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| 1v1 Strategy For all the solo play discussion. Help, get help, brainstorm. |
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| 1v1 Strategy For all the solo play discussion. Help, get help, brainstorm. |
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| Protoss vs Terran! Protoss vs Terran! | ![]() |
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#1 |
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Larva
Join Date: Feb 2010
Location: Michigan
Posts: 2
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I know don't know if anyone else is having the same problem as me but i just can't beat Terran in 1v1. First i started off just rushing with zlots and using a proxy pylon like i do against zerg but that didn't get me anywhere. Usually what i lose to is M&M with some medivacs. It seems like in the time it takes a terran player to attack i cant get nearly enough units to fend it off.
What i have found through more games is that i just have to turtle and wait for them to come to me and defend the choke. last game i went zlots with charge and immortals with a couple sentries for the shield and that seemed to work pretty well, but i think he saw i was pushing immortals and either switched or always intended to go banshees, i was able to destroy his main but he had an expo on an island and i got screwed over because i couldn't reach it in time and he ruined my econ with the left over banshees. Any advice / build orders would be very helpful. Thanks! Cliffs: play toss cant beat terran build sorta working? need advice / build order for 1v1 PvT |
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#2 |
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Marine
Join Date: Mar 2010
Posts: 44
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As Terran fighting Protoss I have the most trouble if the enemy Protoss techs Dark Templars.
If you can rush it before I can get some turrets up *with me unaware* you can probably do lots of damage. The other way they beat me is if they tech immortals and get a heavy T1 army out. If your opponent is going Banshee's it probably means you're giving him too much time/space to do so. Hit him hard and fast if you know he's teching banshee's.
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"Fortune favors the bold" |
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#3 |
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Probe
Join Date: Mar 2010
Posts: 11
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If you're having trouble with M&M you might try fast tech to Colossus, or High Templars, and use zealots to soak damage. Also, you're gonna want to research zealot charge as soon as possible. It may not be obvious, but charge makes a huge difference in the effectiveness of zealots against M&M.
If you scout banshees make a couple observers and a few phoenixes. Banshees can not hit air targets and do not have great survivability for their cost. You can also deter this tactic by throwing up a few cannons around your worker lines (not a bad idea in any case). On a side note, Sentries are good all-around units against a Terran opponent. They have better base damage output than a Stalker, and their shield reduces damage from all Terran units.
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"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat." -Sun Tzu |
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#4 |
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Probe
Join Date: Feb 2010
Posts: 14
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Uh oh - my practice partner is getting advice from the pros.
I hear him, i switched from Toss to Terran - mostly - because of this match-up. In my opinion the Toss army has to be more diverse than the Terran! And emp really...really...has to be mitigated for the Toss player to succeed decisively. I think a fast expand is the first step, protoss needs teh gas big-time. --Zealot charge is so very vital to winning Sacrifice 8-10 food army count, opting, instead for the ability to diversify your army. Build the HT, DT, Colossus tech locations I can't EMP your zealots if you have a bunch of HTs...I won't be able to concentrate on realizing you have DTs ripping up my front or back-lines if I have to focus on EMPing your Sentries (and HTs). Also would be distracted, from your HTs & DTs if there are simply 1 or 2 colossus I have to FF with my 3-4 vikings. All the while Protoss has 2 or 3 immortals, FF shift queued on my Marauders, picking them off one at a time, zealots in my Marine's grills. Ack! I manage to emp your HTs, but now they are morphing into Archons and my 2-3 ghosts are out of mana or FFed. (Man, I can't wait till i get home and can feed the addiction of battle...lol) In the games I've stompped protoss, my opp would only have Stalkers+Sentaries. Or Stalkers+5 Zeals + Immos. Or Stalkres + 3 Colossus. The ones where i've lost: Stalkers+Zeals+Senteries+Immos+Colossus - none in mass but all used. Zeals+HTs+Immos+Colossus Last edited by eric292; 03-16-2010 at 10:41 AM. Reason: fixed some minor/major grammar...Sorry...I know it makes my post a little less credible |
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#5 |
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Probe
Join Date: Feb 2010
Posts: 14
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If it's MM, go immortal sentries zealots. This is a pretty hardened group to take care of without EMP. If it's MM with ghost support lose the immortals and and go colossus with a bit more emphasis on stalkers. Immortals are crushed without that shield. Colossus deals with marines, stalkers deals with maruaders and provides cover for your Colossus. Past that point I'm not sure cause I'll either win or have lost it XD. I fail scouting for that Colossus sometimes.
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#6 |
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MUL-E
Join Date: Feb 2010
Posts: 6
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i think high templars are key to consistently beating MNM&Ghost, it takes alot of attention and good micro but feedback has a longer range than emp so you should be able to hit his ghost(s) with it and then storm away. feedback also does pretty good damage to medivacs, banshees and thors
atm i think the best tactic is to rush to warp gates get like 4 of them and then go for HT tech followed by chargelots. also saw a replay where the protoss faked colossi using hallucination which forced the terran to build a few vikings which were essentially gas down the drain, obviously wouldn't work every game but it could make the difference occasionally |
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#7 |
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Probe
Join Date: Feb 2010
Posts: 14
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The faking Colossi with hallucination is genius! I'm surprised this hasn't happened to me yet.
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#8 |
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Larva
Join Date: Mar 2010
Posts: 3
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See, I'm playing Terran and having a tough tough time against protoss zealot rushes.
Maybe that's why I'm in copper. lol
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#9 |
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Marine
Join Date: Mar 2010
Posts: 44
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Zealots and only zealots shouldn't be able to break your choke if you have it secure with supply depos + rax and SCV's repairing. If you know he's attacking you with only zealots send some SCV's to your walls to repair early. A bunker helps too (bunker increases range and also makes a great wall. If you put it infront. I put mine behind.)
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"Fortune favors the bold" |
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#10 | |
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Probe
Join Date: Mar 2010
Posts: 13
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Quote:
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"The only way to get smarter is by playing a smarter opponent." Fundamentals of Chess 1883 “There is no avoiding war, it can only be postponed to the advantage of your enemy.” Niccolo Machiavelli 1502 |
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#11 |
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Larva
Join Date: Apr 2010
Posts: 2
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since a lot of terran wall up their base, tech warp gate and a single warp prism. meanwhile be building 3-4 warp gates and pump out 4 zealots...zealots will help defend against any quick initial rush. load your warp prism with the zealots leftover, fly to a nice spot in their base, unload, warp in another 4 zealots. keep warping in zealots unless things look bad in which case load up as many as you can in your prism and gtfo.
edit: follow up with some immortals/stalkers if it tickles your fancy |
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