View Full Version : Protoss counter to MMM
Medos
03-18-2010, 05:33 PM
What's a good reasonable counter to Terran Marines/Medics/Marauders?
Just curious on some good strats
Crisischild
03-18-2010, 05:34 PM
Immortals backed up by Colossi.
Colossi pwn
Medos
03-18-2010, 05:35 PM
Colossi pwn
Maybe I'm still learning how to play Colossi right, but they always seem to get destroyed very quickly. Maybe I need to work at keeping them at max range more, with zealots holding attackers at bay.
micro
03-18-2010, 05:36 PM
Immortals backed up by Colossi.
Colossi pwn
This is going to take to long imo.
Aurum
03-18-2010, 05:37 PM
High Templar.
Crisischild
03-18-2010, 05:38 PM
Maybe I'm still learning how to play Colossi right, but they always seem to get destroyed very quickly. Maybe I need to work at keeping them at max range more, with zealots holding attackers at bay.
They wipe out armies and can be attacked by every unit in the game. They're obviously the biggest target on the battlefield any time they're out. You need to make a wall of Immortals and Zealots to hide the glass cannon behind. And get the range upgrade.
This is going to take to long imo.
In the mean time, cannon the crap up.
Omniance
03-18-2010, 05:39 PM
Immortals backed up by Colossi.
Colossi pwn
This doesn't seem very realistic. By the time you're getting one Colossus they will likely have a very large army of 3M.
micro
03-18-2010, 05:40 PM
They wipe out armies and can be attacked by every unit in the game. They're obviously the biggest target on the battlefield any time they're out. You need to make a wall of Immortals and Zealots to hide the glass cannon behind. And get the range upgrade.
In the mean time, cannon the crap up.
Yeah, I think its a bit of a weakness that they lose power if the pilons are gone. It I take those out the cannon are useless, just keep my medivacs back and gg.
Crisischild
03-18-2010, 05:41 PM
This doesn't seem very realistic. By the time you're getting one Colossus they will likely have a very large army of 3M
You won't get anywhere with that lack of ambition
Yeah, I think its a bit of a weakness that they lose power if the pilons are gone. It I take those out the cannon are useless, just keep my medivacs back and gg.
Obviously that's what a ****load of Warp Prisms are for.
Infected
03-18-2010, 05:43 PM
you think that is bad. Wait until you see a good Ghost user.
Dreyo
03-18-2010, 05:44 PM
And get the range upgrade.
Can't stress enough how important this is, the colossi are terrible without it.
Ohhello
03-18-2010, 05:45 PM
Maybe I'm still learning how to play Colossi right, but they always seem to get destroyed very quickly. Maybe I need to work at keeping them at max range more, with zealots holding attackers at bay.
Chrono boost the shizzle out of the range upgrade and watch for vikings. High Temps when you scout the ghost tech, feedback ghosts, roll.
Terranosaur
03-18-2010, 05:46 PM
Maybe I'm still learning how to play Colossi right, but they always seem to get destroyed very quickly. Maybe I need to work at keeping them at max range more, with zealots holding attackers at bay.
1) you MUST get the range upgrade.
2) you must block for the collusi; either zealots, or if you can afford it zealots + stalkers.; stalkers are great because they can actually stand under the colussus and prevent melee units from walking up to them as well as block the colussus retreat and deter air attackers. sentry with hallucination also helps.
3) micro your collusi. If one is being focus fired, move it back.
4) use the cliffs to your advantage to get them our of range.
5) you need more than one colussus. The beam thing really synergizes well with itself. If you can make 2 colussi thats great -- if you can make 4 they will rain death on just about any ground army in 1-2 sweeps.
Tekkiller
03-18-2010, 05:47 PM
Okay, in most games, I loose to the MMM ball by the time my first Colossus comes out.
In some games (usually when Terran is slow) I have 1 or 2 Colossi out by the time the MMM stampedes through my base. If I'm lucky I can turn it around, but more often then not I can't.
In those games where I already have 3 Colossi in the time it takes the MMM ball to get to my base I have essentially won the game.
Somehow I think that's pretty lame.
Granted, I'm only bronze, but why is it so hard for me (tech to Colossus and get 3 plus range upgrade) to counter a strat that is so stupidly simple (pump MM then add 2-3 medivacs)?
