Can mass zealots+dragoons work?
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SiarX
98 Posts
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MeSaber
Sweden1235 Posts
If Z get lurker + swarm its game over. If T get enough tanks its game over. You would need a great advantage to get away with this kind of play. | ||
GeneralStan
United States4789 Posts
Viable in the sense that do you expect to see a pro skipping tech units in a long game? Not very likely. Against Zerg in particular, pure goon zealot loses to basically everything (ling muta, mass hydra). Against Terran, there are good bust timings with pure goon zealot + Obs (obviously you can't get away without obs). But even there, if you're going for a bust timing and you need a robo anyway, you might as well grab a shuttle or 2. | ||
t2azor
32 Posts
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JoinTheRain
Bulgaria408 Posts
Versus zerg I see constantly zeal/sair builds and that's the closest to what you imply. There's a build with pure goons, it relies on some timing or is used against a specific zerg opener, that's all I know about it, it's quite rare to see it but when it works it brings tears of joy. | ||
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Liquid`Drone
Norway28601 Posts
However, both of these approaches base themselves around your opponent having a flawed response. Both terran and zerg armies will scale incredibly well against pure zealot dragoon - pure zealot dragoon will never beat a maxed terran army with upgrades, and zerg on their end basically just need to avoid dying to the first push. There's nothing wrong with occasionally using some gimmicky builds that deviate from the norm, but on a long term basis, I think it's a very bad idea to develop your play based on your opponents responding poorly. You'll be much better off implementing storm PvZ, and in PvT, you want to have either mass storm+shuttles, arbiters or carriers. Storm+shuttles allow you to pressure and deal damage against a terran even if he's mostly just defending (difficult to execute as protoss, though), while arbiter/carrier tech put the terran on a timer, forcing him to act. | ||
iloveav
Poland1478 Posts
At some point, when your skill level and your opponents skill level is high enough, it simply stops working (% wise). The way you can make it work is to midgame your opponent (I have done that vs players much better than me) but it is a "all-in" strategy. The reason it is an all in strategy is because in order for it to work, you need to "know" how smart and capable of reading you your opponent is to sell him the wrong thing and then hit him when he is not expecting it with a big army. As you can guess, once this is done a handful of times, people will just figure out a way to tell if you are doing it. Too many variables need to work together for it to "be viable". In other words, no, it is not viable. | ||
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