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I don't think there is actually a counter to mass carrier, or to SoS' composition (carrier, collossi, and, I think, templars). If you go to 200/200 vikings, you loose to any ground force. If you go for BC/ravens, you ged feedback.
The real thing is, how to get to this composition. Hiding bases is one, but starting with the awesome colossi/phoenix seems viable, at least on this gigantic map. From all the PvT with phoenix/colo I've seen, bio+vikings is not an answer.
The difficulty for Terran is therefore to adapt to Phoenix+colo. I would think adding thors (with less marines) is the appropriate response, but it would leave one very vulnerable to chargelots. Therefore some kind of Marau/Thor/Helbat compo could work : sturdier against colo, good area of effect dammage against phoenixes, and ok against zealots and stalkers. The only problem is upgrades, as defense upgrades will not be easy to get, so one has to babysit his medivacs. But then again, this composition becomes weak against immo, so ghost will be needed if the toss realizes what's up...
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Cool thanks. Really interesting game.
EDIT: One thing I took from that game was that standard Terran vs Pheonix into Carrier simply won't work. The MMM is simply not beefy enough early on to break Protoss defenses. And dropping though effective, at higher levels Protoss is simply gonna snipe the medivac with the phoenixes.
What I think was Ryungs mistake were adding Ghosts to early, but i think he was trying to preemptively counter the HTs. That really ate into his MMM.
He should have added more MM or maybe Thors. Thors are 1) Beefy 2) Good Fire Power especially vs Phoenixes 3) would have broken the FFs
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Thanks for that link to Squirtle's carrier execution. From what I've seen of pros since SC2's release in WoL to HotS now, is that making carriers when you are on even footing with the enemy will result in a loss. There was a time in WoL where I was a huge fan of mixing carriers in with my main gateway+robo army, but the carriers simply suck up too many resources and are too slow to be replaced to make when you don't have a significant advantage against the enemy.
Take for instance Squirtle's game. He got an early gold and hid a base on the bottom of the map. Yes both of those moves were risks that could have backfired in Squirtle's face, but they were calculated risks. He had tons of fast moving phoenix to deal with harass or engagements at his expos, and cannons for ground defense.
It just so turns out Squirtle was rewarded by those decisions but having a huge, robust economy to support sustained, triple carrier production. And, on top of it, habitation station heavily favors skytoss play due to the elevation changes in the middle and bottom of the map and the groundless areas at the top.
So I think carriers are more viable than a lot of people would like to admit, but when to employ them is the only thing you really need to learn about them.
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2 base carriers is a good skill toi have
Bring it back! Let's go! Make TvP turn into epic games like TvZ! :D
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