How can the Terran counter zealots+immortals atm?

Discussion in 'StarCraft 2 Strategy Discussion' started by Nuclear Launch, Sep 27, 2007.

How can the Terran counter zealots+immortals atm?

  1. Nuclear Launch

    Nuclear Launch New Member

    Joined:
    Jul 22, 2007
    Messages:
    87
    Likes received:
    0
    Trophy points:
    0
    Marines will be pwnd.
    Tanks will be pwnd.
    Marines+tanks will be pwnd.
    Cobras? Maybe...

    I really think Terran will have to call back the firebats to do this job.
    Please don´t answer to my question saying something like: with BCs. I´m talking about land units here.
     
  2. -LT-

    -LT- New Member

    Joined:
    Aug 7, 2007
    Messages:
    3,210
    Likes received:
    1
    Trophy points:
    0
    They'll do it with air support ;)
    And what does that atm in the title mean?
     
  3. G0li4th

    G0li4th New Member

    Joined:
    Sep 27, 2007
    Messages:
    42
    Likes received:
    0
    Trophy points:
    0
    Hum a nuclear launch could be fun ^^" but honestly i was thinking about Vikings in terr mode and reapers... not sure to be honest and pretty soon to say it.
     
  4. -LT-

    -LT- New Member

    Joined:
    Aug 7, 2007
    Messages:
    3,210
    Likes received:
    1
    Trophy points:
    0
    Yes. You didn't answer what does that atm in the title mean?
     
  5. G0li4th

    G0li4th New Member

    Joined:
    Sep 27, 2007
    Messages:
    42
    Likes received:
    0
    Trophy points:
    0
    ATM= At moment
     
  6. -LT-

    -LT- New Member

    Joined:
    Aug 7, 2007
    Messages:
    3,210
    Likes received:
    1
    Trophy points:
    0
    OK Thank you. ;)
     
  7. G0li4th

    G0li4th New Member

    Joined:
    Sep 27, 2007
    Messages:
    42
    Likes received:
    0
    Trophy points:
    0
    Np and back to argument i think that about the infos we have now only a massive marines plus reapers maybe can advance air units or mechanics infantry.
     
  8. BnechbReaker

    BnechbReaker New Member

    Joined:
    Aug 6, 2007
    Messages:
    1,827
    Likes received:
    0
    Trophy points:
    0
    isn't the answer obvious? neither the zealot or the immortal can attack air
     
  9. G0li4th

    G0li4th New Member

    Joined:
    Sep 27, 2007
    Messages:
    42
    Likes received:
    0
    Trophy points:
    0
    Well he asked only foots units... was obvious air vs zealots + immortals = win terrans
     
  10. Fenix

    Fenix Moderator

    Joined:
    May 21, 2007
    Messages:
    6,769
    Likes received:
    11
    Trophy points:
    0
    No force of one is gonna win....I would say that reapers/marines and tanks would do it. But you would need good micro.
     
  11. MeisterX

    MeisterX Hyperion

    Joined:
    Jul 23, 2007
    Messages:
    4,949
    Likes received:
    17
    Trophy points:
    38
    From:
    New Port Richey, FL
    Unless the Reaper gets its flamethrower attack.... then it's an easy counter.
     
  12. DKutrovsky

    DKutrovsky New Member

    Joined:
    Jul 9, 2007
    Messages:
    807
    Likes received:
    0
    Trophy points:
    0
    i guess it depends on the amount of marines tanks and zealots, i mean they can hold their own for a good amount of time. I mean upgraded marines with 55hp, stimpacked and having like 24-36 marines is a very dangerous army.

    And vikings are very sturdy, 125 hp. and can be massed too, tanks seem to be doing more damage as well so we'll see about that.

    We'll see...i still want my firebat.
     
  13. Drafter

    Drafter New Member

    Joined:
    Jul 31, 2007
    Messages:
    384
    Likes received:
    0
    Trophy points:
    0
    Viking being massed?I thought that was my idea of counter/pushing in the other thread.
    Can't players just mass reapers and marines to counter zealots+immortals effectively.
     
  14. G0li4th

    G0li4th New Member

    Joined:
    Sep 27, 2007
    Messages:
    42
    Likes received:
    0
    Trophy points:
    0
    hum depends one zealot how many marines or reapers can hold and immortals how many can hold. Probably the same amount of marines and reapers can hold same amount of zealots and immortals but they need upgrade to thir weapon and armour.
     
  15. Ych

    Ych New Member

    Joined:
    Jun 1, 2007
    Messages:
    874
    Likes received:
    2
    Trophy points:
    0
    Ghosts + M&M will counter it.

    They are in the same tier as the Zealots+Immortals too.
    Ghosts will snipe and pick out the Zealots in battle. Since they deal 150 damage to organic units, that will leave the Zealots with 10 HP. M&M will plow through the injured Zealots and Immortals.
     
  16. BnechbReaker

    BnechbReaker New Member

    Joined:
    Aug 6, 2007
    Messages:
    1,827
    Likes received:
    0
    Trophy points:
    0
    ghosts are actually pretty expensive now, according to the latest info, they cost 100min/100gas/2supply
     
  17. G0li4th

    G0li4th New Member

    Joined:
    Sep 27, 2007
    Messages:
    42
    Likes received:
    0
    Trophy points:
    0
    Indeed and not real solution to that kind of attack.
     
  18. Remy

    Remy New Member

    Joined:
    May 31, 2007
    Messages:
    1,700
    Likes received:
    2
    Trophy points:
    0
    From:
    US East Coast
    100/100 for a useful caster isn't unreasonable. But my own answer to this would just be M&Ms + tanks.

    In the WWI gameplay demo, zealots were raping marines and immortals pwning tanks, but each was shown separately. In real game situations, how often would you find a Terran keeping those separately for your dining pleasures? I think in actual application, those combinations would hardly equate to a Protoss victory by default. If you look at it differently, tanks can counter zealots and marines will counter immortals after all.

    Zealots being melee units will be the ones up front, tanks can pound on them while they approach. By the time zealots have charge, you should have stimpack, medics, and shield upgrade as well. So whatever gets close enough, stimpacked M&Ms should be able to mop up. I believe once most or all zealots are out of the picture, Terran should un-siege all the tanks. Since splash can hurt your own units, and the hardened shield would drop tank fire down to 10 damage a shot, there is no reason to stay with the lower firing rate. If it's just as weak, might as well regain mobility and higher attack speed.

    I just don't really see a big problem with zealot+immortal combo personally. Not as much of a threat as the rest of the Protoss stuff anyway.
     
  19. Fenix

    Fenix Moderator

    Joined:
    May 21, 2007
    Messages:
    6,769
    Likes received:
    11
    Trophy points:
    0
    Remy, you made me think....Does the 'hardened' shield proc (Sorry) against regular tank fire? This all hinges on what the threshhold is for the 'hardened' shield to be active.



    PS: Whoever was complaining about Ghost cost in this scenario.....Um, we're talking Siege Tanks in large numbers.....You can afford some GHosts at that cost.
     
  20. Remy

    Remy New Member

    Joined:
    May 31, 2007
    Messages:
    1,700
    Likes received:
    2
    Trophy points:
    0
    From:
    US East Coast
    To my understanding, the immortal's hardened shield reduces all applicable attacks down to just 10 damage. So any normal attack that deals more than 10 damage in one shot would suffer damage reduction. The siege tank's tank mode fire should be the case as well.