I´m having a hard time fighting against marines and marauders with gate units. In bronze/silver Terran wall, so I can´t attack with few gate units. But after that Terran came back with a mass of marines and marauders and butcher my zealots/stalkers. Zealots are not ranged units and concusive shells make them slow down. What are the correct counter?
StarCraft II: Wings of Liberty
Game » consists of 10 releases. Released Jul 27, 2010
The first chapter in the StarCraft II trilogy focuses on the struggles of the Terran race, as seen through the eyes of Commander Jim Raynor, leader of the rebel group Raynor's Raiders.
Problems in PvT early game
Gateway units are pretty weak against marines and maruders. It might be worth going 2 gate robo to get out an early Colossus. I dont really play protess but that is what my friend usually goes against Terran. Or getting some high templars with psi storm eats marines like crazy and can feedback medivacs.
I find that mixing in a few sentries with guardian shield goes a long way towards nullifying marines. You can also use force field to break up a MM ball which can help in larger encounters.
Still, timay is right. Gateways units are generally pretty weak to Barracks units (especially marauders). If you think your opponent is going heavy Barracks you should try to get to Robo tech or psi storm.
Let´s say 3gate and robo. How much Stalker, Zealot and Immortal I need make each?
And let´s say that I encounter a group of 6 marauders + 10 marines in the road to enemy base. I attack, run? Who focus the attack? Zealots are almost dead before reach the marines and marauders.
Upgrades, do upgrades in early game? Invest in canons to wall or more units?
" I find that mixing in a few sentries with guardian shield goes a long way towards nullifying marines. You can also use force field to break up a MM ball which can help in larger encounters. "Yeah, I never training using sentries and force shields.
You should if you want to win against Terran. Good Forcefields are essential to defeating bio balls. If you're Stalker heavy, you should try to bisect the Terran's force so you can engage half of it, kill it and then kill the other half. If you're Zealot heavy you just want to make a wall behind his entire force, so he can't kite your zealots." @Safety_First said:
Yeah, I never training using sentries and force shields. "" I find that mixing in a few sentries with guardian shield goes a long way towards nullifying marines. You can also use force field to break up a MM ball which can help in larger encounters. "
Also use Guardian shield. Zealots have 1 armor(yes, they do) and adding another 2 armor from guardian shield to that, makes it so that marines will only do 3 damage per shot to them. That means you halve your opponents damage with just one spell.
@Spectreman
said:Your force should generally be composed of a little bit of everything really. I'd say you could hold off 10 marines and 6 marauders with 1 Immortal, 5-6 Zealots, a couple of Stalkers and a couple of Sentries. Alot of it depends on how and where you engage though. It also depends on how well you place your forcefields. That's all it is really. If you a-move into the Terran ball, nine times out of ten the Terran will win, you need to learn where and how to engage a Terran force, if you want to win." Let´s say 3gate and robo. How much Stalker, Zealot and Immortal I need make each? And let´s say that I encounter a group of 6 marauders + 10 marines in the road to enemy base. I attack, run? Who focus the attack? Zealots are almost dead before reach the marines and marauders. Upgrades, do upgrades in early game? Invest in canons to wall or more units? "
If you want to upgrade something early game against Terran bio, I'd recommend upgrading your +1 armor. It's tempting to go for weapons, but I think that the armor will do more for you against Marines. Combined with the Guardian Shield, it'll give you alot of damage resistance against them.
I have a question about how to apply multiple force fields . If I press shift and target the places of force fields, the sentries only do the force field after kill the enemy which is firing at.
It would be cool if there was a display for how many Force Fields you had available in your control group, like a number on the hotkey somewhere.
MMM can actually be dealt with Gate units in the early stages of the game quite easily if you use your sentries wisely. FFs and guardian shield are very handy. Immortals are essentially the best unit to start building after you have enough resources to mass produce from all your gateways (3-gate+robo is probably the most reliable build order for this tactic), then after that, yes, colossi. Immortals soak up loads of damage though so don't underestimate them even against an MMM force. If your still 1-base in a battle, be sure to always split the enemy army using FFs on the ramp but let a few units into your base before you plop down the FF cause that way you'll be both protecting yourself and killing half his army in the process.
Oh my, if you aren't getting sentries then no wonder your units die so fast! I used to not, but since I have I always at least get 2 for a small Gateway mix and use one guardian shield, then break up the marines and stuff using force fields. Getting them divided and at range = stalkers win." @Safety_First said:
" I find that mixing in a few sentries with guardian shield goes a long way towards nullifying marines. You can also use force field to break up a MM ball which can help in larger encounters. "Yeah, I never training using sentries and force shields. "
Also, with the Immortals, you only really need them if they have tanks - and if they're sieged in their base don't even bother attacking, just keep them contained and tech up.
EDIT: Just read your post, nice work :)
2 gate robo
keep early pressure but dont commit to attack, just lurk outside their base making your presence known
expand
add more gates, research charge
have about 4 sentries with a similar amount of immortals before committing to an attack
keep an obs in their base, you need to see if theyre planning drops
In smaller numbers, chargelots can decimate mm balls especially with some stalker support or some nicely placed forcefields to stop kiting. In larger balls, you'll need to split the ball up (as other's have suggested) or you'll need to tech up to Colossus or HT.
With Hallucination sentries can do any unit, even before be tech. They take the double of damage and last for only 60s, but battles take seconds.
You can handle marine marauder with proper forcefield placement. Most 'safe' protoss build is 3 gate robo. Try pushing with the immortal and 1 sentry. If your not doing that get more like 4 sentries.
Well, we can't really tell you what you're doing wrong if you don't give us a replay, can we?
Ok. I'll try.
So, you're claiming that you have problems with bioballs. My advice:
1.Watch two of your PvT replays. Center your screen on the corner of the map so you don't get distracted
by units/buildings/battles (the less important things).
2.Watch the whole replays with the "production" tab opened. Stare at it all the time, and make sure that there's
always at least one probe making. Also, make sure that you're never supply blocked. Take notes if
any of these points is neglected.
3.Do this for every one of your replays until you've never forgotten a probe or a pylon.
Now that you can macro and are in the gold league, you can start to think about improving your build orders.
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