I'm pretty sure it's not viable against a good terran, but it might be fun anyway.
I will try your ideas on ICCup! - Page 20
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Frigo
Hungary1023 Posts
I'm pretty sure it's not viable against a good terran, but it might be fun anyway. | ||
Severedevil
United States4835 Posts
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. | ||
mesobored123
United States62 Posts
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
United States3931 Posts
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MassAirUnits
United States66 Posts
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. | ||
3FFA
United States3931 Posts
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. | ||
MassAirUnits
United States66 Posts
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. | ||
3FFA
United States3931 Posts
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. | ||
goldenkrnboi
United States3104 Posts
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
United States267 Posts
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lIlIlIlIlIlI
Korea (South)3851 Posts
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lIlIlIlIlIlI
Korea (South)3851 Posts
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peckham33
United States267 Posts
i think the first one is still valid though. i'll edit out the second one. | ||
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alffla
Hong Kong20321 Posts
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 | ||
PhOeniX[MinD]
361 Posts
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hacklebeast
United States5090 Posts
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 | ||
Cambium
United States16368 Posts
these people make me sad ![]() | ||
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Claytor656
United States15 Posts
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
United States46 Posts
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3FFA
United States3931 Posts
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! | ||
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