*WARNING: IMAGE HEAVY AND IMAGE HEAVY SPOILERS*
JOURNAL OF PROTOSS IMBALANCES, VOL XXX, PG(s) 470-500
AUTHORS: N.GENUITY* [1], MOUSTACHE_NGENUITY [2], PIRATE_NGENUITY [2]
PEER REVIEW: MINDCONTROLSCV [2]
[1] Universidad de Terrán [2] Fictitious
* LEAD AUTHOR
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DISCLAIMER:
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First disclaimer: enjoy the blog! Some sections are spoilered (such as this) where text dominates more than figures, and the "academic" style was written first before battle report stuff was inserted. Most games are d+/c- skill level, and usually I am pretty far ahead to make this work (though success rate is high). There are actually a couple very short threads on MC from long ago, and I think it is legitimate if and only if the protoss thinks he can extend an advantage but not kill a terran outright (terrans can claw back in split map scenarios).
This blog is not a general methodology that will work in all cases nor will it work on all maps. It is advised only to be used against terran players that are approximately 1000 iccup points higher than your own rank [as such not tested on Fish server], as that should sufficiently balance out the pvt matchup. Finer points will be discussed later on, but it is important to note that it works best with carriers and with maps with lots of buildable space and/or ramps, although it is viable on 2, 3, or 4 player maps as all protoss strategies are viable on all maps.
Instead, this methodology is a way to confuse terran players who are not used to seeing a new brand of play style, and most particularly to BM players who are worse than you or choose terran in a fun way.
It also has not been benchmarked in any appreciable way, and should not work against high level terrans who are good at tvp, which occur with about the same frequency as a unicorn shagging KT's mascot
Only a handful of games have been played across 2013-2014; further data collection and analysis may lead to further research, and dedicated training to SCV recovery squads could help the success rate further
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ABSTRACT
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This blog illustrates and discusses late game mech transitions as another tool in the great protoss tool box of bullshit in the terran matchup.
3 games utilizing mind control play are given lengthy battle reports, and this tool is advised to be played in the most ridiculous and entertaining ways possible. A control study of usual protoss play (dark templar play) is given in a fourth battle report for comparison purposes.
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INTRODUCTION
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It is well known that the late game pvt matchup is quite difficult for protoss, as the very few and very weak options for protoss in carriers, high templars, recalls, incredibly large banks, and the ability to have 25+ gateways [or some amount corresponding to multiple full scale production capabilities] spread across the map simply does not cut it.
With this in mind, many protoss players worry about how to combat the late game terran mech and struggle to use their early and mid game advantages to secure late game victory.
An intuitive answer to preparing for the late game is presented simply here, as a means to combat this so called powerful late game terran mech with yet a stronger protoss army: mech.
TRANSITIONING TO MECH: A HOW TO
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SECTION 1: OPENING AND MAP SELECTION
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This method is sensitive to the map and the opening build order. It is found that the "Polish" build order is most optimal, but other build orders work too. Some build orders should not be used, and are mentioned below.
Contrary to popular belief, a build order does not begin at the start of a game. It, in fact, begins before the game starts. This is the "Polish" build order's greatest strength. Since build orders are not too important (particular at low level play), you can skip over this section if desired:
Map selection should be limited to fighting spirit only, although occasional other maps can be used; however, similar to the build order discussed below, it is important not to play on some maps that are either bad for protoss (none) or too good for protoss (heartbreak ridge), as that puts in jeopardy reaching the late game.
Note small maps won't work.
SECTION 1.i: POLISH BUILD ORDER & BUILD ORDER DETAILS
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SECTION 1.i.i: JOINING A GAME:
The first step is to demand your opponent reveal his race selection through the simple message of "race?". It is critically important that you pose this question, even though you have no intention to choose any race other than protoss. You also MUST ask this question even if your opponent already has selected their race.
Follow up with a "gogo" immediately after, while still sticking to random in the display screen. If the host chooses a race other than terran, or if he asks you to choose your race, immediately leave the game.
SECTION 1.i.ii HOSTING A GAME:
Follow the same steps as joining a game, but now you have control over who is in the game. Ban anyone that chooses something besides terran (if you want to use this strategy), or perhaps even better, start the game immediately when someone joins and do not say anything. If the opponent chooses something other than terran, you can always leave the game immediately after it starts.
