Oh protoss, how I despise you!
sorry if that statement wasn't the best intro hahaha
Basically as Terran, when I go into a TvP matchup, i am completely clueless on what to do.
I have tried 3 rax rush
Proxy rax
Stim pushes then Marauder Viking
Seige Tank expand into MMM
1 rax FE
Nuke Rush
Planetary Fortress Rush
Mass Marine
Blue Flame Helions
Yeah I have tried lots of stuff but i can never seem to deal with the fast production of warp gate units.
I am a Zerg at Heart and I have trouble with Protoss too.
I dont think Zerg are the fastest race to produce units, its Protoss :P
So what strategies can I do against Protoss.
I was thinking something along the lines of
MM Stim Push into expansion with seige mode, then once I get concussive shells, I push again.
After that i will get vikings and medivacs to do drops and harass.As I harass, ill grab another expansion. By that time, toss would push out with some deathball and ill hold it off with marauder viking and some seiged tanks on the high ground. Once i hold off the push, ill start being agressive with constant attacks through the main route and drops at the back, Double prompt
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PapaBigBelly.588
Previously known as ArousalPerMinute
TvP meta is starting to move away from mass bio play (thank god, I'm sick of hearing "imba tier 1 terran MMM hur durrr"). This article sums up the current ideas of a bio-mech transition.
There are a few "openers" that are interesting. I find that a fast concussive shell with 2 marauders and a marine can win games in under 5 minutes if you have the correct micro. If you aren't confident enough to move out with a 3 man army there is a nice stim push at 5:40 with 4 marauders and 5 marines.
There's also the 1 base timing attacks that more often than not involves some combination of thor/raven. I don't think it's a good Idea to use one of these as staple but I guess its good to mix it up a little.
I started out using this strategy by iEchoic. I realised that the thing that Protoss have the most trouble defending against is multiple attacks. So if they let me build up my banshee fleet, I will harass both bases at one time, and if they get cannons, I'll have a bio ball waiting to attack. http://www.teamliquid.net/forum/view...opic_id=146518
I personally use this strategy. Using the hellion, I can scout what my opponent is doing and react accordingly. If the hellion scout fails, use a scan. Also if I get a raven before banshee, I can deny observers from scouting my base at all (assuming 2 gate robo) and I can get PDD even earlier.
However, I haven't laddered in over a month, except on NA bronze ladder xD so please do take this with a grain of salt, the strategy is kinda old already xD
Yeah that's one of those 1 base timing attack styles I was talking about. They can work well but they really don't have much of a follow up. I feel as though they are very much win or lose with the first push styles of play.
From the list of your strategies attempted, they all seem very cheesy ;/ Try playing standard and then react to what they're doing instead of all-ining
Personally I feel T are the strongest race in the early to mid game, and alot of the best ways to kill a protoss on the ladder map pool involve killing them off one or two bases (the latter goes for zerg as well).
That fast push with that 2 marauder / 1 marine + concussives arrives before warpgate research finishes, and even with bad micro (my micro is baaaaaaaad for masters) you can do significant damage with them. Its very hard for protoss to have more than 1 ranged unit out before you arrive, and 2 marauders make short work of a single stalker. Worst case you force extra unit production and can often kill a zealot and a stalker for no loss.
I play random on a 2nd account (NA, low masters) and TvP I like to use that little early push in a 2rax-expand, then transition into an MMM+stim push that tries to hit before collossus + range are done. The success generally rides on how much damage you did with that first little nudge. Some games you win right there.
If nothing else, get a friend to practise against and just practise microing 1 marauder and 1 marine vs 1 stalker and 1 zealot. Keep practising that until you can kill the stalker without loss; once the stalker is dead, the zealot is toast.
Timing attack =/ cheese, and the timing window while warpgate is being researched is just too good to miss out on.
Try and do 1 rax expand (/w conc shells), make a REAPER after your 2nd marauder, focus on scouting with your reaper if you see a 4 gate building dont be raging, you still have enough time to stop his 4gate. As you start your CC put down 2 more rax (1 ractor/1 tech) and a ghost academy.
Now, if you see P going for a 4gate IMMEDIATELY throw down 2 bunkers ontop of your ramp (if you feel like you can defend your expo then make 2 bunkers at the expo, make sure you have scvs close by so that you can repair if needed), you hold off his 4gate with your EMPS + marine/marauders, you already have your expo (or about to mine from it) simply remacro and crush him.
Now what if your opponent DOES NOT go for a 4gate and decides to go for some sort of 1 base into expo play? (3 gate/dt, 3gate/robo, 3gate/stargate), this is where your reaper scouting will come even more handy, if you see a dark shrine making make an engi bay and 2+ turrets (if you are at wide natural maps i.e. xel'naga/meta, 1 ontop of your ramp and another somewhere near the further part of your expo CC) and right there BAM you are secure from a DT push.
If he goes for some sort of phoenix/vr play your ghosts will be able to deal with the pheonix (EMP drains energy/shields, ghosts do extra damage vs light, marines help here too) and help vs VR. Throw down a factory and then armory, get a couple of thors to incorporate into your army vs phoenix/stalker.
Against the other FE openings (generally robo/gateway) try and get either mass MMM/Viking/Ghost or marauder/ghost/tank/thor/raven (for detection/pdd if you got enough apm to control eveyrything midbattle)/banshee (1 raven and just periodically add banshees).
Keep some pressure/gain some map control once you get about 2-3 tanks, keep adding tanks, start helion production (3rd factory with reactor), try and pump 1 tank / 1 thor / 2 helions at a time while keeping up with marauder production (3+ rax), once you get your gold add even more production facilities (queue units if you have to, just make sure you try and spend as much minerals as possible, add 6 more rax if you have to).
When you engage with such a unit mix your ghosts will play a pivotal role in taking out immortal shields/templar energy as needed (siege tanks/helions/marauders should be decimating gateway units) Thors/Marauders deal exceptionally well with stalkers, marauders dont die as quick to storms and can take some beating from collosi (giving them enough time to kill the collosi or failing that giving enough time for tanks/banshees to deal with them). Banshees are just an added damage multiplier in this case, you should be able to kill almost all stalkers with your ground army thus enabling your flying DTs to wreak havoc or go after collosi.
You can add a dropship or two instead of some banshees to do some drops if your apm is high enough to keep up with production/army control and unit managemenet with your drop
Thats just the gist here, I could go on further if needed.
Don't let toss get ht or more than 3 collosus and your bio is still good. Anything after that stage and you will need to hold equal bases and tech. 3rd base and onwards should be planetaries with tanks to prevent storm abuse on the mineral line and as has been said, a 2 prong drop is effective because terran in smaller numbers with medvacs are stronger than toss small numbers. Ghosts also help when an army is split up because the emp is likely to hit all units in a small cluster.
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