Archive for TvP Strategy

How To Beat Zealot/Archon Mix – Late Game Terran vs Protoss

Terran vs Protoss can be a very difficult matchup for us Terran players, as the Protoss has quite a few tech choices to tear apart Terrans who get caught off guard. If they tech switch into heavy Colossus, it’s easy to scout it too late and not be able to get enough Vikings to deal with it. On the other hand if the start with Colossus and switch over, you can be left with Vikings that are almost useless.

One of the deadly combinations that Protoss has available (and is able to switch into easily at any time) is the Zealot/Archon combo. Archons are made by 2 Templar (Dark or High) which are very gas heavy. This leaves a ton of minerals to dump into Zealots and quickly form a big army.

Why is Zealot/Archon so effective against Terran?

Well, if you’ve run into a Zealot/Archon army before you probably know the answer. Zealots are extremely tough units that form a great meat-shield for the Archons. While all your units are firing on the Zealots charging in on them, the Archons sit back at range 3 and roast your bio units in short order.

1 fully upgraded Archon hits biological units for 47 each hit! Plus that’s splash damage hitting everything nearby too. That’s why your armies tend to melt when you’re up against this combo.

Archons are really hard to kill because they technically have 360 health. That’s more than 2 Zealots combined (@150 each). Plus, neither Zealots nor Archons are Armored units, making it so Marauders only do 10 dmg per shot, severely crippling bio DPS.

How to counter Zealot / Archon as Terran

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Terran 2 Barracks (2 Rax) Expand Opening – TvP Strategy

The Terran vs Protoss matchup can be kind of tricky. If you get too greedy in the beginning and fast expand it can be really hard to hold off a Protoss 4 Gate push. If you go for a 1 base all-in (like a 3 Rax) and a good player defends it you’ll be dead in the water heading into the mid game and surely lose. So what’s a Terran player to do?

The 2 Rax Expand Opening – Terran vs Protoss

2 Rax Opening

I’ve been wanting to change my Terran vs Protoss strategy (the one I use most anyway) to a more aggressive build that allows me to attack a bit sooner, but still not sacrifice my economy. The strategy I’ve been using most lately is a 1 Barracks fast expand into 3 Orbital Commands quite early, which is quite vulnerable to 1 base timings.

So I did some looking around and whaddya know, Day [9] just did a daily about the Terran 2 Rax expand opening against Protoss. Perfect!

I think this build is just what I’m looking for because it pressures the Protoss early on when Marines and Marauders are most powerful (in small numbers) and it still allows you to get 2 bases (sometimes 3) relatively quickly. It’s a fun Terran build order and a great middle road strategy between all-in and heavy macro.

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[SC2 Q&A #8] Defending M&M Rushes As Protoss

Hope you had a great Christmas and are ready to get back on track to dominating your league in Starcraft 2!

Personally I had a wonderful time with family and lots of great food to go with it. How was your Christmas?

Today's Q&A is going to focus on Protoss, but the general ideas will apply to all 3 races. So if you've been having trouble dealing with Marines and Marauders you need to read this post, it should help you overcome this powerful rush and win more of your matches vs Terran.

Here's the QUESTION:

As Protoss: "I still need help with the marine and marauder rush if anyone has ideas. Thanks :)"

ANSWER:

Since Starcraft 2 is such a dynamic game and is still very new, there's a lot of different ways you could get attacked early with Marines and Marauders. There's a 2 Barracks timing push that Terran players will use to get an expansion out, there's also a 3 Barracks all-in type Marine & Marauder push which will come a little later but have more units in it.

Regardless of how you're getting rushed by Marines and Marauders, I'm going to assume two things:

  • It's too early for you to have High Templar
  • It's too early for you to have enough Colossi

If you fast tech to Colossi you may be able to get 1 or 2 out, but you'll be sacrificing too many Gateway units to get them, so I wouldn't suggest it.

Because of these two things, it basically boils down to Gateway units vs Barracks units.

Now if you read forums, you'll probably get the feeling that Barracks units own Gateway units always, no matter what. But this just isn't true!

It may be easier to control Barracks units (stim, attack-move), but a skilled Protoss player has some powerful abilities at his disposal.

