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Unread Tue, 10th-Apr-2012, 11:46 AM BnetId: FutureBoy 308  Race: Location: Auckland, New Zealand  Total Posts Made: 457 # 1
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Help dealing with Terran tank shuffle (me being Protoss)

Sorry guys I didn;t really want to post the replay, well I can't at the moment anyway.

But played a T the other day, I play Protoss, and he did very well destroying my with tanks and a banshee for high ground vision. Then a min later medivacs.

I saw it all coming and was only really producing stalkers and zealots. I thought I'd just snipe the banshee and it would be done. But he controlled it well and kept it alive and then had medivacs and some marines.

I had dropped my exp and I think he was on 1 base, possibly why I lost.

How do you deal with that type of play?

I can upload replay if necessary, was just annoyed at how well he played it!
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Unread Tue, 10th-Apr-2012, 11:49 AM Who's Who:   Race: Location: Adelaide, Australia  Total Posts Made: 1,638 # 2
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Sounds like you just got 1/1/1'd!

Please upload the replay man, it's SO important when you're trying to help someone properly.
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Unread Tue, 10th-Apr-2012, 11:50 AM BnetId: FutureBoy 308  Race: Location: Auckland, New Zealand  Total Posts Made: 457 # 3
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Yeah I know....he didnt have much in the way of mauraders. But banshee play was tight, keeping it alive while shuffling tanks closer and closer.
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Unread Tue, 10th-Apr-2012, 11:51 AM BnetId: [SLCN]StoicWilly.628  BattleTag: StoicWilly#3590  Race: Clan: SLCN  Location: Melbourne, Australia  Total Posts Made: 115 # 4
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u need charge i guess and immortals to snipe the tanks
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Unread Tue, 10th-Apr-2012, 11:52 AM Who's Who:   BnetId: aLtStallion.610  Race: Clan: aLt  Location: Christchurch  Total Posts Made: 1,615 # 5
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This sounds like a 1/1/1 the way to deal with it is to get to 2 base fast and then get robo 5 gate and cut probes on 2 lines on minerals per base (2 gas). After this it's patience you want to wait as long as you can before engaging as if he is on 1 base still and your on 2 the longer you wait the better it is for you in terms of army size and how many immortals you have. This is something you will see a lot in PvT and is annoying to deal with at first but you will get better vsing it if you just keep watching the replays and learning some timing such as there expand should be going down at 3:30 so scout at 3:40 also because a tech lab would go down at 3:35. little things like that
gl hf c you soon in auckland
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Unread Tue, 10th-Apr-2012, 11:53 AM Who's Who:   Race: Location: Sydney, Australia  Total Posts Made: 1,130 # 6
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Marine/tank pushes are really strong and viable against any protoss. It kinda sucks (for them!).

1/1/1's have a lot of variation and different ones require different counters. We'd have to see a replay to confirm this game. But for the most part, for 1 base timings it's robo + 3-5 gates, cut workers at ~30-40, shitload of zealot/stalker/immortal with a whiff of sentries and tons of chronoboosts thrown into gateways and robos. For 2 base timings you're going to need colossus. If you don't know which one he's doing, you have observers and random scouting units. Use them.
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Unread Tue, 10th-Apr-2012, 11:53 AM BnetId: Aequitas.737  Race: Location: Melbourne, Australia  Total Posts Made: 404 # 7
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yeah does sound like a 111 variation normally they get a raven too,

anyway the general idea on how to defeat this is to attack his army before he seiges up(as close to his base as possible) and once he seiges up back off a little bit untill he unseiges and then attack again. the idea here is to slow down his attack and pick off as many marines/other units for free, try and not take damage. you have two bases so after a little bit you will be pumping out a lot more units, but at the time that a 111 hits your expansion hasn't started to help so you must delay the attack/engage him without his tanks being helpful.
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Unread Tue, 10th-Apr-2012, 11:53 AM Who's Who:   Race: Location: Adelaide, Australia  Total Posts Made: 1,638 # 8
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This is more of a strategy thread, moving it.
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Unread Tue, 10th-Apr-2012, 11:54 AM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 9
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Scouting is the key.
Look for signs of a 1-1-1, if you see early gas + a bunker at the front (keep poking with a probe or zealot stalker poke) then you should know whats up. You're going to need a robo for obs if he decides to go cloak. hand full of stalkers to kill the banshee, and the rest zealots and sentries and some immortals.
watch for when he moves out, you can also put like 2 zealots to cut off reinforcements.

If he's moving out and you think you can take him up then and there than do it, catching him out of position is the best thing you can easily do to roll his face.

Also don't lose probes! keep stalkers seperate to defend ur mineral line, then go and win!
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Unread Tue, 10th-Apr-2012, 11:56 AM BnetId: FutureBoy 308  Race: Location: Auckland, New Zealand  Total Posts Made: 457 # 10
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Yeah, I was so annoyed to see the tanks seiged at the bottom om my nat ramp.

I had 2 obs on the field as well! I was mainly annoyed that I'd not come across it before at my level. Oh and yes, I didnt think of immortals until too late.
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Unread Fri, 13th-Apr-2012, 10:41 PM BnetId: MaTterJunKie.819  Race: Location: Bangkok  Total Posts Made: 24 # 11
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I can't really tell you too much without the replay, but I agree with the other guys, it does sound like a 111 and could be stopped. If you find yourself in that position immortals and zealots would do great. Build a couple of stalkers for the banshee, but get rid of the tanks first. And with the robo for the immortals, you can get an Obs to counter the banshee cloak.
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