Advertisement
 

Membership

 

Advertisement

 

Search

 
Forums \ Strategic forum \ Terran Late Game
1 year ago

Beats_MC

Terran Late Game (630 reads, 13 replies)
Hi guys,

I have realised that I have a pretty terrible Terran late game and am looking to improve on it. I'm fine early/mid game, getting out a fast m&m, tanks, goliaths etc.. But when it's progressed into late game I just don't know what to do.
I get science vessels and wraiths and tanks, but besides that I always seem to get my arse kicked. Tanks are brought down by zealots and storm, my numbers are usually overwhelmed. The only way I seem to be able to win late game is drops and nukes and things.
What is a Terran's most useful late game unit combo, and how can I get the upper hand in a game, e.g. break into a turtled base.

Thanks
Quote  
 

1 year ago
#1

xmShake

  1
Jesus christ,

First of all your unit combonations are VERY wrong.

For TvP you should be going VULTURES and TANKS
No marines.. wriaths.. You basically go vults and tanks the entire game
If you see arbiters, add a FEW gols, and MAYBE vessel with emp if gass allows.
If you see carriers, upgrade missle range and go GOL TANK with a group of vultures.

In TvZ you should be aiming to get Marines, Medics, Tanks, And science vessels with irradiate. - later in game dropships are included for expo raping.
By late game you should have a lovely ball of vessels that will irradiate any and all zerg units to thier green gassy deaths.

TvT - The core of your army should always be seige tanks. What you pair them with is up to you. Gols, Wriaths, and early vultures can all be good. In late game you should be considering BCs if you have the money.

Terran race usually has 1-2 core units in each matchup with various units that can be added on to strengthen thier power. These unit basically stay the same the entire game and you don't switch your unit combos often.

Now that that is out of the way, improve hotkeying, macro, micro, apm etc the usual
Top of the page   Quote  

1 year ago
#2

BoxeR_Micro

  2
Build more exp, more factory, more rax. Improve your macro, In late game terran limit > all.
Top of the page   Quote  

1 year ago
#3

Leeuwen

  4
In every matches, late game ---> Battlecruisers !!!!
Believe me, and don't listen player who say " that"s noob". Battle is a unit so you are allow to take it ; plus it's really effective !!

TvT ---> usually 30 min of game you can make battle to pwn tank/goliats army, and a lot of good players do this.

TvZ --> lot of people miss that tha battle cruiser is a nightmare in ZvT. I usually win when i do it; and i remerber a replay (nada vs ameba) , nada won in a really bad situation with Battle/irradiate combo.

TvP ---> Really effective too. Battle destroy goon 3-3-3, and pwn carriers.
The only thing you must be careful in this matchup is "storm". but you also can add vessels with EMP. Many players call me " noob" inthe end cuz i really like this unit and players who know how to good counter this are not a lot.

So, my answer to your question is Terran late game ---> Battlecruiser 3-3 with yamato. and , if you want, vessels with the right upgrade

GG HF GL
Top of the page   Quote  

1 year ago
#4

Lord_of_Chaos

  17
leeuwen, if your opponent allows you to make that HUGE investment in BCs in both tvp and tvz, he simply is way behind in the game or simply sucks. In some rare cases BCs are viable in tvz, but never in tvp due to storms and goons.
Top of the page   Quote  

1 year ago
#5

mcarthur

  1
I've found that a SMALL squad of ghosts with lockdown and energy upgrades do wonders in TvT and TvP. One or two such ghosts do WONDERS for minimizing (or completely negating, if you're fast enough) the damage you take from drops or minor harassment.
Top of the page   Quote  

1 year ago
#6

ostojiy

  3
Only problem 5 is the fact that you have to have a crapload of gas, and micro to be able to do that.
Top of the page   Quote  

1 year ago
#7

mcarthur

  1
2007-09-29 05:39:37, Ostojiy wrote:
Only problem 5 is the fact that you have to have a crapload of gas, and micro to be able to do that.


We're talking about late game, so I'd hope gas would be in ample supply. Also, you don't need a "lot" of micro. A single ghost can easily lockdown a signle shuttle/dropship. If it was a small harass, you stopped it. If it was a major drop (4 or more transports) and you just manage to get one, you at the very least buy yourself some time, and possibly kill the transort along with all the units on it. Add energy ups and good micro and things become even more cost efficeint/effective.
Top of the page   Quote  

1 year ago
#8

exigent

  2
The battlecruiser post is not accurate at all, and should be taken with a grain of salt. The reply dealing with ghosts/lockdown is also pretty ineffective advice to give you, so I wouldnt go out practicing that either.

Terran late game is mostly about multitasking. Heres a quick outline for each matchup you take part in:

TvT

TvT mid to late game usually is composed of a few things. Many players opt for late game mobility, and tend to base their strategy on massive drops. This allows them to overcome any sort of seige tank blockade in the map, and offers an easy way into an opponents main/natural. Usually, if the mineral line is not available, you can drop your tank/goliath army near his factories. When a large amount of tanks are seiged up, its extremely hard for someone to break it. the only effective way of stopping someone from dropping and seiging your mineral line/factories would be to counter drop. This is why late game, dropships are important. Of course you will still have the tank lines, that allow you to take your side of the map. So while dropping, its good to push your tanks as far as you can, with nice turret support. This allows you a line of map control. Anything behind that line, you take, and secure. Battle cruisers are actually somewhat common in late game TVT, so scan often, and prepare for this possibility (goliath or wraith).