Here, the hosting/joining a game build order converges to a good timing window, where you must change your race from "random" to "protoss" at the last possible second in the countdown screen. This take many seconds of practice to achieve, but you may risk (~10^-2 frequency) messing it up.
SECTION 1.i.iii IN GAME BUILD ORDER
The neo-classical polish build order follows the main line of:
4 p
5-200 do whatever the fuck you want, you're protoss
However, 2 very important notes (counter-intuitive for the Polish expert) must be made:
1): you do not want to proxy any really important buildings. The biggest risk to your late game transition to mech is winning the game too early, which is very achievable through proxy dt, proxy robo, or just proxy gateways in the middle of the map [1 can be ok]. Proxying an assimilator (otherwise known as a "gas steal") is risky, as many terrans do not know how to respond and will try to respond with a dumb all-in barracks build, which again limits how often you get to reach the late game. However, the terrans that throw up a bunker and take their natural cc, are playing for the late game, and you can control the flow of the game from there.
2): do not open with 2 dark templars. 1 dt expand can be ok, but it is actually not the best build, despite thinking that it may help you reach mind control tech earlier on. An example is given in Appendix A: Battle Report 4 (control game).
These 2 notes drastically reduce the protoss win rate, but again, the goal is not to win the game too early or too easily, but play and toy with your opponent as a Protoss player may fondle his nipples after a good cheese or gas steal.
It is more important to get robo bay so you can safely transition to late game mech through observer usage.
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SECTION 2: SETTING UP THE MID GAME
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Now that you've chosen not to just proxy the terran or bulldog him early, you can be in a good spot to reach the mid to late game with a healthy 3 base economy or so. A siege expand terran is probably ideal, as he probably was passive and you should be able to get an observer into his base, to see any 5 fact or 6 fact dangers that may come. Note many terrans will do that, so you may have to abandon ship and just play normally.
The 3 gas economy you have (or just early 2nd gas after a 1 gate expand or whatever) will let you start to get this going. You may have a shuttle already for zealot use, and that is quite good. Take your templar archives at a normal timing is the most safe option, just getting up to 1 arbiter with stasis before getting 2 dark templars to morph to your dark archon. Start mind control research, and throw down a support bay to get shuttle speed. Variants played here are not optimal for mind control timings, as it is more important to go ahead and research it before you "forget".
On fs, it is a good idea to take another main rather than the closeby thirds to get better build space, although by the time any scv gets mind controlled, you'll be taking a fourth there anyways
You can even delay your arbiters if you can pump a lot more zealots than dragoons to run into the tanks, as sometimes that first stasis is really important to surviving (as seen in appendix a: battle report 2). The decision to begin mind control play is a tempo-based decision, and should be made with total disregard to actual strategy just to confuse laddering terran players. There is simply too great of a risk of letting terran players skimp on their defense/cautiousness and getting a feel for tvp if protoss players do not randomly decide to do "stupid" things every now and then, independent of whether or not it is very successful. Terrans must be humbled by Protoss aggression.
The largest threat to this is an aggresive terran, typically the type who push with 5 facts (rather than a 6 fact all in). One reason for getting robo play is to scout the terran and make sure you survive.
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SECTION 3: THE BIG PLAYS
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So, although you can do this at any point in the game you feel comfortable, trying to rush for mind control early doesn't work. You have to get a good economy going, and be safe from immediate pushes out. 2 main paths sort of happen, but the first timing revolves around when the terran is setting up his third:
SECTION 3.i.i: LATE TERRAN THIRD
A lot of terrans kind of do some weak push you can kill or push back with your 1000 zealots you pumped earlier, and throw up their third cc at their third base unprotected as they took an aggressive posture. You can grab that scv there with the dark archon, and terrans will be confused why the hell a dark archon is by their third. Coincidentally, this works great to delay the third cc.
~8 seconds shy in this game....
An already won game, but a delayed third nonetheless
Even if the third isn't taken at the third expo, the timing generally still revolves around the completion of the third cc:
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A brave attempt, but the shuttle is to fall
A new comrade gets left behind.....