So if you're having trouble with this type of early aggression from Terran, you need to start practicing with Sentries. Sentries alone can turn the battle into something you'd lose handily into a win, but it's harder than just attack-moving.

Sentries have 2 abilities that make them an essential part of your army:

  1. Guardian Shield
  2. Force Field

Guardian Shield: This ability costs 75 energy and lasts 15 seconds. It will put up a bubble of protection around the Sentry that activates it. Every one of your units inside the bubble will take 2 less damage per shot from incoming ranged attackers.

This will take Marines down from 5 damage (6dmg – 1 armor) to 3 damage per hit, which is half of their normal dmg! (Total hits to kill 1 Zealot: 45)

It also reduces Marauders damage from 9 to 7 against your Zealots and Sentries, with not as big of an effect against your Stalkers (19 to 17).

Using Guardian Shield alone will help you win more battles against Terran infantry. When you use it with the Sentry's second ability your army will become even more powerful.

Force Field: This ability costs 50 energy (which is cheap!) and each Force Field lasts for 15 seconds. When you're being attacked you can use Force Fields in a variety of ways to give you the advantage in the battle.

If you have a lot of Zealots, put Force Fields behind the Terran army to prevent them from kiting, all they will be able to do is sit and die. If you have a more ranged army, use Force Fields to split the Terran forces and contain them in a small area so they can't get a big concave on your army.

When you place a Force Field, any unit under the spot where you put it will be pushed to the outside of the field. With proper placement you can cut units out of the Terran army so they are too far away to do damage while you kill the units closer to you.

If you have a Colossus, you can use Force Fields to keep the majority of units out of range while you kill them from afar with your lasers.

So if you play Protoss, it's very important that you use Sentries to you advantage to win against the early M&M aggression. It won't give you an auto-win though, it will take practice to use Force Fields right and remember to put up that Guardian Shield.

Other Things To Think About

No matter what race you play, you've always got to do a few things to avoid being killed in the early game.

First of all you need a build order to follow. If you just play by feel every game then you aren't making the most of your resources and you could probably have more units out than you do. Watch pro replays and find a build order that you like and practice, practice, practice!

Secondly, knowing what your opponent is doing is very important. Don't stay in your base and hope that your opponent isn't doing a certain strategy. Send troops out once in awhile to scout the map, take Xel'Naga watch towers and check out your opponent's base to see what he's up to. The more of the map that you can see the better!

Third, get to know your units if you haven't yet. By knowing which of your units is armored or light, and what enemy units will do extra damage to them you will have an advantage over people who don't. And not knowing everything you can about the game puts you at a big disadvantage no matter what.

Try this stuff out and let me know if it helps you in your games against those pesky Terran players (like me!)

Great Example of Pro Late Game Terran Gameplay – TvP

I just watched this game and I had to post it, it's one of the longest games I've ever seen! It's a Terran vs Protoss matchup, and there is some beastly macro on both sides resulting in an extremely long game. If you're wondering what to do in the late game as Terran, this is a great match to watch.

As a Terran player, when the game continues on for a long time, it's important to keep the pressure on your opponent wherever you can. Using Medivacs and Marine/Marauder groups is a great way to harass economy and destroy key tech structures in the Protoss base. The Terran player in this game really does a great job of that.

After watching this game, what do you think either player could have done better to secure the victory at an earlier point?

Personally I think Terran could have gotten a huge advantage in the mid game if he expanded and took his a third base a little earlier instead of focusing so much on aggressive micro play. What do you think?

Here's the game, check it out!

Part 1: Terran vs Protoss pro game.

Part 2

Part 3

The Power of MMM in Terran vs Protoss Games

Terran vs Protoss matchups can be very difficult against a good Protoss player. Protoss has quite a few units that are very good against anything that Terran decides to throw out. If you want to go mech Protoss can get Immortals, if you go infantry, they can get Psi Storm and Colossi.

To beat a really good Protoss player you need to use the mobility of MMM to your advantage. Medivacs are extremely versatile, allowing you to drop units anywhere on the map you like then heal them up to help them last longer in combat. This is one of the huge advantages of being Terran in Starcraft 2.

One of the best ways to take the lead over your opponent is to hit them in multiple spots at once. As the Protoss player it can be hard to know how many units to send where and very stressful getting attacked in 2 or more places at once.

