Okay so everyone know terran is a mess to fight for both protoss and zerg Well, since like every terran i see just go mmm balls, i usually just tech straight to high templar and zealot charge. It worked well for many games. Of course, i also have enough stalkers and observer on the field incase of banshee rush. Won some PVT game with it However, i realize i only can win games when the terran actually try and move out with their mmm army. if they just wall up in their base and siege tank on cliffs, i can't actually do anything. I rush HT storm + zealot leg as fast as i can, but they always have siege before i get there. No matter how much i try, i can't get up those cliff choke points. The terran can expand to the base next to the natural, which is stil covered by the siege tanks on cliff or some map expand to floating island and put up missile turrets/viking which i can't do anything about. When i try to go up, half of my army get siege tank, the high templar and immortal ranges r so crappy they get take down by the tanks or the mmm behind it, same with zealot with charge which got blockage. I tried to lift up tanks with phoenix but they get shot down quickly too, and the fragile observer that give sight get taken out with missle turret or a quick scan too. Even if i blink up the cliff, i stil get taken down fast. I can't drop anything down with missile turrets all around which kill my warp prism before it even get to the ledge. The enemy just wait till i waste my army and move out, or build a bunch of BCs inside Soo any suggestion ??
K this kinda sounds like one match but ok... Lets see.... Phoenix + Void Ray > Vikings + Turrets. (oh yeah and add a couple carriers so that in case he wants to focus fire something other than phoenixes Oh and void rays > siege tanks / turrets Also! I found that colossi are effective at neutralizing mmm ball ( yo i remember a game where I had a colossi in their base, which he killed pretty quickly with mass rines. he left right after xD). Oh, also, ever thought about using the Mothership's Mass recall to teleport units into his base? It's. Freakin. Amazing. Yo there was this time where I found out my opponent was going mass bc/ thors. what did i do? I started building mass void rays (i tihnk i got around 25-30 or sumthin. maybe more), a couple carriers, and a mothership. Rammed my army into the side of his base, mass-recalled my ground army and vortexed half his bcs. GG! 2nd weirdest sc2 game i've ever played.
You have to starve these types of players. They can have their main and their natural expansions however those should be the ONLY ones they get. Meanwhile sit back and build you up a 200 strong army of your own. Turtle players aren't going to harass or attack you to stop you from doing this. I also take up all of the other expansion spots in their area so even if they do manage to get out of their base there won’t be anything there for them. Then you just need to cause them to have to spend their minerals. You do this by sacrificing parts of your army. You have plenty of resources to rebuild whatever gets wasted, they can't say the same. It's not a pretty game or a fast win however it's a test of determination, they are determined to not let you in and you are determined not to let him out. I would also prefer to play Protoss in a game like this as well as you can use pylons and warp in units wherever you need them. The main idea is you have to keep them from expanding and at the same time constantly force them to spend up their minerals to maintain their wall off.
Well he did some harrassment with mass banshees with cloak, which is annoying and difficult to deal with. Banshee is just so powerful and has good range some cannon won't be able to stop them. My observer can only move so fast, and can't follow the banshee mob around =/. Any ways to deal with that ?
Sure build Phoenix to take out Banshees they can only attack ground. You do need some cannons though as they are the detectors build a few around your minerals or keep a few observers there. Better yet have a few around your perimeter so you know when he is on the way instead of finding out when he starts his attack. You can set the Phoenix up to patrol back and forth along your mineral line. Whenever a turtle player wants to do battle you let him. The whole idea is that he spends his resources because you aren't going to let him have any outside of his main and natural. It would be stupid of him to risk that type of attack if you had a counter in place. Most people who turtle are going to go mass air. The problem with that is it costs a lot of gas and he only has 4 refineries to work with. Wasting gas units when you turtle is not smart. It's like chess, all things being equal as soon as you gain any advantage you want to simplify. Which means you are more then willing to swap units cause you have unlimited resources and he doesn't. Especially when it comes to gas.
Against turtling enemies i find it a good strategy to let them wear off their resources. Harass as much as you can without sacrificing too many units, focus on gaining expansions for yourself to get the upper hand in economy and keep his base besieged and monitored from all sides. When his minerals run low he'll be forced to make a good exit, so get ready to fight against heavy terran forces like battles/thors/sieges/mmm etc. With some scouting if possible you can prepare to counter him effectively. Else you'll have the upper hand in economy already so have unit producing buildings ready to handle the casualties. You'll have reinforcements for your army while he won't, so it'll turn to your side. Fear the enemies that expand fast, play aggressively and methodically, rather than the ones who turtle. Unless it's Big Game Hunters or something similar you'll easily have the upper hand by surrounding them. Also depending on your race if you really want to break in first go for something heavy and attack from somewhere less guarded. Like heavy air(broodlords/battlecruisers/carriers+anti-air support for them, force him to move his forces to intercept and rush the other gate too. If he's heavy on sieges, then split your air in 2 sides, attack from the back first to get him to move his anti-air to the back and when his front is vulnerable from air attack the sieges and back off again, send in your ground units and back them up again with air. In general people who turtle are limited in economy and you can take over most of the map while they're building defences so even if your casualties are great you'll be able to reinforce your army way faster than the enemy