An scv making a factory was grabbed here instead of the scv at the cc
SECTION 3.i.ii: TERRAN THIRD WELL PROTECTED
Sometimes terrans set up their third properly and it is hard to get in there with a shuttle vs turrets, or tanks are there to kill any scv you mind control, or they did well with earlier aggression so you had to delay doing this, or you lost your first dark archon or shuttle with him. Not to worry! They'll eventually have an scv for you to snag [again, likely to build it by his fourth base unprotected by air, or out making a turret], and you can even use the dark archon for other purposes in the meantime (see section 4)
The important thing is not to finish the battle, but to get that loose scv
One might think the important part of this battle would be to micro
But the SCV recovery is the top priority
Just barely missed stopping his fourth from completion
Typically, terrans that do this route planned to go up to a three base economy, so they are being passive so you can squeeze in a good 4.5 or more bases, depending on how good the terran is with vultures or any dropship presence on the map. This route has normal engagements, where you have ~1-4 arbiters and are perfectly fine to survive and win engagements, but it is important *not* go in for the kill against the terran.
SECTION 3.ii: GETTING CREATIVE
Sometimes, you just have to go that extra mile against a terran to get that scv out of there; this series is actually one of the first games testing out late game mech transitions (game was already well over)
The first of 3 dark archons made together easily fails
A second attempt snags an scv:
RUN AWAY! He has taken a tank blow, but he is OK
SNIPED!
Attempt 3:
Begin the recall. SCV still belongs to the terran
ee han timing! The dark archon mind controls only after the recall is underway
the scv is now converted to the winning side
the terran is none the wiser
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SECTION 4: FUN FACTS LEARNED
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Did you know that mind controlling a dropship with tanks in it lets you use siege mode even though you have no other terran units! It's true! What mysteries do the protoss race hold? The scientific explanation is that mind controlled units come with researched capabilities but not upgrades (e.g. mc'd neutral arbiters will have recall).
Hmmm, where did they learn to siege?
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This game developed from a gas steal where the terran decided to try to medic marine it with 2 rax. It was easily stopped with reaver tech and the game was won
The terran harassed throughout the game trying to get back into it, more successful than one would anticipate but nevertheless futile
My DA was ready to go mind control scv going to a third base at about this time (loaded up ~130 energy, should have ~145).
Pylons and observers spot for the thirds.
Still waiting....
A drop heads out!
Protoss observer sees it.....
Terran suspects nothing
But the trap is laid!
The shining moments
Much later, I finally unloaded when my army was out of position and some units came to my base. What a surprise that they could siege!
Did you know that if you try to D-Matrix your hallucinated arbiter to complete a recall, it kills the hallucination?
Buff me up guys! [visible dmatrix around hallucination]
*Poof* [hallucination is dispelled with dmatrix]
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This terran was determined not to give up, and was recall ready
No problem!
the first poof occurs....huh?
An immediate, second trial occurs before the experimenters realise what is happening, and is seen previously.
Did you know that you can't repair your carriers or dragoons with scvs? I actually haven't confirmed this, but I seem to remember from 2v2s or team melee with friends that an scv can repair your allies protoss units (dragoon in that case), but just playing around in single player I get "must target terran units" trying to repair a damaged unit with an scv.
If you have to abandon ship completely, just enjoy the usual protoss arbiter play.
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SECTION 5: GAMEFLOW & ACTUAL TIMINGS
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When starting your cc, start a barracks and you'll be able to get 2 supply depots before it's factory time from constant scv production. Build like 7 scvs total, so you can continue getting depots while 3-5 factories build, and to have a healthy amount later on in the game.
cc finish, barrack start
2 depots sync up with barracks finishing
5 scvs and ready to go
Just get 1 armory for tank weapons upgrade immediately after factories finish (first 3 facts) and do not worry about plating or a second armory, and don't worry about comsat too early. Just get ~5-7 factories total, and use tanks to secure ramps/positional play. You don't have to worry about turrets too much, if at all, and you don't need to worry about going past 2-0 upgrades unless desired.
Go ahead and throw down another command center to float as a roughly 6th or 7th base, or even just as a second scan. Just use your first command center for comsat only.
The main advantage of the mind control play is to simply get a few tanks for positional defense, whether it is the center expansion on fighting spirit or up ramps or chokes, without needing skill to cast storms with your micro'd carriers for zoning play against the goliaths
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SECTION 6: FINISHING THE GAME
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So hopefully you didn't die to the terran, but it's OK if you think you have (e.g. lost your army) because you need to be strategic about how things will progress anyways and you are actually perfectly fine
Throw down a lot of stargates for carriers (probably where your third/fourth is nearby where your factories are) and go ahead and trade armies, so you can remax on carriers as you build your tanks.
