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                | Author | Thread |    |  |  
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                | 7VlesSiah 
 
  
 Joined: 16 Feb 2001
 Posts: 2456
 
 | Toss Vs Terran Bio I'm looking for high level replays of toss vs terran bio.   The progression of marine marauder push at the start into a bio ball with medic transports. 
 I have trouble fighting both attacks especially the MMM ball.  I get beat by people ranked far lower than me on ladder by simple MMM balls.
 
 What have I tried?  I don't like the collossi tech because  the vikings/stim marine seem to own them too easily.  I can hold off the first push with heavy stalker, a few meat shield zealots and immortals.  I then transition into templars with storm but this does not seem to be enough.  Stalker, templar, immortal doesn't seem to be enough to beat a MMM ball that has like 4 medic vacs. I keep storming and storming but they just heal up.
 
 I'm rank about 20 diamond.  Terran are just pwning me.
 _________________
 I have hacks in my brain and I use them.
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                |  Thu Aug 05, 2010 3:55 pm |  |  |  
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                | Frostbitten 
 
  
 Joined: 20 Mar 2009
 Posts: 631
 Location: denver, co
 | sentries with hallucinations of colossus would probably help a lot, they stim to focus down your colossus but when they run by you force field to prevent them from running away again and you get so much free time to attack... just a theory anyway, i'll probably try it next time i 1v1 a terran as toss
 zealots, sentries and hallucinations of colossus
 _________________
 --Frostbitten
 
 http://YouTube.com/war2combat | http://YouTube.com/FrostbittenWarcraft | http://www.denverchess.com | http://www.BureauA.com
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                |  Thu Aug 05, 2010 4:52 pm |  |  |  
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                | ~Dakine..HeX 
 
  
 Joined: 15 Sep 2000
 Posts: 4062
 Location: salt lake city
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quote: 
  Originally posted by Frostbitten
 sentries with hallucinations of colossus would probably help a lot, they stim to focus down your colossus but when they run by you force field to prevent them from running away again and you get so much free time to attack... just a theory anyway, i'll probably try it next time i 1v1 a terran as toss
 
 zealots, sentries and hallucinations of colossus
 
 
 i did this in beta, against good people sometimes you have to build a robotics bay and allow them to scout it.
 
 but yeah sentries rape face, i almost want to buy sc2 because sentries are so OP and i was beating everyone with sentry+stalker blink just about every game
 
 or void ray proxy all in ~
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                |  Thu Aug 05, 2010 6:42 pm |  |  |  
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                | NachoCat 
 
 
 Joined: 23 Jun 2008
 Posts: 1436
 Location: Phoenix/Hawaii
 | is this french or russian? |  
                |  Thu Aug 05, 2010 6:44 pm |  |  |  
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                | Sypher 
 
  
 Joined: 18 Sep 2000
 Posts: 5698
 Location: Detroit, MI
 | Re: Toss Vs Terran Bio 
  
quote: 
  Originally posted by 7VlesSiah
 I'm looking for high level replays of toss vs terran bio.   The progression of marine marauder push at the start into a bio ball with medic transports.
 
 I have trouble fighting both attacks especially the MMM ball.  I get beat by people ranked far lower than me on ladder by simple MMM balls.
 
 What have I tried?  I don't like the collossi tech because  the vikings/stim marine seem to own them too easily.  I can hold off the first push with heavy stalker, a few meat shield zealots and immortals.  I then transition into templars with storm but this does not seem to be enough.  Stalker, templar, immortal doesn't seem to be enough to beat a MMM ball that has like 4 medic vacs. I keep storming and storming but they just heal up.
 
 I'm rank about 20 diamond.  Terran are just pwning me.
 
 
 How can you afford stalkers, immortals, AND templar gas wise?  Seems impossible.  Your macro must be slipping, which probably contributes quite a bit to outcome.
 _________________
 "I tend to thougoughly enjoy my encounters significantly more with 120+ types, as I find them more stimulating. 100-110 people are okay too operating at full capacity." - Paper_Boy
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                |  Thu Aug 05, 2010 7:01 pm |  |  |  
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                | Kyr.Luoson 
 
  
 Joined: 01 Oct 2008
 Posts: 1696
 
 | 2 base that's how,  you cant support templar without 4 gas
 Messiah, try feed backing the medivacs not just using storm = no heal
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                |  Thu Aug 05, 2010 7:46 pm |  |  |  
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                | Sypher 
 
  
 Joined: 18 Sep 2000
 Posts: 5698
 Location: Detroit, MI
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quote: 
  Originally posted by Kyr.Luoson
 2 base that's how,  you cant support templar without 4 gas
 
 Messiah, try feed backing the medivacs not just using storm = no heal
 
 
 Even with 2 base gas, i think it would be impossible to be constantly pumping stalkers, immortals, and templar.
 _________________
 "I tend to thougoughly enjoy my encounters significantly more with 120+ types, as I find them more stimulating. 100-110 people are okay too operating at full capacity." - Paper_Boy
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                |  Thu Aug 05, 2010 9:19 pm |  |  |  
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                | BanMe 
 
