Hello folks, I have made thie thread so we can discuss about the terran Mech build. For those who don't know what a Mech is: It is having a mechanical army. Hellions, Tanks, Thor, Banshee, Ravens, Vikings... We can discuss about the effectivness of the Mech build, it's weaknesses, what you think about it, what you did to counter it etc... I will start by giving a big weakness of the Mech build: It's immobility. Most of the time the terran player brings alot of tanks, few thors, few hellions, a couple of vikings and ravens. This is a pretty immobile army. Have fun
1. It is very effective, too effective. 2. Even if Terran mech has weaknesses. They are hard to abuse. 3. It is hard to counter, and takes a player with brains to beat it, and you better hope as hell your opponent has low reaction time. 4. It is not op. It is to strong, I dislike it, I have played it, and won. I have played it and lost, for very stupid reasons. 5. I do not like Terran, it's all I see in quick matches. 6. I don't like Terran.
there are too many terran players if you ask but i have to agree the mech build is weak in terms of mobility. If your able to atck on multiple fronts i would suggest you do so to make the terran play defensive. With zerg use a nydus worm maybe and protoss should use a warp in to make the terran player either split his force to defend or move from there strong hold position. If you try and headbutt a cluttered mech army its going to end badly most of the time.
What about some banelings, ultralisks, hydras and a couple of zerglings to counter a tank heavy mech army plus some hellions and thors? EDIT: In my opinion, it is better to use the Mech build against zerg. Protoss in my opinion shouldn't have much trouble dealing with Mech build since Immortals in a decent number can take away almsot any Mech unit: The Thor, Siege tank which are the main units of a Mech build normally. So with protoss I think about 15 Immortals, some zealots to draw the Tank/Thor fire from the Immortals as much as possible and some anti aire units such as Phoenix or Warp Ray in case he has Banshees or vikings. EDIT2: A good way to to take an advantage from your ennemy who is making a Mech build is by taking alot of expos since he has little mobility and you will see his army come a mile away. I don,t suggest to fight a Mech build unless you have a good army that is most likely to beat a mech build. If you don't have an army to defeat a mech build, take advantage of all the weaknesses of it: -He can't be mobile enough to make a hit and run attack on your expos, so just take 2 or 3 expos depending on the map. -Attack at different places to split his army and then attack with your main army one of the army portions. Most of the time, you have the time to beat half his army with few losses and then turn and fight the other half. Because siege tanks/Thors are very powerful combined and in big number(Mech build).
I wouldn't really call it a "build" since by the time you get to Tier 3 using any mix of those units is basically a must. Also, you forgot Medivacs. Kinda solves the mobility problem, doesn't it? A suitable counter for Protoss players would be a mix of Stalkers, Immortals, Void Rays, and Phoenixes. Immortals can take the brunt of the damage from Seige Tanks and Thors, while the Void Ray's attack can take advantage of the Thor's high HP. Also worth noting is that the Void Ray's buff to damage lasts for a few seconds after attacking, allowing you to chain attacks between units and keep the increased damage going. Stalkers will be your general-purpose units since they can attack both ground and air units, and Phoenixes can either defend against incoming air units or support your ground troops with Anti-Gravity. I spent almost all of the phase 2 beta playing Zerg, and IMO Roaches are the end-all be-all solution when up against a large force of ground units. Their burrowed movement allows them to bypass the enemy's forces to take out priority targets like Thors as well as cause a ton of friendly fire damage when you unburrow in the middle of a dozen Siege Tanks, and the 10HP/second regen means you can do all of this possibly without using a single Roach. Any use of Zerg air will require a lot of micro. Brood Lords, though doing a lot of damage, will still be attacking within a Thor's attack range, putting them at risk. Mutalisks will be out of the question, unless you combine them with the Infestor's Fungal Growth and the Corruptor's Corruption abilities. It may also be worth complementing your air force with Hydralisks, as they do twice the amount of base damage as a Marine with essentially the same attack rate.