A terran scans
The natural terran reaction [he does not see the factories building]
Most terrans, even if they win a fight vs the 3 or so arbiters with full energy (try not to get emp'd!), run into the "oh shit I got no goliaths" moment. The tanks you have can defend a ramp if need be, so once he starts amassing goliaths you are actually perfectly safe against his goliaths.
It's a great idea to have some arbiters used only for recall, i.e. at opposite corners of the map. Often terrans flail around trying to kill expos, and a simple recall of your carriers to one corner saves it (while, since you have a healthy tank line, your other base is secure enough for your carriers to fly back). Defensive recall can be a very potent ability, and is highlighted in Appendix A: Battle Report 2.
Recalls dont need to just be over terran factories:
Here, a (late) recall fails to save a base, but prevents the terran's floating CC to establishing it as his own (and gets the gg)
Many terrans are bad at taking their 4th and 5th bases, so if you've made a carrier switch as the terran is setting up their last expos on their half of the map, you've won the game. Terrans also transition into an odd mentality of "if I split the map, I win" after a long enough time, whereas previously the terran mentality is to control the protoss from getting too overpowered (and making pushes to kill the protoss expos and such). This mentality switch is hard countered by your own mech transition, as now the terran can't handle the late game armies and volunteers himself to go into a passive state. If desired, the protoss can even go BCs if he don't need to use the carrier transition.
Tank recalls are also very important.
Many terrans also wish they were Boxer (Lim Yo Hwan) and will amass wraiths to go against your carriers. Just make sure that you have a comsat, and laugh in their face when they get excited for killing your 1 or 2 observers in your carrier fleet and you just scan anyways. Or, just have 4 observers following your carriers anyways as there is no reason not to, but native protoss players seem to forget this often.
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1 observer with the carriers and only 1 comsat available for the protoss/terran player (used up). The terran goes in
A few paper airplanes take out the observer and wail away at the carriers for quite some time
Eventually scan is used @ 50 energy
No obs, no problem
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SECTION 7: RE?
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If they ask for a re (they won't, never happens), just proxy 2 gate.
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APPENDIX A: CASE STUDIES
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Battle Report 1: Destination, no carriers
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This might have been the "best" opponent I faced, somewhere C- or near C I think.
The game begins with typical protoss beginnings
an early probe heads out; he does not gas steal
one pylon
two pylons!
zealot gets scouting SCV idle at gateway
The terran follows up with 2 factory
The terran goes for a 2 fact, and heads out:
I engage at his ramp
goon bugs out on the retreat
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He wastes 2 early mines outside his nat
One vulture taken down
\
Another
mine targeting
That third vulture from above runs into reinforcements
Terran continues to bleed vultures
Another one to bite the dust
Even though the terran opened 2 fact, no mining was dirupted at the natural. He lost too many vultures
He resorts to a harass oriented game to try to come back
Here, his 1 tank swung all the way around to the spot behind the natural on desti
Runs in some vultures while I clear out mines out front for vision
Mines hurt!
Tank's vision
This is an interesting phenomena of destination. The tank does not actually have any vision after those vultures died (and no mine present). However, he gets to shell at that goon sitting there
he kills it
Scares me into fleeing away (he must have vision right?)
Eventually, I clear him out
And take a third
Surviving this early game aggression allows the choice to be made right here:
The first DA morphs
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He is persistent with vultures.
Note I still didn't really transfer back my probes
A dropship flies out...
as he has seen me planning a fourth
I rush over
But he gets the probe
Continuing from the above spoiler, an actual good play should be noted. This is a nice spot on desti for terrans to try to harass. Leave a tank to deny that fourth and go into the main base, as seen below. Terrans should keep in mind such map details when trying to get better:
A smart play
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He goes into my main, but no probes are there
I already ran them away safely
Note the dark archon is getting ready...
The terran turns back
My fourth is planted
And I see his third (just recently completed)
Harass continues
Luckily cannons are stronger than Terran units!
Seen previously, this SCV recovery team fails
With a failed mind control, things have to be extended a bit longer
+ Show Spoiler [a midgame battle] +
I am actually caught well out of position idling
The terran runs to my right base, and I ran away probes seeing him poke too early
He also sieges too low to shell nexus
My probes are safe
Throw some units below
Throw some units above
Get zealots to clean it all up!
A second dark archon morphs
Misplace your bases
Don't wall with pylons, use gosu zealot hold positions
However, he sees the second DA.....