  
 Joined: 24 Jul 2003
 Posts: 2472
 
 | 
  
quote: 
  Originally posted by Sypher
 
 
quote: 
  Originally posted by Kyr.Luoson
 2 base that's how,  you cant support templar without 4 gas
 
 Messiah, try feed backing the medivacs not just using storm = no heal
 
 
 Even with 2 base gas, i think it would be impossible to be constantly pumping stalkers, immortals, and templar.
 
 
 i ditch stalkers whenever possible vs terran.  They are best early game.  If you ever really "need" them , you should have forseen that possibility and just have enough gateways to warp in a nice round of 6-7.  Otherwise agreed, your gas is so much better spent elsewhere, at least for the critical mass of ownage units (voidray/colossus/templar).  After that you can easily add in some stalkers, not to mention they are very fast so catch up to your army quick, thus are even better as "reinforcement" units in that regard.
 _________________
 Kanuks - The fact is you and foonew tried a double gay on me and ended up being BOTH behind me. Enough fucking said.
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                |  Thu Aug 05, 2010 10:42 pm |  |  |  
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                | Sypher 
 
  
 Joined: 18 Sep 2000
 Posts: 5698
 Location: Detroit, MI
 | marine marauder medivac_________________
 "I tend to thougoughly enjoy my encounters significantly more with 120+ types, as I find them more stimulating. 100-110 people are okay too operating at full capacity." - Paper_Boy
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                |  Fri Aug 06, 2010 12:26 am |  |  |  
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                | turtleman@can 
 
 
 Joined: 08 Apr 2003
 Posts: 8841
 Location: Canada
 | why not just make 500 vikings, they attack land and air. |  
                |  Fri Aug 06, 2010 11:03 pm |  |  |  
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                | kublikhan 
 
  
 Joined: 11 Jul 2003
 Posts: 2849
 Location: Schaumburg, IL
 | 
  
quote: 
  Because siege tanks would own them on the ground.Originally posted by turtleman@can
 why not just make 500 vikings, they attack land and air.
 
 _________________
 Give me a lever long enough and I shall move the world. - Archimedes
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                |  Sat Aug 07, 2010 2:14 pm |  |  |  
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                | 7VlesSiah 
 
  
 Joined: 16 Feb 2001
 Posts: 2456
 
 | I still get pwned.  My micro and in game decisions are off I think.  I always want to engage when I shouldn't.  Once I figure it out I'll be godly in every match up._________________
 I have hacks in my brain and I use them.
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                |  Sat Aug 07, 2010 7:07 pm |  |  |  
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                | BanMe 
 
  
 Joined: 24 Jul 2003
 Posts: 2472
 
 | Found a strat I'm comfortable with.  Pretty much void rays into zealot legs, and pump zealot armor.  From there you can do whatever seems appropriate- I've been working towards this strat using void+zealot legs but only thought of the armor thing recently.  Thing about the AI is it doesn't auto target air, so basically your void rays are free to own unless he gets a ton of vikings, and zealots soak up infantry damage pretty well while void rays kill all (esp with the armor).  And if he gets a ton of vikings, so far seems ok since void rays still do ok against them and you should mop up the ground if he doesn't have full bio support. 
 I'm thinking of ditching templars until I get to 3 base, 600 gas just to get your first templar out with storm and energy upgrade (pretty much need that for templar to be worth it).  Here's the last couple
 
 http://www.sc2replayed.com/replays/55206-1v1-terran-protoss-xelnaga-caverns
 
 http://www.sc2replayed.com/replays/55208-1v1-terran-protoss-scrap-station
 
 
 Oh yeah one is on my 2nd account, Ash code 571 - Got an extra copy through work.
 _________________
 Kanuks - The fact is you and foonew tried a double gay on me and ended up being BOTH behind me. Enough fucking said.
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                |  Thu Aug 12, 2010 7:18 am |  |  |  
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                | turtleman@can 
 
 
 Joined: 08 Apr 2003
 Posts: 8841
 Location: Canada
 | here's a fun game me and frostbitten played last night 
http://www.sc2replayed.com/replays/55326-2v2-terran-zerg-scorched-haven
 
 frost held them off with drops for most of the game until I dropped an atomic bomb of muta rape on them
 
 also never play your placement matches at 5 am, we ended up in bronze rofl I think this is one of the two games we actually won.
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                |  Thu Aug 12, 2010 12:49 pm |  |  |  
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                | 7VlesSiah 
 
  
 Joined: 16 Feb 2001
 Posts: 2456
 
 | 
  
quote: 
  Originally posted by BanMe
 Found a strat I'm comfortable with.  Pretty much void rays into zealot legs, and pump zealot armor.  From there you can do whatever seems appropriate- I've been working towards this strat using void+zealot legs but only thought of the armor thing recently.  Thing about the AI is it doesn't auto target air, so basically your void rays are free to own unless he gets a ton of vikings, and zealots soak up infantry damage pretty well while void rays kill all (esp with the armor).  And if he gets a ton of vikings, so far seems ok since void rays still do ok against them and you should mop up the ground if he doesn't have full bio support.
 
