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[Q] PvT Pure marauder viking medivac - Page 2

Forum Index > StarCraft 2 Strategy
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Enervate
Profile Joined August 2010
United States1769 Posts
December 05 2010 00:18 GMT
#21
Use hts to feedback medivacs. Then chargelots will roll the marauders.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
Last Edited: 2010-12-05 00:24:13
December 05 2010 00:20 GMT
#22
On December 05 2010 09:03 kcdc wrote:
It sounds like you already know that zealots are a big part of the solution. If you've been killing marauders all game but the medivacs have been retreating (and without watching the replay, it sounds like this may have happened) to the point that they have 10+ medivacs, marauders can seem impossible to kill. My first tip is engage in open areas. If T has a lot of medivacs, zealots need surface area to do damage faster than medivacs heal. My second tip is feedback the medivacs and hunt down retreating medivacs with blik stalkers. The last thing I'll note is that if you have a big economic lead and the only thing standing between you and victory is vikings, you can make phoenixes to hunt them down. After vikings start killing your collosi, you can either switch to HT or try to win air control with phoenixes. IMO, phoenixes are the less cost-effective option, but if you have an economic lead, it's a direct and quick way to go. It also deals with the medivac problem.

Yeah. I already went quite zealot heavy, but they just got chewed up. I needed better forcefield control. In fact I'm in plat now due to my lack of ability to resist four gate/my fail forcefielding.

Looking back at the replay he got up to like 12 medivacs, so that could explain it. He was able to get so much dept hwith the marauders I didn't have adequate surface area.

I really should have gone to storm, and started dual producing immortals. Additionally it didn't help he sniped 3 nexuses, jsut due to the fact they're dead in like three volleys. Then he would run away. How do I stop this?

Oops... fail

Replay: [image loading]
s4m222
Profile Joined March 2010
United States272 Posts
December 05 2010 06:49 GMT
#23
if he is pure marauders, just go almost pure chargelots yourself, throw in a few forcefields and your dandy.

If its late game and he has a HUGE marauder ball, you should have colossus or templar to help get them down.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
December 05 2010 21:20 GMT
#24
Any of the 14 people who downloaded it have advice?
Wilko
Profile Blog Joined August 2009
Germany470 Posts
December 05 2010 21:34 GMT
#25
Blink Stalker and Colossi should be fine, if you keep up your macro
IAttackYou
Profile Joined August 2010
United States330 Posts
December 05 2010 21:37 GMT
#26
nothing wrong with immortals there ><
I'm not a nub, I'm gosu of tomorrow
shingbi
Profile Joined August 2010
58 Posts
December 05 2010 22:12 GMT
#27
Scout his whole base with your obs and his expansion. Keep scouting with it.

You know he has vikings and you go out to attack him with colo/zealot and 2 sentries for anti air? How did you expect that would work? And then you don't use your sentries at all. No GS, no FF.

Your base layout could be better. It's very hard for your units to get around your base. You will eventually lose games because of this (a drop/banshee attack will kill all your probes because your units can't get in a position to kill it).

Your macro slips pretty badly while you go out to attack. You should try to line up your additional production buildings with your expansion coming online.

Keep your units in a position to defend both your bases. Of course he has all the time in the world to snipe your expansion nexus if your army is hanging out at your main base.

Could use some more hotkeys. One for your army for starters.

Spread out pylons to give vision (for example on the high ground above your natural, so you can see it if he tries to take down the rocks).

Big battle at 22:00, again no sentry use at all.

Counter wise, the transitions in PvT when playing against MMM will often look like this:

At the start gateway units do well against MM in small numbers. Then as the infantry ball reaches a certain size (and medevacs come out), the protoss gets colos. Then the Terran gets a lot of vikings to kill the colos. At that point the protoss has to get high templar (both to help kill the infantry and to storm the bunched up vikings).

(Of course there are other transitions... straight to templar or I guess stargate, though I don't have much experience with that.)

