New Units and Their Counter Units.

Discussion in 'StarCraft 2 Strategy Discussion' started by Peter.Hong, Jul 23, 2007.

New Units and Their Counter Units.

  1. Peter.Hong

    Peter.Hong New Member

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    On many of the posts I've made I've made references to how the different races are balanced and how each of the new units/old units being brought back have perfect counters for them in each race. Here is a list of the newest units which we know exist and old units we know that are being brought back. Post your views on which unit would be best to counter another one and reasons why.

    Protoss: Terran: Zerg


    The Zealot The Marine The Baneling
    The Immortal The Reaper The Nydus Worm
    The Stalker The Ghost The Zerling
    The Phase Prism The Siege Tank
    The Phoenix The Viking
    The Colossus The Banshee
    The Warp Ray The Battle Cruiser
    The Twilight Archon The Thor
    The Mother Ship The Cobra
    The High Templar
    The Star Relic
    NEW:The Dark Templar
    NEW:The Reaver
    NEW:The Tempest


    I'll make a few posts after you guys have had a go because I don't want to make a huge long post. Also please post about any units you feel are missing. I will update this post as more units are introduced.

    EDIT: I would prefer that this post be kept to Unit On Unit/Units strategies. In other words how a type of unit (marines or a marine) has advantages over one unit or multiple other units rather than an all out strategy guide on what to do like tech tree and finding expansions (unless you think a particular unit is unique over the other units in scouting) and etc. In addition if you feel that you can add in strategies involving how one unit ACCOUNTS for another's weakness (having immortals to take out tanks since tanks can easily deal a lot of damage to your colossus, etc.) feel free to include that because I'm sure no one would complain. If you would like to post full strategies with regards to teching/how to expand/which units to build in what order, etc. please refer to the specific appropriate Race Boards. Thanks :)
     
  2. burkid

    burkid New Member

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    immortal to banelings, tanks, and thor.

    marines, stalkers, pheonix and vikings to warp rays

    marines, reapers, ghosts, zealots, stalkers, zerglings, cobras, and vikings to immortals (assuming all of the stated have greater numbers or are being micro'd)

    thats all i feel like posting for now.

    edit: you could put dts and reavers in because we are pretty much assured that they are in the game from magazines and screenshots.
     
  3. marshal109

    marshal109 New Member

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    banshee to nydus worm sorry its all i could think about
     
  4. TidalSpiral

    TidalSpiral New Member

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    Banshee > Zergling - This is pretty obvious I guess. Zerglings tend to pack together like angry, angry rice. Two or three cloaked Banshee would make short work of them with streams of bombs, with no chance of getting hurt unless the Zerg have support. I imagine they fly fairly nimbly too, so it can probably escape if a horde arrives.

    Cobra > Nydus Worm - If they truly have acquired the mine laying abilities of the late Vulture, the Cobra will be ideal for ending these subterranean beasts. Just scatter a few out on the field where you suspect one will cross and apparently when the movement of the worm stops, the mines will detonate and remove his life.

    Ghost > Immortal - With the new sniper benefits of the Ghost, and the Immortal's particular weakness against small arms fire, I imagine it will become common to see this match-up. Siege Tanks and other brutes of the Terran army will inspire Protoss players to keep Immortals around because of the shielding, but they have no way to defend against targeted Ghost rounds.

    Immortal / Stalker > Thor - I imagine Thor's array of guns will be strong enough to activate the Immortal shield. If so, then simply harass it with a few pointless Zealots and allow four to five Immortal's to cut the robot down. Alternatively the Stalker can blink, and combined with the sluggishness of the Thor you could probably teleport behind him and open fire relentlessly until he turns. When he does, BLINK, you're behind him again.

    Might have more later. Oh and power up to Mr. Hong. :powerup:
     
  5. Peter.Hong

    Peter.Hong New Member

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    Hmm, do you think that the banelings deal enough damage to activate the shields? Also its sort of melee damage isn't it? Blowing up? So far all we've seen activate the shields are siege tank damage. But if it activates the shields then spectacular, a good counter for those darn banelings. Nice Post

    The Warp Rays do seem very fragile in terms of attacking small units that wont run away. A nice ability is to take down a group of tanks while they focus on your ground attack force. It seems like warp ray's best use will be only as support of your main troops and for leveling an enemy base.

    Honestly the dragoon was my favorite unit in SC1 so I'm a little disappointed that they replaced him. However we don't know how much damage they deal so they could still be efficient in dealing with aerial units. Hopefully...

    And thanks for the information on the units BURKID. I will be adding them to the list.

    Awesome post man. I've enjoyed reading your posts a lot because of your new spin/view on things. You've earned a powerup yourself just from this post :powerup:. Anyways as for the units you mentioned, i haven't seen the banshee in action yet so i don't know about it much however, you've made some good points so i'm willing to take what you say as truth and if it is true that is a great counter for zerling/banelings.