Just one Medivac filled with Marines can take out Probes very quickly, devastating the Protoss economy. Alternatively 1 or 2 Medivacs filled with Marauders can take out buildings very quickly. Stim them up and you can even take down a Nexus very fast with just 8 Marauders. Or you can go for Pylons or key tech structures like the Templar Archives to prevent the production of certain units.

To stay alive in this matchup it's important to include a lot of Ghosts to EMP the Protoss shields away and take out High Templar's energy. If Protoss decides to go Colossi, go heavy Marauder to take them out quickly.

Here's a game that shows how you can use Medivacs and infantry to keep your opponent on your toes. It's played by BratOK and Socke, two pro players.

Pro Terran vs Protoss matchup: Part 1

3 Barracks Terran vs Protoss Strategy Against High Templars

This high level Terran vs Protoss game shows some great unit control and infantry battles. The map is Xel'Naga Caverns which is becoming a very popular map for 1v1.

Terran starts off with a normal Barracks, makes 2 Marines then adds a Reactor on it. While the Reactor is building he throws down two more Barracks to add Tech Labs to. This way he gets the long build time of the Reactor out of the way early in the game before he needs a lot of units.

With three Barracks on the field he makes Marines and Marauders for an early push. Terran also makes an early Missile Turret at his ramp to ward off any possible Observers and Dark Templar that may come. Protoss gets a very early Templar Archives for early High Templar to deal with this threatening infantry force.

When Terran sees the High Templar he throws down a Ghost Academy and researches the Moebius Reactor for his Ghosts to give them more energy when they're trained. With Ghosts and High Templar on the battlefield the advantage will go to the player with better micro. Ghosts can EMP or Snipe High Templar while they can fight back by Psi Storming and casting Feedback on the Ghosts.

Terran then techs up to get Medivacs to support his army then expands and does more of the same. This is a great example of how keeping your strategy simple can win you more games. All the Terran player goes for is Barracks units and Medivacs which is very effective. As usual, having good macro is key to winning with this strategy.

Check out the game below and feel free to check out these other Terran vs Protoss strategies.

Part 1: Terran vs Protoss Pro Game

Part 2:

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Photon Cannon Rush – How To Defend It And Counter To Win

If you find yourself in a Terran vs Protoss matchup, then you are in a position to get Photon Cannon rushed. This is a strategy where the Protoss player will build only a Forge, then start placing Pylons and Photon Cannons near or in your base. As a Terran player, there are a couple good ways to defend this that we'll explore.

Terran Cannon Rush Counter Basics

The first thing you need to do to counter the Photon Cannon rush is find out when it's happening to you. Scouting early is essential. Right after you build your first Supply Depot you should send that SCV into your opponent's base or start looking for it (on a 2+ player map).

A sure sign that you're going to be Cannon rushed is either nothing in the Protoss base, or just a lone Pylon and a Forge. As soon as you see either of those you need to find out where he is building Pylons to rush you with. Take an SCV from your mineral line and start searching the dark spots inside your base first, then down the ramp if you see nothing.

Your Barracks should be up soon (if not already) so start making Marines and rally them to the Pylon. As soon as you see the first Cannon go up, attack it with your Marine and a couple SCV's. It's important that you attack the Cannons, not the Pylons. Pylons have 100 more hitpoints and all he will have to do is make another one to power the Cannons.

If he gets one or two Cannons up don't lose hope! Immediately build a Bunker to prevent further Cannons being built into your base. Fill it with Marines then add a Tech Lab to your Barracks and make some Marauders. You should build another Barracks & Tech Lab too to be sure you have enough Marauders.

If the Protoss player puts a Cannon in the right place, it will be able to shoot at your Bunker without getting hit. If this happens take the Marines out of your Bunker and put 2 Marauders in, they will be able to fight back and take out the Photon Cannon. From here it's just a matter of destroying his Cannons without losing too many of your troops.

Once you destroy the Probe, Pylons, and Cannons it's time to move out with all your forces and make your counter attack. The Protoss player will have no army, so you'll probably be able to march right up and take him out.

Countering the Protoss Photon Cannon rush as Terran is quite easy if you keep cool and remember what you just read. The key is to remember to do the normal stuff that you'd do and not let it mess your game up. Keep making SCV's, troops and Supply Depots while you're under pressure and you'll come out on top no problem.

