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Unread Fri, 13th-Apr-2012, 7:08 AM BnetId: ToRvenom.977  Race: Clan: ToR/SOT  Location: Brisbane,Australia  Total Posts Made: 447 # 1
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Pvt k go!

Having issues with basically everything aginst Terran.

I am a plat Protoss losing to like silver terran . Its embarrassing how bad i am at the matchup!
Mainly the early to mid game pushes with medivac drops into my main then when i send units it to attempt to clean it up they stim units straight into natural to Snipe nexus.

However its mainly just i am having trouble against the race in general.

My opening is abit messed up at the moment i am trying a 1 gate 3 stalker push into expand with Fast col.

I am trying Zel immortal archon. (Get owned by EMP)
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Unread Fri, 13th-Apr-2012, 8:02 AM BnetId: Aequitas.737  Race: Location: Melbourne, Australia  Total Posts Made: 404 # 2
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as for drops i usually patrol a bunch of stalkers, 4 is usually a good number unless there is a large space they can drop to then ill put a few more stalkers. also if you have ht's you can patrol one of em as well and get a good feedback on the medivac (its awesome when a drop insta dies to one feedback)
once i started patrolling units for drops i started winning many more games.

1 gate expand is generally pretty good against most terran openings, i don't think a 3 stalker push will do anything except scout; make sure you don't lose these stalkers in your push. I tend to keep a stalker at the bottom of their ramp so i can pop up every now and then and see what he is doing and when he is pushing. I recommend getting some zealots and a fair number of sentries after you expand too so you can easily hold off any pushes.

as for your composition, you will need sentry's to forcefield and guardian shield. if you split your army up the emp's will do practically nothing. Don;t just leave your army bunched up, its just asking to be emp'd. also archons <<<< storm
unless theres an attack coming soon and you wont have time to get enough energy it's better to leave your ht's so they can storm, if he doesn't retreat or if you look like it will be a close battle/in his favour, then morph your ht's into archons.
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Unread Fri, 13th-Apr-2012, 8:12 AM BnetId: breadfan.875  Race: Clan: ToR  Location: Brisbane, Australia  Total Posts Made: 1,073 # 3
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why zealot immortal archon? I mean, it's fine that you go for that, but I guess since none of those units are that great at shutting down drops, drops are clearly going to cause you issues. It seems like it would require a bit more advanced control imo - maybe a comp to put on the shelf for later? Just a suggestion.

Colossi are really good, both in terms of raw damage and because low level terrans will probably over-commit to vikings

Are you making use of high templars before turning them into archons? Coz high templars pretty good too. They will win you games

Stalkers pretty good at shutting down drops

Mostly, it sounds like it's an army splitting thing, and your choice of units means that you need to be pretty spot on with your army splitting.

Happy to prac with you sometime to help out, and I recommend talking to JoFritzMD about shutting down drops - he put a big focus into that and it's paid off really well for him.
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Unread Fri, 13th-Apr-2012, 8:21 AM BnetId: ToRvenom.977  Race: Clan: ToR/SOT  Location: Brisbane,Australia  Total Posts Made: 447 # 4
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I also stick wiht Ht untill they run out of energy .. i try to rely on cannons to defend my mineral however I cant defend every at one as it is usually done when they are pushing hte nat for a nexus snipe so i either have to leave my army Weaker at hte front by moving stklaers to the back to defend or Leaving myself some what vunerable to the drops at hte back and really rely on the cannons to do their job.. its basically the Big heavy maruader issue i have . I do for a FF to cut the middle of the army so i dont have to fight the whole army at once. i go for the double ups .. but its just as im expanding that i get hit by the terran early pushes.

I think a major issue is my expand timings i am jsut not having enouhg out at the right time to defend the agression.. they tend to push up the natural with stim marine maruader."

As for Zel immortal archon . with this i am able to have the big AOE damage ffrom the templar and also with the FF of the sentry i am able to trap half the army to fight the zel. The archon splash isnt to big however it is usualyl enough to hit about 3 units at a time. So does pretty well and i attempt to micro my immortals onto maruders in the front..
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Unread Fri, 13th-Apr-2012, 8:27 AM BnetId: breadfan.875  Race: Clan: ToR  Location: Brisbane, Australia  Total Posts Made: 1,073 # 5
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Quote:
Originally Posted by HoHVenom View Post
i try to rely on cannons to defend my mineral however I cant defend every at one as it is usually done when they are pushing hte nat for a nexus snipe so i either have to leave my army Weaker at hte front by moving stklaers to the back to defend or Leaving myself some what vunerable to the drops at hte back and really rely on the cannons to do their job.
Well that's basically what I said - the army splitting needs to be improved

When you see this kind of multi-prongerd attack coming, on maps where the nat has a tight choke or ramp, just forcefield it so he can't run his units into the nat? And if it has an open choke like metalopolis, you could always just all in.
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Unread Fri, 13th-Apr-2012, 8:32 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 6
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Make more observers. Patrol an obs in a likely drop path into your main. Keep 3-4 stalkers (and a HT for feedback if you can) in your main to snipe dropships. If you are confident about not just dying to a frontal assault, get blink before charge to help catch dropships off guard.

