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Platinum level starcraft 2 game terran vs protoss lion vs painuser
Hey guys hows it going? I have an awesome game for you today between two Platinum level players playing as Terran and Protoss. The Terran goes Marines/Marauders with two Ghost to EMP the Terran in case he gets High Templars or Sentries. The Protoss goes Stalkers with a few Zealots and Sentries. Interesting build orders by both players, and great placement of a Pylon by the Protoss player to watch for enemies approaching his base that you’ll want to remember. This game has an epic battle at the end. If you want to see a cool 2v2 video check out this one.
Guide for zerg carapace upgrades vs protoss
Guide for Zerg Carapace Upgrades
vs Protoss
Guides for vs Terran and vs Zerg should be up shortly. I just thought it was way too much information to be all in one.The Evolution Chamber. It only costs 75 minerals and it lets us build Spore Crawlers! But when should we start researching its time-consuming upgrades?
Well before we answer that question, let's look at some math (yay!):
vs
A zealot does 8 damage per blade. After 3 hits, 48 damage kills a zergling (35 health). Level 1 carapace upgrade adds 1 armor to the zergling, which means each blade of a zealot does only 7 damage. However, 3 hits does 42 damage, which still kills the zergling. The same applies to Level 2 carapace: A zergling will still fall in 3 hits to a zealot. It's not until Level 3 carapace (3 armor), does a zealot's attack (5 damage per blade) take 4 shots in total to kill a zergling.
Fast expansion with terran on steppes of war
General information
This is a pretty safe and easy to execute build order for TvZ. It gives you an economical advantage as well as a decent defence from early and even mid-game aggression. This build can be used on other maps, too, however Steppes of War is arguably the best map for this strategy.
In order to stick to the timings of the different buildings you will need to delay your SCV production a tiny bit. By the time your expansion is constructed you will have one SCV less than if you had built SCVs non-stop, but you will have an expansion!
Execution
all timings given in number of SCVs
10 supply depot
12th SCV is sent to choke
13 barracks
Starcraft 2 replay terran counter to fast zerg expand
Hey guys whats up. Here is a great game showing how to do a Terran rush against a Zerg fast expansion. Very nice base walling by the Terran at the beginning of the game, into a Reaper/Marine/Marauder/Hellion rush finally adding some Ravens for their Spawn Turret ability. Good use of Banelings by the Zerg player, they destroy a lot of units when they go off at the right time. Nice hanging on by the Zerg player. Have a look and enjoy.!
Mothership vs. carrier
I am tired of people complaining about this overpriced arbiter. I'm sure you noticed that there is no arbiter in SC2. It's not like you're paying 3x the price for a unit you could've had sooner. You can't ahve the arbiter; you can onyl have the Mothership. Strategies have changed in the new game. Where once the arbiter's cloaking, stasis, and recall were integral parts of Protoss strategy (I assume, because I never played competitively), they're now a high-end, limited part. Blizzard wanted fewer chances to insanely manipulate the field. Protoss is a little more balanced toward straight combat now, I guess. It's not like that stuff is gone; if you get a Mothership and you're careful, you can still dominate. You didn't waste your resources. Those abilities, which once were wielded by the humble arbiter, are now more valuable to a Protoss player, and thus you have to pay more.
Now, I'm not saying that the cost of a Mothership is perfectly balanced to its utility (though it's close, at least). I am saying that you should no longer expect to get those abilities in mass and for the price of an arbiter. I can only assume that the regular Protoss army is just a little more viable without those abilities, but I don't know this for sure. (I know that they are viable without them, even if they were in SC1, already.)
Plus, the Vortex also sucks in any units that approach after its creation. I'm pretty sure the Stasis didn't do this. This allows escape of wounded units, and an unwary opponent might end up losing additional units in dense bases. Sound the charge! Into glory ride!