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Hi ! Im curently in the silver league, and im having alot of trouble dealing with terran !
Vs Zerg and Protoss im okay good, I win the most of them bc of timing pushes, but vs terran, i lose almost all my games and thats frustrating !
I dont know any build orders vs terran and dont know how to counter MnM and with tanks.
So can somebody give me some advise or some build orders or what counters what?
Thanks !
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Zurich15206 Posts
Please upload a replay that shows your typical PvT.
It's impossible to just tell you how to generally play better in a forum post.
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Use the search function. When in doubt, boost an immortal. lol.
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Is this early, mid or late game? Normally a decent sized Gateway army +Immortals can counter M&M +Tanks early game with a bit of micro. It's when Terran get that first Ghost out your start to have real trouble.
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TvP u will see mainly 3 branches: 1/reaper rush---> need to practice good opening as 10-12 gates->13gas->15pylon, here you should be able to scout whats he is doing and respond to it 2/MMM balls---> depend on the combination(marine> marau or else) to go immo or HT 3/FE->banshee+viking ->thorship + MM -> this one is really hard to counter if he save the scan to snipe ur obsever, but i dont think silver need to worry about this since this build require an intense timing (for tech switch) that u only found in high gold-mid plat people
also find urself a good partner via the partner thread xD
edit: if there is anything more than what i list, i prob missed it after half a week stop laddering T__T due to the lack of internet(we need LAN)
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Which part of the terran game are you having trouble with most? 6 rax reaper rushes into marauders? mmm armies? banshee rushes? Some more detail would be greatly appreciated otherwise any of the advise posted here will be pure speculation. As zatic said a replay or even a couple replays of your PvT would help a lot.
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Catyoul
France2377 Posts
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I have found that the later the game goes the more likely the Terran will win. Most Terrans I have gone up against will open Reapers which a fast Stalker can normally stand against. This will lead to a Fast Expand M&M ball which is hard to break by not impossible with a good Gateway Immortal Timing push. However if they hold that off and/or have a few Ghosts out they pretty much have the game in the bag. From here Protoss can only do so much.
1. Gateway/Immortals - Beat by 3M Ghosts if they can force you to attack a choke (like their base).
2. Colossi - 3M Ghosts will have the buildings to pump out Valkyries so if they see the Colossi coming this strategy is moot.
3. Feedback/Psi - Personally the only strategy that might have a chance, but this turns into a scouting game and becomes who can quick draw first their Ghost or your Templar.
4. Void Rays - If they see it coming it's a pretty easy counter. Valkyries, Marine/Ghosts
5. DTs - Same as above.
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Without any replays, general strat is:
Zealot sentry to hold off early mm agression/kill them if they don't build enough mm/any bunkers. USE FORCE FIELD.
Transition into...
1. Zealot sentry immortal against any mm/tank where tank light. FORCE FIELD/GUARDIAN SHIELD. 2. Stalker immortal against mm/tank where tank heavy (with blinking stalkers)
Transition into....
1. Add colossui and crush them if they going massive mmm ball + tank backup. If they add vikings or have the ability to vikings quickly, to HT and storm. By now, you need blinking stalkers as zealots/sentry will melt to mmm ball. Immortals still useful to tank blows as long as their ball is not rine heavy. If it is, you collssui/ht will win easy. Sentry still good to give you guardian shield. Force field only in ways which will not screw you over.
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I know this thread is dead, but if you're still looking for a practice partner, PM me :D
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On April 25 2012 05:57 SxGAtonomous wrote: I know this thread is dead, but if you're still looking for a practice partner, PM me :D Jesuit you couldve just PMed him instead of necroing this
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