Protoss unit composition vs. Marine and tanks
|Forum Index > StarCraft 2 Strategy|
HTs storm does a a lot of damage, chargelots are excellent tanks and draw splash damage onto marines, and stalkers because shit that shoots up and can kill drops is very important.
Engage his positon first with chargelots while the tanks are killing the marines and tanking shots from the tanks move in with your HTs between volley if you can and storm the shit out of his stuff the marines have 55 health (assuming CS) so storm will very nearly kill them and tanks can't move out of it and take a load of damage. Mech is different so don't worry about that right now
Or you could tech to carriers, the current turtle breaking unit for protoss, (close enough don't give me shit on this) but you still have to worry about drops.
I tend to open 3 Gate/Robo and Expand behind an Immortal against T, almost all of my games. So I normally go fast Storm on 2 Base when I can. Storm just eats Marines alive, not to mention stimmed marines.
They are a bit slow moving considering Immo's/HT's are ridiculously slow, so pushing is very gradual and if you don't watch the mini-map enough, drops also come into play. If you're active enough on your mini-map awareness, Instant Warp-In Templar with Feedback on dropping Medivacs is so juicy when it connects.
On a side note, going from Robo Tech all the way to Templar is ridiculously long and will require a pretty quick Third just 'cause of how expensive it ends up being in the long run.
As the state of the game is right now however, I'm loving Mass Gateway (inc. DT's and HT's) against T and especially Zerg. It's really awesome, and makes remassing or just flat out making a huge Army incredibly quick and efficient.
On February 12 2011 16:36 Amarth wrote:
mix in a few phoenix and grav his tanks when you engage.
When they get lifted/mother ship vortex ability, they unsiege which knocks them out of battle for a surprisingly long amount of time.
Also Zealots can shrug off siege tank damage. Marines can't shrug off the friendly fire. Just pump in chargelots and colossi.
Don't bother focusing the tanks, the tanks will kill the marines for you.
1) Sometimes they will push before you can get Storm tech rolling. That's when they have a small enough army to take with chargelots and immortals. Of course, you'll need to insure the immortals are hitting nothing but marauders and tanks. Guardian shield the zealots as best you can with this.
2) If they're waiting for medivacs, or upgrades, or what have you ... if they give you time Storm is preferred. The chargelots put them in a retreat position, exposing the tanks to immortal fire.
Knowing whether or not they're doing a timing attack with marines and tanks is half the battle. You don't want to have storm tech halfway done with 4 HT on the field when they hit your expo. Check if the terran is being agressive. If you have an observer up in his base, see how many barracks he has, whether he's started starport tech, etc.
if they get blue flame hellions or vikings into the mix it can be a different story, but I don't see how pure marine/tank can kill an equal army size of chargelot/colossus if you don't funnel your zealots into a tiny area. Even without charge marine/tank should have a pretty hard time.
Archons might be the best ground unit against tanks and they are really good against marines, so HT tech might be the way to go. But rushing for HTs is always dangerous, I wouldn't recommend it. From my point of view you shouldn't lose against marine/tank with chargelot/colossus.
I can't emphasize how much I think that chargelot/colossus is a pretty big counter to marine/tank. The chargelots make the tanks hit their own stuff with splash, which is deadly for the marines, the colossi are good against both tanks and marines, and chargelots are just devastating against tanks if they don't vaporize instantly because you funnel them somewhere. In the best case the terran can hope to exchange all the zealots to the tanks and some marines, and after that he will have marines which are almost dead because he stimmed them 2 times against colossus and maybe some stalkers or sentries and the next round of warped in gateway units. Zealots are also really cheap and easy to replace, while tanks are almost impossible to replace similar to colossi if you lose more than 5 of them on 2 base.
Fast marine/tank pushes before your first colossus or charge comes up are a different story though, these can be quite deadly. But that's a different story.