**** Original Starcraft 2 Thread ****

Kar,

Sorry about last night, my PC died.. can't figure out whats wrong with it! so frustrating! alwasy during games we're about to win though! urgh
 
It's Protoss that are giving me a hard time.

Try and early-ish drop at their supply with three medivacs, a couple of tanks, marines and marauders. If it fails they counter or I find they hit me at the same time leaving my supply wide open - Zealots are tough!

T and Z don't seem so tough as my macro keeps them at bay i.e. I can swamp 2 or 3 rax with factory early on.

I'm a gassy player and expand to two bases and four extractors pretty early.
 
I don't think you really need tanks at all pvt. If you think about the cost (in terms of resources+time) of the techlab and any upgrades, you could have an extra couple of barracks and more bio.

I think it's worth trying opening with 2 rax pressure (i.e. you poke at their ramp, try to kill some stuff, but back off as soon as it looks like they have better numbers), and increase your rax count to 5 with a reactored starport. If the protoss makes a *single* mistake with a forcefield, you will win.

Generally, against this sort of build, I have to just play for time to get colossi. If they are four gating and get kettled in, you have map control and can expand. Then keep the pressure at their front up while you harass with 1/2 drop ships. Once the game gets past the 10minute mark, you will want to have expanded, and added a second reactored starport on to pump vikings if he gets > 3 colossi out.
 
Kar,

Sorry about last night, my PC died.. can't figure out whats wrong with it! so frustrating! alwasy during games we're about to win though! urgh

We won that last game. Utterly destroyed them. Zerg went muta, I went 3 forge, charge/blink off of 14 gates using your hatches just as resource stations. Held a bio/mech push, then basically just overwhelmed their front. Cos the zerg went so heavy air and I had 3/3/3 upgrades it was all power overwhelming =]

They were ****SED ahhhah.
 
I don't think you really need tanks at all pvt. If you think about the cost (in terms of resources+time) of the techlab and any upgrades, you could have an extra couple of barracks and more bio.

I think it's worth trying opening with 2 rax pressure (i.e. you poke at their ramp, try to kill some stuff, but back off as soon as it looks like they have better numbers), and increase your rax count to 5 with a reactored starport. If the protoss makes a *single* mistake with a forcefield, you will win.

Generally, against this sort of build, I have to just play for time to get colossi. If they are four gating and get kettled in, you have map control and can expand. Then keep the pressure at their front up while you harass with 1/2 drop ships. Once the game gets past the 10minute mark, you will want to have expanded, and added a second reactored starport on to pump vikings if he gets > 3 colossi out.

I like the added punch of (un)Siege Tanks but you're right, they do slow you down a bit, I also rarely apply pressure from the front. Perhaps speed of rax units to front with rear drops to support is the right thing to try but you have two weak attacks compared to a combined hit... I'll give it a try later! Thanks for input. :)
 
The way i see it, a tank is two marauders. Two marauders with stim, pack greater punch, can be healed and can move really quickly.

Until the late game when you need to lock down areas of the map, you're better off going pure bio. Actually if you're going to go mech, thors are now a better option tbh.
 
The way i see it, a tank is two marauders. Two marauders with stim, pack greater punch, can be healed and can move really quickly.

Until the late game when you need to lock down areas of the map, you're better off going pure bio. Actually if you're going to go mech, thors are now a better option tbh.

Seconded with those marauders. If you throw in concussive shell at some point (it's so cheap there's no reason not to get it :p) then it really pays off against gateway units all the way through the game :)

hmm..thor/marine? Strange I seldom come across thors in PvT, as that sounds like it could be really good. Everyone seems happy to just stick to marauders and marauder drops though..
 
Seconded with those marauders. If you throw in concussive shell at some point (it's so cheap there's no reason not to get it :p) then it really pays off against gateway units all the way through the game :)

hmm..thor/marine? Strange I seldom come across thors in PvT, as that sounds like it could be really good. Everyone seems happy to just stick to marauders and marauder drops though..

I've started playing ladder 1v1s again, and there's this rude marine / thor / svc rush every terran is trying.

It's really rude :(
 
I've started playing ladder 1v1s again, and there's this rude marine / thor / svc rush every terran is trying.

It's really rude :(

ouch..:( seen a few of those in ZvT but never PvT..

How do you deal with that, Immortal/stalker (assuming a 2 gate robo opening or similar)? or just make the best of zealots and stalkers?


I never use stimpacks, am I missing out?

yea what kar said :D
 
yeah apperently a lot of people doing it against p in tvp 2 thor timed push ,quite effective and quite popular build.

You're going to encounter that opening a lot on the ladder, read up on how to stop it.
 
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