    Combra/Nydus: Well I'm not sure about this because we still don't know if nydus worms have to burrow or if they can just randomly pop up like its an ability. Example: Click "uproot units" and then click a spot on the map where u want it to uproot. This is still a possibility but if what you have speculated turns out to be true then the spider mines could be very advantageous as they would blow up the units coming out of the nydus worm along with the worm itself.

    Ghost/Immortal: Well the snipe ability of ghosts shows that it only affects biological units. Do we know if immortals will count as machines/biological yet? If yes someone please add in that information. Furthermore snipers attack sort of slowly in SC1 so i'm not sure if they would be effective dealing only minimal damage to the immortal at a time. This is the only spot where i'm not sure if your strategy would work well but otherwise great post and nice idea.

    Stalker/Thor: AWESOME THINKING. I actually never even took into consideration of blinking behind Thor because he turned slow. Good call on that, I think that this will be an effective cheap strategy of dealing with Thor and will be utilized by many many protoss players in the future. If any players claim that strategy as their own I will personally defend that you came up with it first.

    Great posts guys and please keep it up. The knowledge you place here not only gives you room to expand on your thinking by seeing what you have come up with on your own but gives people a glance into what strategies they have not taken into consideration and gives them a chance to expand on what great information you have already placed here. :thumbup:
     
  6. burkid

    burkid New Member

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    spidermines have been replaced by reapers time bomb. which would still be effective vs nydus worms.

    immortals are mechanical, like how dragoons used to be.

    for the thor, cobras will also be able to effectivly stay behind them

    stalkers>seige tanks, you can blink inside minimum range

    stalkers> immortals, stalkers have higher range and probably dont activate hardened shields and attack faster, so with a few blinks, you could take down an immortal without getting hit.

    warp rays>thor, thors have enough health for warp rays to get to maximum damage, and we have yet to see if thors have an air attack.
     
  7. TidalSpiral

    TidalSpiral New Member

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    @Peter Hong
    Thank you very much for the compliments, your posts are also very well articulated and thought out. Your ideas are impressive so I was eager to read your views on these gameplay facts. I'm holding you to your promise though, TidalSpiral blinks the Thor! ;)

    Very good point about the Ghost sniping. I hadn't even thought about it but Immortals may very well be mechanical units and immune. If I may I thought of a replacement strategy for it and a new one.

    Viking > Immortal - If indeed it only fires a chain gun, I bet the bullets count as small fire and not initiate the shield. In that case it would be a good toe-to-toe Immortal fighter and with a little distraction make them easier to destroy. For the distraction you could simply transform one into a fighter plane, as it supposedly gains more armor while flying.

    Dark Templar > Reapers / Ghosts - I would make it a personal habit of stationing at least two of these on all nearby cliffs when playing Protoss VS Terran. If they send a couple Reapers over early (and I'm guessing this will happen because the time bombs are like a lesser nuke) you won't have to worry, because as soon as they come sneaking up the wall they'll get chopped in half. Same with Ghosts who get dropped on a close cliff to nuke you. Stationing another Templar by your minerals would probably be smart just in case.
     
  8. burkid

    burkid New Member

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    star relic > small army + thor, use detonate on the thor, and since the larger the unit, the larger the blast, you could take out a chunk of the army, or at least severly damage them as well as eliminating the thor.

    DT> tanks, if the tanks are shelling you from a cliff and have no detectors, you can send a DT or 2 up there and take them out.

    @tidalspiral, nice idea with the DTs! that would make a base much safer!
     
  9. TidalSpiral

    TidalSpiral New Member

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    Thanks Burkid, hopefully it won't have an easy counter!

    I like your idea to Stalker blink within Siege Mode limits, those tanks might become useless against Protoss. And Star Relic melting the Thor would be a thing of beauty. lol

    Reaver > Marine - This is sort of a classic one but it deserves to be mentioned. I doubt marines will fair any better in SC2 against a Reaver, they simply die by the dozens. While the stream of gunfire is formidable, a single scarab can knock down a line of infantry.
     
  10. Peter.Hong

    Peter.Hong New Member

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    Nice ideas about the DTs for base defense. I always coupled them into my minerals with workers or at exps.

    Good idea with the star relic i never took into consideration the idea of a blast radius. If its true then coupling a few units with a star relic and letting the units battle it out with the other units while u detonate Thor could be pretty interesting. I'm sad about Star Relic having to be stationary to cloak units under her because i think she'd be so much more useful if she could move and cloak but Blizzard knows what they're doing.

    Another tactic that I wrote about on another post would be the warp rays who deal increasing damage. Coupled with templars to statis field the units around thor could make quick work of an expensive unit and surely annoy your opponent.