Yes I forgot a few units of Mech but what I mean by it is not mobile is that if you want to move the whole army, you can't put them all in medivacs and micro them around. But it is true you could make some take/hellion/thor drops. While with a Marine/Maurauder and maybe some Medivacs you can make an attack then retreat. While a slower army like the Mech armies would looses the whole army if they have to retreat. That's why most of the terran players using Mech armies play defensively until they have a bg enough army to beat or at least inflict heavy damage. Because Mech armies Cost alot aswell so they can't afford to make alot of these armies. Hmm... Tanks and Thors do alot of damage to armoured units such as Stalkers. So I don,t see why bringing some of them would help unless you bring few. The Immortals are better even thought they are armoured because they have better protection against heavy units than the protection they have against light units.. For the rest of the Protoss startegy vs Mech I agree with you.
I usually run a mixed inf and mech build if i survive to late game. I upgrade to Wep 3/ armor 2 for my inf and wep 2/ armor 2 for my mech. When i do reach this stage and a large force of marines, maruaders and thors make the backbone of my army and are ussualy able to push past anything in my path short of complete counters/ nukes.
Notice that I said Stalkers can attack both ground and air - I certainly wouldn't bring too many Stalkers if I was facing a ton of Siege Tanks and Thors, but if I was facing mostly Vikings, then Stalkers would be great for chasing them down if they switch to Flight Mode. I suppose you could accomplish the same end using the Phoenix's Anti-Gravity, but the the time spent using Anti-Gravity is time that the Vikings could simply be transformed to take advantage of the temporary vulnerability. In any case, utilizing the Stalker's full potential requires different thinking than when using Immortals and Void Rays. Theoretically, you could Blink your Stalkers right up next to the Siege Tanks to get past siege range, destroy a few tanks while focus firing on any Thors in the area, then run + blink your Stalkers away from the fight before taking too much damage.
I'm reading the posts, and you guys aren't really thinking through what will ACTUALLY happen. Ya sure you can blink up your stalkers to kill the tanks, but any good Terran player puts tanks in the back of his tanks. If you know what I mean. The cool down on blink is 10 seconds. I believe a sieged tank can fire every 1.5 seconds or something, maybe it's more. Point is, if they have 5-10 tanks, your gigantic clump of stalkers will be melted away, no matter if you blink to them or blink away. Yes you can expand but a good player will get cloak banshees and completely melt away your expos, sure you can defend it, but since they are cooped up in their base they can fly around with a mass of vikings and banshees. @DarkCommander, Yes, you can get immortals, but do they have mega range and splash damage? Yes, you can get immortals at the front, but there marines/marauders/hellions/banshees/tanks/thors, will melt their shields. I'm not saying there is no way to beat mech, hell i've done it many a times, but the effort you put in, making sure everything is right. Won't matter against 10 sieged tanks doing mega splash damage.
Dude Immortals are made to fight armoured units. They make more damagae to armoured units and are more resistent to them. Thus they are perfect to fight Mech armies who are for the most heavy mechanical units. And What does the Maurauder and the Marine have to do with a Mech army. In Mech armies people maybe could get some marines(about 5 or 6) but what do they have to do with the thread which is Mech armies? It's not like if the 5 marines will completely change the ending of a battle from a loss to a win. And if you think Immortals are not the best way to deal with Mech armies, then please tell us what we should do. That's the purpose of the thread. For example tell us what Protoss should do as it is your favorite faction.
Don't forget the insane gas costs. Weaknesses: Cost Mobility Strengths: BIG MECHS Lots of damage Difficult to kill
True. It cost so much that it will be very hard to pop up Mech armies on 2 or 3 bases. That's why most of the people wait until they have a big army that could defeat the ennemy directly because if they loose it will cost them so much to make another amy and if they have to retreat because of the immobility, they loose all their soldiers cuz they are just to slow to retreat without loosing. Also that's why some people(wise people) don't retreat with Mech armies they fight.
i find massed units easily take out mechs. Mechs are suppose to assist your army. @sniper64 totally disagree... there are so many things you can do to counter your army, the more you get mech units, the smaller your army. If im zerg, all i have to do is sandwich you and you are dead, i'll be able to mass a 2x bigger army. If im protoss, ill have a mix of units zealots/stalkers/sentries with guardian shield/immortals and carpet storm your army, we might finish the fight even, but i can pump guys faster than you can using warp gates. Nothing is imbalanced in this game.
I agree. We haven't thought of the fact that a protoss or a zerg can build much faster than the Mech armies are build. And that Terrans not doing mech armies will also build another army faster since the cost is lesser for maurauder, marines, dropship than for tanks, thors, vikings.