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Active: 1607 users

TvZ what is the best counter for mass chargelots?

Forum Index > Closed
Post a Reply
SpicyCrab
Profile Blog Joined March 2010
402 Posts
Last Edited: 2010-06-03 19:09:00
June 03 2010 19:08 GMT
#1
Yesterday I lost rather embarrassingly to some idiot who just built only zealots and rushed to the charge upgrade. I thought my ground army would perform a bit better than it did.

Assuming I realize this is happening too late to get banshees what would be the best ground based counter to this strategy?
I'm such a baller in my dreams. - HiFriend
RaDiX
Profile Joined September 2006
Finland67 Posts
June 03 2010 19:13 GMT
#2
Hellions with the upgrade melt zealots.
Snowfield
Profile Blog Joined April 2010
1289 Posts
June 03 2010 19:19 GMT
#3
I assume you mean TvP

And hellions is the answer ghosts also work fine

And if hes really massing zealots, maybe reapers can kill them fast, havent tried it much
SpicyCrab
Profile Blog Joined March 2010
402 Posts
June 03 2010 19:19 GMT
#4
Topic should be tvp, and thanks.
I'm such a baller in my dreams. - HiFriend
baconbits
Profile Joined April 2010
United States419 Posts
June 03 2010 19:47 GMT
#5
hellions with pre igniter, definately.
roemy
Profile Joined April 2010
Germany432 Posts
June 03 2010 19:57 GMT
#6
planetary fortress *duck*

User will probably get spanked for this post.

User was temp banned for this post.
rock is fine.. paper could need a buff, but scissors have to be nerfed
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
June 03 2010 19:57 GMT
#7
as ppl said, helions, but also use your sim city, any mass melee units get raped by a good sim city, even if it isn't a full wall or using a ramp.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
June 03 2010 20:03 GMT
#8
Any replay ? that would help to tell you what is your mistake and waht you should have do against this build
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
English
Profile Joined April 2010
United States475 Posts
June 03 2010 20:05 GMT
#9
Not sure how fast your opponent got charge-lots (and only chargelots), how many zealots he had, or what strategy you were going for, but I assume you could have gotten mass marauder with stim, ghosts and fought at a choke/wall.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
Last Edited: 2010-06-03 20:14:49
June 03 2010 20:13 GMT
#10
<edit> nm it's hard to say without reps but I'm guessing mm would rape this. Concussive shells ftw! Also preigniter helions like people said. I have nightmares about them. =[
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 03 2010 20:20 GMT
#11
bunkering with 4-6 reapers a bunker. just decimates zealots. each reaper deals 20 damage to a zealot so 8 reapers in 2 bunkers = dead zealot every attack (pretty much). and reapers attack pretty fast/ and building armor upgrade helps bunkers survive alot vs zealots.
Stagger Lee
Profile Joined May 2010
United States29 Posts
Last Edited: 2010-06-03 20:22:35
June 03 2010 20:20 GMT
#12
This is why I always 4 rax to FE with a few bunkers. Marines are extremely effective against chargelots in critical mass. Take 10 marines vs 5 chargelots (identical cost). Give the marines and zealots +1 upgrades. Give the zealots charge and the marines stim and combat shield. There are around 3 or 4 zealots left after the skirmish.

Take 20 marines vs 10 zealots - around 7 marines are left.

Take 50 marines vs 25 zealots - around 30 marines are left.

Take 100 marines vs 50 zealots - around 75 marines are left.

Sure throw some marauders and medivacs in the mix but not until you've reached at least 40 marines. This same ball of marines is equally effective against immortals or stalkers..even voidrays. I'm still amazed at how many Toss attack my main thinking there's no way their nicely balanced force of zealots, stalkers, immortals and sentries can possibly lose to 50 marines with no EMP support.

Of course you'll need to transition to mech/air and throw some ghosts in the mix to be ready for the HTs and colossi. 4 rax FE opening is the safest initial build against Protoss so far.

roymarthyup
Profile Joined April 2010
1442 Posts
June 03 2010 20:28 GMT
#13

with that mass marine strats you can beat anything the toss uses except for collossi or psi storm

so try to get vikings asap against collossi and ur golden

and before the toss gets collossi the terran can expand as much as he wants since his army is pretty much unbeatable
nextgen
Profile Joined April 2010
Belgium6 Posts
June 03 2010 21:10 GMT
#14
if the protoss went speedlots, high templar are most certain to come out next since its a shorter tech to ht then collosi so better get ghosts before vikings imo
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-03 21:13:14
June 03 2010 21:12 GMT
#15
On June 04 2010 05:28 roymarthyup wrote:

with that mass marine strats you can beat anything the toss uses except for collossi or psi storm

so try to get vikings asap against collossi and ur golden

and before the toss gets collossi the terran can expand as much as he wants since his army is pretty much unbeatable


Except for the whole "Good Protoss players that get a large mixture of Gateway units and know how to use Force Field to separate and isolate groups of range 5 Marines from one another" thing.
zomgzergrush
Profile Joined August 2008
United States923 Posts
June 03 2010 21:18 GMT
#16
Make some chronoboosted colossus.

If it is not possible for you to chronoboost or make colossus, I would say the next best thing is to use pre-ignited hellions.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
June 03 2010 22:44 GMT
#17
On June 04 2010 05:20 Stagger Lee wrote:
This is why I always 4 rax to FE with a few bunkers. Marines are extremely effective against chargelots in critical mass. Take 10 marines vs 5 chargelots (identical cost). Give the marines and zealots +1 upgrades. Give the zealots charge and the marines stim and combat shield. There are around 3 or 4 zealots left after the skirmish.

Take 20 marines vs 10 zealots - around 7 marines are left.

Take 50 marines vs 25 zealots - around 30 marines are left.

Take 100 marines vs 50 zealots - around 75 marines are left.

Sure throw some marauders and medivacs in the mix but not until you've reached at least 40 marines. This same ball of marines is equally effective against immortals or stalkers..even voidrays. I'm still amazed at how many Toss attack my main thinking there's no way their nicely balanced force of zealots, stalkers, immortals and sentries can possibly lose to 50 marines with no EMP support.

Of course you'll need to transition to mech/air and throw some ghosts in the mix to be ready for the HTs and colossi. 4 rax FE opening is the safest initial build against Protoss so far.



Sick post I need to keep this in mind. Also wtf don't I switch to terran? =[[
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
June 03 2010 23:28 GMT
#18
Post the replay. Did P expand in the process? Did you move out too early before you had a strong composition?

Obviously if you scout it coming miles away then you can do whatever you'd like. But if your unit composition isn't strong enough to beat his when you move out, then just stay in your base a while longer and move out when you know you can crush his army.
Official Entusman #21
zatic
Profile Blog Joined September 2007
Zurich15357 Posts
June 03 2010 23:30 GMT
#19
Strategy forum guidelines
ModeratorI know Teamliquid is known as a massive building
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