If the Protoss player is more advanced he may just build a few Photon Cannons to contain you while he expands and gets a big army up. If this is the case, you'll need to kill the Cannons then macro hard to keep up with him and take the lead in the game.  To learn more about Macro check out my Starcraft 2 Macro guide.

Terran Rush Defense Basics vs Protoss & Zerg

As a Starcraft 2 Terran player, we are very susceptible to early game rushes. If Zerg or Protoss is rushed it may result in losing a few workers, whereas when we are rushed it could mean losing the game. Marines are pretty flimsy, so you have to do your best to protect them with what you have early in the game.

Then after you survive the early rush you'll usually automatically be in the lead as long as you didn't lose a lot of workers and/or buildings. So then it's up to you to keep your macro up so you stay ahead and can stomp your opponent into the ground in the mid-to-late game.

To learn more about effective macro, check out my free Starcraft 2 Macro guide.

Terran Rush Defense Basics

Many newer players will probably feel most comfortable completely walling off the entrance to their base when up against either Protoss or Zerg players. This way if they send early Zealots or Zerglings, they will be stuck attacking your Supply Depots while your Marines fire on them with impunity.

When up against another Terran player, walling off is generally a bad idea since their units will be able to attack your buildings without getting in range of your Marines.

The key to defending against an early cheese play or rush strategy is to scout early. Unless you're doing a rush build yourself, it's a good idea to scout with the SCV that's building your first Supply Depot.

Once you get in your opponent's base, look for key signs that indicate early rush or cheese.

Terran Rush Defense Against Protoss

Proxy Play: If there are no buildings in your opponents base (except for the Nexus of course) then you can bet that he is doing some sort of proxy play. This means that he is building a Pylon and Gateways close to your base to get Zealots in as fast as he can.

If this happens to you, be prepared to act immediately. Send another SCV to scout around your base and nearby locations to find where it is, and finish off your wall early. If you find that he snuck his buildings into your main base then your wall isn't going to do anything so instead build a bunker next to your Command Center to protect your SCV's. Start building Marines as fast as you can and build another Barracks or 2. If you can fight off this attack you should be able to win easily since it's an all-in sort of strategy.

The trick to fighting off the Zealots is to keep your Marines in the bunker, and repair it with your SCVs. If the Zealots leave to attack something else outside the range of your Bunker, unload the Bunker and chase them. Just don't let them catch you out in the open. Just 3 hits from a Zealot kills a marine.

Zealot Rush: When you scout if you find a Gateway up and being Chrono Boosted with no Cybernetics Core in sight, that's a sure sign of an early Zealot coming to your front door. Finish your wall off quickly and be prepared to micro the Marines you have to fight it if he gets through.

Early Stalkers: If you scout and see a Cybernetics Core and no Zealot you'll probably be encountering some early Stalker pressure. This can be dangerous if you decided to wall off your base, the Stalker will be able to fire on your buildings without getting in range. To fend this off throw a Tech Lab onto your Barracks and make some Marauders to push them back.

Terran Rush Defense Against Zerg

Zerg doesn't have any way to proxy, as I haven't seen a strategy for an early Hatchery + Spine Crawler push yet. So get your scout into their base early to see what they are up to.

Zergling Rush: This strategy has been around since the early days of the original Starcraft, catching unsuspecting players with no defenses and taking early wins. If their Spawning Pool is already up or almost done when you get your scout in their base you better bet that there's going to be some early Zerglings to your base.

To fight this off finish your wall off quickly and get a Marine out to push them back so they can't kill your buildings.

Roach Rush:  This strategy isn't as popular as it was in beta when Roaches were only 1 supply. If your scout sees the Spawning Pool up and one gas being mined, then wander around his base for awhile to see what he's up to. If an early Roach Warren gets put down you'll have to tech up to Marauders to keep them at bay.

A little more popular is the Zergling to Roach transition. The Zerg player will start off with a ton of Zerglings and bait you to get a lot of Hellions and Marines. Then he will quickly transition to a big Roach force that will handily take out your force and destroy your base, so watch out for it!

