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BattleForums.com Forums > Major Games > Starcraft > Starcraft Strategies and Replays

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Old 05-07-2005, 02:45 AM   #1 (permalink)
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Which would win?

Just between these two limited combinations (teams), who would win:
Terran+Zerg vs. Terran+Protoss ? (terran+zerg team versus the terran+protoss team)
---------------
I.e., TZ vs. TP ...which would WIN?
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Old 05-07-2005, 02:55 AM   #2 (permalink)
 
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Depends on many things. On the players. On the map. On the team coordination. So really, there's no sure way to find out. This thread may be spammed with theorycraft ideals, but who cares. It'll be a totally unique battle everytime.
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Old 05-07-2005, 04:59 AM   #3 (permalink)
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I pretty much agree with Darkmatter... But I think that every team should have at least one protoss player because of the Dark Archon's mind control ability. I personally think that the TP team would win because Terran have the fastest transport ships. If you can get a few Dark Archons in a Dropship you can sneek into the back of your opponents base, mind control a few Drones/SCVs/Probes, and rush them out of the enemy base and back to yours to further your empire.
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Old 05-07-2005, 08:39 AM   #4 (permalink)
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TP > TZ

thats me.
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Old 05-07-2005, 02:19 PM   #5 (permalink)
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Depends who playing each team?
If you got 2 leets and 1 leet and noob you tell me who wins?
Probably TZ OVER TP.

Zerg is too organic to be hit by Terran spells. And Terran can hit Protoss with more effective spells. So yeah.
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Old 05-07-2005, 03:11 PM   #6 (permalink)
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Mr.Bret

I agree and disagree. I agree partly with you on the part about "spells" as you called them. but I disagree with the terran v zerg spells.. Protoss Dark Archons can Maelstorm which makes all biological units in it area of affect "freeze" baisically. I still say TP would win.


I mean, look at the pros and of each team.


TZ: Easy bum rushes,Zerg powerhouse
Both: Terran tech,Seige tanks
TP: Dark Archons,Dark Templars,Abiters,Carriers,Reavers


I'd say TP outweighs TZ. lol
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Old 05-07-2005, 03:43 PM   #7 (permalink)
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Terran-Zerg:
*The 12D-matrixed Zergling or Scourge trick-
*Goliaths+Lurkers under DarkSwarm-
*Tanks+Lurkers+Darkswarm-
*Medics+(Ultralisks under Def-matrix) under DarkSwarm
*Medics heal any ground Zerg
*EMP/Guardians (that EMP-plague thing i like)
*Plague/Nuke
*Def-Matrixed Queens--can't kill them easily before they Sp.Brdlg
*Valkyries+Devourers
*Def-Matrixed Guardians protected by cloaked wraiths
*All-Marine bunkers w/Lurker support
*Comsats reveal cloaked units(e.g., DarkTemplars, or stuff under arbiters) for lurkers
*Easy access to Infested Comm.Cntrs w/Inf. Terrans
*Def. Matrix the Inf. Terrans with spider mines for defense
*Tank/Lurker dropped from transport safely into a Dark Swarm
*Ghosts aim-nukes w/DefMatrix under Dark Swarm w/Lurker support
*Lockdown Carriers/Battlecruisers for Scourges/Devourers
*Lukers/Sunkens w/Firebat-Bunkers for ground defense (Lurkers/Sunkens kill @range while firebat at short range)
*lockdown/comsats/plague/scourges/ensnare gets the arbiters....and everything underneath...sort of..kinda
*lockdown anything...so those weak zerg units can attack mechs without getting hit
*Comsat' reveal observers for queens' parasite--that's why queens were given fast speed
---------------------------------
Btw--the 12D-matrixed Zergling or Scourge trick goes like this:

1) Take 2Hatcheries and 3Science Vessels:
2) Order the hatcheries to make zergling eggs,
3) shortly BEFORE each egg hatches, use the science vessels and put a defense matrix on EACH egg.
4) Wait a second or less...
5) Two zerglings will pop-out of each egg...and they'll BOTH have that defense matrix thing on them!
6) 6eggs worth in two hatcheries will make "12 Defense-Matrixed Zergling--" just dying to attack!
*use these anywhere (i.e, defend expansions, expand, kill enemy or base...etc) nothing can stop them .....especially under Dark Swarm

With around 275HP from Def-Matrix, medics, dark swarm, tanks, EMP, goliaths, comsat detections (against darktemplars), this TerranZerg strategy is almost unstoppable IMO, almost ...not perfectly, just almost.

Do this again, but use scourge' eggs---to make 12D-Matrixed Scourges that can take out any small air force :smile:

-----------------------------------------------------------

Terran-Toss:

