← Guías de estrategia

Terran vs Protoss · Mech

Terran vs Protoss

Vultures, siege tanks and goliaths on a wall of mines

Terran Protoss

Resumen: haz esto

  1. Open one factory and expand behind a sieged tank; the siege expand is the whole matchup in miniature.
  2. Vulture speed and spider mines early; mines decide where Protoss can walk.
  3. Two, then three factories with machine shops on two bases; a fourth on three.
  4. Armory by 7:00: vehicle weapons, then plating; upgrades are what make tanks two-shot dragoons.
  5. Third command center behind the tank line around 9:00; mines and a few turrets guard it.
  6. Scout for the Protoss tech: dark templar, arbiters or carriers each change one thing in your build.
  7. Move the tank line forward one siege range at a time; never chase across open ground.
  8. Science vessels late for EMP against arbiters and high templar; goliaths the moment you see a fleet beacon.

Por qué funciona

Protoss units are few and expensive, which is exactly what siege tanks and spider mines punish: a sieged tank line kills dragoons before they close, and mines make every step across the map cost gateways' worth of units. So Terran plays a positional game — expand behind tanks, mine the ground, and only advance when the next tank line can be sieged in range of the last.

Si recuerdas una sola fraseSiege-expand, mine the map, keep vultures and tanks streaming from three factories, and take fights only where your tanks are already sieged.

La construcción

  1. Suministro9 Tiempo1:05 Supply Depot Supply Depot The first depot opens the wall at the ramp.
  2. Suministro11 Tiempo1:35 Barracks Barracks One marine, then the barracks lifts to complete the wall.
  3. Suministro12 Tiempo1:55 Refinery Refinery The factory needs gas by 2:45.
  4. Suministro16 Tiempo2:45 Factory with Machine Shop Factory with Machine Shop Siege mode research starts the moment the shop finishes.
  5. Suministro20 Tiempo3:40 Command Center at the natural Command Center at the natural Expand behind the first tank; siege it on the high ground.
  6. Suministro22 Tiempo4:00 Supply Depot and Vulture Supply Depot and Vulture Vultures scout and mine while tanks hold.
  7. Suministro26 Tiempo4:40 Second Factory Second Factory Two factories keep two bases spending.
  8. Suministro30 Tiempo5:20 Refinery 2 and Armory Refinery 2 and Armory Vehicle weapons +1 by 7:30.
  9. Suministro36 Tiempo6:00 Third Factory with Machine Shop Third Factory with Machine Shop Three factories is the two-base standard for mech.
  10. Suministro44 Tiempo7:00 Engineering Bay and turrets at the natural Engineering Bay and turrets at the natural Detection against dark templar; a scan alone is not enough.
  11. Suministro54 Tiempo8:00 Starport Starport Vessels for EMP and detection later; dropships if the map rewards them.
  12. Suministro60 Tiempo9:00 Third Command Center behind the tank line Third Command Center behind the tank line The third base is taken by sieging tanks in front of it, not by moving the army.
  13. Suministro70 Tiempo10:30 Fourth and fifth Factory, Science Facility Fourth and fifth Factory, Science Facility Three bases feed five factories; the facility unlocks vessels and +2 vehicle.

Investigación, en este orden

  1. Siege Mode
    Siege Mode en Machine Shop

    The matchup does not exist without it. Start it as soon as the shop finishes.

  2. Spider Mines
    Spider Mines en Machine Shop

    Mines are the cheapest way to kill dragoons and zealots ever devised.

  3. Ion Thrusters
    Ion Thrusters en Machine Shop

    Vulture speed makes them scouts, miners and harassers.

  4. Vehicle Weapons +1
    Vehicle Weapons +1 en Armory

    Tanks two-shot dragoons a step sooner; vultures one-shot zealots faster.

  5. Vehicle Plating +1
    Vehicle Plating +1 en Armory

    Dragoon and zealot damage drops by a step across the whole army.

  6. Charon Boosters
    Charon Boosters en Machine Shop

    Goliath range against carriers; research it the moment you see a fleet beacon.

  7. EMP Shockwave
    EMP Shockwave en Science Facility

    Strips arbiter energy and templar storms before the fight.

  8. Vehicle +2/+2
    Vehicle +2/+2 en Armory

    Needs the science facility. A second armory keeps both going.

El ejército, fase a fase

  1. Opening

    MarineMarineSiege TankSiege Tank

    One marine at the wall, one tank sieged at the natural.

