But things will be like xZeals, 2-3Archons, +1weapon, Zeal speed correct?
Also if you can't do damage used to pressure the zerg into wasting larvae. Am I correct in this analyse?
Forum Index > Brood War Strategy |
Aurious
Canada1772 Posts
But things will be like xZeals, 2-3Archons, +1weapon, Zeal speed correct? Also if you can't do damage used to pressure the zerg into wasting larvae. Am I correct in this analyse? | ||
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TheYango
United States47024 Posts
On December 05 2008 13:06 Archaic wrote: This also ignores how archons do *30* damage, and 39 with upgrades! Then they have splash, move fairly quickly, are almost completely *un*affected by plague, and can attack both air and ground. They rape lings better than anything, and ultras get eaten by them with the massive damage and fast attack rate. Bottom line, archons own, and are often worth it. With the templar, you can't always get 20 storms off. Normally, you'll get around 5-6. Thus, 3-4 templar is fine, while the rest go to archons. Remember, a huge army of archons is almost unstoppable. Did you read what the comparison was about? It was about the fact that zealots are more cost-effective as meat shields. In terms of damage output, Archons are obviously superior. | ||
traced
1739 Posts
First time I saw it was after the Bisu/July game, where July went mutas into a hydra break. After that most zergs went for the quick mutas first, which forced protoss to make 2+ archons for defense. I guess someone figured out that they could use the archons for a really powerful push against any typical zerg build. | ||
Geo.Rion
7377 Posts
Archons are very vulnerable to hydras, dragoons don't own hydras, but dragoon+ anythinbutarchons are very good | ||
MiniRoman
Canada3953 Posts
On December 05 2008 11:19 AttackZerg wrote: I'm just going to reiterate a few of the points that were correctly made in this thread. 1. archons deal impressive damage AND are meat shields. 2. Vs 5 hat scourge -> hydra/lurker 2 archons + zealots can mow down a huge base with 2-3 lurkers + 1 sunken very easily, this preasure causes alot of zergs to overproduce hydras which makes for slow lair/grades/4th base. (Edit; this is my theoretical opinion of superior strategy against 5 hat scourge first play, number 2 isn't definative and is based on my study/understanding of ZvP at the b- level and the pro gaming, PvZ trends of recent times.) 3. a Timming archon/zealot moveout is a counter to macro zerg. 4. Archons protect templar and zealots while templar can only do so much. I think early-midgame archons are very very strong instead of early temps. Just have to say that if Z is fighting an army heavy protoss and their idea of safety is 2-3 lurks and one sunken then obviously they gonna get smacked. Make 3+ sunks and turtle your lurks and toss wont be able to hit you with shit until they've invested in a good goon count. | ||
KrAzYfoOL
Australia3037 Posts
On December 05 2008 16:09 evanthebouncy! wrote: In small numbers archon superior In large numbers templar superior. Try some micro map, see for yourself. Especially you have early +1 which makes archon deadly. No. | ||
ZERG_RUSSIAN
10417 Posts
One archon and 12 speedzeals absolutely rape sunkens, lings, and equal numbers of hydras. | ||
SkelA
Macedonia13017 Posts
You cant attack with 12 zeals and 2 hts because if the zerg goes hidra or muta he can snipe your hts while your storms do little dmg or no dmg at all and therefore losing the game . | ||
AttackZerg
United States7453 Posts
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Jawa~
United States291 Posts
Especially in Bisu's typical build nowadays - when the Z has only 12-24 hydras it's very unlikely that his storms will do very much damage. This, in addition to the other things posted, explains the quick archon rather than storm. | ||
Danger_Duck
Burkina Faso571 Posts
On December 05 2008 02:58 Aurious wrote: Now I am by no means a bad Protoss nor am I a great Protoss. But lately I find myself watching a lot of PvZ and notice Archons more frequently before the Templar throw out a storm. Bisu does this quite frequently, but why? Now I realize that in the game vs yarnc recently that he uses a goon/templar/archon build closer to the end and it worked quite well. Many call this the NonY build but meh. Goons>Hydras(with support) Archons>lings Goons>Lurks. Okay so we got that down. What i'm trying to figure out is WHY he made the archons instead of adding a few zeals throw the storms and make the Archons than. Possible Reason #1. So far ahead doesn't matter Possible Reason #2. He knew zerglings were on the way but storm eats them like cake anyways. Instead of Zeals he wanted a bigger meatshield? This just baffles my mind. I can think of quite a few reasons why just not one that I think is the most logical because of their cost. Any thoughts? I don't know about you, but I usually get archons because I'm afraid of muta. 2 archons basically deter all muta | ||
FabledIntegral
United States9232 Posts
Especially vs ultras when it comes to the later games, 3/3 crackings tear apart zeals, but an archon with +3 attack upgrade *one-hits* a 3/3 crackling. That's HUGE. The cracklings start dying before they even can get to your archon/zeal combo, and it nearly forces zerg to get defilers if you can manage to get a decent amount of archons. One game I played on Andro, I was able to cut off all my enemy's gas and he was going mainly ultraling. He could only afford lings at the end of the game, he had already lost but didn't gg and kept playing for a little bit longer. Went into his base with like 5 archons + 6 zealots, and he had 5 hatch pumping out 3/3 cracklings. I looked at my archons and they had 15-20 kills a piece and still had around 100 shields when the archons killed the hatches. | ||