We are in a firm position, teasing the terran into thinking he has a chance but knowing full well this game is in the bag, as a 5th base is nearly up
Some more time passes
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zealots eventually clear out that tank
more harass continues
Luckily, protoss have this incredible static defense in the cannon, so no damage is really taken
Stargate is starting. Upgrades are churning
It is important to note the terran is late on upgrades, just at 1-0 or so at this point
It is also important to note I trapped a dragoon, and though he could get out if he killed the gateway there. We wouldn't want a terran to fight an actual max vs max battle, we must give him some help
The terran wants to take this base. I stop him
But he gets it soon after, as I don't run up my whole army
6 vultures continue harassing, but "luckily" cannons are there
(protoss players, use your damn cannons)
After this time has passed, an opportunity presents itself:
A stray SCV
The scv headed out to construct a base, but little does he know he will soon be constructing a base for the protoss player
I take precaution to get my army over there with my dark archon near the front, and the major engagement begins
The first important thing to do as Protoss is to immediately lose your shuttle, such that the terran thinks he "sniped" it
Shuttle is lost
Doesn't matter, have storm (and vultures not there)
The SCV recovery is the top priority
The battle wraps up
Now, that SCV must run back to a spot where he can build. It is important to first get him stuck on gateways for ~20 seconds due to pathing errors
Spazzing out
finally gets the cc
Now it comes to a finer point in TvP mid/late game, which many protosses simply do not acknowledge. The fact that the terran has to run all over the map to try to eliminate protoss expos can lead to very favourable exchanges for the protoss (and now protoss/terran, either proran or tertoss depending on how he switches) player
His army must commit to wiping out the left side:
+ Show Spoiler [getting the terran out of position] +
It was ambitious to take this base
He discovers bot left for the first time
He takes it out
Stuck on the left
With the terran out of the left side, we attack him directly
Counter the right
Make sure to lull the terran into thinking he can "defend" that base. Forget to stasis the units on the ramp until after a few run up, and let your first arbiter get emp'd
Totally planned
A second comes in for the save
Throw as much of your shit into mines, it doesn't matter
Now, we must understand how to "multitask". Some aspects of the game are much more important than others:
Go ahead and 1v1 an arbiter vs a goliath
As constructing factories is most important
Doesn't matter, that base is easily Protoss'd
The terran finally pushes up the left, after having to fight at the right
The rest of this section is important Tertoss/Proran (protoss and terran) late game theory. If one section is to be remembered by protoss players, it must be this:
The rax must be scouting a strategic location
Let the terran emp your arbiters frequently, to give him hope
The terran thinks he is in a good spot....
The above is actually one of the most important mindshifts in the game, and you must understand the terran player's thought. He is now caught up on upgrades relatively well (soon to finish 3-3, which was slow), and he thinks he has the map split.
Terran players go into a sense of "Aha, I can win the game split map!" at this moment. Progamers, such as Flash, have spoken about this on particular maps such as Match Point before pretty frequently in interviews.
So, how does the Protoss/Terran player close out the game from here?
Make sure you trap units and have to lift factories to get them out
The barracks scout comes in handy
As it sees the terran pushing to the right
Due to the barracks scout, we had time to run our probes away pre-emptively.
At this point, I'd like to point out the frequent use of running away probes pre-emptively. At levels like this (< C rank), it's generally much more advantageous to save probes than to worry about getting optimized mining by just *barely* saving them. It is sort of like how a 12 nex can be perfectly OK to die if you save your probes from it.
The protoss can throw away his army to get positions back on the map to get expos back up and running, and when aiming for the late game, protoss just needs to make sure it can secure its bank in "chunks"
Continuing
1a2a3a4a your arbiters into clumps to get EMP'd
Somehow his vessel rapidly shot 2 emps instead of bugging out
Let him get the fourth arbiter emp'd for good measure
Doesn't matter, just crush terran and run to his base
Priorities. That exact moment, siege random tanks across the map
Retake bases that have roughly the same amount of minerals as a nexus cost
Here is the actually "winning" moment, although the game was won a long time ago when Protoss was selected in the menu screen on the map destination
Get a jump on a good siege position
Attack the terran's base
Terran army has no chance
Throw in a stasis for good measure
The terran tries to save bottom left
Simply stasis
force him out (stasis ends here)
Obligatory tank battles on destination
The terran won't make it any further
Recall tanks
And don't receive a GG