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2 Base Templar PvT - Page 6

Forum Index > StarCraft 2 Strategy
189 CommentsPost a Reply
Prev 1 4 5 6 7 8 10 Next All
lamprey1
Profile Joined June 2012
Canada919 Posts
August 19 2013 14:12 GMT
#101
To TL.Net and the creators of these series:

thanks a lot for making these strategy guides.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
August 19 2013 14:41 GMT
#102
Interesting guide. Can already see protoss players doing this to terran players on ladder ><
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
mafaba
Profile Joined April 2013
Germany73 Posts
August 19 2013 14:51 GMT
#103
omg stop teaching protoss how to play starcraft its already hard enough to play against them
eusoc
Profile Joined November 2011
Italy82 Posts
August 19 2013 15:11 GMT
#104
On August 19 2013 12:30 toadahlmn wrote:
How would you deal with drops with this comp. Feel like if T decides to drop everywhere and abuse lack of ranged units and slow zealots (before charge), P will just take too much damage. Cannons and HT are nice but they're both ver immobile compared to something like Stalkers of Phoenix.



It's actually easier to defend from drop going charge/ht than colossi/stalker. Consider the cost of 6 stalker in your main to 2-shot medivacs: it 's pretty high(750/300) and you'll have a later third and a lower gate count. At the same time your colossi must be in the natural to defend from the push at the front. Going ht you can defend keeping 1 ht in main and having gates ready to warp 6+ zealots where the drop is going. And your army is way more mobile, so that you can take a faster 3rd.
vhapter
Profile Joined May 2010
Brazil677 Posts
August 19 2013 16:00 GMT
#105
Is getting your gateways after your forge safe against marine pokes that sometimes happen at 7 minutes?
To live is to fight, to fight is to live!
renaissanceMAN
Profile Joined March 2011
United States1840 Posts
August 19 2013 16:03 GMT
#106
Booo hiss, go back to making Terran guides!
On August 15 2013 03:43 Waxangel wrote: no amount of money can replace the enjoyment of being mean to people on the internet
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
August 19 2013 16:05 GMT
#107
On August 20 2013 01:00 vhapter wrote:
Is getting your gateways after your forge safe against marine pokes that sometimes happen at 7 minutes?


Yep, thanks to photon overcharge.

That said, that's simply the build i do. If you want to you can easily go 1gate robo into forge.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
pressurechief
Profile Joined July 2012
4 Posts
August 19 2013 18:20 GMT
#108
I've already been doing a similar build:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=417063

but I have this problem where my opponent gets a bunch of turrets in good locations, making it very hard to drop and apply pressure. I kinda feel like I'm a bit behind because of that, I just have a single forge and just have a bunch of gateway units with some extra high templars. Any ideas on how to keep applying pressure?
Noam
Profile Joined September 2010
Israel2209 Posts
August 19 2013 18:25 GMT
#109
This is awesome.
Liquipedia
Rollora
Profile Joined February 2012
2450 Posts
Last Edited: 2013-08-19 19:19:33
August 19 2013 19:17 GMT
#110
First thought:Nooooooouuu!
Hate storms. HATE HATE HATE.
Now even more micro
positioning of ghosts, sniping/emping before feedback/stroms hit, rest of the army...splitting, stimming, move medivacs back, if colossi position vikings, macro up...
(yes, this is is terran whining/terran tears)

But since I play random, and this build can be pulled of every league (I love that this just says its an easy build and if I lose as terran i can call the other one a noob in my rage... although he obviously "outplayed" me if he wins), It also means I finally have another cool BO as toss
(this is protoss happyness, and the joy of bringing tears to terrans)

So thx TL strat team :-)
Jazzman88
Profile Joined January 2012
Canada2228 Posts
August 19 2013 20:09 GMT
#111
Really well done and covers all of the necessary transitions very nicely.

Terran players facing this style need to be aware that they should not attempt to simply kill the Protoss with the initial Medivac harass. It will be a multitasking battle where you fend off the Prism, try to delay his third without losing everything to Storm/Chargelot (be sure to babysit that army), and try to head into a normal lategame with Ghosts/Vikings to counter his tech transitions.