Aurious
Canada1772 Posts
On December 08 2008 10:01 FabledIntegral wrote: It's not just vs mutas as everyone keeps saying. You can't just throw down storms then combine them simply because your zealots are then fighting alone in terms of melee whilst the archons are morphing. Once the archons are done morphing, then they are by themselves, and will get torn apart. You need the archons already morphed when going into battle, I recommend unless they go mass hydra, only keeping 2-3 templar not combined and immediately combining every other high templar you produce into an archon. If the opponent does go mass hydra, then it varies, and archons aren't so great anymore and you'd want to keep the high temp you produce obviously. Especially vs ultras when it comes to the later games, 3/3 crackings tear apart zeals, but an archon with +3 attack upgrade *one-hits* a 3/3 crackling. That's HUGE. The cracklings start dying before they even can get to your archon/zeal combo, and it nearly forces zerg to get defilers if you can manage to get a decent amount of archons. One game I played on Andro, I was able to cut off all my enemy's gas and he was going mainly ultraling. He could only afford lings at the end of the game, he had already lost but didn't gg and kept playing for a little bit longer. Went into his base with like 5 archons + 6 zealots, and he had 5 hatch pumping out 3/3 cracklings. I looked at my archons and they had 15-20 kills a piece and still had around 100 shields when the archons killed the hatches. Where did I ask about late game? lol | ||
FabledIntegral
United States9232 Posts
I say give me a break^ I just started posting on TL. | ||
brandonc
United States72 Posts
So basically mutalisks can only be countered by cannons and sair's midgame, and sairs have been proving less effective with the pros using scourge so well | ||
traced
1739 Posts
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29 fps
United States5720 Posts
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AttackZerg
United States7453 Posts
On December 09 2008 06:09 FabledIntegral wrote: All you said was you notice that archons are made before templar throw out a storm. I wasn't aware that meant only early-mid game. That can be in any situation, and you even used "archons" as plural, and generally only 1 is made, possibly two, but you just used the plural form. What was I supposed to assume... I say give me a break^ I just started posting on TL. For someone with 6 posts, you are doing a great job. Trying to help people is awesome. I think he took it as an insult that you explained the lategame pvz,which is the 1a2a3a4a mode. Which is stupid..... If someone doesn't understand PvZ strategy and unit choices on a primative early-midgame level I should think they would be more gracious for any advice that is given to them. Welcome to tl.net where even the noobies who don't know shit act like assholes ![]() | ||
AttackZerg
United States7453 Posts
On December 06 2008 13:06 Aurious wrote: Well, the number of zeals will vary. But things will be like xZeals, 2-3Archons, +1weapon, Zeal speed correct? Also if you can't do damage used to pressure the zerg into wasting larvae. Am I correct in this analyse? There are a few different variations that lead to similar early midgame PvZ. 1) You go +1/speed with 4 gates, he goes muta (3hat-4hat or 5 hat)0, you attack/cannon/morph archons while he defends. 2) straight sair/archives 2 gate into dt/sair (2-3 sairs) into 5gate zealot/archon with a few sair around(2-3 unless they died) and a few(1-2) dts denying expos, while taking a third (This only is against 3 hat lair play. 3) you go +1 and see a possible muta/ling 2 hat or 3 hat game (early +1 will be done 2-3 archons/zealots/cannon into defence once you are secured then third expo/push (Trying to beat lurker timming an searching storm while you move out , unless you see earlier hydras) 4)5 hat hydra vs 5 gate +1 zealots +2 - 4 templar, this is a timming attack on a late lair, drone heavy zerg who is on 3 base(before lurkers) after storms are cast and zealots are flooding, morph archons, this is a similar attack as the normal but you are counting on having enough zealots + good enough storms to be able to get them fully morph, in low numbers hydra/ling vs zealot/archon with +1 is hard for zerg and can take long enough for toss to fully secure there third while wrecking havok. My son is waking up there might be a few situations that zealot to large zealot/archon armies early-midgame but I'm having troubling thinking about them. By the way my defination of early-midgame to midgame is from like 5:45 to about 9 minutes. These are the times that the fruition of most builds or P and Z is actualized. mutas are normally from 6:50 onward(assuming 3 hat or more play and +1 zealot attacks at the earliest are right around 7 minutes (assuming Fe , I believe this is correct although kwark,oystein,shauni can probably explain the timmings more accuratly that I can. | ||
R3condite
Korea (South)1541 Posts
either way turning ur first ht's into archon is wat pros usually do to avoid muta sniping and/or hydra sniping... in pvp i believe they keep high temps also for those ppl saying zealots r good as meat shields... it's only vs lings and ultras.. other than that hydras own and lurkers literally melt zealots | ||
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