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PvT on Tau Cross. The ultimate ball buster for me. I'm C+ right now on iCCup, but any time I play on a Terran on this map, they do the same thing and completely roll me. They fast expand or two fact, doesn't really matter, do their thang and expand. Eventually, they take their third gas and now they have enough for vessels, dual upgrades and tank/goliath/vulture. Around 200/200, they roll out and put the hurt on me, sometimes using the bridges if i'm careless.
What I don't get is how are you supposed to deal with this effectively? You can't go carriers, so your basically locked into arbiters, which is fine, but EMP can get really fucking annoying when they accidently become clumped or the fact that 3-3 goliaths on focus fire during battles crush arbiters anyways. Only thing i've had consistent success with is recalling into their base, than stasising some goons at their choke and taking out supply depots. That's funny, but than they decide to just roll my expansions and than it isn't so funny.
This is more of a rant, but if anyone wants to share the secrets of Tau Cross with me, I wouldn't talk them out of it.
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I'm no P player but from the top of my head, i would say decent reaver harass to keep the T in their base while you expand. Also since Tao Cross is all flat terrain and bridges, flanks should work well for you.
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I'm P and ........I always lost to dropship terran T_T
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United States24484 Posts
Shit your p is C+? When did that happen? Congrats.
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It happened when Tau Cross wasn't MOTW! and thx
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8748 Posts
assuming the T does no harrass, it should be pretty clear that in the time it takes a T to take 3 gas, both upgrades, and 200/200 with vessels, protoss can get way way more stuff. like 4 arbiters, 2 with good energy, 2 stargates of arbs building, 20 gates, 200/200 supply, double forge, 5 bases, cannons at expos. the only thing the T's have going for them is the threat of harrass, or actual harrass, in which case protoss has to be doing the same thing, but in the mean time be taking care of harrass.
so stage one of the game is the opening build orders to determine what kind of timings and strats will be possible. if stage 1 turns it into a macro game, then stage 2 is the macro/harrass struggle. stage 3 would be when your monster armies start clashing. it's definitely possible to enter stage 2 completely even and then enter stage 3 by raping him with stasis/recall/storm/mass units.
protip: put each arbiter into a different control group so they each require their own emp
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I usually open with 1 gate ranged goon harass, not too sure how that will work though, it's been a long time since I seriously played.
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On March 28 2008 20:50 NonY[rC] wrote: protip: put each arbiter into a different control group so they each require their own emp
Never thought of that, thanks.
I'l try to look for if he is going to turtle the third, than i'l just take my fourth/fifth right away.
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Invest 100/100 into Hallucination if EMP is a big problem for you... This opens a lot of possibilities for you strategically that would fool the Terran.
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