Essentially, Zerg opens normal but continues mining gas to grab Banelings. I have 2 Adepts, 1 Stalker and WG just finishing (no Chronos on it).
Scouting more purposefully (I shaded via minimap into Zerg base, but that did not go down the path the Zerg planted his units at. I did not want to go out with only 1 Adept for fear of ling flood.)
Even then, that wall is ROUGH. how do you position units so that you still can block WHILE not getting hit by Baneling splash?
On September 18 2020 09:06 Supah wrote: Ice and Chrome LE Baneling all in
Essentially, Zerg opens normal but continues mining gas to grab Banelings. I have 2 Adepts, 1 Stalker and WG just finishing (no Chronos on it).
Scouting more purposefully (I shaded via minimap into Zerg base, but that did not go down the path the Zerg planted his units at. I did not want to go out with only 1 Adept for fear of ling flood.)
Even then, that wall is ROUGH. how do you position units so that you still can block WHILE not getting hit by Baneling splash?
So first your gas is 25 seconds late and the second one 10 seconds late. It doesn't help facing an early allin when you fail your build this early.
Your probe stays alive a long time but you never actually confirm if there's a 3rd hatch with it.
You need to scout with the adept before speedling finishes, what you did with the shade is not good enough You can scout their natural mineral line with a shade at 3.20 while going home with the adept, you could have seen a very low drone count then. If you're really paranoid you can shade in their main and let it finish to see the whole tech at the cost of your adept.
Stargate is the safest opener against this allin, so if you go twilight AND robo, playing so blind is asking for a freeloss. Just always make a shield battery behind your wall after the twilight, it will save you more games than it'll cost you. A stalker in that wall with a shield battery survives so many banelings that they'd kill the buildings before the stalker.
The last thing you want to do when you have no clue what the zerg is up to is move out with 2 of your only 3 units, which you end up doing... You're completely caught off guard but luckily there wasn't enough banes to kill the stalker right away so you had time to build behind to wall completely. Instead you warpin 2 units and then go look at your adepts across the map. HELLO? You're about to die btw! Even once the lings are in you go look at your adepts again when they should be the least of your worries.
To sum up : - less micro (probe block / adept harass) more macro - scout better by confirming the 3rd base with your probe, then shading in their mineral line with the first adept - build a blind battery when not opening stargate vs Z - don't move out without knowing if they're droning or not - once the bane bust starts, fully wall with buildings behind your unit and focus on the defense, not your harass
How to best position tanks vs Protoss in defense vs Stalkers? I am using one raven to deny observers, but it doesn't matter.
- I feel they can just teleport in and focus the tanks, get out repeat.
- I also want to utilize liberators, but it's the same thing.
Btw: If you know... I think a month ago I found a sweet terran coverage/guide here ... (reading and not applying is bad), but I didn't read it fully and don't find my bookmark -.-"
On November 27 2020 01:30 Kertorak wrote: How to best position tanks vs Protoss in defense vs Stalkers? I am using one raven to deny observers, but it doesn't matter.
- I feel they can just teleport in and focus the tanks, get out repeat.
- I also want to utilize liberators, but it's the same thing.
Btw: If you know... I think a month ago I found a sweet terran coverage/guide here ... (reading and not applying is bad), but I didn't read it fully and don't find my bookmark -.-"
Thank you.
Your tanks should be as far behind as possible while still protecting your structures.
For example in the common case of blink openings when you have only 1-2 tanks out, you would want one in your main as far from the cliff as possible while still covering the zone they can blink in. Same idea in the natural, don't place it at the front of your CC but next to it, slightly behind on the side of your main ramp.
The final piece of this defensive setup is your rally point and main army sitting between your main and natural. Now if the stalkers blink in, they take a shot from the tank and by the time they can even reach it, your army is already there and they have to back off or lose everything.
Later on as you get more tanks covering each other it's not as important but still the same idea. It's in the early game where you really don't want to fail your placement or you might lose the tank, add-ons researching and probably the game...
Unless your army is literally just tanks, it shouldn't ever be possible for stalkers to just freely blink in then blink out repeatedly. For one thing blink has a 10 second cooldown. The rest of your army should melt away the stalkers.
What is your favorite opening and GO TO Mech composition versus Protoss ?
I know you react to what you scout and everything, but if you're allowed to dictate the pace of the game, what's your GO TO opening and transition ? I'm still trying to figure out the whole mech vs protoss thing and can't seem to settle. Lately, I'v been trying TY's Speed Banshee build (link below) but I'd like more options.
@Kertorak the positionning to me is map specific. Do you have a replay to share so I can help ?
