terran trouble against air forces

Discussion in 'StarCraft 2 Strategy Discussion' started by tkwizkid, Aug 15, 2010.

terran trouble against air forces

  1. tkwizkid

    tkwizkid Guest

    hey there, I am a bronze level player, and I can usually win most of my matches if my opponent does not rush air units. However I have trouble against opponents (especially protoss) who rush mutas, void rays or banshees. How do i go about stopping these units?
     
  2. Kaaraa

    Kaaraa Space Junkie

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    You'll have to focus on building different units based which race your facing. Mutalisks tend to clump together when attacking, which makes them especially vulnerable to splash damage from the Thor's anti-air attack.

    Void Rays are designed to take out buildings and high-HP units, so a few dozen Marines plus a few Medivac Dropships will overwhelm them. Vikings can also be an effective counter, but keep in mind that their armor type means Vikings will take extra damage from the Void Ray's attack, so be sure to attack only when your forces outnumber your opponent's.

    Banshees can easily be revealed with the Orbital Command's Scanner Sweep ability, as well as with nearby Missile Turrets or Ravens. Marines and Medivacs can work against Banshees, but Vikings in Fighter Mode are a far better counter. There's nothing better than attacking a unit that can't attack back!
     
  3. tkwizkid

    tkwizkid Guest

    thanks for the help, what do i do when void rays charge up on the buildings and then start to mow through my marine army?
     
  4. domanz

    domanz New Member

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    Don't let that happen. I have asked that myself too, and this is the sorry solution.
     
  5. Rand al'Thor

    Rand al'Thor New Member

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    I have actually found that marines are real good for void rays. Use missle turrets and vikings for some help.
     
  6. Kaaraa

    Kaaraa Space Junkie

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    Remember that spell-casters can be of great help in a fight. Ghosts' EMP rounds will instantly drain 100 shield points off of any Protoss units caught in the blast. Follow up with a Hunter Seeker Missile from a Raven and all of those big bad Void Rays will be left with a paltry 50 HP.
     
  7. samifish

    samifish New Member

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    i provide multiple solutions.

    Vikings- The king of terran anti-air. being a tier 2 air unit, they are cheap and effective. a group of 8 vikings can take down very many void rays, even carriers, without issues. not sure about carriers, but vikings outrange VR's and phenioxs, and mutas as well. not sure about corruptors either., but they can be kited because of how slow they are. plus 3 vikings v 1battlecrusier= 1 viking left. and the vikings are cheaper.

    Thors-tier 3 solution, only problem is that this is the reason void rays were made. against mutas this is the perfect solution. the javlin splash damage will help drastically. have about one thor for 6-8 mutas. itll take 2 thors for one carrier tho, and 2 thors will not beat one battlecrusier. not my solution for anti-air

    Turrents- not only detection, the buff from sc1 to sc2 makes them pretty damn good. altho yamato gun does outrange it, its not a problem unless u have no units. there is three ways to use turrents.

    -detection- leave one near the ramp or one near siege tanks for burrowed zerg and DT's. works well. usually not for killing air
    - air control- usually in the form of a perimeter, these are set up on the edges of the base to ward away medivacs/overlords/warp prisms. if playing a toss player, make one in the center for possible already present observers. usually not for killing air but to keep air out. be warned, this wont work ones a group of (example) 12 banshees come around and make a hole in the perimeter, and the banshees wont let u rebuild. so u will need marine or viking support to fix the hole.
    -air attack-this is when turrents are set up to kill and bring down enemy aircraft. the most efficient way to set these(moneywise and placement wise) is in groups of three all over the base with range circles overlaping a square or two over(square as in the grid when setting a building [ex.] turrents take up four squares.

    and Marines- my favorite for two big main reasons
    -with a raven, they are mobile anti-air detectors. raven unneccessary, but u might need it at a point in the late game.
    -low hp+high rate of fire+stimpack>mutalisks/VoidRays/Vikings-detected banshees.
    low hp-counter VR's
    high rate of fire-counter mutalisks
    stimpack-counter banshees.

    the cheapest and most efficient anti-air. but remember, u cant always use all four in every build or the one best suited, so picking one of the 4 MUST BE INCORPORATED in your midgame build.

    now help me. how helpful was this?