 I'm thinking of ditching templars until I get to 3 base, 600 gas just to get your first templar out with storm and energy upgrade (pretty much need that for templar to be worth it).  Here's the last couple
 
 http://www.sc2replayed.com/replays/55206-1v1-terran-protoss-xelnaga-caverns
 
 http://www.sc2replayed.com/replays/55208-1v1-terran-protoss-scrap-station
 
 
 Oh yeah one is on my 2nd account, Ash code 571 - Got an extra copy through work.
 
 
 Interesting.  You play for 2nd base play basically.  You load on probes and sorta play a rope dope style till you get your expansion.  I've been cutting probes after 24 as the minerals and gas is fully saturated at that.  When I get my expo I chrono from both nexus and quickly saturate the minerals.
 
 I'm wondering how your strat will do versus a hard push where he continues to re-enforce his attacking units.  I'm also unsure about what upgrades do well against terran.  Zerg I always upgrade my attacks because there is obvious benefits.  With Terran I don't upgrade anything other than spells like legs and storm.
 _________________
 I have hacks in my brain and I use them.
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                |  Thu Aug 12, 2010 4:59 pm |  |  |  
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                | BanMe 
 
  
 Joined: 24 Jul 2003
 Posts: 2472
 
 | 
  
quote: 
  Originally posted by 7VlesSiah
 
 
quote: 
  Originally posted by BanMe
 Found a strat I'm comfortable with.  Pretty much void rays into zealot legs, and pump zealot armor.  From there you can do whatever seems appropriate- I've been working towards this strat using void+zealot legs but only thought of the armor thing recently.  Thing about the AI is it doesn't auto target air, so basically your void rays are free to own unless he gets a ton of vikings, and zealots soak up infantry damage pretty well while void rays kill all (esp with the armor).  And if he gets a ton of vikings, so far seems ok since void rays still do ok against them and you should mop up the ground if he doesn't have full bio support.
 
 I'm thinking of ditching templars until I get to 3 base, 600 gas just to get your first templar out with storm and energy upgrade (pretty much need that for templar to be worth it).  Here's the last couple
 
 http://www.sc2replayed.com/replays/55206-1v1-terran-protoss-xelnaga-caverns
 
 http://www.sc2replayed.com/replays/55208-1v1-terran-protoss-scrap-station
 
 
 Oh yeah one is on my 2nd account, Ash code 571 - Got an extra copy through work.
 
 
 Interesting.  You play for 2nd base play basically.  You load on probes and sorta play a rope dope style till you get your expansion.  I've been cutting probes after 24 as the minerals and gas is fully saturated at that.  When I get my expo I chrono from both nexus and quickly saturate the minerals.
 
 I'm wondering how your strat will do versus a hard push where he continues to re-enforce his attacking units.  I'm also unsure about what upgrades do well against terran.  Zerg I always upgrade my attacks because there is obvious benefits.  With Terran I don't upgrade anything other than spells like legs and storm.
 
 
 As far as when to cut probes on one base - 24 on mins, 6 on gas - 30 total
 
 If they keep pushing just gotta use your cliffs to your advantage as much as possible.  Notice I got a fast robo on the 2 player map - the game before I got banshee rushed hard, like when i hit his base with 2 void rays.  Since you can't really scout a terran I figure the observer is simply essential given that possibility.  If you keep it away from his marines it helps alot in knowing when / what to build to skate by as you expand and build up tech.  Do the math on the armor upgrades - with void rays he'll be getting lots of marines, every +1 armor upgrade gives your zealots about 15% damage resistance against marines when shields are gone, and 10% resistance against marauders.  Pretty damn worth it.
 _________________
 Kanuks - The fact is you and foonew tried a double gay on me and ended up being BOTH behind me. Enough fucking said.
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                |  Thu Aug 12, 2010 7:05 pm |  |  |  
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                | 7VlesSiah 
 
  
 Joined: 16 Feb 2001
 Posts: 2456
 
 | I don't think that void rush can be a standard opener.  I had moderate success with it but it is flawed against certain unit compositions if they scout it and react.
 Thanks to kublikan, I found a way to get past the early stages.  I find going 1 rax into robo works.  Basically if they are going any build with marauders you get immortals and mass zealot.  I then tech into zealot legs and then colossi.  I only expand if I won a major battle, he expanded, or my colossus is out.  I then tech into templars.
 
 Thing to watch out for is that before zealot legs your army is pretty immobile.  only push if he is super weak because the terran bio micro will pwn your army.  He can just keep stop shooting your shit and you'll take major losses.  Even with zealot legs it can be difficult if he is pressing hard and you don't have a colossi yet.
 _________________
 I have hacks in my brain and I use them.
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                |  Fri Aug 20, 2010 7:41 pm |  |  |  |