Need help protoss vs terran

Discussion in 'StarCraft 2 Strategy Discussion' started by Kerrigan666, Mar 28, 2011.

Need help protoss vs terran

  1. Kerrigan666

    Kerrigan666 New Member

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    I started out as zerg but i found that race too difficult to play so I switched to protoss because I find terran too standard and boring.

    I gave up on Colossus vs Terran a long time ago because they so easily counter them with vikings so I started using High Templars with very much success decimating the M&M(&m) with storms and feedback to medivacs. My first priority was to get charge for zealots because i ended up warping them a lot because of left over minerals. Now that they removed that Kyderian amulet(hope spelled correctly) my strategy no longer works because I can't have the Templars ready on time. Any suggestions?

    Another long problem is breaking the contain of hard mecking players with siege tanks or many Thors. I hope I haven't asked too much.
     
  2. TheWarOwl

    TheWarOwl New Member

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    You're asking a lot of questions at once.

    As a protoss player who also has trouble with PvT, I hear ya, but you're just going to have to learn how to deal with it through experience and observation.

    However, I do believe you are missing the main component of a PvT army in your description, and that is:
    wait for it...
    wait for it...
    SENTRIES!
    Sentries are the little forgotten jewels, the snowglobes of doom. Force Shield half the Terran ball out of the way and you can eat the first half.

    Good luck buddy, and remember, force shields make Protoss NOT underpowered.
     
  3. Kerrigan666

    Kerrigan666 New Member

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    OK then let's make it more specific to what hurts me the most. What to do against M&M
     
  4. TheWarOwl

    TheWarOwl New Member

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    okay I can help there.

    If you notice they are going M&M early, as in before you build your second gateway, try going 2 gate into robo and getting out an early immortal, then getting sentries for force shield and doing an early push. You want stalkers, sentries, and 2 immortals, as soon as the second immortal pops out do the early push. During the battle try and split his army in two, and focus fire the Mauraders with the Immortals. If the Terran has turtled himself in, contain him to one base and try to outmacro him by expanding early. I've won many PvT doing this, the immortal is extremely powerful against the maurader aspect of this.

    Now, once they get a big fat ugly MMM ball, and its still early in the game and you know they don't have viking, go collosus. After the first battle with the terran, they will see the collosus and go viking. At that point stop building collosus and tech to HT. You might have to play a little defensively at this point considering how long it takes to get HT and research storms. But yeah, storms will wreck a MMM much faster than a collosus.

    Wow I just kinda rambled there. As for Charglots, and I'm sure a lot of people will disagree with me here, if you plan on splitting the army with force shields, which is a must, chargelots will not be effective. If half the army is behind the forceshield, they will not be able to target your ranged units. When the chargelots run in, the back half will be able to target the chargelots and decimate them, instead of denying them that DPS. So yes, I'm against Chargelots for MMM.

    wew... long post is long...

    oh and btw, this just comes from experience and what I've watched, I am in no way a good SC2 player, I'm mediocre at best.
     
  5. Kerrigan666

    Kerrigan666 New Member

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    Thanks buddy. I'll practice that and see what happens. The problem is the templars take too long to get the storm now without the upgrade. What is your opinion on this? I think it was uncalled for. At most, they should have reduced the added energy not take it out completely!
     
  6. madbrad

    madbrad New Member

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    You need to scout, this will tell you what to build. When i see a T player walling off i normally go with a 3 gate robo. If they dont wall off i make a 4 gate push around the 7 min mark, 6 if im really paying attention to what im doing.
    I do like to make a collosus just so they will mass out vikings and then switch to imortals to take care of the those tanks and mauraders. But as someone else psoted sentries are very important. The more you use them the more you'll find cool tricks. Like blocking the ramp then taking out the players natural. Splitting the army in two. Blocking your ramp on defence. These are just a few of there uses. Stalkers and sentries are a main part of my army and then i add what else i need depending on what i scout.
     
  7. TheWarOwl

    TheWarOwl New Member

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    I agree with Madbrad.

    and yeah, the whole nerfing of High Templar is uncalled for. Its just because other races whined about it, not realizing its the only AoE damage the protoss have that is viable and not vulernable, considering how colossus get pwnt by vikings and corruptors.

    btw madbrad, I found a trick that will help you in your subversive mindgame play with the colossus. Research hallucinate, it has been buffed with a reduced research time. Then, make fake colossus with every army, the enemy will get those pointless air units.
     
  8. Matty

    Matty New Member

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    what i always finds helps with the bio ball is to grab a few phoenix. these are a great unit and take out the medvacs while ur main force still is attacking the ground units. i no were ur coming from z on the zs are bad, specially vs mass marine,, but they are so essential because you cant beat a bio ball with stalk sentry no matter what other unit you have in there, if the first attack from the bio ball is averted from the zealots then they absolutly own. you can avert by hallucinating a collos or having an archon upfront to act as a sponge soaking up damage. storms are so beast. o the phoenix also help if you want to go collos cause they will combat the vikings that target your collos