How do you plan on countering zealots?

Discussion in 'Terran' started by DKutrovsky, Sep 22, 2007.

How do you plan on countering zealots?

Discussion in 'Terran' started by DKutrovsky, Sep 22, 2007.

  1. DKutrovsky

    DKutrovsky New Member

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    I really dont have a specific unit to counter zealots currently.

    No spider mines, no vultures, no firebats
     
  2. Pure Vengeance

    Pure Vengeance New Member

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    How about the submergable supply depots as your counter? When they are up they won't reach your siege tanks that I am sure every terran player loves... and will get blown away, just like in SC1 :)

    On second thought... just have any long range units behind the supply depots and you should be set.
     
  3. IO

    IO New Member

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    Siege tanks have splash remember, they may destroy the supplies before the zealots do, just have afew bunkers behind the supplies or order a few reapers to throw their mines across the supply depots and the zealots should be dead soon enough. (the reaper mine throw would only work early game as the zealots would get the charge ability latter).
     
  4. coreyb

    coreyb Guest

    I prefere firebat's with some seige tank's.
     
  5. DKutrovsky

    DKutrovsky New Member

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    im more conserned about times when you dont have time build, im interested about a unit counter, without supply depos in the picture
     
  6. TerranGod

    TerranGod New Member

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    uh...lets see...

    first i'd put supply depots as blockage

    then seeing as zealots only do 6 damage, id put some rines or a bunker behind the depotes

    or...

    just get rines and fight...they only do 6 damage now dont be afraid
    use the retreat micro

    put like...3 rines in the front and the rest in the back
    when the rines in the front is about to die, move them back so they wont die and the back tier would fight them

    works in sc1 and will also work in sc2
     
  7. IO

    IO New Member

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    Banshees might work, remember zealots are very usefull (like all units) in larger groups as they can help cover each other and and catch enemies in each others cross fire (or sword swip) but the banshee's AOE missile/gun attack seems to cancel out clustering and added with the fact that zealots can't attack air, the banshee may be a reasonable counter for the zealots untill they get their charge upgrade.

    Once they do get their charge my recommendation is the firebat (he will be back), simply line them up and let the zealots swing at them a little to spare some time, then simply attack with a group of marines in the back or (if your good at micro) use the firebats to force the zealots to cluster up into a tight group and then let the might AOE of the banshee rip em to pieces!
     
  8. DKutrovsky

    DKutrovsky New Member

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    Banshees = late game, early game = ?

    Zealots do 16 damage no 6.

    I guess the only thing you CAN use is marines and medics and/or vikings tanks.
     
  9. Vindicatormsc

    Vindicatormsc New Member

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    Firebats will be back,you can counter Zealots with it.and if they feel like using SC:G ideas,the Firebats will have the napalm rocket,to hit far away Zealots...

    so fear not,Terrans will not be counterless against Zealots.
     
  10. Ych

    Ych New Member

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    Ghosts would also be a good counter against Zealots.
    Snipe deals 150 damage. Zealots have a total of 160. Snipe + normal attack from anything = gg Zealots.
    Not to mention with smart casting, you can snipe every single zealots with no problem. :good:
     
  11. DKutrovsky

    DKutrovsky New Member

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    ghost is still a bit late game

    No firebats and no vultures really hurts
     
  12. Ych

    Ych New Member

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    Ghosts are far from been late game in SC2.
    Take a look at the Terran tech-tree.

    http://www.gamespot.com/pc/strategy/starcraft2/news.html?sid=6176215
    You only need Rax, Merc haven, and Shadow ops for Ghosts. That is approx the same as the Firebats in SC1. Not to mention, Blizzard stated in Q&A Batch 14 that they are playing around with the Ghosts as a Tier 1.5 unit minus the Stealth ability that they have.

    AND, if you have read I think Q&A batch 12, it states that the Firebat is in the current build.
     
  13. DKutrovsky

    DKutrovsky New Member

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    NICE!

    I would love to be able to play around with ghosts earlier in the game!
     
  14. Vindicatormsc

    Vindicatormsc New Member

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    yeah,now Ghosts are actually useful,not just some Nuke-shooters that die too fast and can kill nothing,very good.i just wish i could see some Firebat video,i'd love to see them making Zergling barbacue...
     
  15. DKutrovsky

    DKutrovsky New Member

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    Yes...nothing better than watching firebats kill zealots and zerglings...
     
  16. Hadean

    Hadean New Member

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    From:
    Hamilton, Ontario
    DK, building supply depots off the bat to seal off the entrance along with a barracks and bunker in tow did the trick for me in SC1, should do the same here. The first thing you should build as a terran is a supply depot at the front entrance anywho bro, I dont see why you have a "supply depots aren't feasible" attitude towards your strat.
     
  17. BnechbReaker

    BnechbReaker New Member

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    in sc1 12 firebats normally beat 12 zealots
     
  18. Vindicatormsc

    Vindicatormsc New Member

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    a direct 1 on 1 confront of Firebats and Zealots depends a lot on upgrades,but yes,normally firebats pwnz Zealots,if on equal numbers.
     
  19. TerranGod

    TerranGod New Member

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    what i meant was in stacraft 2 zealots do 6 damage (i think) not 16 i even saw the attack..
     
  20. DeathRot

    DeathRot New Member

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    no they does 16 damage double blade they had a damage of 8 but they had 2 attacks mean 16 damage total they hit twice
    if u were to see protoss topic on blizzcon protoss stats and pic