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Thread: Patch 1.3.3 PTR Notes - Updated 04/25

  1. #141

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Seen a few strategies using Immortals with Zealots and Archons and have had some success using it myself. The fact that the Immortals actually shoots further the other two helps mitigate some of the problems normally associated with using them, plus the fact they kill armor almost as good as Archons kill bio makes it devastating. It is very expensive however, and weak against air.
    Superior capability in language does not necessarily equate to superior intelligence...but it certainly doesn't help your argument if you sound stupid.

  2. #142
    Gradius's Avatar SC:L Addict
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    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Quote Originally Posted by protoswarrior View Post
    The key is to get a good flank with zealots and archons. Split your army in 2 and attack from 2 angles. Sometimes, you'll get that tailing bit of the ball with Colossi in it. That right there is a kill move

    I win most of my chargelot archon battles that way
    Yeah the upside is your army doesn't need to be in a ball, but the downside is it still does less DPS than colossus.

    Also, no more phoenix bullshit. Archon/Chargelot crushes any phoenix play.

  3. #143

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    True, but once his Colossi die, your zealots rip through everything else, and since everything in your army is WG dependent, you can reinforce with more archon/chargelots a LOT faster than he can get 2 more colossi out for comparable damage to the first battle.

    Also, even if I lose that first battle, I can still reinforce enough to force the 2nd battle my way since I will have fresh waves of Zealots and Archons with full shields and HP while his army will be quite damaged and his gate reinforcements will probably be inferior due to Colossus tech.

    What more, gate heavy builds imply better upgrades faster than the Colossi-ing player. Due to the extremely high cost of that tech, The robo player cannot afford more than 1 forge, while I can double forge after expand. Thus, I can get a fast 1-0-1 while his army will at MOST be at 1-0-0.

    And the next major battle, I'll be at 2-0-2 or 2-1-1 while he will be at 2-0-0 or 1-0-1.

    This build is wickedly versatile, as you said, vs stargate builds. Voids could be a problem in larger numbers, but it is easy to scout it and get enough stalker/Archon/Zealot to counter. Besides, stalkers might not even be necessary if you research Psi-Storm and just storm the Voids to hell

    The tech is already there anyways

  4. #144

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    I've already used the gateway strategy when people just went mass colossus wars. When people evolved into doing fast 4 gate all the time I got completely crushed though. So now I do 3 gate, robobay instead.

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