So given these transitions, protoss can pressure at the very beginning and at the time when you got your colos, but the terran hasn't got enough vikings yet. In order to take full advantage of the second timing, you might want to consider going double robo to get a good number of colos faster. And obviously take some anti air to take care of the few vikings the terran does have. And after that you need to start thinking about getting templar soon.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
December 05 2010 22:23 GMT
#28
On December 06 2010 07:12 shingbi wrote:
Scout his whole base with your obs and his expansion. Keep scouting with it.

You know he has vikings and you go out to attack him with colo/zealot and 2 sentries for anti air? How did you expect that would work? And then you don't use your sentries at all. No GS, no FF.

Your base layout could be better. It's very hard for your units to get around your base. You will eventually lose games because of this (a drop/banshee attack will kill all your probes because your units can't get in a position to kill it).

Your macro slips pretty badly while you go out to attack. You should try to line up your additional production buildings with your expansion coming online.

Keep your units in a position to defend both your bases. Of course he has all the time in the world to snipe your expansion nexus if your army is hanging out at your main base.

Could use some more hotkeys. One for your army for starters.

Spread out pylons to give vision (for example on the high ground above your natural, so you can see it if he tries to take down the rocks).

Big battle at 22:00, again no sentry use at all.

Counter wise, the transitions in PvT when playing against MMM will often look like this:

At the start gateway units do well against MM in small numbers. Then as the infantry ball reaches a certain size (and medevacs come out), the protoss gets colos. Then the Terran gets a lot of vikings to kill the colos. At that point the protoss has to get high templar (both to help kill the infantry and to storm the bunched up vikings).

(Of course there are other transitions... straight to templar or I guess stargate, though I don't have much experience with that.)

So given these transitions, protoss can pressure at the very beginning and at the time when you got your colos, but the terran hasn't got enough vikings yet. In order to take full advantage of the second timing, you might want to consider going double robo to get a good number of colos faster. And obviously take some anti air to take care of the few vikings the terran does have. And after that you need to start thinking about getting templar soon.


Thanks. Hotkey wise, my mechanics are lacking. It's bizarre: my mechanics are half decent in BW, but when I go to sc2. Also, the whole warpgates thing always throws me off. i suppose I was being greedy with the stalkerless army. I faultily assumed taht the colos would do enough damage to the ball before they died, so the lots could deal with.

The main problem is I have no idea how to use forcefield. What is the general principle about using forcefield besides blocking his ramp or blocking retreat?
HardCorey
Profile Blog Joined May 2010
United States709 Posts
Last Edited: 2010-12-06 03:01:06
December 05 2010 22:38 GMT
#29
Yo Froadac, I took a look at your replay and made a video reviewing it. Its a video series ive been doing that I call HardCorey QuestionTime. I thought you played pretty well and had a nice economic and army advantage that you threw away. I talked a bit about how to keep an advantage and spend your money more effectively.

Heres the Link: HardCorey QuestionTime #10: PvT Keeping an Advantage against Terran

My Main Thread


Hope this Helps,
-HardCorey

Don't Worry, Be Happy.
Finky27
Profile Joined November 2010
Algeria45 Posts
December 05 2010 22:48 GMT
#30
The main problem is I have no idea how to use forcefield. What is the general principle about using forcefield besides blocking his ramp or blocking retreat?


Always try to cut your opponent's army in half, can be a life saver.
shingbi
Profile Joined August 2010
58 Posts
December 05 2010 22:50 GMT
#31
Depends on the situation.

There's basically three things you can do (aside from blocking retreat). You can drop them on top of your own units (like against zerglings), which will make it harder to get a good surround. You can drop a line of forcefields in the middle of a group of units, which will cut them off and hopefully make it so that some of them can't attack (obviously works better against melee/short ranged units) or you can drop the force field along the line where his attack arc would be, which essentially creates a choke in your favor.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
December 05 2010 22:57 GMT
#32
On December 06 2010 07:50 shingbi wrote:
Depends on the situation.