TvZ

TvZ late game is usually dependant upon what the zerg player is deciding to throw at you. Actually there are a few possibilities.

1)Ultra/ling/Dark swarm : This is a fairly common late game strategy, and is by far one of the hardest to deal with. Darkswarm makes his army very strong, and extremely mobile. Tanks can work, but on open spaced maps, they usually dont do too well. Personally, I would upgrade spider mines, and add a 2nd starport, concentrating on Science Vessel production. irridate is very strong, and vital to stopping his advancements. Scan often, and look for defilers. Once you spot them, do a fly by, and irridate. use spare irridates on his ultralisks. If he has an abundance of scourge, I would advise caution.

Remember to lay spider mines as much as you can. Constantly search for his expansions with dropships, and harass his army, keeping it low. Vessels should try and get as many free kills as possible, especially on his defilers.

2)Hydra/ling/lurker

Late game hydra for some players is hard to defend. They are not use to the huge macro orientated play, and under estimate how strong hydra can be at 3-3, and in large amounts. Scan him, and make sure you know he is committing to hydra. Make sure you add a 2nd factory, and concentrate on tanks with large m/m support. Its important that you keep up with him in upgrades, and once you attain 6-7 tanks push the map. You cant sit at your nat and turtle. You need to pressure him everywhere, and gain your portion of the map. Hydra fall to splash damage, and he will either commit or fall back. Cracklings are really strong late game, and dont be surprised if his army is close to steamrolling you. Just macro, maintain a steady flow of tanks, and push when your strong. Rally point units to the new ground you've gained. This allows you to constantly have a strong push.

Vessels can be great vsing hydra as well. Tanks/vessels working together can cause significant splash damage. Try to arc your marines so that you maximize their shooting. Constant scans to see where his army is, and where he is expanding. Dual dropship drops can stop his expansions, before his mass amount of hydra react. So just stay on top of tank flow, as well as your m/m army, scan constantly, so your not caught off guard, and be sure to pressure his hydra army , while rallying units to your gained ground.

3)Fast Guardian.

This build relies on you not seeing it. You need to scan his main to see any sort of fast hive. A good hint to guardian, would be a muta rush, with constant harass, and him adding muta to his army. Alongside that a fast hive after the harassment. Once I see the hive, I usually add 2 starports, and produce wraiths. I personally find them more effective than marine/medic or 1-2 vessels. Cloak is important as well, because he will either have scourge or muta on hand, and you need to stop the guardians ASAP. Dont use your marine/medic army until you are certain he is too far into back up. Guardians destroy marines, and with unit pathing its even worse. If you can stop this, without much loss, you should be ok for a transfer to darkswarm. Vessels from both starports, alongside your m/m army. Just make sure to push out, and try to gain some map control. Grab another expansion, and prepare for darkswarm.

TvP

TvP late game usually involves either aribter use, carrier use, or BOTH!. Assuming, you managed to make it late game, and your 150+ supply army runs into arbiters, I would advise investing in science vessels. EMP is effective against arbiter tech, and stops the dreaded statis. You always need to be scanning his main/expansions, making sure you know exactly when he is getting carriers. There is nothing worse than pushing him with your tank/vulture/vessel army, with a huge smile on your face, when out of nowhere pops 8 carriers.

Once you figure out he is building carriers, get range upgrade for your goliaths, and be sure to keep scanning. You wanna try to balance your army with his. If he faked you out, and you produced a crapload of goliaths, then he's gonna overrun you with storm/zeal/goon. So guage his unit count/carrier count. Make sure to keep your expo's alive, and watch for carrier on high ground. Be aggressive, and make him react to you. If you allow him to just roam the map and destroy your expansions at will, you will lose. Force him to save his expansions, and stay on top of your macro. If you still have a vessel from earlier on, then try to EMP and catch his carriers moving around midmap, where the space is wide open.

This advice is of course probably not the best, as im not a GREAT player, but its just my personal opinion on each. I hope it helps.
Top of the page   Quote  

1 year ago
#9

myMYM.MrOw

  9
late game t shud be vult/tank/few gollies/scv/turrets...hold the mid...then push like giving birth!!!
Top of the page   Quote  

1 year ago
#10

Lord_of_Chaos

  17
exigent just owned this thread :) great post!

#9, vs zerg?
Top of the page   Quote  

1 year ago
#11

myMYM.MrOw

  9
that was 4 toss =D

vs z would be mnm tanks and vessel...dnt c need for nefing else...

as for t...no clue...
Top of the page   Quote  

1 year ago
#12

Beats_MC

  1
Thanks for that #8, I think it helped the most. I also tried ghosts today which seemed to help a lot against carriers and sent my opponent frantic when he heard 'Nuclear missile launched', but apart from that I think they are not worth what you put in for them. But I think the main thing that's made me better is knowing now that late game is all about macro and to always maximise your units (whichever chosen) whenever you can.
Top of the page   Quote  

1 year ago
#13

iluona

  2
nukes drive most Protoss crazy :)
Top of the page   Quote  

Forum post
  • Do to others what you would have them do to you.
  • Do not judge so that you will not be judged.

    » Read posting rules in detail

    Reminder: IP-addresses for each comment is saved. Offensive posts will be censored. Repeated offense will result in a warning and/or a temporal lockdown of the account.
  • Terran Late Game \ Reply
    To submit a post, you have to be a registred member. Register an account below the title 'Membership' in the left menu.

    » Top of the page