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Unread Tue, 2nd-Aug-2011, 12:08 AM BnetId: TAdippa.684  Race: Location: Sydney  Total Posts Made: 663 # 21
dippa
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I had a good experience of this - Masters level, granted - at the CH Haymarket qualifiers a couple of weeks ago.

Me and CruxMyth played our second game on Metalopolis; he won the first game thanks to a deathball of doom and my poor decision to take it head-on. Nervous from having lost, I was determined not to fight his deathball head on unless absolutely necessary.

Thank god for dropships.

The logic I arrived at was similar to playing Zerg: if I can't keep the Protoss down on upgrades (which I didn't anyway - mine were total dogshit) and tech with drops, I'm eventually going to lose. Doesn't matter if I have an amazing economy and shitloads more production. I'm dead if I can't kill his army.

So I just repeatedly relied on multi-pronged attacks to keep myself alive. As the game went on longer, I added more dropships and units to the drops to make them difficult to fend off. Warping in 4-5 stalkers doesn't do shit when you're facing 8 marauders with stim and medivacs.

By the end of the game, I'd killed Myth's main nexus 4 times, his third twice (running in some marauders/marines while his army rotated to save his main) and his fourth once. I still ended up having to sack my 3rd so I could win the game.

But I feel if you're going heavy bio, that's kind of the way you have to play it. Smaller engagements = good for Terran. Large ones = awful unless you have amazingly good control, positioning and micro.

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 Nemo:  
TvP, Terrans indeed must force skirmish battles to prevail
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