PvT - Strategy help?

Discussion in 'StarCraft Original' started by Fingolfin, Dec 3, 2008.

PvT - Strategy help?

Discussion in 'StarCraft Original' started by Fingolfin, Dec 3, 2008.

  1. Fingolfin

    Fingolfin Guest

    Okay so I just recently have got back into starcraft again with a few friends and I was just wondering how do you effectively take down a tanks+goliath combination playing with Protoss?
     
  2. AcE_01

    AcE_01 Active Member

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    Mass out on zealots and storm them with high templars.
     
  3. darkone

    darkone Moderator

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    Go DT's, force them to have to make SV's, and mass zealots and dragoons. If you have the gas, go archons.
     
  4. Crouse

    Crouse New Member

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    Using lots of goons and zealots, combined with a few Stasis fields is pretty effective. If you can get it on a good chunk of the tanks you can probably overpower the rest of the tanks and Goliaths. Then just bunch your goons near the tanks for when the unfreeze.
     
  5. Arvendragon

    Arvendragon Member

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    Yeah, but Zealot mass = Vulture micro = Blue flash.

    HEY THIS IS BAD FOR ME!!!
     
  6. Crouse

    Crouse New Member

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    Well yes, vultures will take out zealots, but you don't normally see a mix of tanks, vultures and goliaths. They all come out of factories so it is hard to mass produce all three. As such if the terran goes tanks/vultures, go air, maybe carriers. If they go tanks/golaithes air isn't going to be real effective so use zealots/dragoons and arbiters for the stasis field.
     
  7. Vakarak

    Vakarak New Member

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    Avoid air units for this one you need your ground boys for this one...
    Have dark templars and dragoons engage their goliaths while you have a shuttle drop a high templar and psionic storm behind those tanks. (NOT TOO FAR CAUSE THEY WILL SNIPE YOU) by then all your dark templars will have died :( so have reavers avenge their deaths with their awesome PWNage powers of TRUTH and DESTINY.... (<<<<okay a little light hearted humur) but that should do if your doing a defense situation. That is if they are the ones attacking.

    In offense you should use archons, carriers and dragoons (because they say come of the KEWLest stuff). Your main offense unit is the dragoon (throw in a few zealots and DTs if you would like) the archons should take out the infantry and vehicles well because of their low life and slow attacks. Have your dragoons engage their goliaths while your carriers take out the towers and seige tanks.
     
  8. Can_2

    Can_2 New Member

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    You can do a specefic build order of
    8(Pop. Worker)=>Pylon
    10=>Gateway
    12=>Gas
    14=>Core
    well thats basic strat you can always try goon and storm maybe a few zealot bombs :D
     
  9. Arvendragon

    Arvendragon Member

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    What always works against me is 2 gate Zealot/Goon rush. If they go Factory, then you can probably GG them.
     
  10. MeisterX

    MeisterX Hyperion

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    Arven is probably the most accurate here. The idea is to stop Terran before he can start pumping tanks like that.

    But once it happens I would go with what Crouse is suggesting. If your micro isn't perfect (which I'm assuming it's not because you're asking for strategy help) you should go the Arbiter route. You only need 3 or 4 and you can pretty effectively neutralize his tanks.

    Make sure you stasis his TANKS and not his goliaths as otherwise you will form a nice little forcefield for his tanks. You also want to keep your arbiters out of goliath range, obviously. Then move your zealots and dragoons in close range to those stasised tanks while taking out the free Goliaths on your way. Then prepare to focus fire those tanks and ONLY tanks. The Goliaths barely do 1/3 the damage. Once the tanks are gone you can take out the Gols. Rinse and repeat.

    Something that can augment this strategy (and indeed is a must in order to win late-game versus Terran) is to use those Arbiters for map control. You must figure out a way to avoid those nasty EMPs in order to be at all effective anyway, so you have to stop those SVs with Dragoons or you're dead anyway.

    Use your arbiters to recall on his expansions and make sure that you have at LEAST as many expansions as he does. The idea is to gain map control, especially outposts on high ground, and force him to commit forces to more than one area. As soon as you can make Terran focus on more than one area at a time, he's doomed. You can also use these expos as bases to launch Zealot raids. You can swarm him for 4-5 directions with ground forces which will do a lot more damage than an attack from one direction.

    Divide and conquer.