If he manages to drop and you need to pull units to defend, just throw down forcefields on your main ramp first. Buys you that bit of time needed to get an extra round of warp ins and deal with the drop before he comes up your ramp.

I think if you play a bit like Parting and have an obs patrolling for drops, an obs just out in front of your ramp to see if his army is there to stim in while he's dropping and another obs trying to check army position you should be able to remain safe.

Also make pylons in places his dropships might go (and to spot expansions going down) for more information.
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Unread Fri, 13th-Apr-2012, 9:58 AM Race: Clan: ToR  Location: Gosford  Total Posts Made: 309 # 7
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I always build extra obs to spot drops and keep 4 stalkers in the main to be ready. One thing I've noticed MC do is he'll rarely use all of his warpgate cooldowns so that he can always warp in to help defend a drop. Once I get up to 3 bases I always build cannons because it's at this point that I like to start moving about the map with my army so I'm more vulnerable to drops in my bases.

Quick Comments
 mGGAequitas:  
yup! just don't spend too much on cannons.

Last edited by JoFritzMD; Fri, 13th-Apr-2012 at 10:01 AM.
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Unread Fri, 13th-Apr-2012, 10:02 AM BnetId: BenAD.379  Race: Clan: FS  Location: Adelaide, Australia  Total Posts Made: 750 # 8
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Funnily enough Venom I have been having the same problem lately! Losing to multiple drops or a drop and a main attack at the same time.

What I have focused on lately is putting pylons throughout the map to try and see them coming more easily. Im also trying to have small amounts of stalkers near my main and a HT or two, and hot key them incase the main army comes and I need them.

I'll let you know how that goes, Ive been losing to almost all the terrans in the slugs lately who play this style. But im slowly getting better at it. Let me know how you solve it

Quick Comments
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Putting pylons everywhere is so useful!
 mGGAequitas:  
better to assume there will be a drop coming and have 4 stalkers prepared at all times in case your scouting misses the drop
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Unread Fri, 13th-Apr-2012, 11:19 AM BnetId: cruxDoc.768  Race: Clan: crux  Location: Melbourne, Australia  Total Posts Made: 331 # 9
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I build cannons where the dropships are most likely going to come in from. Especially the main since that is where most of my gateways and tech structures are. These cannons go up after my forge, which is after my third base cos that is when toss is most vulnerable to drops.
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Drop hacks, gotta watch out for dem Drop hacks.
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Unread Fri, 13th-Apr-2012, 12:54 PM BnetId: Spook.389  Race: Clan: ToR  Location: Adelaide, Australia  Total Posts Made: 1,570 # 10
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make expand then defense it tl;dr rest of comments but 6 stalkers is good number v droppuuu

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 mGGAequitas:  
4 is a better number :P, reason for this is a stalker can get 3 shots off before units drop and it takes a stalker 12 shots to kill a medivac (ignoring ups ofc)
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Unread Fri, 13th-Apr-2012, 7:20 PM BnetId: reDDevil.344  Race: Location: Johannesburg, South Africa  Total Posts Made: 15 # 11
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My hardest defense against Terran is when they do the 1/1/1 all in! Any advice on how this type of build can be stopped. I normally do the FE against Terran but its just holding it off that i struggle with.
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Unread Fri, 13th-Apr-2012, 7:30 PM BnetId: Aequitas.737  Race: Location: Melbourne, Australia  Total Posts Made: 404 # 12
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basically to hold off the 1/1/1 you have to delay the attack as long as possible, typically they go for some marines, seige tanks and raven.

now if the terran manages to seige at your base with a pdd you lose.
so you have to engage him before he gets to your base, so force him to seige and then you run off, also the pdd's will be useless since you can just run off a bit, wait till he unseiges and then engage him again a screen or two over. do this all the way back to your base, (attack until seiged then retreat) and you should be able to easily crush him with guardian shield, ff's stalker immortal zealot.
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