Gokanjin
03-18-2010, 05:48 PM
Colossus w/ range upgrade (increase from 6 to 9) or high templar w/ psi storm. Or you can have both with an upstanding army.
The problem is that the counter to marines/mauraders (which is immortals/colssi) takes too long to get
6-8 mins into the game and you get hit with a large group of marines/mauraders and theres nothing toss can do to stop it
Gemini
03-18-2010, 05:50 PM
Its kind of sad that the protoss counter to t1 units is t3.
Maybe I'm still learning how to play Colossi right, but they always seem to get destroyed very quickly. Maybe I need to work at keeping them at max range more, with zealots holding attackers at bay.
Exactly
Collosi are squishy,but they do damage
As long as you have zealots and sentries backing them up the MMM will die.
EDIT:also get the range upgrade
Gemini
03-18-2010, 05:52 PM
Exactly
Collosi are squishy,but they do damage
As long as you have zealots and sentries backing them up the MMM will die.
EDIT:also get the range upgrade
So protoss need to put 1100 minerals and 1000 gas and spend 150 or 200 gas per unit to counter a t1.5 army?
Thats collosus and high templar requirements after cybernetics core.
So protoss need to put 1100 minerals and 1000 gas and spend 150 or 200 gas per unit to counter a t1.5 army?
Thats collosus and high templar requirements after cybernetics core.
MMM is a tier 2 army minimum,and requires more upgrades along the way
Toss do not NEED collosi to win,just to beat MMM at critical mass.MMM should not reach this point before Collosi is out.
If they do then you need to scout your base and cover dropship attacks.Your army will have the advantage in any landing battle.Do not hide at the choke of your base after early game because Terrans will have an advantage here due to your Zealots being choked.
Poolatka
03-18-2010, 05:54 PM
build a reaver....
wait...
no, in all seriousness... Zealots with charge to tie them up quickly, and drop some high templars in the mix...
also, i see a lot of mmm balls running around without detection... a couple DTs just tear them up.
Soulreaver
03-18-2010, 05:55 PM
i had a hilarious game where i tried to go fast tech to colossi vs a terran. needless to say, he came to my base well before i managed to get one out. however, i had warp gates researched and just used sentry force fields to block them out, and warped more in when the ones i had ran out of energy. i was able to perma wall a guy outside my base for about a minute for my colossus to build and rolled over him.
i had a hilarious game where i tried to go fast tech to colossi vs a terran. needless to say, he came to my base well before i managed to get one out. however, i had warp gates researched and just used sentry force fields to block them out, and warped more in when the ones i had ran out of energy. i was able to perma wall a guy outside my base for about a minute for my colossus to build and rolled over him.
Now THAT is good gameplay
But did he not have medivacs?If he did he coulda just flown over.And if he didn't you probably woulda won if you had sentry ranged shield and immortals.
don't get me wrong,sweet strategy,just dunno if you needed it :)
Soulreaver
03-18-2010, 05:57 PM
nah he didnt have medivacs yet. i think he was just aiming to stomp me with a massive ground force or something. i skipped immortal completely and just rushed out a colossus while he was waiting for a down time in the force field. too bad the strat doesnt work on maps with a wider choke =/
Scion
03-18-2010, 05:58 PM
Early immortals/sentry backed up by lots for early push, make sure you use bubble before emp goes off; or keep sentry at the back until hes done emping the @#!! of your army.
Templar seems like a better option than colossi in PvT at the moment because Colossi will lead to terran building vikings and that could potentially cause some headache with harass ect.
Ilmari
03-18-2010, 05:59 PM
Luckily Stalkers rip up Vikings, so as long as you're building a balanced force you should do alright.
So you should have:
A) Meat shields = Zealots.
B) x2 minimum Colossi for anti-marine spam (Don't go attacking til you have 2)
C) A few Sentry's for tricks.
Having at least one Sentry early to block off your ramp from attack buying you more time is a must.
Open area = friend to melee. But you'll find Marines are faster than Zealots early game so you need to have Sentry's to trap marines so they can't kite your Z's.
If you're teching to Colossi, you can't ignore standing troops, you need to maintain an army. One way is to go more Zealots/Cannons (and save the gas for the Colossi & a few Sentry's).
-Ilmari
PS: If you see him making Vikings, that's when you'll want to go Stalkers till I see or know he's going Vikings.