    P.S. - This is assuming that you are properly macroing. You need 8-10 Gateways in just your main base in order to produce the necessary forces. You should constantly have tons of units. Try to focus on spreading them out when you attack to minimize the effectiveness of the tank splash.

    Do not overspend on Archons as they die just as quickly against tanks as Dragoons do and their lack of range attack combined with their slower speed and huge gas cost do not make them ideal against Terran. I would suggest you get a few Templars just to help against massed groups of units, but, again, put the emphasis on the Arbiters and traditional ground forces. Protoss is all about muscle.
     
    Last edited: Dec 5, 2008
  11. GupLup[E]

    GupLup[E] New Member

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    hm...well scince there's gold that rules out the carriers. Ide say speedlot+goon+high temp or arbs+stasis+goon, speedlot, ht
     
  12. Arvendragon

    Arvendragon Member

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    High Templar/Storm - MUST HAVE
    Zealot/Goon - Better than Zealot/Archon
    Zealot Speed - MUST HAVE
    Arbiter/Statis - Either this or Storm.
    Observers - Only if Terran has Vultures
    Carriers - Only if there is no/few Goliaths

    With proper micro, and depending on the units, you should have mainly Dragoons, Zealots, High Templar and Arbiters. This forces them to get Science Vessels, and you have to watch out for EMP. If you can, Statis Field the Science Vessels first, then the largest groups of tanks. Carriers are good late-game, especially if the Terran have few Goliaths.

    You should ALWAYS have 4 Gates with one base, 8-10 with 2 or 3, and frequently, on late-game epic battles on 4 player maps such as Python, even upwards of 15. If you don't have more Gateways than the enemy has Factories, you either suck, or are using peculiar strategies.

    Dark Templar and Reaver drops work VERY well. If dropping, take up the remaining slots with Zealots to serve as distractions. Reavers own anyone without anti-air, and with Dark Templar, try not to wander into Spider Mines. Stay in the worker areas, and kill workers building Turrets, and kill the Turrets. If there are Spider Mines near workers, your Dark Templar will likely attract them and BOOM goes the workers.
     
  13. Crouse

    Crouse New Member

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    You will normally see a tank or two near the mineral line though, so thats what the zealots are for, drop them first to take the tanks fire then drop the reaver/DT/HT. Reavers work the best most of the time, unless their is little or no detection at the enemy base, then DT are the right way to go. High templars can be devastating if you can get off a good storm or two though. So any of the three will work. With the exception of DT when lots of detection is around though generally if there are enough turrets around to discourage a DT your shuttle will be taking hits making a drop difficult unless you have the speed upgrade.
     
  14. Kaloth

    Kaloth New Member

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    Offensive build a pylon close to his base and build two gateways for zealots. If he's fast-teching to the factory he won't have enough marines to stop you.
    or
    Dark Templar rush him.
     
  15. Redlazer

    Redlazer New Member

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    I'm not a Protoss nor a Terran player, but I hear Vultures/Tanks seems to be the Terran's most brutal strategy against you. So I would suggest an early Dragoon build, with a few early Zealots in their base to slow their tech a little. If they get the mine/Tank push on you, Shuttles with a suicide Zealot in there for mine sweeping seems pretty brutal.
     
  16. LoonDragoon[E]

    LoonDragoon[E] New Member

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    First off, tank and gol isnt a great combo vs toss. Tell your friend to use vultures with spider mines because thats what a rann should use.

    Anyway the help,

    Normally you will just need to make zealots and goons if hes stubborn on gol + tank.

    He wont have mines to stop the zealots.

    Also always pump obs, you have no idea what its like to see exactly what your enemy does at all times. Find the weak point in his defense. Who knows, it could be a spot in his main to drop in.
     
  17. Can_2

    Can_2 New Member

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    Storms help as well with goliath and tank cluster and arbiter too ;o
     
  18. EonMaster

    EonMaster Eeveelution Master

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    arbiter's stasis is effective against terran defences. I lost 1 match without putting up much of a fight because 2/3 of my tanks got stasised when trying to push out and got crushed within minutes.
     
  19. LoonDragoon[E]

    LoonDragoon[E] New Member

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    :/ dont we all hate arbiter stasis:(
     
  20. Can_2

    Can_2 New Member

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    Hey, Don't forget recall :D