  2. Two bases

    VultureVultureSiege TankSiege Tank

    Two vultures per tank early; mines everywhere Protoss must walk.

  3. Mid game

    VultureVultureSiege TankSiege TankGoliathGoliath

    Goliaths against shuttles, carriers and arbiters; tanks stay the core.

  4. Late game

    Siege TankSiege TankGoliathGoliathVultureVultureScience VesselScience Vessel

    Vessels for EMP; +2/+2 or better; the tank count decides fights.

Si exploras y ves…

Two gateways before a cybernetics core, zealots at 2:30

Two gateways before a cybernetics core, zealots at 2:30

Cuándo The first SCV scout

Haz Complete the wall with the barracks and a depot, marines and SCV repair behind it, the tank sieged inside.

Por qué Zealots cannot break a repaired wall with a tank behind it; the expansion comes after.

A fast nexus

A fast nexus

Cuándo 3:00 to 4:00

Haz Expand at the same time and add the third factory sooner; consider a vulture run-by with mines in their mineral line.

Por qué Equal economies favour the side with more production; Protoss on two bases still has fewer units than three factories make.

A citadel of Adun or templar archives with no robotics facility

A citadel of Adun or templar archives with no robotics facility

Cuándo 5:00 to 7:00

Haz Turrets at every base and a comsat before 6:30; keep a scan for the first dark templar.

Por qué Dark templar kill a base without detection; with it they die to a single tank.

A fleet beacon

A fleet beacon

Cuándo 9:00 onward

Haz Goliaths from every factory, Charon boosters, turrets at the bases, keep tanks for the ground army.

Por qué Carriers beat tanks; goliaths with range beat carriers.

An arbiter tribunal

An arbiter tribunal

Cuándo 10:00 onward

Haz Science vessels with EMP, missile turrets to spot recalls, an ebay for turret range; keep goliaths with the tanks.

Por qué Stasis and recall win fights without fighting; EMP removes both.

Contramedidas

Ellos tienenRespondes con
ZealotsZealotsVultures with mines, tanks behind a wall

Zealots cannot reach vultures and die to mines and siege splash.

DragoonsDragoonsSieged tanks with vehicle weapons, mines

Dragoons must walk into siege range to fight; upgraded tanks two-shot them.

Dark TemplarDark TemplarTurrets, comsat, science vessels

Detection makes them a slow, fragile melee unit.

Reavers and shuttlesReavers and shuttlesGoliaths near the tanks, spread tanks

A reaver drop on stacked tanks is a disaster; goliaths shoot the shuttle.

CarriersCarriersGoliaths with Charon boosters, turrets

Ranged goliaths outtrade carriers; tanks cannot shoot up.

ArbitersArbitersEMP from science vessels, goliaths, turrets

An arbiter with energy is a stasis on your tank line; without it, a target.

Los errores que pierden este emparejamiento

  • Moving tanks unsieged

    La señal A tank line dies in the open to dragoons.

    La solución Advance one siege range at a time; siege half while the other half moves.

  • No mines on the map

    La señal Protoss walks wherever it wants.

    La solución Two vultures mining constantly from 5:00; mine paths, not bases.

  • Late upgrades

    La señal Dragoons taking three tank shots at minute 10.

    La solución Armory by 5:30, +1 weapons by 7:30, second armory on three bases.

  • No detection when dark templar arrive

    La señal A base lost to two units.

    La solución Turrets and a comsat by 6:30 every game, whether or not you scouted a templar archives.

  • Chasing

    La señal Your army leaves the tank line to catch a retreat.

    La solución Never. The line is the army; the vultures chase.

Por nivel

Principiante

Learn the siege expand: factory, one tank, siege mode, expand behind it. Then the cycle: SCVs, vultures and tanks from every factory, depots ahead of the cap, a factory when the bank passes 500. Put mines everywhere. Do not attack until you have three factories and +1 weapons.

Aprendiz

Timings above within thirty seconds; three factories by 6:00 and the armory by 5:30; scout the Protoss tech at 5:00 and 8:00 and answer it from the fork table; take the third base behind sieged tanks at 9:00, not by moving the army.

Competidor

Vulture control and mine placement that kills probes and dragoons all game, tank line leapfrog across the map, vessel EMP timing against arbiters, and the counter to a carrier switch before the third carrier exists.