Baneling Bust: Banelings are extremely dangerous and will take out Supply Depots and Marines really fast. If your scout sees that a Baneling Nest has been built, then you need to reinforce your wall. Just a few Banelings will take out a Supply Depot then you could have a bunch of Zerglings streaming into your base through the hole. Getting some early Hellions to roast them and Marauders to stand in front of your Marines can help you fend off and early Baneling Bust.

Mutalisk Rush: If your scout gets into your opponent's base and see 2 gas Extractors put up, then there's a good chance that he's going to do a 1 base Mutalisk rush. After he gets the Spawning Pool he'll immediately upgrade to a Lair and put a Spire down. You'll need a lot of Marines and/or Thors to fight off Mutalisks. Tech up quickly and keep scouting to be sure that's what he's going for.

Losing to an early rush can be frustrating, but with experience and these Terran strategies you will be able to laugh at would-be rushers and take them down after you fend off their silly tactics.

Again once you defend the rush you need to focus on good macro and making enough units to secure the win. This Starcraft 2 macro guide can teach you how.

Terran vs Protoss – How To Counter The Void Ray Rush

As a Terran player, a void ray rush can be extremely annoying and result in a flat out loss if you don’t prepare for it. If a void ray gets into your base and gets it’s weapon charged and you have no marines to counter it, the game is almost assuredly lost. Don’t let this happen to you! Use this strategy to counter the void rays and move on to win your games against protoss.

Many Terran players will tech straight to marauders to rush their protoss opponents and try to get an easy victory. Protoss has responded to this by getting an early void ray and heading it straight into your base to kill off vital structures. But as long as you’re prepared you’ll be able to beat this early rush easily, having a good Terran build order to follow is key.

The answer to this rush is marines, terran marines can shoot down void rays easily and don’t take a whole lot of damage in return. But marines are pretty fragile and will get taken down easily by an early push of stalkers and zealots.

To combat this problem and win against both attacks, you’ll need to bunker up your ramp and make 3 barracks right off the bat. Put a tech lab on 2 of them and a reactor on one. Reference this terran vs protoss build order for the details.

With a bunker at the front and a group of marines, you’ll be able to hold off any kind of early Protoss attack pretty easily. Add a few Ghosts into your army and you’ll be ready for anything, as you can quickly EMP the Protoss shields and energy away.

One thing you must remember when facing the void ray rush is that when you push out to attack your opponent, you must leave at least 4 or 5 marines behind in your base. A common tactic that protoss can use is to wait for your army to move out and then move in from behind with void rays.

This counter attack can quickly destroy buildings in your base that are key for you to reinforce your army. Keeping just a small number of marines back in your base can easily push them back as long as you are paying attention to what’s going on in your base.

All in all, the void ray rush can be very annoying when done by a good player, but as long as you prepare, you’ll never lose to it again!

Basic Terran Strategy – Forcing Units

As a Terran player, you have a lot of options and strategies at your disposal. Terrans have a wide variety of units to take advantage of and push your opponent back with. Use this strategy to force your opponent to get a certain type of unit that you can quickly transition to counter.

Since Starcraft 2 is a real-time strategy game, it's obviously important to always have a strategy in the back of your mind that you are working on. It's very dangerous to just be a reactionary player and always trying to catch up with what your opponent is doing.

Instead of reacting all the time, stay on the offensive by forcing your opponent to counter your units. As you probably know, some units are much better against other units so you can use this to your advantage. For instance, if you get only marauders and your opponent gets only stalkers, you will win hands down.

To use this to your advantage, you need an early force to push out with and put your opponent on the defensive right away. This can vary depending on what race you're playing against. Here's an example of forcing units in a Terran vs Protoss matchup:

Start out with early Marauder pressure. This is very effective against Protoss because many players will immediately get stalkers so they don't get reaper harassed. Assuming you don't win the game with your early marauder push, your opponent will be on his heels, trying to figure out a way to counter your marauders.

This will likely lead to him getting immortals and zealots since they tear marauders apart. So after your first push, transition into a marine & hellion force. If everything goes to plan, your next push out will completely annihilate his army since he probably won't have many stalkers and will have only light units and immortals (which are terrible against light)

Obviously this isn't the only possible outcome, so you'll have to plan ahead and be creative to come up with other scenarios where you can force your opponent to get certain units.