There's basically three things you can do (aside from blocking retreat). You can drop them on top of your own units (like against zerglings), which will make it harder to get a good surround. You can drop a line of forcefields in the middle of a group of units, which will cut them off and hopefully make it so that some of them can't attack (obviously works better against melee/short ranged units) or you can drop the force field along the line where his attack arc would be, which essentially creates a choke in your favor.

Thanks. Being random is hard Time to finally stay with toss.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
December 05 2010 22:58 GMT
#33
On December 06 2010 07:38 HardCorey wrote:
Yo Froadac, I took a look at your replay and made a video reviewing it. Its a video series ive been doing that I call HardCorey QuestionTime. I thought you played pretty well and had a nice economic and army advantage that you threw away. I talked a bit about how to keep an advantage and spend your money more effectively.

Heres the Link: HardCorey QuestionTime #10: PvT Keeping an Advantage against Terran

My Main Thread


Hope this Helps,
-HardCorey

Edit:Video is Working! :D

Muchismas gracias! I'll look at it ASAP Currently putting together my christmas tree o.o
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 05 2010 23:05 GMT
#34
with forcefields you try to split the enemy army in half using the superior range of your units to only fight half of the army and keeping it from reatreating. With superior range i mean stalkers. your zealots would die to fire from behind the forcefield, but people mostly use them as tanks, because terrans often don't start focusing the sentrys with their trapped units and if they would try they are blocked by the zealots. (killing the sentrys will often end in the toss spending more gas on sentrys so a later tech etc)
Playing terran atm and i noticed that a toss often doesn't micro his sentrys back after force fielding, so i focus them down with my trapped units.

Also you can use sentrys to reatreat or keep the enemy from reatreating.

Personally i quickly went away from sentrys because they are to fragile and went to phoenix, because they give you map control, scouting and everything nice. After realising gate way units aren't my taste i used robo stargate unit heavy armys and could win games pretty easily against terrans. (except they went for early ghosts and i let em save up to much energie)
Froadac
Profile Blog Joined July 2009
United States6733 Posts
December 05 2010 23:12 GMT
#35
On December 06 2010 08:05 FeyFey wrote:
with forcefields you try to split the enemy army in half using the superior range of your units to only fight half of the army and keeping it from reatreating. With superior range i mean stalkers. your zealots would die to fire from behind the forcefield, but people mostly use them as tanks, because terrans often don't start focusing the sentrys with their trapped units and if they would try they are blocked by the zealots. (killing the sentrys will often end in the toss spending more gas on sentrys so a later tech etc)
Playing terran atm and i noticed that a toss often doesn't micro his sentrys back after force fielding, so i focus them down with my trapped units.

Also you can use sentrys to reatreat or keep the enemy from reatreating.

Personally i quickly went away from sentrys because they are to fragile and went to phoenix, because they give you map control, scouting and everything nice. After realising gate way units aren't my taste i used robo stargate unit heavy armys and could win games pretty easily against terrans. (except they went for early ghosts and i let em save up to much energie)

Interesting. I think for the interim I'll stick to the sentry based army though.
Kokkan
Profile Joined June 2010
Sweden83 Posts
December 05 2010 23:15 GMT
#36
Some thoughts (have not read all posts before)

• Your unit mix is a bit off. You have perfect vision of his units mix and still proceed with Colossus/Zealot. A balanced mix of Immortal/Sentry/Zealot/Stalker would have been better. Or you need more gateway units to support your Colossus.

• 12:48 bad attack, yes he did expand but you are nowere near beating his army. At least a 20 food lead vs MMM groups. Also, he is at kinda of a choke point... not good for a Zealot heavy army.

• After the attack you seem to panic and spam Stalkers, it worked out quite well. But a better mix and Micro might have left you with more Colossus left.
• Also, spotting pylons at the high ground south of the exp to see the back door.

• The transition into 2xStargate at about 20:00 is to late, since he has a ton of Vikings out. You are already half way into HT tech. Feedback+ Storm -> Archon (takes low dmg, deals high dmg vs marauders). Also StarGate sucks vs Terran.

Also, build at least 1 Warp Prism to cover the island and harass at back.