    Reaver vs. Marines/Zerling OR THE ever feared Banelings. That would so great. Your opponent sending a bunch of baneling expecting to blow your units to oblivion and then what the...they all exploded before reaching your units... and your opponent types "OH a REAVER, REAL ORIGINAL.... -.- "
     
  11. burkid

    burkid New Member

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    reaper + ghost or cobra>tanks, use the reaper to put a time bomb on the ghost or cobra (i think i read somewhere that you can put them on units too) then cloak the ghost or wait a moment with the cobra for the timer to go down a bit, then send it straight into a base or a group of tanks, then just watch the fireworks.

    Colossus > marines/reapers/zerglings/zealots, pretty self explanitory, but with a height advantage, makes it even more deadly. you could have a colossus on a cliff and do something that people would do with lurkers: keep hitting stop until the units were right on top of you, or in this case, just below the cliff, then unleash hell.
     
  12. Peter.Hong

    Peter.Hong New Member

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    @BURKID

    Great idea on the Colossus. That is going to be a nice strategy when used right especially on scouting units. You guys have come up with some great things and I'm glad you guys are contributing. I'm going to be offline for a few days because of an upcoming exam and work however, so do your best to keep this post alive. :good: Thanks for your ideas, I learned a lot. :powerup: Burkid for some awesome strat ideas.
     
  13. burkid

    burkid New Member

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    sure thing, any time. actually you should probably tank tidalspiral too, because i thought up a bunch of my strats by looking at his. i would give you a powerup too, but it hasnt been 72hrs. yet :p

    reapers > bases, jump the reapers in, attack miners, and when defences come, put as many bombs down as you can, like 1 on the CC, 1 on a barracks, factory, try to get 1 or 2 on SCVs, because those would be harder to stop. edit: you could also put the bombs down first, then the defences has less time to stop them.
     
  14. FlyingTiger

    FlyingTiger New Member

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    Oh I think you are missing the Tempest.
     
  15. TidalSpiral

    TidalSpiral New Member

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    lol... "Reaver, REAL original."

    @Burkid
    I had considered the time bomb on Cobra thing, but I'm very confused about how it truly works. Some say it's only on buildings, some say all units, some say it can be shot to death by the enemy and I guess that defuses the blast so I don't know if this strategy is in but excellent idea. And you're right about Colossus on a cliff, that will probably be the biggest thing to go up there.

    @Peter Hong
    Reavers ALWAYS killed me! That is the one unit I hated most in SC cause I couldn't learn how to use it but I got pwned with it constantly. lol Great idea with Stasis to freeze a support squad, then using Warp Rays to melt whatever the bigger threat(s) are.

    One factor I'm thinking about is the Ghost ability to call reinforcements. This stands out to me as the hardest to understand how to use. The only idea I had for it involved the so-called Observatories, maybe someone here read that one - basically take an Observ. with two ghosts, one to snipe or make nuclear drops and the other to snipe or call marines if zerglings show up.

    I have a question too, are we doing just one on one unit strategies or like strategies using multiple marines or different units mixed?
     
  16. burkid

    burkid New Member

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    haha you're right. i didnt even notice.
    that gives me an idea
    Tempest > darkswarm, assuming its still in. since the tempests shurikens are melee, they could hit anything under darkswarm with a ranged attack of kinds, since the tempests are hitting at range, even though the damage is melee.

    @tidal, i heard that the bomb was on units and buildings, had about 30 second delay between placing and detonating, and it could be shot off. the 30 second timer is why i said the cobras should wait a moment before going after the tanks, because if the cobra did manage to make it to the tanks, it probably wouldnt have 10 or 15 seconds to kill, so if you wait for about 10 seconds before sending it, the bomb would go off when the cobra gets there.
     
  17. Peter.Hong

    Peter.Hong New Member

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    I would prefer that this post be kept to Unit On Unit/Units strategies. In other words how a type of unit (marines or a marine) has advantages over one unit or multiple other units rather than an all out strategy guide on what to do like tech tree and finding expansions (unless you think a particular unit is unique over the other units in scouting) and etc. In addition if you feel that you can add in strategies involving how one unit ACCOUNTS for another's weakness (having immortals to take out tanks since tanks can easily deal a lot of damage to your colossus, etc.) feel free to include that because I'm sure no one would complain.
     
  18. burkid

    burkid New Member

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    ok sure thing. the tempest/darkswarm thing was just something that popped in my head because flyingtiger mentioned that the tempest wasnt on the list.

    reaper and banshee combo: use reapers, or some other unit or group to make a distraction at the front of an enemy base, then have cloaked banshees fly in and take out the miners, then take out buildings like barracks, gateways, factories, etc.
     
  19. Peter.Hong

    Peter.Hong New Member

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    lol, that wasn't directed at you BURKID. It was to address Tide's question. :p Crazy you've made perfectly good posts.
     
  20. burkid

    burkid New Member

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    oh. haha. i thought you were adressing my darkswarm strat. my mistake. ;D

    i have run dry on ideas for the moment. i might post some more strats later.