Hi, thanks for the offer. Wasn't online last week(s), otherwise I would have given you some content. Now, a replay was for all-its-content-help, and I'm aware of all the weaknesses people really LIKE to point ... which I notice myself (theory/=practice). I prefer to pin it to the exact problem I'm curious at this very moment, next time I will try to provide screenshot or make a small clip of the scene (or send replay via PM); saving time for the helping person, but also directing where I want the help or better said had problems in theory, too (watching it myself and thinking about it and not getting the solution), basically SIMPLIFYING. Thus taking your offer as constructive feedback :-) See you around.
How to best position tanks vs Protoss in defense vs Stalkers? I am using one raven to deny observers, but it doesn't matter.
- I feel they can just teleport in and focus the tanks, get out repeat.
- I also want to utilize liberators, but it's the same thing.
Btw: If you know... I think a month ago I found a sweet terran coverage/guide here ... (reading and not applying is bad), but I didn't read it fully and don't find my bookmark -.-"
Thank you.
Your tanks should be as far behind as possible while still protecting your structures.
For example in the common case of blink openings when you have only 1-2 tanks out, you would want one in your main as far from the cliff as possible while still covering the zone they can blink in. Same idea in the natural, don't place it at the front of your CC but next to it, slightly behind on the side of your main ramp.
The final piece of this defensive setup is your rally point and main army sitting between your main and natural. Now if the stalkers blink in, they take a shot from the tank and by the time they can even reach it, your army is already there and they have to back off or lose everything.
Later on as you get more tanks covering each other it's not as important but still the same idea. It's in the early game where you really don't want to fail your placement or you might lose the tank, add-ons researching and probably the game...
Thank you <'3 this general answer helped me a ton, for my curiosity and knowing how to do it (fits very good in all I read and especially reminding me of the details I read about, and know from play experience such as strengths but also weaknesses of stalkers). Didn't allocate time to play the last weeks or look into the forum, but will apply this - it's in my head now :-)
in detail: yea my tank (at that point of base) was at the side of the expand, rather than more behind, so you hit the nail on the coffin. fun fact: also I played protoss after posting my question (back then) and what you said one of the Terran-enemies did apply very well (which I was not sure if it was optimal play, but it makes more sense now) Question answered.
--- I didn't want to overshadow the person above me, so let me repeat iMECH_KolosS' question ---
On December 01 2020 03:14 iMECH_KolosS wrote:
Question for Mech Players:
What is your favorite opening and GO TO Mech composition versus Protoss ?
I know you react to what you scout and everything, but if you're allowed to dictate the pace of the game, what's your GO TO opening and transition ? I'm still trying to figure out the whole mech vs protoss thing and can't seem to settle. Lately, I'v been trying TY's Speed Banshee build (link below) but I'd like more options.
I don't know what happened to this thread and why it died, but I'm going to bring it back. I took a month off and I dropped from 4000 MMR to 3700 MMR. Aside from the macro mistakes I'm making, I'm losing big time against Protoss when they go to mass Carriers backed by Disruptors. How do I counter that?
Not sure what ravens do against that, but the ideal comp against it would be BCs. Usually it's tough to get there if the toss opened normally and then transitioned to carriers, but turtle disruptor players shouldn't be able to break you.
Otherwise yeah a good timing with bio vikings and some ghosts
Ravens can disable Disruptors, preventing their shots from going off, enabling the army to surge forward under the Carriers. Or the Ravens can disable the Carriers themselves enabling Vikings to focus fire more safely.
Battlecruisers can certainly work, but the problem is that Protoss typically has the initiative in the endgame sky tech switch, so their Carrier production begins sooner than Terran's BC production, and Chrono makes the Carrier production faster, and having Warp-in available makes it safer for Protoss to be functionally unmaxed in the field:
Assuming both players have maxed prior to the endgame tech switch, a Terran trying to start BCs needs to free up supply by either sacking SCVs, only viable if he already has extra orbitals prepared, or by sacking infantry, which could leave him vulnerable to an all-out Protoss attack, whereas the opposite is not true because going all-out into Disruptors is a dubious endeavor at best, and in either event, supply lost in excess of intent can be easily and swiftly replaced by Protoss thanks to warp-in, whereas Terran would have to surrender the field while he remakes his infantry slowly in his production buildings back at home.
While there are neither Ravens nor BCs in this game, Bunny vs Parting has a situation that sounds similar to what you're concerned with:
How do I defend against 2 reapers if I open 1 rax, cc, factory...? Do I ward them off with marines waiting for hellions and then resume planned build? Should I put down a bunker? Where? Edit: In TvT in case there's some uncertainness
On October 24 2021 00:17 straycat wrote: How do I defend against 2 reapers if I open 1 rax, cc, factory...? Do I ward them off with marines waiting for hellions and then resume planned build? Should I put down a bunker? Where? Edit: In TvT in case there's some uncertainness
yes, and also i see pros making a depot on the ledge for reaper. not always possible on every map. but you can prevent them hopping into main. make sure to get the free shotting with high ground before they jump up in any case. i see pro hold it with marine and usually go hellion.