On April 26 2011 00:39 strongandbig wrote:
Terran has a harder time building a 200/200 army than most races, but once you get there, the 200/200 army should be able to win in a head-to-head fight with either of the other race's 200/200 army. IMO turtling with Terran is a viable strategy, and I don't think all of the people saying that Terran has to play a tempo style or lose are correct. However, when you do get to a mech/air/bio 200/200 army, you kind of have to go all-in with it -- if you lose a single battle, the other two races can rebuild their armies much faster than you can. However, an actual 200/200 battle I think comes down to micro, and maybe slightly favors the Terran depending on army composition.
The trick is turtling long enough on two or three bases to get to 200/200, and then making that one push really count by destroying the protoss production facilities or the zerg tech structures. On some maps, it can be almost impossible to defend three bases from mutalisk or warp prism harass, because mech is so immobile and because some maps have very long ground distances between mineral lines.
The problem is that 200/200 clashes will heavily favor the protoss. There is almost no debate that a 200/200 deathball protoss is in many ways unbreachable. End game toss is just that scary, Terrans have adapted the idea of divide and conquer with drop harass which is pretty much the key to winning PvTs because there is just no way a proper 200/200 Protoss Deathball can be breached in a head on clash. If you talk about Zerg itt really comes down to siege tanks and what they're shooting and what they aren't shooting. If anything Terran has the weaker deathball between all the races that's why putting the enemy behind you is so important. It's the essence of achieving victory as terran
PS: I spent my 2000th post on something like this....