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I will try your ideas on ICCup! - Page 20

Forum Index > Brood War Strategy
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Frigo
Profile Joined August 2009
Hungary1023 Posts
April 09 2010 08:53 GMT
#381
Zeal/Archon vs Terran into Arbiters and Archon recalls (the latter not triggering any mines)

I'm pretty sure it's not viable against a good terran, but it might be fun anyway.
http://www.fimfiction.net/user/Treasure_Chest
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
April 09 2010 09:19 GMT
#382
On April 09 2010 17:53 Frigo wrote:
Zeal/Archon vs Terran into Arbiters and Archon recalls (the latter not triggering any mines)

I'm pretty sure it's not viable against a good terran, but it might be fun anyway.

There's no point in this since all your units die to Vultures. A legitimate PvT unit composition must include at least one of Dragoons, Reavers, and Carriers, because they're the only units which can handle vultures.

Now, if you did some kind of no-dragoon-range Reaver opening --> Zeal/Archon/Reaver shuttle-heavy play into arbiters, that would be kind of interesting.
My strategy is to fork people.
mesobored123
Profile Joined March 2010
United States62 Posts
Last Edited: 2010-04-09 18:49:05
April 09 2010 18:01 GMT
#383
TvZ 2 shop vulture rush
2 shop mine and vulture speed upgrade
then only make vultures and scv till the upgrades are finished
when they are done harass the zerg's drones and make an armory
then get your nat and make goliaths (for muta harass) and get the range upgrade (if you have the gas)
than transition into standard tvz mech

this build will probably work best vs 3 hatch and fail vs 2 hatch mutas

kind of like this
http://wiki.teamliquid.net/starcraft/2_Fact_Vults_(vs._Terran)
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 09 2010 19:12 GMT
#384
just use templar archive tech and zealots vs zerg.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
MassAirUnits
Profile Joined April 2010
United States66 Posts
Last Edited: 2010-04-09 22:39:09
April 09 2010 22:09 GMT
#385
Siege Tanks and Valkyries as the main force; can be supported with Comsat Station, Sci Vessels, Missile Turrets, SCVs or Dropships =]

Fast drop with slow OL: tech to Lair asap and get the transport upgrade before the speed upgrade, then drop stuff over cliffs or walls =]

The first one would be super awesome if you even humor it, even more awesome if it somehow works for you. The second one I would sometimes pair with Lurkers and flip onto someone who's never played me in SC before, and we'd all get a good laugh at how ridiculous it is.

Edit: Added Dropships to the list of valid support units for the 1st request, otherwise island maps and anything involving cliffs would ruin it.
Fortune favors the bold!
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 09 2010 22:28 GMT
#386
On April 10 2010 07:09 MassAirUnits wrote:
Siege Tanks and Valkyries as the main force; can be supported with Comsat Station, Sci Vessels, Missile Turrets or SCVs =]



OR? So I have to choose?!? Then I choose missile turrets hands down.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
MassAirUnits
Profile Joined April 2010
United States66 Posts
Last Edited: 2010-04-09 22:40:57
April 09 2010 22:38 GMT
#387
Oh, I don't mean that you can only choose one of those four choices to be part of the composition, just that tanks and valks should be the main portion of the army. But any other units I didn't mention shouldn't be used if possible (Marines I'll probably have to make an exception for otherwise you'd be pretty screwed early on).

Basically I'm curious about how self sufficient tanks and valks can be as main combat units, but I'm adding some exceptions for detection and repairs.

Which reminds me, I'm adding Dropships to the list of valid support units.
Fortune favors the bold!
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 09 2010 22:42 GMT
#388
On April 10 2010 07:38 MassAirUnits wrote:
Oh, I don't mean that you can only choose one of those four choices to be part of the composition, just that tanks and valks should be the main portion of the army. But any other units I didn't mention shouldn't be used if possible (Marines I'll probably have to make an exception for otherwise you'd be pretty screwed early on).

Basically I'm curious about how self sufficient tanks and valks can be as main combat units, but I'm adding some exceptions for detection and repairs.

Which reminds me, I'm adding Dropships to the list of valid support units.

good boy! Thanks for allowing marines and drops I was about to point that out =D.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
goldenkrnboi
Profile Blog Joined August 2007
United States3104 Posts
April 10 2010 01:23 GMT
#389
On March 31 2010 21:31 goldenkrnboi wrote:
i know i've seen this in a thread before, but i can't find it atm. it might have been in the post your funny/blahblahblah pic thread in BW forum.

