I am a protoss player and recently my friend started playing terran. He uses mass Marine,Marauder,medivacs and later ghosts. I can't possibly beat them because the moment they see my troops they will spam emp using his ghosts and my troops will be vulnuerable to them. And I also can't kill the troops cause he got hell lots of medivacs I just can't kill them fast enough before they kill mine. If I use colossus he will send vikings (Since he got reactor starport he can just build vikings straight away and destroy them easily. Until now the only counter I found is mass carriers, but it needs a bit of luck because it takes time to make carriers and I have to hope that my friends wouldn't attack me early. If I use mass templars he will just use EMP and my high templars/dark templars/ archons will become useless. Same for immortals, without their shield its just like stalker with slightly higher damage. Is there any better counter to this?
He will not use EMP on individual units, so your best bet would be to have your templar spearhead the attack and feedback the ghost. It's a bit micro-intensive but means insta death. As for MMM, since you'd be using colossi primarily, you don't need zealots to deal with MM, so you can build that many more stalkers against vikings. Lastly, use or create chokes and utilise high ground.
I don't Generally here's what you can do depending on the tech path you open with: Robo: Make colossi and spread your army. Having vikings and medvacs and ghosts and marauders in ok numbers is impossible due to the amounts of gas all these units take. Chances are he'll either make too many vikings to kill your colossi or too few so your colossi can do serious damage to his army. If you see too many vikings swich to HTs instead since he won't have too many ghosts. Stargate: If you have phoenixes they can snipe ghosts in 5 shots, so fleet of 7 phoenixes(1 for the liftoff, 1 to take the shots from the marines and 5 to kill the ghost) can easily snipe 2-3 ghosts fast and retreat without many loses... Transitioning to carriers would be a nice idea, since you'll prolly get air control through phoenixes, but it both takes time and resources so you have to find a way to survive till that point. Council: If you go HT you'll generally have a big problem with ghosts killing your shields and energy. You have to keep your templar spread, and don't send all of them in front of your army, but only send one to try and snipe ghosts with... Always remember to keep your sentries, HT and immortals spread out since they are the ones taking the heaviest damage from EMP. Also try to have some observers out and one with your army just in case he decides to go cloaked ghosts... A good EMP can win a battle as can a few well placed storms... You will lose some games to good emps, but you can adapt to them and minimise the loss... Another thing to remember is that you don't have to fight always. If you get EMPed and can retreat to safety, do so, regen your shields and some energy and then re-engage...
If I choose to take the carrier way (carriers can take down marines and ghosts easily, marauders can't attack air) I can use the cannon turtling method but I have to find a way to prevent the cannons from being destroyed by seige tanks until I get enough carriers. And If I turtle it also means that my economy will be weaker than my friend's.
Phoenixes are good against tanks, and you can make some till your fleet beacon is up... Any minerals that are not going on carriers though should go on zealots if only to tank incoming damage and help you survive...
And the Ghost's EMP eliminates HT's. I think the best bet would be to come up with a way to take out the ghost(s). Observer and DT's??? have them flank and hit the ghost...then bring the HT into play...although that is a lot of tech up to get to that point.
True. It would be micro heavy. Plus the Medivacs healing. Maybe Observer at front followed by high templar then chargelots with dark templars flanking. Once their scouted with the observer drop feedbacks (ghosts or/and medivacs) and psi storms(?), pull back the high templar then send chargelots with dark templars pinchering. Haven't tried it and probably takes high APM, just a thought.
High templar can feedback ghosts faster than ghosts can feedback high templar.. It's just a little bit more difficult tho. In my opinion the most important thing is to catch them out of position. If you ever let a Terran army get to your front door you're probably going to be dead.
I thought the EMP out-distances the FB??? (Going of 2nd hand info here...don't know for certain). The main issue is you need to have detection to hit that ghost...if your late with the observer the ghost just FB'ed you HT into a useless turd. The T player has no issues spotting the HT on his side...that's why I said go in with 3-4 DTs and an observer...let them pass by you going for the main force as you start a slow retreat (maybe throw up some FF to make it look good) then hit the ghost.
lol good luck feed backing the ghosts.. with reguards to tvp, ghosts are superior to Hts in every way.
Idd... A ghost can EMP HTs at a greater range than HTs can feedback the ghost, and 1 single EMP is enough to effectively render all HTs useless, while you need as many feedbacks as there are ghosts and single target them all as P to deal with EMP which given equal level of micro on both sides, is deffinitely quite one-sided in favour of the terran. Also ghosts can cloak which is both effective in bringing their energy low to avoid getting killed by feedback, but also makes an observer a requirement since they'll get pretty much free EMP snipes right where they want them if you lack detection... Whatever tech path you go as protoss there are almost always ways to minimse EMP damage, and get a win against an mmm+ghost combo, like sniping ghosts with phoenixes, or DTs or feedbacking with a leading HT before bringing in the rest of your army, or spreading your army and retreating after getting EMPed to regen shields etc... Despite that though, a few good EMPs can win games quite a few times. A well placed EMP can neutralise sentries or HTs or both, which are very key units in PvT when T goes bio...
why do you trying to play on an even field with a terran if the ghosts are that cheap in the first place? what i usually do in high ranking diamond league games would be stealling both of his gas or at least one and force him to go panic early game . if he destroy your gas and go mmm balls i.e. you saw 4-5 rax came up which is quite common for a terran with no gas early game tech to 2 colosus and push out . I usually win with 1 base and push out with 2 colosus since they would try to expand around that time
You will eventually encounter ghosts against a terran, so it's quite useful to be prepared against them instead of hoping to win off 1 base, imo...