Don't 1/2 rax expo on maps with wide naturals, because the consensus between many of us higher level Protoss players is that a 3gate pressure into 6 gate push outright kills this.
As TADeth once put it the best "1 rax expand into... lose".
There are two styles which I find the most troubling:
(1) oGsSuperNova's mech/bio style.
BO: Techlab Marauder opener, In-Base CC, Seige tank expand, Techlab Starport makes a Raven and a Banshee(Don't ever let this die, fear of the banshee) before switching to a reactor make Medivacs, add on multiple barracks, transition into mass MMM/Tank/Raven off 2 saturated(w/mule) base and deny Protoss third.
(2) MMA/QXC/Select Bio/Heavy drop harrass style.
BO: 2 Rax, Reactor+Techlab, In-Base CC, Reactor Starport, start map controlling off multi-pronged attacks/drops and outexpand the Protoss.
Last edited by nGenLight; Sun, 10th-Apr-2011 at 10:35 PM.
Don't 1/2 rax expo on maps with wide naturals, because the consensus between many of us higher level Protoss players is that a 3gate pressure into 6 gate push outright kills this.
As TADeth once put it the best "1 rax expand into... lose".
There are two styles which I find the most troubling:
(1) oGsSuperNova's mech/bio style.
BO: Techlab Marauder opener, In-Base CC, Seige tank expand, Techlab Starport makes a Raven and a Banshee(Don't ever let this die, fear of the banshee) before switching to a reactor make Medivacs, add on multiple barracks, transition into mass MMM/Tank/Raven off 2 saturated(w/mule) base and deny Protoss third.
(2) MMA/QXC/Select Bio/Heavy drop harrass style.
BO: 2 Rax, Reactor+Techlab, In-Base CC, Reactor Starport, start map controlling off multi-pronged attacks/drops and outexpand the Protoss.
yeah I 2 rax FEd on Xel and he 3 gate expanded.
He then 6 gates and i lost straight up.
Quote:
Originally Posted by iaguz
Don't watch thorzains games. He does the wrong things and wins because he plays against Tyler's style, not against Protoss. Also, Tyler played extremely poorly.
Learn 1 or 2 rax FE into 5+ raxes and medivacs. Learn how to read the protoss openings and how to multitask drops and your main army to multiprong your foe. you can NEVER attack him head on without a really big advantage, so stop doing that (I get hella complacent and lose tons of TvP's because I think I can just take 'em).
Don't play mech. Play bio. Mech play is mostly balls unless you have a carefully engineered strategy or it's close positions map or a 2p map.
What you are probably doing wrong are simple mechanic issues like not building enough scvs or maintaining continuous production from your barracks.
And late game TvP is almost entirely about landing great EMP's. You can be ahead or behind in a thousand ways and as long as you hit 2 or 3 money EMP's you win.
It's really hard to drop and attack with main army cuz if he only moves like 10 stalkers back, he can easily pull it back if it's on a map like xel or backwater, as the distance between the main base and natural is so short.
One strategy that I find really useful and works really well is tank marine bunker contain. So u go rax > keep pumping marines and gas + fact + gas. U get tech lab after fact is done and research seige mode and get tanks out. Once u have 2 tanks ( also the timing when siege mode is done ) u push out with 2 tanks and your bunch of marines off the no add-on rax. U bunker under the ramp ( not too close as toss can shoot it down with stalkers) and siege behind it. Then expand yourself and add more rax and a starport to get vikings (if he gets stargate) or medivacs, mainly to give sight for the tanks to abuse their range so they can shoot at the toss buildings. You literally keep making tanks and spread them up, and just wait til the toss runs out of mineral and for the final push. But 2 base > 1 base, so yeah...
This works only if it's a small ramp with no backside, and make sure u get vision around their base, incase they warp in zlots outside to do a flank. And also if it's cross spawn on a huge map like taldarim altar, then it won't work as 1st of all the ramp is massive, 2ndly the distance is too huge that the toss can get a lot more units when u get there.
The only problem is if you get caught when ur not sieged (the walk to their ramp), it's GG.
Last edited by cure; Wed, 13th-Apr-2011 at 6:27 AM.
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