Hence! I blame your loss entirely on the Colossus! =D



PS. Not saying I could play it better myself.
dukethegold
Profile Blog Joined August 2009
Canada5645 Posts
December 05 2010 23:18 GMT
#37
Chargelots with well placed forcefields would rape pure marauder armies.

That's why Terran needs to mix marines into the bio ball.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
December 05 2010 23:21 GMT
#38
On December 06 2010 08:18 dukethegold wrote:
Chargelots with well placed forcefields would rape pure marauder armies.

That's why Terran needs to mix marines into the bio ball.

That confirms the moral of teh story is forcefields
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-12-05 23:52:40
December 05 2010 23:40 GMT
#39
1) If you see mass Marauders, the critical mass of Colossus is 8-9. Furthermore, you have to actually *focus fire* them on a clump of Marauders. The normal 'lol colossus spread their fire over the entire army' doesn't work here. You could have made colossus work if you'd gotten more robo bays. You can support building 1.5 colossus per base, so on 3 bases you could've been building 4 colossus at a time, more than enough to win.

2) lol stalkers are the worst unit in the game, never build them ever. If you need anti-air, build Phoenix. If you need to keep an army away from your colossus, build sentries. Zealots are better than stalkers but worse than sentries.

3) VRs are the 'counter' to his marauder/viking army, but you didn't make enough of them. You can, like Colossus, build 1.5 Starports per base. But he had 6 barracks, so he could build 12 marines to your 4 VRs - the marines will win, especially with viking backup. You have no chance to win with VRs alone in this case unless you can pick off some barracks. You might have succeeded with carriers, ironically.

Edit: Oh, and don't go Immortal, he builds 1 ghost and then his marauders roll over your Immortals.

Hmm thinking about this I think marauder/thor with a scattering of vikings, ghosts and marines should crush Protoss...
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Kvothe
Profile Joined September 2010
201 Posts
December 06 2010 00:44 GMT
#40
On December 06 2010 08:40 GoldenH wrote:
1) If you see mass Marauders, the critical mass of Colossus is 8-9. Furthermore, you have to actually *focus fire* them on a clump of Marauders. The normal 'lol colossus spread their fire over the entire army' doesn't work here. You could have made colossus work if you'd gotten more robo bays. You can support building 1.5 colossus per base, so on 3 bases you could've been building 4 colossus at a time, more than enough to win.

2) lol stalkers are the worst unit in the game, never build them ever. If you need anti-air, build Phoenix. If you need to keep an army away from your colossus, build sentries. Zealots are better than stalkers but worse than sentries.

3) VRs are the 'counter' to his marauder/viking army, but you didn't make enough of them. You can, like Colossus, build 1.5 Starports per base. But he had 6 barracks, so he could build 12 marines to your 4 VRs - the marines will win, especially with viking backup. You have no chance to win with VRs alone in this case unless you can pick off some barracks. You might have succeeded with carriers, ironically.

Edit: Oh, and don't go Immortal, he builds 1 ghost and then his marauders roll over your Immortals.

Hmm thinking about this I think marauder/thor with a scattering of vikings, ghosts and marines should crush Protoss...


I basically disagree with everything you just posted....
1) critical mass of colossus is 8-9? When do you ever see 8-9 colossus, that is just an absurd amount. Around 5 colossus is good, too many and you lack the ground forces to stop his vikings.

2) stalkers are now the worst unit in the game, news to me. If you are wanting to go gateway units coupled with colossus you need a pretty good spread of zealots and stalkers with several sentries mixed in. Your zealots tank the dmg while the stalkers are protecting your colossus and doing good dmg against his marauders.

3) VRs are now the counter to bio balls, you noticed he switched to marines pretty easily in the match which really hurts VRs. I think you would have done better to have gone phoenix instead of VR.

My advice would be don't go one base colossus, don't attack up his ramp without splitting his army in half. Mix a few immortals in if he has that many marauders, most mid/low diamond will never build a ghost anyway and immortals are very good against marauders. After your first attack failed and you saw how many marauders he started building, i would have completely switched to immortals with your gateway units.
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