As Terran, I feel that a necessity against this style is to try and snipe down some of the Observers that the Protoss is using to watch your movements and drops. Templar styles with full map vision are like the Great Wall of China - there's absolutely no way to break through all the Storm coverage before you hit a critical mass of Ghosts if the Protoss plays correctly. Getting a later Hellbat transition once gases 5 and 6 are up is nice, but don't rely on it too much to save you because it comes later than pre-nerf due to Blue Flame necessity.
Justikhar
Profile Joined May 2011
United States56 Posts
August 19 2013 22:28 GMT
#112
Awesome work here!! Really excellent!! :D
kainelor
Profile Joined February 2011
United Kingdom14 Posts
August 19 2013 22:35 GMT
#113
just awesome!!! keep up the great work!!!
if at first you don't succeed.... you aint chuck norris!!!!
philip697
Profile Joined December 2011
United Kingdom123 Posts
August 19 2013 22:39 GMT
#114
Opening HT always seemed incredibly risky to me. Instead of having the constant damage of 1 or 2 colossus, you're relying on a couple of storms to defend against aggressive tier 3 terran timings. Colossus just seems safer.

Well written guide though, obviously a lot of work gone into it
BoZiffer
Profile Joined November 2011
United States1841 Posts
August 19 2013 22:55 GMT
#115
So glad to see my favorite PvT strat updated and refreshed. So good. Thanks all who contributed. TL rocks.
toadahlmn
Profile Joined October 2011
10 Posts
August 19 2013 23:16 GMT
#116
On August 20 2013 00:11 eusoc wrote:
Show nested quote +
On August 19 2013 12:30 toadahlmn wrote:
How would you deal with drops with this comp. Feel like if T decides to drop everywhere and abuse lack of ranged units and slow zealots (before charge), P will just take too much damage. Cannons and HT are nice but they're both ver immobile compared to something like Stalkers of Phoenix.



It's actually easier to defend from drop going charge/ht than colossi/stalker. Consider the cost of 6 stalker in your main to 2-shot medivacs: it 's pretty high(750/300) and you'll have a later third and a lower gate count. At the same time your colossi must be in the natural to defend from the push at the front. Going ht you can defend keeping 1 ht in main and having gates ready to warp 6+ zealots where the drop is going. And your army is way more mobile, so that you can take a faster 3rd.

I means sure Zealot Archon/HT is cheaper but especially to the lower league players, keeping one HT in your main only for feedback requires high minimap watching/understanding how big terran's army is. I find zealot archon more spread out and less mobile because of drops. A Doomdrop around 13:00 could just push protoss to their limits. I like to do 2-4 pronged attacks and zealot archon really unmobile and you need to spread them out. Hard for Bronze-Gold to follow this concept, and it's still hard to stop drops in masters. I've rememebrred MC spexifically opening Stargate because of Drops, also why lots of Chinese players opening collusus phoenix; YOU NEED ULTRA FAST FEEDBACK reaction to stop drops with boost. Observers only help so much.

The threat is often stronger then the actual action.
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
August 19 2013 23:20 GMT
#117
Sounds like someone actually noticed what the two most imba units in the Protoss lineup are: Zealots and High Templar. Trust me, us Terrans have know that a mass chargelot + high templar composition is almost unbeatable even back in WoL. What makes this particularly viable now in HoTS is the MSC, as well as the brutal harassment options and tech transitions available to Protoss.

TvP in itself admittedly isn't that imbalanced, however just these these units - zealots and high templar - tip the scale massively in Protoss favour. TvP was actually in a great place prior to the Hellbat nerf, I wonder if Blizzard are going to rethink the hellbats in TvP in particular.

User was warned for this post
Rollora
Profile Joined February 2012
2450 Posts
August 19 2013 23:35 GMT
#118
On August 20 2013 08:20 Lock0n wrote:
Sounds like someone actually noticed what the two most imba units in the Protoss lineup are: Zealots and High Templar. Trust me, us Terrans have know that a mass chargelot + high templar composition is almost unbeatable even back in WoL. What makes this particularly viable now in HoTS is the MSC, as well as the brutal harassment options and tech transitions available to Protoss.

TvP in itself admittedly isn't that imbalanced, however just these these units - zealots and high templar - tip the scale massively in Protoss favour. TvP was actually in a great place prior to the Hellbat nerf, I wonder if Blizzard are going to rethink the hellbats in TvP in particular.

I am pretty sure the high templar was already in brood war, a game that is considered extremely balanced.
And I can recommend: splitting, emping,scanning ahead of the army to pre-split just like vs zerg with mass banelings or in th WoL days where even skill-less players used the infestor
konqueror
Profile Joined December 2012
Poland9 Posts
August 20 2013 01:17 GMT
#119
This is shit, and this doesn't work.

User was warned for this post
"Ok, harrasment is done"
tshi
Profile Joined September 2012
United States2495 Posts
August 20 2013 01:36 GMT
#120
On August 20 2013 10:17 konqueror wrote:
This is shit, and this doesn't work.

Oh ok, thanks for changing my view. Im sorry I was wrong .
scrub - inexperienced player with relatively little skill and excessive arrogance
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