As a masters terran I have difficulty when the protoss player gets both a robo and citadel and i'm unsure of his tech path, or he ends up getting both techs.
Emtombed valley game: Your scouting was kinda late . And that engagement at his natural was quite good but also bad . Lots of stalkers when u attacked into his main base ramp your zealots when stuck behind and you should send them first as they tank lots of dps from the marine marauder group . If you are going to have 1 forge . U should go for the armor upgrades instead of the attack upgrades (First ya I know having extra dps is good but it doesnt have any effect it doesnt change the amount of hits for you to kill a marine) And they start with 1 armor which is helpful imagine guardian shield( +2armor) And level 2 armor (3 armor) = 5 armor and it's the marines nightmare . :OOO Soo try to keep your colossus number low unless ur gonna do tat 2 colossus timing with blink . And remember storms ! (They're so good against everything terran throws at you) And the last engagement at ur 3rd base ramp was very bad . You could have forcefield ur ramp to cut his army into half and then let them get roasted by ur colossus .
Korhal compound LE game: Ok that engagement at ur natural was bad sending probes against marauders with slow ? Bad idea . Losing 7 workers put him ahead in worker supply and mineral count . And never send zealots in (Without charge or with charge) without sentry support . They can kite your zealots down like a cat and mouse game . And the engagement with the medivacs when he lift up his marine marauder . If u had blink those medivacs were dead and it would put you in a supply lead . Soo try to get charge or blink (Depending on what kind of stuff u do) and always get storm !
Entombed Game:
first of all your opening is really sloppy, you do 10 pylon, a 220 mineral gateway, 125 mineral assimilator, 200 mineral 2nd assimilator, 210 pylon, 250 cyber etc. I would suggest working on your opening a bit, build your buildings as soon as you get the money for it and make sure you are moving the probe out to build it a bit before you have the money.
Same thing goes with your chronoboosts, early on as soon as you get 25 energy (and will be building 2 probes) chronoboost that nexus. especially with a fast expand you want to spend a good deal of your early chronoboosts on the nexus, at least 3, more if you are feeling greedy/safe.
Your saturation needs some work, you only have 2 on each gas for a long time, and you have way too many mining at your main; when you have 16 mining minerals rally your nexus to your natural
Make sure during your agression you are constantly making workers AND chronoboosting them. At 10 minutes you are only 2 probes ahead which because of mules means you have a lot less income than the terran. The idea of this push is to get a strong economical lead and then crush them a bit later with a superior force.
Your third could have gone down a bit sooner
Make sure as soon as your bay is completed you start collosus production immediatly till at least 3 collosi
you have 20 idle workers in your main and only 2 at your third, so again work on your saturation
that final engagement you lose because you don't have ht's or not enough collossi, your position was quite bad and you are behind in upgrades
so again constantly produce from your robo's especially when you get 2 of them you want to have a tonne of collossi or immortals even. When you see his army coming get into a good position and concave with that many zealots you need to fight in a large space so you can get a much better surround. With your upgrades you will generally want a lot more armour since the dps of zealots is high enough already just they die so quickly so you want them more tanky, also i would suggest getting 2 forges at the same time for better upgrades, if you have spare chrono just dump it on the forge and also just make sure the forges are not idle too long.
thanks for the comments guys. Sorry I didnt post in the replay thread but this is more of my whole PvT game rather than a specific replay. Id like to add some more replays to this thread as I literally cant win a PvT if I dont do an all in.
The points about engagements Ill try to take on board. I would like to mention that I simply cant get storm to work (it always seems like even with good storms enough of his army survives to kill mine) and my drop defense is absolute trash. Im not sure how to improve in these areas
My opening is a bit weird as I stole it from the Day 9 daily on Sases PvT build which involves a late scout and gateway/gas, zealot zealot sentry senty stalker at the start, 2 in double gas till 55, with an expand and 3 then 5 gates to hold aggression/attack. Previously I was trying to use creator double forge build but I was struggling to defend cause im terrible.
Im really annoyed atm cause my pvz and pvp win rates are very high at top of diamond but I lose every PvT that I try for macro in.
Thanks again for the advice so far.
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Previously known as ToREchoFive
ToREchoFive.923
I would like to mention that I simply cant get storm to work
I used to always fail with my storms as well. But then I decided to just sit down and learn how to use HT properly and now they are the most amazing unit in my arsenal. Every now and then a terran actually spreads his army and engages really well and storms feel useless but most of the time they feel pretty gamechanging. A big factor is medivacs though. If you can feedback the medivacs then storm, storm seems so much better.
Aequitas wasn't criticising your build itself - just the way you executed it. If you're building a gateway, you should be placing it down right at 150 minerals, not at 200.
Aequitas wasn't criticising your build itself - just the way you executed it. If you're building a gateway, you should be placing it down right at 150 minerals, not at 200.
ah ok sweet thanks for that
heres another rep i just played, had a pretty bad opening, but just feel so helpless later in the game.
tried to go straight up to templar with obs for scouting as you guys mentioned last night. but just seem to have the weakest army when he comes in with stim and i can never hold my third
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Previously known as ToREchoFive
ToREchoFive.923
Last edited by Jaywalk; Sun, 10th-Jun-2012 at 11:43 AM.
A timed push strat i have found very useful up to plat league goes like this.
9-pylon
13-gateway
15/16- 2 gas
then keep chrono boosting the crap out of your worker line.
you do that to help get your minerals back up since you went such early gas
you stick with the 1 gate way and build 3 zealots and 1 sentry.
while zealots are being built you put down a robo and get out a warp prism
while prism is coming out you hide a robotics bay in your base to prevent scouting of early colo
eventually you will have a total of 3 gateways and 1 robo.
you chrono your colo out as fast as you can (dont worry about range upgrade) and push when you have 2 colo and an army mix of zealot/stalker/sentry colo.
this push should take place at around 9-9:30 and you can expand behind this.
you have a couple options with your warp prism you can harass before your colo are out and do a drop with the zealots and sentry, but you need to make sure to save the prism and units inside. then when you do your push you bring the prism along and reinforce your push as you go along. sorry if this doesnt make much since I quickly typed this out but I hope you get the general idea.
Like it has been pointed out, your macro was very off in the first game. I know it might not seem like a lot, but if you keep supply blocking yourself it can add entire minutes into your build. You do not want to be 2.5 minutes behind on an 8 minute push, they will crush you when you get there.
Just need to be careful where you're fighting most of the time. If you tech to colossus it's important to only really fight in choke points until you have a higher amount and even then it's not optimal. The zealot charge + psi storm is fairly strong as it requires more micro from your opponent to make sure they hit all the epms or it's really hard for them to win!
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