*Arbiter Stasis/Nuke trick
*Medics+ShldBatteries for full healing
*Battlecruisers+Carriers (the only capital ships in all starcraft)
*Bunkers and Photon Cannons (best defensive placements)
*Comsats&Observers for best detection
*Def.Matrxed Arbiters can recall troops behind enemy lines without getting destroyed
*Medics+Firebats+Zealots against Zerg (Zealots-hydras, firebats-lings)
*Reavers&Tanks (best ground siege)
*Reavers "behind" tanks (scarabs protect tanks from close range attacks)
*Tanks destroy defenses, so Reavers can drop (or both tank/reaver drops)
*Tanks, Reavers, Psi-Storm, Firebats, Irradiate, backed up by Medics will splash damage against zerg armies
*"Invisible Yamato"--Battlecruisers hidden in front of Arbiters
*Tanks/Bunkers with Marines defended by Dark Templars
*Stasis a Ghost so he won't get killed by his nuke
*Put Disruption Web AROUND bunkers and tanks (melee or close range enemies can't attack bunkers or the tanks)
*Goliaths+Reavers for air/ground damage
*Medics+Dark Templar--medics can heal, restore effects, and blind those damn detectors so dktemplars can attack
*Medics restores lockdowns for Arbiters, so they can cloak and remove parasites (IMO, one of zerg's greatest anti-arbiter spells)
*Arbiters can recall tanks in siege mode
*Irradiated Reavers?????? just trying to think of somethings...
--------------------------
Stuff u can do with Def-matrix on Protoss units::::::::::
*Def-Matrixed High Templars can Psi-storm themselves or anywhere safely
*Def-matrixed Archons/Scouts/Carriers survive Nukes
*Def-matrixed Corsairs can put disrp.web ANYWHERE on MAP (good speed, with good defenseHP means ANYWHERE)
*Def-matrixed archons live after EMP
*Def.Matrixed DarkArchns live after MindControl or EMP
*Def.Matrixed Shuttles for better Reaver Drops
--oh, and try to mind control zerg enemy defilers: dark swarm helps out a lot~!
-------------------------------
Btw, the Arbiter Stasis/Nuke trick goes like this:
1) Get a ghost with nuke and an arbiter
2) Put your army into dropship/shuttles
3) Make sure you time this right:
*Recall your shuttles+ghost into the enemy's base
*"Stasis Field" your shuttles
*Wait 25seconds, then aim nuke on the shuttles

BOOM! Their base partially obliterated, just as your shuttles leave the stasis safe and sound! Now, just drop ur army and finish off the base.

---------------------------------------------------------



Just a couple of strategies on both sides!
!
But which then seems more powerful---and better: TZ or TP !?

Last edited by TrongaMonga; 05-08-2005 at 11:14 AM.
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Old 05-07-2005, 07:22 PM   #8 (permalink)
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TZ has infested's... so drop off some of those with some BC support = ez newb thing to do
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Old 05-07-2005, 07:46 PM   #9 (permalink)
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Quote:
Originally Posted by SilverBlade777
I agree and disagree. I agree partly with you on the part about "spells" as you called them. but I disagree with the terran v zerg spells.. Protoss Dark Archons can Maelstorm which makes all biological units in it area of affect "freeze" baisically. I still say TP would win.


I mean, look at the pros and of each team.


TZ: Easy bum rushes,Zerg powerhouse
Both: Terran tech,Seige tanks
TP: Dark Archons,Dark Templars,Abiters,Carriers,Reavers


I'd say TP outweighs TZ. lol
The ghost on team TZ can lock down A LOT more units on the TP team.
The ghost on team TP can only lock down the T from the TZ team.
This makes Zerg quite valuable in those terms.
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Old 05-07-2005, 07:52 PM   #10 (permalink)
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Quote:
Originally Posted by MrBret
The ghost on team TZ can lock down A LOT more units on the TP team.
The ghost on team TP can only lock down the T from the TZ team.
This makes Zerg quite valuable in those terms.
Well, there's always storm from the toss side. And Maelstrom can LOCKDOWN zerg units for a period of time.
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Old 05-07-2005, 07:55 PM   #11 (permalink)
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DA, who takes the time to make an arsonal of them?
DT are a much better choice.
And it is true that maelstorm does lock down zerg, but its a spray and can lock down your units as well...same as status field. Lock down is precise, not a spray.
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Old 05-07-2005, 08:11 PM   #12 (permalink)
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I'd say TP would win, prolly because i am a P player, but i'll share my thoughts anyway...

Since Z would be the main forces on TZ, the TP players would have to concentrate on battling those forces well before the T forces (Which i assume would be used for drops and long-range attacks, and some battle support). So, T should go M&M and P should go High Templars but still have a good main force of Dragoons/Zealots (I wouldn't recommend DTs because of Overlords, unless you plan to hit & run T's forces).

Overall, if TP just massed a huge army they'd win, especially with P's excellent support spells (Maelstrom/Psi-Storm) and the added fact of Corsairs, which would render T's tanks useless because of D-web (I certainly would get a few of 'em).
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Old 05-07-2005, 08:14 PM   #13 (permalink)
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If Zerg masses Hydras thats good-game right there. With as much damage as they deal for one population limit, both air and ground support. Man, man....
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Old 05-07-2005, 08:25 PM   #14 (permalink)
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Toss's dark archon would pwn da Zarg pr0n they'd go OMG TOSS PR0n *watches*

Terrans, would probly be the one that would be taking most hits, dt drops, or lurk drops,

Thats just me, I think TZ would be more vulnerable against TP, GENERALLY.
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Old 05-07-2005, 10:05 PM   #15 (permalink)
 
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Archons are useless versus Terran. Ultralisks are not.
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Old 05-07-2005, 10:10 PM   #16 (permalink)
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Archons aren't useless vs zerg.
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Old 05-07-2005, 11:15 PM   #17 (permalink)
 
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I never said they were. Then again, this thread is theorycraft so it's not like it matters what you or I say.
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Old 05-07-2005, 11:57 PM   #18 (permalink)
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I know. I was just pointing it out since it was TP vs TZ and not PvT. And yeah, I too, am just spectulating since I'm in no way a 2v2 expert.
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Old 05-08-2005, 04:49 AM   #19 (permalink)
 
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I despise team games unless I know the people I'm playing with actually care enough to play fair. Otherwise it's a waste of time for me.
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Old 05-08-2005, 11:06 AM   #20 (permalink)
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Quote:
Originally Posted by Darkmatter
Archons are useless versus Terran. Ultralisks are not.
Ultralisks are useless against Terran, and toss.

get your facts straight mister.
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