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#1 Comidus[2004]
I'm sick of people whining about rushes. It is a tactic, one you must be prepared for. You cannot expect a "friendly" game from two strangers, especially not two from the same clan. They will almost surely rush one of you. Once the game starts, anything goes (short of hacking). Deal.

However, I do agree with you about the difficulty with Terran. I try to go random, but it is always "I hope I don't get stuck with the humans." Biggest gripe I have is the extremely low cost for Storm. 75 is crazy. But, I will continue going random, and occasionaly trying out new Terran tactics on the computer for practice. One day my skills, and yours, with Terran will be sufficient to overcome those pastel alien scum-suckas.

#2 -=1999=-[2008]
Well u had a sci facility. Get EMP. EMP the templar on the cliff then drop. Or go in with wriaths after the EMP then drop . And that sci facility could have had a covert ops. One ghost one nuke for a drop would have worked. If tank droping with only one ship, get two tanks and use wraiths to block a drop. The dropship can be a spotter for the tanks.

#3 PR()T()$$[2013]
WOOHOOO I'm famous ppl mension me it lots of BRs here:)
#4 JSH[2018]
More like infamous instead of famous.
#5 StimmedCorsair[2021]
It's not so much the rush I was angry about, the fact that he rushed and said he did it BECAUSE I double hatched, he rushed not because I double hatched, he rushed because he just decided it. As for friendly games, nohunters games tend to be more friendly than most pubbies. As for the sci facility and nukes, I was short on gas all game, tanks, sci vessels, they arent cheap gaswise. Not to mention I had the crap spot on temple, so no nuke silo add on for your natural. As for the emping the templar, duh I shoulda did that =p It woulda helped immensly if I got a drop off.
#6 ralessi[2028]
Ok dude, do NOT EMP the templar, IRRADIATE IT!!! OMFG if you EMP it the energy comes BACK!!! Grrr... why not just waste 150 gas instead??? Also, when I'm terran v toss(I basically mess around i suck with terran) I get like mass vessels and EMP EVERYTHING!!! hehe it is funny =]
#7 [SA]Saldar (alias Syncmaster_6Ne)[2030]
Well, if I saw a large force of goons/zeals, I would have cranked about 8 tanks with 3 groups of rines and meds mixed together and sv's to kill high temps and spot and detect. This is excellent vs toss(before you let him get carriers! wtf is with that? well, just asking =P)
you should have got better reconn than that, so you'd know what to go for. To me, it sounds you looked at his expans and thats all. What's that gonna tell you? Oh well, I mean no offense by anything I say, I just get a lil' excited when it comes to show that imbalance is fake. Somebody's gonna come on here and say stuff about what I said, but dats ok wid me =)
SA Rulz 4 eva!
Saldar


#8 StimmedCorsair[2049]
EMP, irradiate, if u emp and follow up with a drop quickly the templar won't have the mana do do any good. Actually emp is better in this case IMO. IF you irradiate, they get the under attack message, and it tells them something is up. If you emp no message is sent, so then you drop them. You set up siege and attack. HE says "no problem I'll storm." So he selects the templar, and hits T, and gets a non enough energy message. This causes panic, which is a good thing I never thought to do in the past. Then you wipe the templar with any units you want. Panic is a good thing, a paniced opponent doesn't build as well or expand as well as they usually do, unless you're a rare person who is cool under pressure. Tanks on cliffs is a rather effective form of pressure =)
To Saldar:Ok, you do that. By the time you crank out that kind of an army and drudge along to my base I could have carriers easily. As for all the marines psi storm will wipe the floor with them. On temple it's EASY to psi storm things because when they are tank pushing you can storm from the cliff and almost always wipe out tons of troops. Well, you wipe out my exp, I'm not concerned, I still have carriers, and with psi storm I can delay you immensly. While your microing your tank push you're not building or expanding, if you are, then that makes it easier to psi storm your stuff, or use the carriers to hit and run the tanks. On temple anyway, tank pushing a protoss sucessfully is S L O W. You need perfect micro, one slip and a storm will wipe out many many marines. I could expand somewhere else while your doing this easily. That's the only gripes I have with that. Btw this is not a flame so don't take it as one =)
#9 Sud[2111]
My usual way of fighting Protoss goes like this. 1st make sure there the Protoss isn't trying to cheese cannon you. I really have a gripe with this, I hate the cancel option. Hate it. If you don't find the offensive cannons in time, you're in big trouble. If you do, though, the Protoss just goes "oh well time to cancel. worth a shot I lost very little anyways". Second of all, EARLY scouting. When I play Ashrigo, I get 3 SCVs out to the player starting points. 2 will sit there at the expansions to look for Protoss Nexuses warping in (if they do you MUST get rid of the probe QUICK. One SCV isn't going to stop a buttload of Cannons warping in). Use whatever number you can on the map. When you got 4 marines, try and find some point of containment for the Protoss, on Temple, you might want to try the area just outside his natural. You HAVE to keep the Protoss off an expansion. If they get an expansion it's pretty much GG time, as a lame amount of Corsairs with Cheese Web and Carriers clear the map. At this point the protoss will try and do 2 things. If he's a Zealot rusher, you're going to want to take your 4 marines and SCV and hide them off somewhere. You're going to need bats. Against a Protoss, I build the Academy and Gas right after the second barracks. If the Zealots are getting into your base, a bunker near or in your SCV line will help. Make sure your base is built tight, so that the Zealots have to run around buildings and so they can't pick at out of range buildings. Once you've got firebats, stim, and a few medics, proceed to clear out the zealots, firebats just mop them up without problems. Get the bats into his choke, and you'll be ok. The second thing the Protoss might do is go for DTs. This is not big problem, a missile turret will do. If you're building vessels for the sole purpose of detecting Dark Templars, you're wasting a lot of money, money much better spent making tanks. With a good amount of tanks, firebats with marines and medics, you need not fear much from the protoss. Only thing you really need to check for is templars and Reavers. If you see a templar coming to try and cast "skill storm" on you, get your marines and medics out of there. You'll usually be warned by other units attacking, so you don't have to fear the templar getting a sneak storm on you, but if you see one coming in the rear of an attack, get the infantry away. Tanks can stay seiged, they can be repaired by the SCV. Of course, if he just sends a templar at you, you can laugh at him as his temp gets shelled into oblivion. And of course Reavers, the Protoss will most likely load these into a shuttle and try and drop it on your base. Always have a good cover of seige tanks to counter that. You shouldn't have a problem counterring the protoss once they're contained because of our age old friend COM-SAT. Seriously, I would go so far as to say this thing is the most useful thing the game. For 50 energy, you know what Mr Overpoweredtoss is going to throw at you, and you can build units to compensate. Protoss players who are tanked into their base typically panic, and start producing spellcasting units like dark archons and stuff. Don't forget tho, major investments for a protoss who only has one base. Worry mostly about cheese web, and spread your tanks out if you see corsairs being built. Lots of Protoss will mass goons and go for a web assault. Tanks that are spread out (and of course unseige any tanks in a web and move them somewhere less lame) will annoy the protoss to no end. And of course, always use Terrain. If you play ashrigo, you don't know how helpful that high ledge with a gauntlet of tanks on it is at stopping protoss.

Any carriers/scouts coming out of a single base will be paltry, and a skeleton crew of Goliaths or perhaps a few ghosts with lockdown will stop that noise quickly.

Point is, DON'T LET THE PROTOSS EXPAND! Which will win, a horde of cost effective units, or a horde of overpowered expensive units. If you don't do anything else, keep the expansions monitored and com sat so you know what he's doing every step of the way.










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