Recently, I've been having lots of trouble playing TvP...... The strat im facing almost every game now is Zealots and Archons..... its so painful. Much of it has to do with my macro + ghost micro...
But besides Mass Ghosts and marine marauder is there another way to counter this? Like is there a time slot where Protoss is really weak that a Terran can hit?
There's no one trick. It's just how standard play works. Bio + ghost is the best way to handle it, preferably with enough ghosts and good solid emps he can't get a single spell off and the archons just pop. That requires a lot of emps an good control. Get cracking.
There is a timeslot where protoss is 'weak'. It's before he adds colossus to that army. I put weak in quotation marks because he is not actually weak but if he does get to do that then god save you cuz nothing else will.
Besides ghosts, few things are actually effective. Unless you get a stupid amount of BC's, yamato the archons, and a-move his main
It's MC's strategy. 7+ ghosts make a joke of this combo. You need to buy time to get there, so do drops, turtling and run by. The whole point of the combo is that 2-3 good emp's won't cut it. You need to land at least 5 or 6 to clear all archon shields to absolute 0.
lol, you can then snipe all the archons and zealots. Something like that. I prefer marauders. Also I can't add to the rep of dox no more... WHere's nirVanA? I wanna add to his...
There's no one trick. It's just how standard play works. Bio + ghost is the best way to handle it, preferably with enough ghosts and good solid emps he can't get a single spell off and the archons just pop. That requires a lot of emps an good control. Get cracking.
There is a timeslot where protoss is 'weak'. It's before he adds colossus to that army. I put weak in quotation marks because he is not actually weak but if he does get to do that then god save you cuz nothing else will.
Exactly what iaguz said. Ghosts would murder archons easy, then the bio just kite and laugh :>
Recently, I've been having lots of trouble playing TvP...... The strat im facing almost every game now is Zealots and Archons..... its so painful. Much of it has to do with my macro + ghost micro...
But besides Mass Ghosts and marine marauder is there another way to counter this? Like is there a time slot where Protoss is really weak that a Terran can hit?
Have you a replay of this ? I've seen Cosmos been beaten by this. The Toss was on one base and attacked Cosmos who was on 2 bases and playing bio just when the first ghost came out of the barrack (Metal close po).
He had 3 bunkers and a wall of supplys but still get rolled. The Toss had a few sentries too.
He sent me the replay (http://terranimba.com/replay/6IVmsMVJVRp) to show me how imba Toss were :-)) but analyzing the replay I showed him that he lost cause he supplied blocked himself at the worse moment, blocking his ghost production and when he came out, he was 15 energy points short of an EMP who had changed the tide of the battle. Execution is often the key.
I would add that I theory, this Protoss ball don't shoot far, is not that quick and have a lot of light units (Zealots and sentries). I see 2 units that could help in theory :
* Hellions can kite infinitely that ball and do massive damage to whatever zealot ball there are (as long as they don't have charge). Since playing bio let your factory useless, making some hellions even without BF doesn't take the producing time of any unit. He can put his Archons forward to protect the zealots but you can still abuse hellion speed and try to get behind and force him to manage his army a lot and buying some time for the ghost number to get higher.
* Harassing with banshees. The only efficient ground counter to banshees are stalkers. When there are no one, you can kite this ball easily and get many kills before the big combat begins,especially the sentries to prevent FF and GS. Problem is you need to have a starport with tech lab for that.
That's theory of course but that might give you some ideas to try if you like them.
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