4hatch before pool/4CC before rax/4 Nexus before gate

peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-10 04:50:35
April 10 2010 02:48 GMT
#390
use infester to enable yourself to use multiple tech trees.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
lIlIlIlIlIlI
Profile Blog Joined October 2004
Korea (South)3851 Posts
April 10 2010 03:55 GMT
#391
--- Nuked ---
lIlIlIlIlIlI
Profile Blog Joined October 2004
Korea (South)3851 Posts
April 10 2010 03:56 GMT
#392
--- Nuked ---
peckham33
Profile Joined April 2010
United States267 Posts
April 10 2010 04:50 GMT
#393
oops, thats what happens when you use serch.

i think the first one is still valid though.

i'll edit out the second one.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
April 10 2010 06:52 GMT
#394
On April 10 2010 13:50 peckham33 wrote:
oops, thats what happens when you use serch.

i think the first one is still valid though.

i'll edit out the second one.


there's no infestors in sc1 wtf
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
PhOeniX[MinD]
Profile Joined August 2008
361 Posts
April 10 2010 14:47 GMT
#395
TVP maybe you can try placing a hiden barracks on his base and build some firebats insted the firbatdrop or bbs on Fighting Spirit both barracks as proxy i always wanted to do that maybe ill try it today
KT_FlaSh #1
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
Last Edited: 2010-04-10 20:14:43
April 10 2010 19:50 GMT
#396
TvZ, 2 port wraiths
this seems like a lodgical build to me. At around the time wraiths are out, mutas are out for zerg. wraiths should be able to handle any number of mutas, and it only takes 2 wraiths to one shot scourge. Once the game progresses to a point when you can get 10 wraiths (or nine with +1 attack) your air force can one shot overlords, which not only criples zerg suply, but makes invisable wraiths all the more effective. Im not sure how zerg could counter this. I guess mass hydras, but consider a hydra counter to air in a ZvZ matchup. Hydras are an inefective counter to mutas, and mutas are only slightly better in air to ground combat than wraiths are. (slightly higher attack, and slightly cheaper mutas vs slightly more health and invisible wraiths). I would try this srategy myself, but i can't play terran.
thanks
edit: i went on to liquipedia and found that its already an established strategy. so much for being creative and/or original
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Cambium
Profile Blog Joined June 2004
United States16368 Posts
April 10 2010 19:53 GMT
#397
On April 10 2010 15:52 alffla wrote:
Show nested quote +
On April 10 2010 13:50 peckham33 wrote:
oops, thats what happens when you use serch.

i think the first one is still valid though.

i'll edit out the second one.


there's no infestors in sc1 wtf


these people make me sad
When you want something, all the universe conspires in helping you to achieve it.
Claytor656
Profile Joined April 2010
United States15 Posts
April 10 2010 20:18 GMT
#398
My friend and I have been kicking an idea around that we think would be simply incredible. It's a Protoss build designed for all three matchups with slight variations according to race and map.

Sair/Storm

The idea eventually boils down to this "build order." Please take any creative construction with it as you want, I'm not the best player and I'm sure this isn't quite what it can be,

2 gate opening to apply pressure. This allows for the next step and encourages the player to go on the defensive.

OR

You can start with the traditional FE. You will need the gas and it's helpful, but this build can transition from 1 base rather well after the contain. 2 gate is still preferred on either start.

After the initial pressure, lay down your core and forge as you see fit, and do not build any goons. You will not be using them unless absolutely critical. From here on, there branches another choice. Citadel or stargate. I start with the citadel most times, as it can transition off of two gate the easiest. Both need to be up soon though. The stargate is used to get your corsairs out. Against Zerg, they serve the obvious purpose. Against terran, they can can stop dropships or be used for quick scouting, but I prefer the citadel and legs in this case for the usual zealot push. After the citadel, get your archives and storm.

From here on out, these are your units. The zealots provide cover and a shield for the templars. The corsairs will back up the air, and can easily scout around to see the location of the opponents army. You will eventually research, asap with all allowing, disruption web and begin to use this force similar to a Terran ball. With d web, I like to place it just behind the initial wave of units. This allows me to sandwich a large portion of the army between zealots and d web allowing maximized storms. Moving it along cliffs and ledges provide you with more of a wall between the templars and damage which you need. After storms, save them and keep the storms coming. This is your catch all for cloaking units engaging you, burrowed, etc. As well as simply being the main damage output of this ball. If you need an archon for more range, by all means but try to reserve and get the most output of the templars before that.

I find this combination of units almost completely unstoppable against most armies of similar sizes. The web makes a lot of people falter, it's not a common thing to see. Tanks have to reseige and you move where you please as they continuously back up and melt to storm. Zergs are forced to move through you to continue and your mobility can match theirs. If you feel a lack of it, simply produce recalling arbiters and move the ball like that. It will arrive in posistion.

The build is unique to me in that at no time is it unable to transition to a more standard approach. Take your third about the time of your first big push and you shoulb be able to maintain and contain from there.Scouting info here is important but I add the robo first and get obs as I feel you can only stall without detection for so long. Bring probes and cannon for detection otherwise in the meantime. You will have the minerals.


skippy2591
Profile Joined December 2009
United States46 Posts
April 10 2010 21:14 GMT
#399
how about the double den speed hydra lurk push
PoWeR OvErWhElMiNg!
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-04-10 22:14:43
April 10 2010 22:14 GMT
#400
On April 10 2010 13:50 peckham33 wrote:
oops, thats what happens when you use serch.

i think the first one is still valid though.

i'll edit out the second one.

Every time I look at page20 I'll be forced to cry because of you!

HOW DARE YOU THINK ICcup IS SCII or that the infestor is in SCI!
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
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