Initial build: forge-expand into stargate
Problem: Timed push (11:30-12:00 mark)
Goal: unorthodox solution, differentiate ladder experience
Assumptions: P is epic at denying scouting, zerg assumes standard ground play into colossi.
Normally you would want to get some sentries and colossi out, repel his push, then fight for that 3rd, trick him into getting too much corruptors, get blinkstalkers, outmicro broodlords etc etc etc. Good old standards.
I went different path in a pvz this morning, threw down 2-nd stargate and fleet beacon. At 13 mins I had 4 1:0 carriers (and 2 more on the way) and some negligible ground army. WOW, carriers rape hydra with catapults, they have same, if not better, range than colossi, and are fairly effective dps-wise. I'm inviting to join my thought-in-process here:
Hydra: 80 hp, 1 armor (with upgrade 1:1)
1:0 Carrier vs 1:1 hydra: interceptor damage 2x5, attack speed 3, dps = 10/3x8 = 26,6. Takes 3 seconds to kill a hydra (since interceptors don't all move at the same time, 0,2 is negligible).
1:0 Colossus vs 1:1 hydra: 15x2 attack, attack speed 1,64, dps = 30/1.64 = 18,29 (Colossus does splash on average of 3 units, let's make it 18,29 to 54,87 dps on hydra ball, depending on positioning). Takes 4,34 seconds to kill 1-3 hydra.
4,34/3-1 = 44% 1-target advantage for carrier dps. The longer the battle lasts, the better the carrier is, even despite colossus splash.
Won't do the math for roaches, since roaches pose 0 threat to carriers. Carriers just beat on the from the skies.
Let's compare costs with my build from the points I finish building my mapcontrol voidray+ scouting phoenix from my opening stargate (8 min mark):
Carrier: add 2nd stargate (150/150, build time 120. Can add this structure at the same time you are getting phoenix, not to extend 2nd carrier by 40 seconds), add fleet beacon (300/200, build time 80), catapult upgrade (150/150, research time 80). Total of 600/500. Carrier unit cost: 450/250, build time 140 seconds. Time till 1st carrier can be built - 80 seconds
Coloss: add robotics (200/100, build time 65), add bay (200/200, build time 65), coloss range upgrade (200/200, research time 150). Total of 600/500. Coloss unit cost: 300/200, build time 75 seconds. Time till 1st colossus can be built - 130 seconds.
So, it takes me 80 seconds to start building a carrier, and in 220 seconds I get 2 carriers with catapult ready. 11:30 mark, when zerg supposedly moves out to push. It takes 130 seconds to start building a colossus, and in another 150 seconds I get 2 colossus with thermal lance. 280 seconds total.
Now, at 12 mins I have 2+2x 45% ready carriers with catapult upgrade. If I tech colossus, I get 1 colossus with no upgrade, and one more on the way 65% done.
To add, with 2x stargates and no requirement to spend chrono on lance, all chronos go 100% into army boosting.
+ of carriers:
1)Better army potential at 12 min mark, faster execution
2)Forces zerg to play AA (corruptors), for which you already have air presence and upgrade advantage.
3)Negates annoying broodlord play
4)Negates powerful ultra play
5)MUCH easier positioning. If you place colossi in bad position with corruptors at bad angle, it's game. Carriers...well, they fly.
6)Fun to execute
- of carriers:
1) Easy to bypass and force into base-trade situation
2) Easy to scout and prepare hard counter in advance
3) No tech tree diversity - 100% devotion to stargate play. Hard to switch out.
4) No synergy with ground army. Basically, ground army serves as meatshield for your natural to hold those roaches.
5) There is a critical number of hydra (i believe 7 for each carrier), when hydra becomes unkillbale by carriers due to interceptors dying too fast.
+ of colossus
1) Ground unit, better roach counter, opens tech for immortals
2) Cost efficiency due to splash
- of colossus:
1) Don't counter ultra
2) Becomes useless with large corruptor count
3) Bad ffs make them much less cost-efficient.
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