Stevenash
03-18-2010, 06:00 PM
whats worked like a charm for me is immortals/sentries/stalkers
immortals take reduced damage from marauders and sentries reduce ranged damage by 2.
I also like to have a few stalkers in the group to help the sentries take down the medics
Lykos
03-18-2010, 06:01 PM
Maybe I'm still learning how to play Colossi right, but they always seem to get destroyed very quickly. Maybe I need to work at keeping them at max range more, with zealots holding attackers at bay.
Well to put it simply, you will not have enough robotic facilities to use up all your minerals. Back up colossi with zealots stalkers and immortals. It's not like you have to have a ton of colossi, but just keep chrono boosting the robotic. Since it make production 50% and colossi take a while, you're getting a huge benefit out of chrono boost
Immortals will do tons of damage vs marauders zealots will absorb some damage while the colossi just eat it all up. Stalkers will counter the medivacs and also do extra vs marauders too. also I would try and get the thermal lance upgrade eventually so you can WTF pwn mass turrets without being hit.
If you're expanding right and making good use of money, you should, at some point have air units coming to help. You don't want him to counter with air and kill your colossi.
Antpile
03-18-2010, 06:02 PM
Its kind of sad that the protoss counter to t1 units is t3.
this is almost irrelevant for toss though since they can go up any one of their tech trees so quickly. I've rushed a guy before when stimpacks finished (like, i dunno, 7 or 8 minutes maybe) and he already had a colossus on his ramp with a few cannons and like 5 lots. More than enough to roflstomp my small MMM ball.
when i watched the replay, he just made lots out of one gate with a few cannons while he rushed colossus. He also built 2 robo bays, so just a few seconds behind my failed push were 2 more colossus. Needless to say, it was gg right there with 3 colossus that early.
no. all they need to counter that is zealots with charge.
phoenix
03-18-2010, 06:04 PM
Originally posted by Medos.szk
What's a good reasonable counter to Terran Marines/Medics/Marauders?
Just curious on some good strats
Colossi will do what you are looking for. Forget about the immortals.
So protoss need to put 1100 minerals and 1000 gas and spend 150 or 200 gas per unit to counter a t1.5 army?
Thats collosus and high templar requirements after cybernetics core.
Since medivacs are tier 2.5 I would say no, you don't.
Pewpewlazors
03-18-2010, 06:06 PM
What's a good reasonable counter to Terran Marines/Medics/Marauders?
Just curious on some good strats
Against MMM and any terran, I'd tech to Psi storm asap. Pretty much counters em big time.
As far as units, get some Zealots, stalkers, and a colsi followed with some HT's for psi storm
Since medivacs are tier 2.5 I would say no, you don't.
medivacs are tier 3 ?
rax -> factory -> starport
i may be wrong though. using 'tier' with anything but zerg doesn't really make much sense to me.
Draemos
03-18-2010, 06:08 PM
Its kind of sad that the protoss counter to t1 units is t3.
Marauders and Medivacs aren't T1.
Nasdrova
03-18-2010, 06:09 PM
I think the most underrated addition to any early game protoss army is the sentry. The force field and the shield if used well can turn a zealot/stalker underdog into an even fight and perhaps even turn the tide in your favor. They are relatively cheap and easy and you don't need to 'mass' them to be effective.
I would also argue that immortal can be huge help and are certainly easier to get than colossus.
I'd also make a case to have a few phoenix in the mix as well to try and snipe the medivacs.
DK/DT are a good option if you are interested in going that direction. If not, I think we've laid out some other good options for you to try out.
Above all, scouting is your biggest friend, otherwise you could be prepping for one of the above, and then have your mineral line get wiped by marauders flying into your base, or vikings flying in or invisible banshee.
MMM is easy counter
Zealots+sentries+immortals (if u want stalkers also not bad)
But if they add Ghost to this
then pretty much sentries get pwned same as immortals
Then u need to get like High templars and maybe collusus later on
Valfor
03-18-2010, 06:11 PM
Sentries, you can hallucinate colossi to buy some time, keep them frightened until you get the real deal
Gokanjin
03-18-2010, 06:12 PM
Since medivacs are tier 2.5 I would say no, you don't.
Medivacs are just tier 2 they don't require a tech lab to make it.
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