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[H] TvP How can I deal with quick armour zealots?

Forum Index > StarCraft 2 Strategy
 
 PedroBlanco   Canada. April 23 2012 12:59. Posts 54
Profile # 
In this replay I gain an early advantage after his stalker attack fails. I use stimmed marauders to kit zealots and gain a huge advantage according to the units lost tab. The Protoss then is able to come back somehow. Please tell me what I'm doing wrong.

Here's the replay: http://drop.sc/165327
Old Post

 
 NoisyNinja   United States. April 23 2012 13:08. Posts 982
Profile # 
You are using stimmed marauders against zealots. The more zealots he has, the more Marines you want and instead of marauders, start producing ghosts instead. EMP and bonus to light units really help against chargelots. Make sure you are on top of your upgrades, otherwise, you already lost. Also give more analysis of the game, it will let people know what to look for when watching the replay.
Last edit: 2012-04-23 13:09:14
The world can go fuck itself. I'm not taking out my headphones.
Old Post

 
 Agenda42   United States. April 23 2012 13:14. Posts 112
Profile # 
The easiest thing you can do to fix this game is get your upgrades started much sooner. Throw down double ebay as soon as his stalker pressure is deflected, and you will have a much easier game the rest of the way.

You would have won the game quickly if you had more marines and less marauders in your medivac timing push at 10:45. Build enough marauders to slow down stuff, but marines are the damage dealers in your army. I would say that one of your first three tech labs wants to be a reactor.

The point where you lost the lead is the engagement at 15:45, and it's easy to fix. You had made ghosts, and that's good, but when you decided to engage you didn't have enough energy for EMP. If you waited 15 seconds, you'd crush that army.
Old Post

 
 HeyJude   United States. April 23 2012 13:22. Posts 152
Profile # 
at 13 minutes you have a clear advantage and attack, but decide not to kite his zealots for some reason...

at 15 you move out and he wrecks you and that was GG.
Old Post

 
 PedroBlanco   Canada. April 23 2012 15:23. Posts 54
Profile # 
Thanks for the help guys. I'll be sure to get 2 tech rax and 1 reactor rax.

I find most people go for colossus before templar so I didn't make ghosts until quite late.

In the engagement which I lost he had a very quick +2 armour on the zealots vs my +1+1. That stuff is pretty good...

Anyways, I'll adjust my play.
Old Post

 
 BioTech   Australia. April 23 2012 18:08. Posts 263
Profile # 
Pedro,

master T here. Ok I stopped the replay at 7:40.

1. Huge mistake not to have a reactor. You need a mixture of marines n marauders v P. Marines have shorter range and end up in front of the marauders who deal the damage to stalkers and stalkers get no bonus v marines.

2. I would have gotten Combat Shield first to go with those marines.

3. Get your ebay MUCH earlier. The +1 on weapons is *critical*. And its for DT insurance too.

4. Without question produce tanks from your factory. The odd tank here n there is worth it, their range of 7 is valuable to your force. And you had plenty of unspent. Youve invested in the building, use it IF you can afford it. But bio I favor in TvP, its just nice if u are rolling in money to have some tanks.
I actually played the original WarCraft - Orcs v Humans back in 1995!
Old Post

 
 Dark.EX   United States. April 23 2012 19:41. Posts 1504
Profile Blog # 

On April 23 2012 18:08 BioTech wrote:
Pedro,

master T here. Ok I stopped the replay at 7:40.

1. Huge mistake not to have a reactor. You need a mixture of marines n marauders v P. Marines have shorter range and end up in front of the marauders who deal the damage to stalkers and stalkers get no bonus v marines.

2. I would have gotten Combat Shield first to go with those marines.

3. Get your ebay MUCH earlier. The +1 on weapons is *critical*. And its for DT insurance too.

4. Without question produce tanks from your factory. The odd tank here n there is worth it, their range of 7 is valuable to your force. And you had plenty of unspent. Youve invested in the building, use it IF you can afford it. But bio I favor in TvP, its just nice if u are rolling in money to have some tanks.

I completely and utterly disagree with No. 4. Unsieged tanks are TERRIBLE versus Protoss. You have to micro them just to get okay damage off, and even then it's far better to have an extra ghost or viking. The factory is also extremely valuable to either produce add-on's for your barracks and starports, or to scout and see where all the stalkers are.
Old Post

 
 NoisyNinja   United States. April 24 2012 00:32. Posts 982
Profile # 

On April 23 2012 19:41 Fencer710 wrote:

Show nested quote +


I completely and utterly disagree with No. 4. Unsieged tanks are TERRIBLE versus Protoss. You have to micro them just to get okay damage off, and even then it's far better to have an extra ghost or viking. The factory is also extremely valuable to either produce add-on's for your barracks and starports, or to scout and see where all the stalkers are.

I am NoisyNinja and I approve this message ^. But tanks suck against protoss because they run on another upgrade line. Sieged up, they require focus fire micro or will splash friendly units because they attack zealots.
The world can go fuck itself. I'm not taking out my headphones.
Old Post

 
 Captain Soban   United States. April 24 2012 01:02. Posts 119
Profile # 

On April 23 2012 18:08 BioTech wrote:
1.Marines have shorter range and end up in front of the marauders who deal the damage to stalkers and stalkers get no bonus v marines.

4. Without question produce tanks from your factory. The odd tank here n there is worth it, their range of 7 is valuable to your force. And you had plenty of unspent. Youve invested in the building, use it IF you can afford it. But bio I favor in TvP, its just nice if u are rolling in money to have some tanks.

These are both wrong notions. Marauders function as the tank of the bio ball while marines are your main source of dps. You always want marines behind the marauders because those are the units that are going to be killing the protoss army. Stalker's bonus to armored is negligible, always have your marauders in front.

Also, tanks are awful in tvp outside of the 1/1/1. They are too easily sniped and more importantly, their dps per cost is awful compared to mm. Floating is not an excuse to build them, macro better.
Last edit: 2012-04-24 07:37:40
They say pizza ain't a funnel I say bullshit to that
Old Post

 
 PedroBlanco   Canada. April 25 2012 01:46. Posts 54
Profile # 
I guess I didn't realize how good marines were until I didn't have them.

I definitely could have just macroed better and had more bio.

I don't really like getting tanks in tvp but I must say they could be used to focus down sentries. You probably wouldn't want to get more than 3 tanks though.
Old Post

 
 EmilA   Denmark. April 25 2012 01:50. Posts 2737
Profile # 
Don't bother with tanks, make more marines as they're pretty much the only damage source you have against zealots.
Last edit: 2012-04-25 01:50:35
Old Post

 
 Plansix   United States. April 25 2012 02:02. Posts 5378
Profile Blog # 

On April 25 2012 01:46 PedroBlanco wrote:
I guess I didn't realize how good marines were until I didn't have them.

I definitely could have just macroed better and had more bio.

I don't really like getting tanks in tvp but I must say they could be used to focus down sentries. You probably wouldn't want to get more than 3 tanks though.


As a protoss, I agree that you should not get tanks unless you have some master plan with them. They are some "neat/scary" builds that involve tanks, but they are very focused, map specific and don't commonly do not involve marauders.

Marines are far scarier to a protoss than marauders, especially early on. I personally far very poorly against a marine heavy 2 rax opening that only adds a few maruaders later on. I would rather deal with a 1 rax FE than a 2 rax reactor opening any day of the week.
Nony on PvT: "It's not imbalanced, the protoss wins and then there is a five minute death animation for the Terran"
Old Post

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