover, so hopefully this tactic came out comprehensively on paper...it's really useful; I hope it helps some other people with their games.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
rikter
Profile Joined November 2010
United States352 Posts
September 22 2012 01:10 GMT
#59
I am actually really surprised by all the players that have trouble vs T, and games going super late and all that. By 15 min you should be on collossus/templar, with 3-3 about to finish. This is a hard comp for T to fight against, since you basically have to kite with 2 groups (bio and viking) plus cast spells with a third (ghost) and this wont work either if you just run out of map. Plus, your upgrades are way ahead, with huge aoe in the collosus, archon nd storm, and no way is T mega maxed at 15 min.

Even if you battle him and dont crush him right away, just use his viking count to plan your next move. If he has a lot of vikings you dont rebuild collos and make templars instead. If he doesnt have vikings then you make collosus.

Medivac push can be a little scary, but a handful of stalkers in main and zealot sentry down low can stop both the drops and gaurd the nat with forcefield. Just make sure you have some vision on the map so if you see an early push coming you have time to respond.

I play Terran and this is the kind of stuff that causes me huge problems. I can hold Ps early pressures, but that 15 minute timing I described is just brutal, especially with instant reinforcing and an upgrade advantage.
No one wants a box of shit, even if it is for Christmas.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
September 22 2012 01:38 GMT
#60
On September 22 2012 10:10 rikter wrote:
I am actually really surprised by all the players that have trouble vs T, and games going super late and all that. By 15 min you should be on collossus/templar, with 3-3 about to finish. This is a hard comp for T to fight against, since you basically have to kite with 2 groups (bio and viking) plus cast spells with a third (ghost) and this wont work either if you just run out of map. Plus, your upgrades are way ahead, with huge aoe in the collosus, archon nd storm, and no way is T mega maxed at 15 min.

Even if you battle him and dont crush him right away, just use his viking count to plan your next move. If he has a lot of vikings you dont rebuild collos and make templars instead. If he doesnt have vikings then you make collosus.

Medivac push can be a little scary, but a handful of stalkers in main and zealot sentry down low can stop both the drops and gaurd the nat with forcefield. Just make sure you have some vision on the map so if you see an early push coming you have time to respond.

I play Terran and this is the kind of stuff that causes me huge problems. I can hold Ps early pressures, but that 15 minute timing I described is just brutal, especially with instant reinforcing and an upgrade advantage.


Deflecting drops and winning with one big push with lots of splash damage is the opposite of what this guide advises.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 52m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft319
EnDerr 40
ProTech17
StarCraft: Brood War
Britney 11661
Artosis 185
910 47
League of Legends
Doublelift3846
Counter-Strike
shoxiejesuss879
minikerr3
Super Smash Bros
Mew2King61
PPMD38
Heroes of the Storm
Liquid`Hasu420
Other Games
gofns13749
Grubby2473
Liquid`RaSZi1824
hungrybox212
ToD144
XaKoH 137
ArmadaUGS112
Livibee104
C9.Mang0100
NeuroSwarm83
RotterdaM73
ViBE40
JuggernautJason24
[ Show 13 non-featured ]
StarCraft 2
• musti20045 27
• RyuSc2 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21772
Other Games
• imaqtpie1223
• Shiphtur313
Upcoming Events
Replay Cast
1h 52m
Escore
11h 52m
IntoTheTV X SOOP
12h 52m
RotterdaM Event
18h 22m
Korean StarCraft League
1d 3h
GSL
1d 12h
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Weekly
2 days
Afreeca Starleague
3 days
[ Show More ]
GSL
4 days
PiGosaur Cup
5 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 22: Qualifier 1
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Light Tournament 2026
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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 © 2026 TLnet. All Rights Reserved.