View Full Version : [PvT] My recent loss going colossi vs mmm
Demolition
11-06-2010, 10:01 PM
Long epic game but eventually I loss >.<
I think maybe I should have switched tech to HT mid game and gone with a leaner zealot/ht armor to match how lean he was going. Not sure, willing to listen to any ideas. :)
http://www.sc2replayed.com/replays/101071-1v1-terran-protoss-metalopolis#rd:dna
Im not very pro at all, but here is my commentary.
at 10:20 you overwhelm as he is reinforcing his scouting party. Ive always been a fan of letting them have a first push (not early rush) if it is early since you will usually win by a good margin as they are pumping out units for a real push (engage when possible since the travel time breaks up their forces and favors you). This puts you at his lost 6 units vs your 2 (850:225 resources respectively).
At 15:50 you engage an massacre him leaving the tally at 21:2 units lost and 2125:225 on resource cost (you didnt lose a single unit on that one)
.
At this point you wait for the collusus to catch up and reinforce with warp gate, which is a good call, though im usually too impatient for that type of thing, but may have caught the other half of his forces before they were bunkered in.
at 17:15 a serious engagement at his base, your zealots get around and all of your ranged units are in attack range expecially the colussus. at 17:42 you disengage all ranged units that are not in any real threat since your zealots are getting maximum exposure and have all the aggro. At this time, the body count is high on his side and you have superior numbers and have already broken his line, its almost gg at this point except instead of focus firing you withdraw your ranged units on the marauders , and his remaining units get healed up by the medivacs.
At 22:15 another battle at your base and you devastate him, total body cont is 83:43 units and 8400:5325 resource
Another engagement at 23:05 that you win though with quite a bit of losses, and then withdraw
He attacks your bases, and kills two of them and then you push him out, then kill one or two of his, but at this point he is out producing you on units, and has actually hurt you. Even though you killed more then double of your unit costs on the first half of the game, you never actually hurt any of his production. I would probably have gone with some void rays to beat the marauders, but in the end it was the fact that even though you won the battles, you never hurt any of his supply or production and lost the war.
Demolition
11-07-2010, 04:29 AM
Yea thats what I was noticing, I just wasn't able to keep up with his unit production and eventually ran out of resources and lost. I haven't actually looked back through the replay yet, something i need to but was just curious to see what others saw as I wanted to let that game sink in a little before I watched it.
SoulShatter
11-07-2010, 06:48 AM
I would say that on top of attacking his expansions, you should have done a lot more macro. If you watch the replay with the production tab up, you will notice that after the 17 min mark, you forget to build troops a lot. You seemed to only remember consistently when he was attacking your base. When you watch his production, you see he almost never forget to make troops. Also 2 to 4 more gateways would have helped. You had 3k/1k there for a while even when producing units...
Good game though, I like the 40ish minute games. Lots of fun usually happens.
Demolition
11-07-2010, 09:46 AM
Nah, Thats because I waited too long to drop the 5th and 6th gateway after my expand I believe.
And yea like we talked in game, macro during battle is still my biggest weakness.
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